Fritz And Chesster
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Fritz And Chesster
''Fritz and Chesster'' (german: Fritz und Fertig) is a series of educational programs about chess for children. In each of the four PC games, Fritz White and his cousin Bianca learn chess with the help of the anthropomorphic rat Chesster. In the first three games, they learn various elements of chess before competing against King Black in a chess game; the fourth game is set on an alien planet. The first game teaches the rules of the game, along with some basic checkmates and strategy. The next games teach opening theory, tactics, middlegame analysis and endgames, along with checkmate patterns. Other games feature chess variants, chess puzzles or timed games with highscore boards. The programs were produced in Germany for Terzio and Chessbase between 2003 and 2009; they have been translated into 17 languages. Reviewers found the first two games entertaining and commented on the lengthiness of the storylines. Chess puzzle books and workbooks featuring the characters have been produ ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Odds (chess)
Handicaps (or "odds") in chess are handicapping variants which enable a weaker player to have a chance of winning against a stronger one. There are a variety of such handicaps, such as material odds (the stronger player surrenders a certain piece or pieces), extra moves (the weaker player has an agreed number of moves at the beginning of the game), extra time on the chess clock, and special conditions (such as requiring the odds-giver to deliver checkmate with a specified piece or pawn). Various permutations of these, such as "pawn and two moves", are also possible. Handicaps were quite popular in the 18th and 19th centuries, when chess was often played for money stakes, in order to induce weaker players to play for wagers. Today handicaps are rarely seen in serious competition outside of human–computer chess matches. As chess engines have been routinely superior to even chess masters since the late 20th century, human players need considerable odds to have practical chances in ...
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Bishop And Knight Checkmate
The bishop and knight checkmate in chess is the checkmate of a lone king which can be by a king, a bishop, and a knight. With the stronger side to move and with perfect play, checkmate can be forced in at most thirty-three moves from any starting position where the defender cannot quickly win one of the pieces. The exception is the "stalemate trap" (see below). These exceptions constitute about 0.5% of the positions. Checkmates are possible with the defending king on any square at the edge of the board but can be forced only from positions with different or if the defending king is in a corner controlled by the bishop or on a square on the edge next to a corner; however, mate adjacent to the corners not controlled by the bishop is only two moves deep (with the same material), so it is not generally encountered unless the defending side plays inaccurately. Although this is classified as one of the four basic or elementary checkmates (the others being king and queen; king and rook ...
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Two Bishops Checkmate
Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is never actually captured—the player loses as soon as the player's king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. If a player is not in check but has no legal move, then it is ''stalemate'', and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#. Examples A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in Fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), or after many moves with as few as t ...
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Morphy's Mate
In chess, several checkmate patterns occur frequently enough to have acquired specific names in chess commentaryBy definition a checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black. Anastasia's mate In Anastasia's mate, a knight and rook team up to trap the opposing king between the side of the board on one side and a friendly piece on the other. Often, the queen is first sacrificed along the a-file or h-file to achieve the position. A bishop can be used instead of a knight to the same effect (see Greco's mate). This checkmate gets its name from the novel ''Anastasia und das Schachspiel'' by Johann Jakob Wilhelm Heinse, but the novelist took the chess position from an essay by Giambattista Lolli. Anderssen's mate In Anderssen's mate (named for Adolf Anderssen), the rook or queen is supported by a diagonally attacking piece such as a pawn or bishop as ...
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Anastasia's Mate
In chess, several checkmate patterns occur frequently enough to have acquired specific names in chess commentaryBy definition a checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black. Anastasia's mate In Anastasia's mate, a knight and rook team up to trap the opposing king between the side of the board on one side and a friendly piece on the other. Often, the queen is first sacrificed along the a-file or h-file to achieve the position. A bishop can be used instead of a knight to the same effect (see Greco's mate). This checkmate gets its name from the novel ''Anastasia und das Schachspiel'' by Johann Jakob Wilhelm Heinse, but the novelist took the chess position from an essay by Giambattista Lolli. Anderssen's mate In Anderssen's mate (named for Adolf Anderssen), the rook or queen is supported by a diagonally attacking piece such as a pawn or bishop as ...
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Chess Clock
A chess clock consists of two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. Chess clocks are used in chess and other two-player games where the players move in turn, and in some legal settings where each side is allotted a specific amount of time for arguments. The purpose is to keep track of the total time each player takes for their own moves, and ensure that neither player overly delays the game. Chess clocks were first used extensively in tournament chess, and are often called game clocks. The first time that game clocks were used in a chess tournament was in the London 1883 tournament as invention by Thomas Bright Wilson of Manchester Chess Club. Their use has since spread to tournament Scrabble, shogi, go, and nearly every competitive two-player board game, as well as other types of games. The simplest time control is "sudden death", in which players must make a predetermined number of moves in ...
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Breakout (video Game)
''Breakout'' is an arcade video game developed and published by Atari, Inc. and released on May 13, 1976. It was designed by Steve Wozniak, based on conceptualization from Nolan Bushnell and Steve Bristow who were influenced by the seminal 1972 in video games, 1972 Atari arcade game ''Pong''. In ''Breakout'', a layer of bricks lines the top third of the screen and the goal is to destroy them all by repeatedly bouncing a ball off a paddle into them. The arcade game was released in Japan by Namco. ''Breakout'' was a worldwide commercial success, among the top five highest-grossing 1976 in video games, arcade video games of 1976 in both the United States and Japan and then among the top three highest-grossing 1977 in video games, arcade video games of 1977 in the US and Japan. The 1978 Atari 2600, Atari VCS port uses color graphics instead of a monochrome screen with colored overlay. While the concept was predated by Ramtek (company), Ramtek's ''Clean Sweep'' (1974), ''Breakout'' sp ...
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Ruy Lopez
The Ruy Lopez (; ), also called the Spanish Opening or Spanish Game, is a chess opening characterised by the moves: :1. e4 e5 :2. Nf3 Nc6 :3. Bb5 The Ruy Lopez is named after 16th-century Spanish priest Ruy López de Segura. It is one of the most popular openings, with many variations. In the ''Encyclopaedia of Chess Openings'' (''ECO''), all codes from C60 to C99 are assigned to the Ruy Lopez. History The opening is named after the 16th-century Spanish priest Ruy López de Segura, who made a systematic study of this and other openings in the 150-page book on chess ''Libro del Ajedrez'', written in 1561. Although it bears his name, this particular opening was included in the Göttingen manuscript, which dates from c.1490. Popular use of the Ruy Lopez opening did not develop, however, until the mid-19th century, when the Russian theoretician Carl Jaenisch "rediscovered" its potential. The opening remains the most commonly used amongst the open games in master play; it ...
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Decoy (chess)
In chess, decoying is the tactic of luring a piece, usually the king or queen, onto a particular square through the means of a sacrifice on that square, from which the piece's new placement can be exploited to obtain an advantage. Example In the diagram, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: 1... Rxc4! 2. Qxc4. Next, the fork is executed by removing the sole defender of the a3-square: 2... Qxb2!+ 3. Rxb2 Na3+ 4. Kc1. Finally, a zwischenzug decoys the king to b2: 4... Bxb2+. After either 5.Kxb2 Nxc4+ 6.Kc3 Rxe4, or 5.Kd1 Nxc4, Black is two pawns ahead and should win comfortably. Perhaps the most celebrated game featuring a decoy theme is Petrosian vs. Pachman, Bled 1961,Petrosian vs. Pachman, Bled 1961
Chessgames.com which also involved a queen s ...
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Interference (chess)
In the game of chess, interference occurs when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece. It is a chess tactic which seldom arises, and is therefore often overlooked. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself present a threat. Huczek defines interference as a tactic involving blocking moves that obstruct lines of attack. This definition may be expanded by including blocking moves that disrupt lines of defense. Examples In diagram A, White to play will apparently be obliged to retreat the knight from f5, because the squares to which it could advance are all guarded. The interference move 1.Nd6+, however, interrupts the black rook's defense of the black queen. If Black plays either 1...cxd6 or 1...Bxd6, White will capture Black's queen. Therefore, Black has no better play than 1...Rxd6 2.exd6 Qxe2 3.Rxe2 Bxd6, ...
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