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sports dictionary Chess


А Б В Г Д Е Ё Ж З И Й К Л М Н О П Р С Т У Ф Х Ц Ч Ш Щ Ъ Ы Ь Э Ю Я

A PAWN the minimum combat unit in chess, at the same time the basic unit of measurement of chess material (on average, a light piece is equal to three pawns, a rook is equal to five, etc.). F. Philidor called pawns "the soul of chess".

A THREE-SCORE GAME an acute situation in which it is extremely difficult to predict the outcome of the game and everything is possible...

A WAIT-AND-SEE MOVE a move that does not fundamentally change the nature of the position, but at the same time sets the goal of finding out the opponents further intentions by passing him the turn of the move.

AD BLOCKER a piece that blocks the movement of an enemy pawn with its position.

ADJUST YOUR POSITION complicate the game with an unobvious and maybe even bad move. It is carried out in a blitz or in a serious game in the opponents time pressure.

ADVANCE (ADVANCED CHESS) chess, in which people are allowed to use computers. From English Advanced chess.

AESTHETICS OF CHESS the ability of a chess game to give aesthetic pleasure (the beauty and paradoxical nature of the positions that arise during the game, the beauty of the plan, the beauty of a single move or game as a whole, the beauty of wrestling, etc.).

ALLOY deliberate loss of the game.

ARMAGEDDON this is a decisive game between two chess players in a blitz (as a rule, it occurs on the tiebreak of a match for the championship title), which is played under unusual conditions: white has 5 minutes to think about all the moves in his game, and black has only 4 minutes, but white is only satisfied with winning, because in the event of a draw, the participant playing black color, will be recognized as the winner.

ATTACKER a chess player who plays in a sharp attacking style.

BACKWARD PAWN a pawn that cannot stand next to its own pawn on an adjacent vertical.

BELOPOLNIK white-field elephant.

BELOTSVETCHIK a player who plays strongly with white pieces and is noticeably weaker with black pieces.

BLITZ a lightning-fast chess game that uses a shortened time control for thinking about their moves (usually 5 minutes for each of the opponents for the entire game, there are also 3 minutes, as well as 1). A player who runs out of time, gets checkmated, or makes an impossible move automatically loses.

BLITZOR a chess player who likes or plays blitz chess well.

BURY OPTION refute the debut version that is used in practice and considered correct. Bring the analysis to a categorical assessment in favor of one of the parties.

CASTLING a move in a chess game that aims to move the king away from the center; in a short castling, the king is evacuated to the kings flank, and in a long castling, the king is evacuated to the queens flank. When performing castling, the king is moved across one field (respectively, for the white king, to the g1 (short castling) or c1 (long castling) fields), the rook is placed on the field that the king "jumped" over. Castling can only be performed if neither the rook nor the king made any moves before castling, and none of the squares between the fields occupied by the king and the rook are occupied by other pieces, the king has not been declared check, and none of the squares in his path (the one he crosses when making a move, and the one on which he crosses which it walks) is not under combat.

CEMENT IT protect it securely.

CHECKMATE in chess, the situation is when the king is under a check and there is no way to avoid this check.

CHERNOPOLNIK the black-field elephant.

CHESS BLINDNESS "eclipse" during a game in which the player does not see obvious winning sequels or makes a rude yawn, leading to a loss or loss of a decisive advantage.

CHESS BULLETIN a monthly magazine published in St. Petersburg in July 1885 and January 1887. The publication was mainly carried out by M. Chigorin, who considered it as a continuation of the magazine "Chess Leaf" and saw its task in spreading chess knowledge in Russia and uniting Russian chess players. A bi-weekly magazine published in Moscow in January 1913 and October 1916.

CHESS CLOCK a special type of watch in which two dials are combined and when making a move, a special mechanism switches the clock in such a way that the clock of the one who is considering the move goes. Lack of time causes time pressure, and its exhaustion (if the specified number of moves is not made) means time delay and defeat.

CHESS COMPOSITION the field of chess art in which artists (chess composers) create positions (tasks and sketches) in which certain ideas, principles and techniques are expressed in a pure form and have a pronounced aesthetic coloring.

CHESS ETUDE a piece of chess composition, an artificially constructed position in which it is necessary to find the only correct way (usually not obvious, paradoxical) to achieve the set task (achieving a win or draw).

CHESS MACHINE this is a common name for various illusion devices in which the game is played by a chess player invisible to the public, who presses special levers to move the pieces. Although the automata did not play independently, they played an important scientific role, and were the prototype of modern chess computers.

CHESS NOTATION a common notation system used to record a chess game or a particular position. Writing in full notation means that the field from which the pawn or piece makes a move and, accordingly, the field on which this move is made (for example, 22. A4 b3 means that the white king from a4 made a move to b3). Writing in abbreviated notation is limited to specifying the field on which the move was made (for example, 56. ... Ld7 the black rook made a move on the g7 field). There is a difference between alphanumeric and purely numeric notation (the latter is used when playing by correspondence).

CHESS PIECE Knight, King, Rook, Bishop, Queen

CHESS PROBLEM the product of a chess composition, the solution of which involves finding a strictly unique way to checkmate the weakest side in the designated number of moves. Depending on the number of moves required to solve, problems are divided into two-pass, three-pass, and multi-pass tasks.

CHESS PROGRAM a type of game computer programs that can evaluate a position and make (suggest) a move in accordance with the built-in algorithm. The best modern programs (Rybka, Fritz, Deep Blue, Deep Thought etc.) play at the level of strong grandmasters and successfully fight with world champions (both Kasparov and Kramnik lost matches to computers...). They are also useful when preparing for competitions and analyzing games or technical positions.

CHESS QUALIFICATION the level of strength of a chess player recognized in accordance with the rules (code). It is recorded in the form of assigning the corresponding titles and categories (for example, national master, FIDE master, international master, international Grandmaster). The corresponding ranks and titles are assigned not only to chess players, but also to chess composers.

CHESS STRATEGY a long-term plan that targets specific moves and operations. The overall strategy line is determined primarily by the requirements of the position and includes evaluating the position, determining the final goal (fighting for a win or draw), and methods for achieving the latter (escalating the game, bluffing, moving to the endgame, etc.).

CHESS TACTICS a system of techniques (primarily using combinations) that allow you to achieve an advantage or reduce the game to a draw. The techniques of chess tactics include a variety of typical means ("distraction", "entrainment", "destruction of defense", etc.).

CHESS THEORY scope of analysis and generalization of practice, identification of certain patterns inherent in the chess game at its various stages (opening theory, ending theory, etc.).

CHESSBOARD a square of 64 (eight by eight) equally sized, alternately arranged light and dark square-shaped cells. Light cells are called white fields, and dark ones are called black fields. The chessboard is positioned so that there is a black field to the left of the player.

CHETYREHLOSHADNIK, QUADRIGA, CUADRILLA debut of four horses. Occurs after moves 1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6.

CHILDRENS MAT checkmate in the opening, which usually gets a beginner (child). The main idea is to checkmate the queen and bishop on the f7 (f2) field (that is, both white and black can be victims). The DM scheme is characterized by approximately the following moves: 1. e4 e5 2. Ff3 Kc6 3. Cc4 d6 4.F: f7X.

CHINESE DRAW stop the game by sweeping the pieces off the board with a sweeping motion of your hand.

CHIP, FIG a chess piece.

CLOSED GAME playing a game with a closed (fixed) center blocked by pawn chains. It is characterized mainly by positional play, maneuvering, regrouping combat forces, groping for weaknesses in the enemy camp, etc. Opening the game moving to an open game (by breaking through, sacrificing material, etc.).

COLUMN a serious advantage. From +/ or /+. These are estimates introduced by the Yugoslav "Informant". They are pronounced as "plus minus in the column" (if white has the advantage) and "minus plus in the column" (for black).

COMBINATION VISION (TACTICAL) the ability to see the opportunities lurking in the position, to gain an advantage with the help of certain types of material.

COMBINATOR, COMBINER a player who knows how to combine beautifully on the board.

COOPERATIVE MAT a type of chess problem in which the side receiving the checkmate assists the opposing side.

COUNTERGAMBIT a type of opening in which a counter-sacrifice of material is made to counteract the enemys plans. For example, Falkbeers counter-gambit in the kings gambit (1. e4 e5 2. f4 d5).

CRITTER one of the strongest analytical modules (chess programs).

CRUMBLE lose a good position in a few moves.

DEBUT the beginning of a chess game that aims to mobilize (develop, deploy) forces as soon as possible.

DEMARCATION LINE a line drawn conventionally between the fourth and fifth horizontal lines and dividing the chessboard into two equal halves.

DEUTSCHE SCHACHZEITUNG German Chess Magazine, published from 1846 to 1989

DISTRIBUTION OF CRADLES winning with special cynicism.

DOMINATION an overwhelming advantage that manifests itself in complete control over key fields and the chessboard space as a whole.

DONT LEAVE THE OPENING get a bad position right in the opening.

DOUBLE CHECK a position in which the king is declared check by two pieces at once.

DOUBLE ROOMS (BUILT-IN) PAWNS two (three) pawns of the same side that are on the same vertical.

DRAW IN YOUR POCKET the ability to play without any risk, with the guarantee of leaving for a draw if necessary.

DROP IT donate or return the material.

EASY PARTY a game played outside of official competitions (as opposed to a tournament or match game).

ENDGAME the final stage of the chess game.

EPAULETTE MAT checkmate declared by the queen, in which the king being checked is bounded on both sides by his own rooks ("epaulettes") (for example, the white queen from e6 checks the black king on e8, and the black rooks, respectively, are on the d8 and f8 squares).

ETERNAL CHECK a situation in which one of the sides (usually the strongest) cannot avoid a series of repeated checks from the opponents pieces. The game usually ends in a draw after repeating the position three times.

EXCELSIOR a type of chess problem( etude), in which the pawn moves from its original position, move by move, to the queen.

FALL ASLEEP take a long time to think.

FAST CHESS (RAPID) a game of chess with a shortened time limit for thinking (usually from 15 to 30 minutes for each of the opponents for the entire game).

FIANCHETTO or fianking, a term that denotes the development of a bishop on a large diagonal under the protection of a pawn "house" (for example, a bishop on g2 with f2, g3 and h2 pawns).

FIFTY KOPECKS 50% of the possible points scored in the tournament.

FIREWOOD (DROVISHKI) weak pawns.

FIRST LINE the best way to play for both sides, offered by a particular chess program.

FISCHER CHESS (RANDOM chess) chess, in which the pieces stand at their starting positions in a different way (but symmetrically for white and black) than in classical chess (pawns still occupy the second row) , with bishops necessarily standing on the fields of different colors and rooks on different sides of the king. Positions in this type of chess are insufficiently studied by theory and have a more "fresh" and original character.

FISCHERS ELEPHANT active white-field elephant in Spanish or Sicilian dress.

FISCHERS WATCH hours that allow you to add a few seconds for each move made (i.e., the possibility of time delay in a winning position is minimized).

FLANK the edge of the board located on the verticals a, b, c and f, g, h.

FORCING performing a series of moves to which the opponent is forced to respond only in a certain way (for example, during exchanges, when declaring checks, etc.). Forced options facilitate preliminary calculation.

FREE CHECK-IN attack without casualties or a comfortable position without risk.

FRENZIED FIGURE a piece that is repeatedly sacrificed to create a stalemate on the board. An example of rook rage in an etude.

FROSTED NETWORK a position in which the king of the weakest side cannot avoid checkmate due to the fact that all possible fields for retreat are blocked by their own pieces or controlled by the attacking side.

GAMBIT a type of opening in which material is sacrificed (usually pawns, less often pieces) for the sake of faster development.

GAME PLAN the core of a chess strategy that links the opening, middle game (middlegame), and endgame together. The plan is formed on the basis of a dynamic (changing) evaluation of the position and includes setting an adequate goal of the fight (fight for a win, for a draw), evaluating the need to regroup the pieces, evaluating the acceptability (unacceptability) of a series of exchanges, the need for certain maneuvers, maneuvering, etc.

GARDEZ (FRENCH FOR"TAKE CARE") attack on the queen (deprecated; declaring "garde" is optional).

GATE VALVE thematic victim of attraction, which creates a prerequisite for a stale mat.

GIVEAWAYS (CHESS) a game where the first side to hand over all its pieces and pawns (including the king) wins.

GLUTTONOUS ROW the seventh horizontal, which is invaded by the enemy rook, and begins to devour the pawns.

GRAB AN OPPONENT IN THE OPENING ROUND achieve a significant advantage in the initial stage of the game.

GUFELDS ELEPHANT black elephant g7 in the old lady.

HACK THE FLAG play solely for the purpose of forcing the opponent to delay time.

HANGING PAWNS two central connected pawns if there are no adjacent verticals of their own pawns.

HARVESTING implementation of a positional advantage: a series of moves that result in the attacker gaining a significant material advantage.

HEAVY FIGURE A heavy piece is called a rook or queen (unlike light pieces, a single heavy piece can checkmate the opponents lone king with the support of the king).

HEDGEHOG a pawn structure that occurs in many openings, in which the pawns stand on the sixth (third) horizontal.

HORIZONTAL chessboard fields with the same digit index ("first horizontal", "fifth horizontal", etc.).

HORWITZS ELEPHANTS (Horwitz Bishops), two bishops standing side by side and shooting diagonally through the opening. It is used in the West.

HOUDINI one of the strongest analytical modules (chess programs) that beat Rybka.

INDUSTRIAL COMPLEX a spectacular combination.

INITIAL POSITION position of the pieces on the board before the game starts.

INSULATOR an isolated pawn, a pawn that has no pawns of its own on adjacent verticals.

INTERMEDIATE MOVE a non-obvious move made instead of the obvious one (which suggests itself), allowing you to gain additional benefits from the position (for example, instead of the" obvious " taking a piece during the exchange, an intermediate check is given, forcing the opponents king to take an unfavorable position).

ITALIAN WOMAN italian party. Occurs after moves 1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5.

KASPAROVS HORSE black knight on d3.

KING OF STEINITZ active king in the middlegame.

KINGCHESS a type of chess game based on an empty board at the beginning of a game. During the game, the opponents gradually put their pieces on the board.

KINGS FLANK the flank closest to the king at the beginning of a chess game, on the f, g, and h verticals.

KNOCK play blitz. Also play a serious game on the opponents time pressure, walk fast and switch the clock sharply.

KOMODO one of the strongest analytical modules (chess programs).

KRUGOVIK a round-robin tournament that involves a small and usually even number of participants. All of them must play each other in one or two rounds.

LADEYNIK rook ending.

LASKER COMPENSATION compensation for the queen in the form of a rook, pawn, and light piece (usually a bishop). The term is derived from the surname of the second official world chess champion Em Lasker, who repeatedly and successfully carried out such a change of the strongest piece.

LEGAL CHECKMATE a checkmate design that involves the sacrifice of a queen and the declaration of checkmate with three light pieces (the scheme of this design is: 1. e4 e5 2. Kf3 d6 3. Cc4 Cg4 4. Kc3 h6 5. K: e5! C: d1?? 6. C: f7+ Kpe7 7. Kd5x). The name of the mat comes from the name of Kermur Cyr De Legal, who first performed this mat in a practical game against the Chevalier Saint-Brie (1787, Paris, cafe "Regance"). However, Legals move To: e5 was made with a black knight on c6, and Saint-Brie could win a piece simply by taking the knight on e5 (and not get checkmate after taking the queen on d1).

LIGHT FIGURE a light figure is called a horse or an elephant.

LINE the decisive advantage. From + or + . These are estimates introduced by the Yugoslav "Informant". They are pronounced as "plus minus per line" (if white has the advantage) and "minus plus per line" (for black).

LINEAR MAT checkmate on the extreme verticals( horizontals), which is placed by heavy pieces (two rooks, a rook and a queen, two queens).

LINKED PAWNS standing on adjacent verticals side by side or protecting one another.

LONG CASTLING in addition to the generally accepted meaning, it also has another meaning: three defeats in a row. Derived from the notation 0 0 0.

LONG-RANGE FIGURE queen, rook, bishop.

LOW QUALITY this is sometimes called the advantage of two elephants. According to Tarrasch: the difference in strength between a bishop and a knight; exchange of an elephant for a knight.

MAGIC CHESS LESSON task in the famous chess game Shararam from the fairy-tale character Moose. You can find answers to this chess lesson on our website.

MANEUVERING maneuvers of a positional nature, during which general tension and uncertainty are maintained, and the parties do not fully reveal their intentions.

MATOVALA a chess player who likes or knows how to play the mat.

MESS UP YOUR HAIR destroy the solidity of the pawn structure.

MIDDLEGAME the middle, the main part of a chess game, usually following the opening. Massive exchanges in the opening can lead to the fact that the game immediately goes from the opening to the endgame.

MONKEY GAME conditional name for a series of moves in a chess game, when one of the opponents mirrors the moves of the other.

OF THE TOUR a chess rook.

OPEN DEBUTS chess starts that occur after moves 1. e4 e5. Mostly lead to a live open figure game. Although a number of variants, for example, of the Italian or Spanish game lead to closed positions and prolonged positional maneuvering.

OPEN GAME fighting primarily by tactical means using open lines, diagonals, long-range pieces, etc. (see also Closed Game).

OPEN LINE a vertical chessboard that is free of pawns.

OUTPOST a piece (usually a knight) moved into the enemy camp (i.e., beyond the line of demarcation) and protected by a pawn. For example, a knight on e6 protected by a d5 or (and) f5 pawn.

OVERTURNED CHECK (OVERBURDEN) a type of open attack, in which a chess piece, making a move, opens the line of action of another piece, under the blow of which the king turns out to be, thereby declaring check.

PASSING PAWN (ROGUE) a pawn that has no opponents pawns in front of it (including on adjacent verticals) and can move towards the transformation field.

PAT a position in which a party has not been declared check, but is unable to make a move.

PAWN PLAYER pawn ending.

PHALANX pawn chain.

PITCHING quality, the difference between a rook and an easy piece.

PLASTUNS pawns crawling into queens on different flanks at the same time.

PLAY WITH YOUR HANDS play automatically, without hesitation, making the right moves.

PLAYING BLIND the game without looking at the board is one of the types of demonstration performances. Recently, to increase entertainment, the game "blind" is included in the program of international tournaments ("Amber Tournament"). However, players are allowed to use the image of an empty chessboard (on the computer display) for convenience.

POISONED PAWN an obviously unprotected combat unit, the capture of which leads to sad consequences.

POKE pawn strike.

POSITION (POSE) a situation that occurred in a practical game or represents a task in a chess composition. The ability to adequately assess a position is one of the essential components of chess mastery.

POSTPONING A BATCH procedure for interrupting a game and then playing it back. At the same time, the player who has a turn of the move could make it on the board (open move)or write it down on a form and seal it in an envelope (secret move). The postponed game could be analyzed, and the help of other chess players was not excluded. It was practiced before the widespread introduction of computer programs into life. Modern time control assumes that a game starts and ends on the same game day.

PREVENTION measures that prevent possible risks and threats long before they fully manifest themselves.

PULL YOURSELF UP make the wrong move.

QUEENS FLANK the flank closest to the queen at the beginning of the chess game, on verticals a, b, c.

RAKING CRADLES an action that is in every sense the opposite of giving them away.

RAPE THE POSITION play against the requirements of the position. For example, play for a win where you need to defend and fight for a draw.

RAZNOTSVET position with multi-colored elephants. For example, with whites white-field bishop and blacks black-field bishop. There are no other bishops in the position.

RETROGRADE ANALYSIS (RETROANALYSIS) a chess composition task that involves finding out what was the last move in the game (and which side is white or black), whose turn it is, and so on.

RIDE play absolutely any position to win.

RINGING chatter during the blitz.

ROAST IT beat them convincingly.

ROKADA a vertical that is open for rook maneuvers.

RYBKA (RYBKA) one of the strongest analytical modules (chess programs).

SAG find yourself unprotected.

SCHEDULE IT execute a short, quick draw. Most often, in such cases, the agreement on a draw occurs even before the game.

SELF-PROPELLED GUNS connected and far-advanced pawns that the opponent cant stop.

SEMI-PASS one move of white or one move of black, the unit of measurement and the minimum unit of change of position on the chessboard. Two half-moves make up a move that represents one line in the record of a chess game on paper.

SHARARAM A well-known childrens logic game that has a magic school. It teaches a variety of fun subjects, including magic chess, as well as chemical transformations, body magic, Olympic wonders, fascinating painting, magic gestures, and amazing physics.

SHORT CASTLING in addition to the generally accepted meaning, there is another meaning of two defeats in a row. Originated from the notation 0 0.

SHPILER from the German Spieler, a gambler, a tenacious practitioner who bets on small traps and exploits the opponents blunders.

SHREDDER one of the strongest analytical modules (chess programs).

SIMULTANEOUS GAME SESSION a means of popularizing chess, an event in which a strong chess player (seancer) plays simultaneously a number of games (from several games to several hundred games) with lower-skilled chess players.

SKACHOGRAPHY a genre of chess composition in which the arrangement of chess pieces forms the outlines of letters, numbers, or some kind of drawings (for example, the outline of a Christmas tree).

SLAVYANKA slavic defense.

SPANISH GIRL the Spanish party. Occurs after moves 1. e4 e5 2. Nf3 Nc6 3. Bb5…

SPANKING play mindlessly and quickly. And usually weak.

SPUD methodically, gradually attack, surround and destroy.

STEERING WHEEL (BAGEL) defeat, zero in the tournament table.

STOCKFISH one of the strongest analytical modules (chess programs).

STUPID CHECKMATE checkmate in the opening, which white gets by making the following moves: 1. f4 e6 2. g4?? Fh4X.

SWEDISH GIRLS OR SWEDISH CHESS a pair-on-pair game, when the pieces eaten by the opponent are transferred to the partner, who has the right to put the piece on an arbitrary field instead of a move.

SWIM UP consciously play for a draw in all the remaining games of the tournament, having a good margin of points so as not to lose the tit out of your hands.

SWISS WOMAN The tournament is based on the Swiss system, which provides for an arbitrary large number of participants and a draw before each round. Its main principle is that players with the same number of points should play with each other.

TABIA a well-studied opening position, from which players begin to make their own, not "book" moves. In ancient chess, the pieces did not differ in modern dynamics and range, and it took a long time to play the opening. Therefore, by agreement, the game immediately began with tabs.

TAKE IT OUT THROUGH ONE GATE confidently beat them.

TAKING ON THE PASS Pawn capture of an opponents pawn on the field that it has crossed, making its "double move". This is possible only if the pawn is on the 5th (for white pawns) or 4th (for black pawns) horizontal and the opponents pawn, making a double move, crosses the field that is under the fight of this pawn.

TARRASCHS HORSE knight on the edge of the board.

THE "WEAK"TRANSFORMATION turning a pawn into a knight, bishop, or rook instead of the strongest piece (i.e., not a queen as usual). In this case, a "weak" transformation can be the strongest move (!).

THE AMBUSH a situation in which a ranged piece is positioned behind its own or someone elses piece (s). The action of a long-range piece is shown only after moving the piece (s) in front of it.

THE BLOCKADE strategy for limiting the mobility of the opponents chess troops (pawns and pieces).

THE GAP an intermediate move, an unexpected insertion into an option that initially seemed forced.

THE INITIATIVE the advantage of the active side, which can impose the style and tempo of the fight on the defending side, prepare and carry out an attack, and so on.

THE MAT IS STALE checkmate declared by a knight, in which the king being checked is restricted in movement by his own pieces and pawns.

THE NAKED KING an unprotected king with his own pieces.

THE OLD LADY old Indian defense.

THE SHAH the position where the king is attacked by an enemy piece or pawn.

THE SICILIAN WOMAN the Sicilian defense.

THE TRAP a trap that leads the" caught " side to the inevitable loss of a queen or other piece.

THE VICTIM IS CORRECT that is, it is reasonable, correct, and justifies itself even with the best protection.

THE VICTIM IS INCORRECT (BLUFF) a victim who is designed for mistakes of the defending party, for time pressure, etc., that is, who has a fairly obvious refutation.

THE VICTIM IS POSITIONAL it does not involve immediate wagering of the material and is focused on obtaining long-term positional advantages.

THUMBNAIL IMAGE 1) a game won already in the opening or at the beginning of the middlegame (i.e., no more than 20-25 moves) as a result of gross mistakes of the losing side; 2) chess problems or etudes with a small number of participating pieces (no more than seven, including kings).

TIGHT RUNNING a move with an increased safety margin that improves the mutual protection of pieces.

TIME CONSTRAINTS lack of time to think about the move.

TOPTALKA repeat the position over and over again.

TOURNAMENT TABLE a document that allows you to evaluate the current tournament position of tournament participants (based on the results of rounds displayed in the table)or their final result (summary table).

TRANSFORMATION replace a pawn when the last horizontal is reached with any piece of its own color (except the king).

TWO ELEPHANTS ADVANTAGE a situation in which one of the parties has two bishops, and the opposite side has an elephant or a knight, or two knights. This advantage is especially pronounced in open positions, where the range of elephants allows them to use them in full force. The advantage of two elephants is sometimes called "small quality".

TWO-SCORE GAME a situation where a stable advantage of one of the parties virtually eliminates the possibility of losing.

UKONTRAP BUY beat, defeat.

VALUE OF FIGURES the value of a piece in a chess game. The value of pieces can be absolute or relative. For example, a knight is roughly equivalent to a bishop or three pawns, two rooks to a queen, a queen to three easy pieces, a rook to an easy piece, and two pawns. This is the absolute value of the figures.

VERTICAL chessboard fields with the same letter index (for example, verticals a, b, c, or others).

WEAK FIELD a field available for invading enemy forces.

WEAK TRANSFORMATION turning a pawn not into a queen, but into a rook or an easy piece.

WINDOW OPENING the field to which the king can retreat in the event of a check along the first (last) horizontal line. Accordingly, "make a window" is to make a move of one of the pawns covering the castling position. In the absence of a "window", it is customary to talk about the possible weakness of the first (for white) or last (for black) horizontal.

WOODWORK analysis of a chess game on a board with pieces, without using a computer.

YANDEX. MONEY EXCHANGE a move (a series of moves) in which the parties exchange approximately equivalent material (exchanging an easy piece for an easy piece, a pawn for a pawn, an easy piece for three pawns, a queen for two rooks or three easy pieces, etc.). At one time, M. M. Botvinnik defined the content of a chess game as generalized exchange rate.

YAWN rough viewing, a mistake that results in the loss of a particular chess piece or pawn, most often leading to the loss of the game.

ZUGZWANG a position in which one or both sides have no useful moves (mutual zugzwang), so that any move of the player leads to a deterioration of his own position.

advantage superiority over the enemys position in one of the components (material or positional advantage).

afterburner forced, i.e. forced option.

battery two (or more) chess pieces that combine to increase the potential of a chess attack. For example, the battery "queen + bishop", "rook + queen" and so on.

bomb a debut novelty (development) of great power, changing the assessment of a well-known option. One of the brightest old, good, pre-computer bombs.

centre fields with indexes e4 e5 d4 d5. The extended center concept also includes fields adjacent to the specified fields.

classic a game played with normal (classic) time control (as opposed to fast chess or blitz).

client a convenient partner who manages to win always and everywhere.

coffin (hopeless, pot, jug, pipe, box) a horrendously bad and hopeless chess position.

dragon a variant of the Sicilian defense in which the arrangement of black pawns resembles the monster of the same name: 1. e4 c5 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 g6!

farrier a player who is skilled with horses. Topalov proved to be an excellent horseman in the match against Kramnik.

firework cascade of victims when performing a combination.

fish draw.

fortress a type of draw position in the endgame in which the strongest side cannot win even if there is a large material advantage (for example, some positions in which the rook and pawn form an impregnable fortress against the queen).

hole weak field.

horse knight, chess piece.

material pieces and pawns that a player has in a chess game. The possession of extra material determines the material advantage. Giving back material to gain a decisive advantage is a combination, a sacrifice.

menace an attack on one of the objects of the enemys position with the creation of a real danger to his position.

motion moving a piece or pawn from one field to another. A move is considered completed if a player places a piece or pawn on the board and releases it. The moves of a chess game played in official competitions are recorded using chess notation. In the case of castling and capture, two pieces can participate in the course. See also half-pass.

new new move (new development scheme) in known variants (stages).

pants a situation in which two passing pawns are torn into the queen, and the enemy bishop is not able to stop them, acting on the same diagonal. Lets remember the classics.

space one of the fundamental resources (along with time and game initiative) of the chess game. The conquest and use of space is a prerequisite for the implementation of any game strategy focused on winning.

tail outsiders in the tournament. Last boards in team competitions.

target a piece or field that is the object of a combination or attack.

to stand do not take active actions, make wait-and-see moves.

tourists 1. Amateurs who received in the XIX beginning. XX centuries. a handicap equal to the rook (toure); 2. Participants of the World Cup who do not claim the title or a high result. The term was coined by Garry Kasparov in 1999 during the FIDE World Knockout Championship in Las Vegas.

tournament a type of chess competition (along with a match) in which a number of participants play against each other. A typical example is a round-robin tournament in which each participant plays against everyone else. A Swiss system tournament allows you to hold a competition with many dozens (or even hundreds) of participants through a draw held after each round (in each new round, participants with approximately the same number of points play among themselves). A tournament based on the Scheveningen system involves a competition of teams, where in the end each participant of one team plays a game with each participant of the other team.

triangle one of the ways to transfer a turn queue to an opponent at the end of a game or etude in order to put them in the zugzwang position.

victim non-equivalent exchange, the return of any material (pawns, pieces, several pieces) to gain a decisive (or positional) advantage, to declare a checkmate or draw the game. The victim may also aim to seize (intercept) the initiative, receive compensation in the form of control over the center or key fields, and so on.

x-ray the effect of long-term impact of a long-range piece, from which the opponents pieces are not able to reliably hide. For example, in the construction "white bishop on g2, black knight on c6, queen on b7, king on a8", the black king feels the X-ray effect of the white bishop.