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Control Of The Center
Chess strategy is the aspect of chess play concerned with evaluation of chess positions and setting of goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares (e.g. diagonals, open files, and individual squares). Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances (e.g. having more valuable pieces or better pawn structure), which tend to persist for many moves, from dynamic imbalances (such as one player having an advantage in piece ), which are temporary. This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to u ...
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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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Knight (chess)
The knight (♘, ♞) is a piece in the game of chess, represented by a horse's head and neck. It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces. Each player starts the game with two knights on the b- and g-, each located between a rook and a bishop. Movement Compared to other chess pieces, the knight's movement is unique: it moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically (with both forming the shape of a capital L). When moving, the knight can jump over pieces to reach its destination. Knights capture in the same way, replacing the enemy piece on the square and removing it from the board. A knight can have up to eight available moves at once. Knights and pawns are the only pieces that can be moved in the chess starting position. Value Knights and bishops, also known as , have a value of about three pawns. Bishops utili ...
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Tempo (chess)
In chess and other chess-like games, a tempo is a "turn" or single move (a half-move or ply made either by White or Black). When a player achieves a desired result in one fewer move, the player is said to "gain a tempo"; conversely, when a player takes one more move than necessary, the player is said to "lose a tempo". Similarly, when a player forces their opponent to make moves not according to their initial plan, one is said to "gain tempo" because the opponent is wasting moves. A move that gains a tempo is often called "a move with tempo". A simple example of losing a tempo may be moving a rook from the h1-square to h5 and from there to h8 in the first diagram; simply moving from h1 to h8 would have achieved the same result with a tempo to spare. However, such maneuvers do not always lose a tempo—the rook on h5 may make some threat which needs to be responded to. In this case, since both players have "lost" a tempo, the net result in terms of time is nil, but the change broug ...
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Fianchetto
In chess, the fianchetto ( or ; "little flank") is a pattern of wherein a bishop is developed to the second rank of the adjacent b- or g-, the having been moved one or two squares forward. The fianchetto is a staple of many " hypermodern" openings, whose philosophy is to delay direct occupation of the with the plan of undermining and destroying the opponent's central outpost. It also regularly occurs in Indian defences. The fianchetto is less common in Open Games (1.e4 e5), but the is sometimes fianchettoed by Black in the Ruy Lopez or by White in an uncommon variation of the Vienna Game. One of the major benefits of the fianchetto is that it often allows the fianchettoed bishop to become more active. A fianchettoed position, however, also presents some opportunities for the opponent: if the fianchettoed bishop can be , the squares the bishop was formerly protecting will become weak (see ') and can form the basis of an attack (particularly if the fianchetto was performe ...
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Hypermodernism (chess)
Hypermodernism is a school of chess that emerged after World War I. It featured challenges to the chess ideas of central European masters, including Wilhelm Steinitz's approach to the and the rules established by Siegbert Tarrasch. Overview The Hypermodernists demonstrated their new ideas with games and victories. Aron Nimzowitsch, considered the founder and leading practitioner of hypermodernism, showed that games could be won through indirect control of the centre, breaking with Tarrasch's view that the centre must be occupied by pawns. Nimzowitsch advocated controlling the centre with distant pieces rather than with pawns, thus inviting the opponent to occupy the centre with pawns, which can then become targets of attack. This was part of the hypermodern framework, which Nimzowitsch encapsulated in his seminal book ''My System'', which greatly influenced many chess players. It introduced and formalised concepts of the , , undermining, prophylaxis, restraint, rook on the sev ...
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Nimzo-Indian Defense
The Nimzo-Indian Defence is a chess opening characterised by the moves: :1. d4 Nf6 :2. c4 e6 :3. Nc3 Bb4 Other move orders, such as 1.c4 e6 2.Nc3 Nf6 3.d4 Bb4, are also feasible. In the ''Encyclopaedia of Chess Openings'', the Nimzo-Indian is classified as E20–E59. This hypermodern opening was developed by Aron Nimzowitsch who introduced it to master-level chess in the early 20th century. Unlike most Indian openings, the Nimzo-Indian does not involve an immediate fianchetto, although Black often follows up with ...b6 and ...Bb7. By pinning White's knight, Black prevents the threatened 4.e4 and seeks to inflict doubled pawns on White. White will attempt to create a and develop their pieces to prepare for an assault on the Black position. Black's delay in committing to a pawn structure makes the Nimzo-Indian (sometimes colloquially referred to as the "Nimzo") a very flexible defence to 1.d4. It can also transpose into lines of the Queen's Gambit or Queen's Indian Defen ...
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Larry Evans (chess Grandmaster)
Larry Melvyn Evans (March 22, 1932 – November 15, 2010) was an American chess player, author, and journalist who received the FIDE title of Grandmaster (GM) in 1957. He won or shared the U.S. Chess Championship five times and the U.S. Open Chess Championship four times. He wrote a long-running syndicated chess column and wrote or co-wrote more than twenty books on chess. Chess career Early years Evans was born on March 22, 1932 in Manhattan, the son of Bella (Shotl) and Harry Evans. His family was Jewish. He learned much about the game by playing for ten cents an hour on 42nd Street in New York City, quickly becoming a rising star. At age 14, he tied for 4th–5th place in the Marshall Chess Club championship. The next year he won it outright, becoming the youngest Marshall champion at that time. He also finished equal second in the U.S. Junior Championship, which led to an article in the September 1947 issue of Chess Review. At 16, he played in the 1948 U.S. Chess Champi ...
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Hypermodernism (chess)
Hypermodernism is a school of chess that emerged after World War I. It featured challenges to the chess ideas of central European masters, including Wilhelm Steinitz's approach to the and the rules established by Siegbert Tarrasch. Overview The Hypermodernists demonstrated their new ideas with games and victories. Aron Nimzowitsch, considered the founder and leading practitioner of hypermodernism, showed that games could be won through indirect control of the centre, breaking with Tarrasch's view that the centre must be occupied by pawns. Nimzowitsch advocated controlling the centre with distant pieces rather than with pawns, thus inviting the opponent to occupy the centre with pawns, which can then become targets of attack. This was part of the hypermodern framework, which Nimzowitsch encapsulated in his seminal book ''My System'', which greatly influenced many chess players. It introduced and formalised concepts of the , , undermining, prophylaxis, restraint, rook on the sev ...
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Fork (chess)
In chess, a fork is a tactic in which a piece multiple enemy pieces simultaneously. The attacker usually aims to capture one of the forked pieces. The defender often cannot counter every threat. A fork is most effective when it is forcing, such as when the king is put in check. A fork is a type of . Terminology A fork is an example of a . The type of fork is named after the type of forking piece. For example, a fork by a knight is a knight fork. The attacked pieces are ''forked''. If the King is one of the attacked pieces, the term ''absolute fork'' is sometimes used. A fork not involving the enemy king is in contrast a ''relative fork''. A fork of the king and queen, the highest material-gaining fork possible, is sometimes called a ''royal fork''. A fork of the enemy king, queen, and one (or both) rooks is sometimes called a ''grand fork''. A knight fork of the enemy king, queen, and possibly other pieces is sometimes called a ''family fork'' or ''family check''. Strategy ...
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Outpost (chess)
An outpost is a square on the fourth, fifth, sixth, or seventh which is protected by a pawn and which cannot be attacked by an opponent's pawn. Such a square is a hole for the opponent . In the figure to the right, c4 is an outpost, occupied by White's knight. It cannot be attacked by Black's pawns – there is no pawn on the d- and Black's pawn on the b-file is too far advanced. Outposts are a favourable position from which one can launch an attack, particularly using a knight. An outpost is even more effective where it is difficult to trade off with an equal valued piece, e.g., if the opponent only has a bishop of the opposite color to the outpost square's color. Knights are most efficient when they are close to the enemy's stronghold. This is because of their short reach, something not true of bishops, rooks and queens Queens is a borough of New York City, coextensive with Queens County, in the U.S. state of New York. Located on Long Island, it is the largest New Yo ...
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The Exchange (chess)
In chess, the exchange is a situation in which one player exchanges a (i.e. a bishop or knight) for a rook. The side which wins the rook is said to have ''won the exchange'', while the other player has ''lost the exchange'', since the rook is usually more valuable. Alternatively, the side having a rook for a minor piece is said to be ''up the exchange'', and the other player is ''down the exchange''. The opposing captures often happen on consecutive moves, although this is not strictly necessary. It is generally detrimental to lose the exchange, although occasionally one may find reason to purposely do so; the result is an ''exchange sacrifice'' (see below). The ''minor exchange'' is an uncommon term for the exchange of a bishop and knight. "The exchange" differs from the more general "exchange" or "an exchange", which refers to the loss and subsequent gain of arbitrary pieces, for example to "exchange queens" would mean that each side's queen is . Value of the exchange ...
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Chess Middlegame
The middlegame is the portion of a chess game between the opening and the endgame. It is generally considered to begin when each player has completed the development of all or most of their pieces and brought their king to relative safety, and it is generally considered to end when only a few pieces remain on the board. However, there is no clear line between the opening and middlegame or between the middlegame and endgame. At master level, the opening analysis may go well into the middlegame; likewise, the middlegame blends into the endgame. Theory on the middlegame is less developed than the opening or endgames. Since middlegame positions are unique from game to game, memorization of theoretical variations is not possible as it is in the opening. Likewise, there are usually too many pieces on the board for theoretical positions to be completely analyzed as can be done in the simpler endgames. Defining the middlegame Views vary on when the opening ends and the middlegame begins ...
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