Ratings, levels and titles

USCF Category USCF Rating Approx. FIDE Approx. ECF Elo
Senior Master 2400+ 2350–2450 2350–2450
National Master 2200+ 2100–2250 2100–2250
Expert 2000–2199 1900–2100 1900–2100
Candidate Master (CM) 2000+ (title) 1900–2100 1900–2100
Class A 1800–1999 1700–1900 1700–1900
Class B 1600–1799 1500–1700 1500–1700
Class C 1400–1599 1300–1500 1300–1500
Class D 1200–1399 1100–1300 1100–1300
Under 1200 0–1199 0–1100

0–1100

What makes a difference?

“There is really only one mistake in chess – underestimating your opponent”  — TARTAKOWER

I found this session hard to prepare, and might try again! I have tried to find mistakes that are typical of a certain level of player – that is, mistakes of a characteristic kind, that better players no longer (or only rarely) make.

The hope is that these are the sorts of error most easily avoided. This document is subject to two caveats:

  1. All chessplayers make mistakes all the time. Moreover, you cannot extract a win from a position by effort alone, or the application of only your genius, your opponent must make a mistake.
  2. There are some mistakes that everybody makes. These probably include misjudging (or simply failing to spot) combinations and other opportunities, attacking without justification, inadequate technique, and thinking only for yourself.

So, mistakes are inevitable, but to be worked on – for example, try to eliminate one-move mistakes, then two-movers, and so on. I’m sure becoming more efficient or more consistent would for most of us result in a rise in grade without any great new insights being gained.

I originally started out trying to find examples of good ideas unique to each level (e.g. to find a good move by a Major player that a Minor player couldn’t have found) but this was much harder. Instead, I have given in the County player section, examples that we might all aspire to, and also offer a ‘good’ game for each lower level (“the player at their best”) which shows decent play using ideas which we may be able to see at all levels.

Books with annotated amateur games

Chess Master vs. Chess Amateur, Euwe and Meiden

The Amateur’s Mind, Jeremy Silman

The Improving Annotator, Dan Heisman

Thinkers’ Chess, Stephan Gerzadowicz (Correspondence games)

Magazines: Rabbits Review, Chess Circuit, Popular Chess

Minor BCF 80-100 (1240-1400 ELO)

The games of Minor players are often marred by tactical oversights, and the games are often decided that way. Is there any point in commenting further? Yes, because of two very important reasons:

  1. firstly, Alexander’s observation that blunders only occur in losing positions (not always, but more than a grain of truth), and
  2. secondly, that there are other things about their games which could be improved by greater understanding, even while blunders may appear.

In the opening, development is often started well and general rules are followed (e.g. move each piece once) but is at times too straightforward and is not always complete. After this the game may appear episodic, with not all the pieces being used to effect. In the endgame there may be some caution about using the King and theory is often not properly understood, but can win and advance pawns properly.

{D} Minor BCF 80-100 (1240-1400 ELO)

The games of Minor players are often marred by tactical oversights, and the games are often decided that way. Is there any point in commenting further? Yes, because of two very important reasons:

  •   firstly, Alexander’s observation that blunders only occur in losing positions (not always, but more than a grain of truth), and
  •   secondly, that there are other things about their games which could be improved by greater understanding, even while blunders may appear.

In the opening, development is often started well and general rules are followed (e.g. move each piece once) but is at times too straightforward and is not always complete. After this the game may appear episodic, with not all the pieces being used to effect. In the endgame there may be some caution about using the King and theory is often not properly understood, but can win and advance pawns properly.

The Minor player at their best:

The Minor Player at work in the Opening

The Minor Player at work in the Middle Game

The Minor Player at work in the Endgame

 

Good reading for Minor players:

An Opening Repertoire for the Attacking Player – Keene/Levy

Chess Openings for Juniors and Attacking the King – John Walker

Logical Chess – Irving Chernev

Chess Endings: Essential Knowledge – Averbach

Winning Endgames – Tony Kosten

Winning Chess – Chernev/Reinfeld

{C} Intermediate BCF 100-120 (1400-1560 ELO)

Intermediate players are usually pretty efficient – solid, get their pieces out properly, play sensibly against odd moves and have mastered the King’s-side hack. There is a tendency to adopt fortress-like defensive blockades in the middle-game, and may overlook unobvious moves, or tactics in quiet positions. They know basic book wins in the endgame but may only defend rather than seeking counterplay.

The Intermediate player at their best:

The Intermediate Player at work in the Opening

The Intermediate Player at work in the Middle Game

The Intermediate Player at work in the Endgame

Good reading for Intermediate players:

Repertoire books e.g. Winning with…

Think/Play like a Grandmaster – Kotov

Rate Your Endgame – Mednis/Crouch

Test Your Chess IQ (Book 1) – Livshitz

The Middle Game (I/II) – Euwe and Kramer

Simple Chess – Michael Stean

{B} Major BCF 120-150 (1560-1800 ELO)

Major players usually have a well-worked-out opening repertoire and can set their opponents problems in each phase of the game. Even 200-grade players cannot dismiss the better Major contenders as easy prey.

There are standard plans and “clockwork” attacks which the Major player understands and plays well. Where a solid formation is adopted there is usually also a view to some flexibility and keeping the pieces at least potentially active. They will seek counterplay and know how to limit the play of their opponents. They usually notice all the relevant features of the position even if they choose the wrong move/plan.

The Major player at their best:

The Major Player at work in the Opening

The Major Player at work in the Middle Game

The Major Player at work in the Endgame

Good reading for Major players:

Specialist monographs e.g. The Complete…

Practical Chess Endings – Keres

Batsford Chess Endings – Speelman et al.

Secrets of Grandmaster Play – Nunn/Griffiths

Reading as for intermediate players too.

{A} County BCF 150-180 (1800-2040 ELO)

The County player is an alert player of openings – they will often know some of the theory outside their own repertoire, and play their own lines with some depth – in fact, they play any sort of position pretty well.

They are beginning to master the art of analysis, being able to sustain assessment of a main line with variations throughout a tactical game, and in complex positions can isolate a theme and crystallise it. They defend much better than weaker players and swindle well.

In the endgame they do know a bit of theory, and can calculate well enough to improvise a strategy for unknown positions. How often I have embarked optimistically on a slightly worse endgame against county-strength players, only to be ground down without mercy. I often feel there are three games to be played at this level before you can secure the whole or half- point: once in the opening, middle and endgame.

Obviously there are still things that separate the lower from the higher (approaching 200) boards of county teams: things like judging positions on their merits rather than by analogy, and the coordination of their pieces. And of course, all the common threads (depth of analysis, thinking for the opponent, knowledge of theory) can all be expected to be stronger in the better player.

The County player at their best:

The County Player at work in the Opening

The County Player at work in the Middle Game

The County Player at work in the Endgame

Glossary

“The meaning is the use” – WITTGENSTEIN


More than most of these pages, this represents work in progress, and particularly your corrections, additions, and examples in PGN are invited!

I don’t think it needs a search facility: it’s not very long and you can use the one in your browser.

I’m gradually adding examples: Example means I’ve got one, example? means I’d like one. Games in handouts are usually also in the Canon.

I started this a long time ago when browsing through Tartakower and du Mont’s 500 Master games of chess, mostly because they kept throwing in different terms for various sorts of sacrifices. If you know other good sources, please let me know!

An international glossary is to be found in Hooper and Whyld’s Companion.

Caveats: There is little or nothing from the problem world, nor from Euwe and Kramer (e.g. their classification of pawn structures), nor from Kmoch.

Credits: the rec.games.chess.* FAQ, books above.


Glossary and Acronyms:

:
– Example:

accept:
to take e.g. an offered pawn – Example: 1. e4 e5 2. f4 exf4 is the King’s Gambit Accepted. Antonym: declined.

accumulation of advantages (accumulation theory):
an approach to positional play, seen in Steinitz, where one advantage is used to secure another, or at least is held while another is sought. Examples in the Strategy/Themes section of the Canon by Steinitz.

active defence:
defence involving some form of counterattacking method – either by attacking elsewhere, or by attacks against the opponents’ attacking pieces. Example in the Defence section of the Canon.

advantage:
to have more of a chessboard asset – material or positional (time, space, mobility, Pawn skeleton) Examples all over the Canon.

AI =

Artificial Intelligence

amaurosis scachistica:
chess blindness (oversight), described ironically as a disease by Dr. Tarrasch. There is a superb example from Krogius in the Errors section of the Canon.

analysis:
usually an examination of variations Examples in the Analysis section of the Canon.

anti-positional:
against good strategical principles, as opposed to being a tactical oversight; Fischer famously described the Winawer Variation as “anti-positional“, as it gives up the good Bishop and weakens the King’s-side.

artificial castling, or castling by hand:
to exchange positions of king and rook by other means than normal castling e.g. by playing Ke1-f2, Rh1-e1,Kf2-g1 as in the main line of the Benko Gambit.

artificial manoeuvre:
trying a bit too hard, or making an odd use of pieces. Simple examples might include blockading a pawn with a Q or developing the Rook by h2-h4 and Rh1-h3. Capablanca’s style was the opposite of artificial – his games have a natural, graceful feel which is easy to recognise (but hard to do).

attack:
to move with a threat e.g. so that an opponent’s piece may be taken; more generally, to move pieces towards e.g. the king’s side in the hope of mate. Also used to describe some opening systems initiated by White, e.g. King’s Indian Attack.

back rank:
the rank behind your Pawns. After castling the King’s movement forward is often blocked by Pawns on the f,g and h files, and if the Rooks are played forwards you may fall into a back rank mate. In order to avoid this, players may create Luft (airhole) by a move like h2-h3. There are examples of back rank mates in the Tactics section of the Canon.

bad bishop:
a bishop hemmed in by its own pawns, on the same colour squares. Examples in the Bishops handout (and in the Canon).

BCE =

Basic Chess Endings

BCF =

British Chess Federation

BCO =

Batsford Chess Openings

bind:
a grip on the position, usually held by Pawns, e.g. the Maroczy bind.

black (white) square weaknesses:
having holes on the black squares. Examples include Bernstein-Mieses and Znosko-Borovsky vs. Mackenzie in the Strategy/Themes section of the Canon.

black square complex:
a network of black squares. Examples include Bernstein-Mieses and Znosko-Borovsky vs. Mackenzie in the Strategy/Themes section of the Canon.

blockade:
usually of pawns – a pawn may be blockaded by an enemy piece or pawn standing in front of it. The same effect may be achieved by good control of the square in front of it so that it would be taken without compensation if it advanced. example?

blockaded pawn:
a pawn where the square in front is occupied (or strongly controlled) by opposing pieces. An isolated pawn on c6 can be blockaded by Nc5; there are lots of examples in the Pawn mobility handout.

blunder:
an oversight; the Tactics section of the Canon is full of them.

break (pawn break):
a Pawn move with the hope or intention of opening lines, particularly files. In blocked positions like the French Defence it’s important to organise your own pawn break.

break-up sacrifice:
a sacrifice to disrupt the defences e.g. Bxh6, gxh6, an example of which can be found in the Attacking section of the Canon.

breakthrough:
the breaching of an apparently secure formation, often with sacrifice of material, as in the Pillsbury-Lasker game in the French Defence.

building a bridge:
Nimzovitch’s description of how to win the Lucena position (q.v.) in a Rook ending.

candidate move:
a move considered as a starting point in the analysis of variations. The term was made popular by Kotov’s classic Think Like a GM, the first chapter of which has been very influential; there are some examples in theAnalysis section of the Canon.

candidate:
a Pawn that may be promoted; also, a player in competition to become the challenger for the world championship(s). See tha game Marshall-Capablanca in the handout on Pawn mobility.

CC =

correspondence chess (also known as postal chess, although e-mail chess is catching up!)

centralisation:
to move pieces towards the centre – a good idea if there is no obvious alternative plan. Example in the Strategical Themes section of the Canon.

centre:
the central four squares e4/d4/e5/d5 or the sixteen squares including these and those next to them.

clearance sacrifice:
see vacating sacrifice

close game or closed opening:
often slow, partly blocked positions, often arising from e.g. 1. d4 d5, with locked chains of pawns. There are several examples discussed in the Pawn formations handout.

combination:
a forcing sequence involving threats (of capture, check and/or mate), probably involving a sacrifice. There are examples in the Tactics and Attacking sections of the Canon.

complementary sacrifice:
a sacrifice which follows up a previous sacrifice – e.g. the double bishop sacrifice Bxh7/Bxg7, or two others like Rxf6/Nxh7 (See Lasker-Bauer)

concentric:
towards the centre

conjugate squares (coordinate squares):
squares on which Kings have the relation of distant opposition, possibly complicated by intervening Pawns of either colour example?

connected pawn:
a Pawn with a Pawn on an adjacent file; a group of connected pawns form a pawn island. There is a nice example from Capa in the handout On manoeuvres, and another from Karpov in the style section of the Canon.

consolidating manoeuvre:
to shore up a point e.g. Re8, Qe7, Nf6-d7 to protect e5.

control of centre:
the controlling influence of one side over the central squares. See the rules for openings, and the opening section and under centralisation sections in the Canon. The hypermoderns pointed out that need not mean its occupation.

cooperation/coordination:
a general term used to describe the way pieces work togther – for example, in an endgame, Q+N coordinate better than Q+B, a circumstance in which it is no disadvantage to have a Knight while the opponent has a Bishop (see minor exchange). There are some nice examples of coordination in the Strategy/Themes section of the Canon.

cramp:
lack of mobility. See the examples on Space in Strategy/Themes section of the Canon.

cross-check:
a check in reply to a check, typical of Queen endings (See the second Nimzo game in the handout On Manoeuvres.)

decentralise:
to move away from the centre, often an anti-positional move. There are examples in the handouts on Bishops Italian Game.

decisive:
a move which alters or makes certain the result of a game: a decisive move may make an advantageous position a winning one, a decisive error may lose the advantage, or the game. Examples are to be found in the handout on Planning, and Kotov’s Think Like a GM.

decline:
to leave an offered pawn or piece, e.g. 1. e4 e5 2. f4 Bc5 is the King’s Gambit Declined. Antonym: accept

decoy:
a diversion, as in the model game Morphy-Meek.

decoy sacrifice:
a sacrifice to remove a piece, e.g. to play Ba5 when …Qc7xa5 means that the K will lack an important defender (see decoy)

defence:
to move to defend against an threat, e.g. to protect a piece that is attacked; more generally, a period of the game where the player is meeting and anticipating threats during an attack. Also used for opening systems chosen by Black, e.g. King’s Indian Defence. There is a section in the Canon on Defence.

deflection:
to distract a piece or pawn away from a task [example?]

deflecting sacrifice:
a sacrifice to deflect a defending piece e.g. to play Re1-e4 to deflect a Black Qb4 away from attacking b2. example?

denuding sacrifice:
a sacrifice to strip away defending pawn shield e.g. Bxh6 from the Attack section of the Canon.

development:
the bringing-out of pieces at the start of the game – one of the aims of the opening . Examples in the Openings Canon.

diagonal:
the chain of squares of the same colour running diagonally across the board: a1-h8 and a7-g1 are diagonals example?

diagonal mate:
mate where the decisive check is delivered along a diagonal, as in Fool’s mate 1. g4 e5 2. f4 Qh4#

discovered attack:
to attack by moving a piece or pawn out of the way of a line-piece such as rook, bishop or queen. 1.e4 discovers an attack on b5 and h5. There are examples in the Tactics section of the Canon.

discovered check:
to deliver check by moving a piece or pawn out of the way of a line-piece such as rook, bishop or queen. There are examples in the Tactics section of the Canon.

disjunction:
separation of pieces or pawns example?

dislodging manoeuvre:
a move to upset a defensive formation example?

disorganisation:
where pieces fail to protect key squares or each other, the opposite of coordination. See the booklet on Italian Game.

distant opposition:
Kings separated by more than one rank (or file) but which still have the relation of opposition e.g. Kings on g1 and g5. See also the booklet on King and pawn endings.

distant/outside passed Pawn:
a passed Pawn on the other side of the board from the defending King or other pieces – usually winning in a King and Pawn ending [example?]

diversionary sacrifice:
sacrifice in order to decoy [example?]

double (of Pawns):
to force enemy Pawns to become doubled, as in the booklet on Pawn mobility.

doubled Pawns:
Pawns on the same file, often one obstructing the other, as in the booklet on Pawn mobility.

double (of Rooks):
Rooks on the same file; if the Queen is also on that file the major pieces are tripled. We can see doubling in the handout on Rooks, tripling in the one on Pins.

double attack:
to attack two pieces at the same time with one move; 1.e4 attacks d5 and f5. Chernev and Reinfeld say that this is one of the two central themes of tactical play (the other being concentration of force). Lots of examples in the Tactics section of the Canon.

double Bishop sacrifice:
two complementary Bishop sacrifices, e.g. on g7 and h7, as in the famous game Lasker-Bauer.

double check:
check from two pieces at once, always obliging a King move. Examples in the Tactics section of the Canon.

double fianchetto:
both Bishops developed in fianchetto, as the Hypermodern Reti was fond of doing.

double Rook sacrifice:
typically to allow a Queen to play …Qxa1+, K moves, Qxh1, hoping to decoy the Queen away from defence. The Immortal Game features such a sacrifice, included in the attacking section of the Canon.

DT =

Deep Thought

DT II =

Deep Thought; next version

eccentric development:
moving a piece to an unusual square e.g. Ng1-h3.

ECO =

Encylopedia of Chess Openings

elimination sacrifice:
a sacrifice to remove an important defender e.g. …Rc8xNc3. Compare with examples of ‘removing the guard’ from the Tactics section of the Canon, which are without sacrifices.

ELO =

rating using Prof. Arpad Elo’s rating system

en prise:

in a position to be taken

endgame:
a game where several pairs of pieces have been exchanged, probably including the Queens, and where play is concerned not with checkmate or tactics as much as with gaining, and promoting, Pawns. See Endgame Handouts.

equilibrium/balance of position:
an equal but not lifeless position is in balance or equilibrium; if this is not disturbed the correct result should be a draw. However, unduly slow or unduly rash moves may disturb the balance and give the opponent the advantage. See latitude of the draw.

error:
a mistake in analysis or assessment; a gross oversight is called a blunder. There is a section on errors in the Canon.

exchange:
exchange is used in two senses – to swap off for equal material, or unequal material. To lose the exchange usually means to lose rook for bishop. The minor exchange refers to the loss of bishop for knight, but this is not always a disadvantage. [example?]

extended fianchetto:
to fianchetto with e.g. b3 and Ba3. Also used for fianchetto with b4 and Bb2. [example?]

F-S II =

Fischer-Spassky match held Sept-Nov ’92 (Fischer won 10-5)

fairy chess:
chess with newly invented pieces, usually seen in studies but can be played as a new game. [example?]

family check:
a check with other pieces attacked at the same time e.g. to play Nc7+ with Black Ke8, Ra8, Qd5. There is an example in Capablanca-Treybal in the handout On manoeuvres and in the Canon.

fianchetto:
to develop a bishop to the long diagonal by e.g. b3 and Bb2.

FIDE =

Federation Internationale des Echecs

file:
the columns of squares, e.g. a1-a8 is the a-file (Queen’s Rook file)

fixed:
obstructed or restrained: see the Pawn formations handout.

flank opening:
slower openings aiming at control of the centre rather than its occupation – for White, this includes the English (1.c4), Reti (1.Nf3), and Catalan (1.d4,2.c4,3.g3) openings. See the handout on the hypermoderns.

flight square:
a square available for a King to move to. If a King has no flight squares, a check may give mate. See my game against Terry GRAY in the Defence section of the Canon.

FM =

FIDE Master

force (noun):
loosely, material. Chernev anbd Reinfeld see this as the other great defining theme of tactical play. See the model game by Kasparov in the Canon.

fork:
to attack two pieces, usually with a knight e.g. Nf7 attacking Qd8 and Rh8. Examples in the Tactics section of the Canon.

fortress:
a defensive blockade, keeping out the enemy forces, especially the King. One of the earliest known examples is the fortress White Kc1, Pd3, Re3 which can hold the draw against Black Kc8, Qd8. Try it!

gambit:
usually to sacrifice a pawn in the opening to gain development. Examples in the Openings section of the Canon.

GM =

Grandmaster

half-open file:
a file with pawns of only one colour. Look at the handouts on Rooks and, if you are brave, the Minority Attack section of the handout on Pawn mobility.

half-passed pawn:
30 minutes after Pawn o’clock. [example?]

hedgehog:
a solid defensive arrangement with Pawns on the third rank e.g. Pb6,c5,d6,e6,g6, Bb7, Nbd7, Ngf6 and Be7 or Bg7. There is a comment on the potential of this formation under Nunn-Olafsson in the Planning section of the Canon, and an example game Webb-Hartston elsewhere in the Canon.

holes:
openings in the defensive front are called holes – usually holes cannot be defended by pawns. To play …g6 creates a hole at h6. See Steinitz-Blackburne in the Strategical Themes section of the Canon.

hypermodern:
the treatment of the opening by the Hypermodern school, a description given them by Tartakower; I wrote a little booklet on their treatment of the opening.

ICS =

Internet Chess Server

IGM =

see GM

IM =

International Master

intermediary manoeuvre:
an in-between move or apparent diversion from the main line of events. I read the term in the Tartakower-duMont book, in an annotation to the Tartakower-Capablanca game I encluded in the Tactics section of the Canon.

intermezzo:
see Zwischenzug

IQP =

Isolated Queen’s Pawn

irruptive sacrifice:
to break into the defences with a sacrifice e.g. Bxh7+, of which there are examples in the Attacking section of the Canon.

isolani:
Nimzovitch’s term for an isolated pawn.

isolated pawn or isolani:
a pawn with no friendly pawns on the next-door files. There are always negative features, but may be compensating advantages – and these benefits are seen in the most positive light with an isolated Queen’s Pawn. See the many examples in the Planning section of the Canon.

isolated Queen’s Pawn:
an isolated pawn on d4 or d5 – here the compensating extra space and influence over the centre are at their maximum and can compensate for its weakness in the middle game. IQP positions often arise in the early middle-game from the QGD and Caro-Kann. See the many examples in the Planning section of the Canon.

Italian diagonal:
the diagonal a2-g8 dominated by Bc4 (or …Bc5), the favoured development of the Italians of the Modenese school. See the booklet on Italian Game.

IWM =

International Woman Master

KIA =

King’s Indian Attack. There is some commentary on this opening in relation to the Sicilian Defence here..

kibitz:
to offer advice as a spectator – a dangerous pastime.

KID =

King’s Indian Defense. I based a session on this system once, and the example games I used are filed under the Planning section of the Canon.

king hunt sacrifice:
a sacrifice whch exposes the K in a way that it cannot retreat e.g. Qxh6+, Kxh6; Rh3+, Kg5 and the hunt is on!

King hunt:
a chase of the King across the board – which often arises after a sacrifice. [example?] Examples in the Attacking section of the Canon.

King’s field combination:
a combination involving the squares directly attacked by the King directly e.g. involving Nxf7. Examples in the Attacking section of the Canon.

Knight defender:
the stalwart N on f3/f6 in front of the castled King.

knight wheel:
a five-move circling motion of the N to attack the square next to it, e.g. Nb1-a3-c4-e3-d1 to attack b2. A game Capablanca-Yates is an [example?].

latitude of the draw:
to retain enough access and control over all disputed areas of the board to avoid the risk of losing, assuming with fair play on both sides. It may be that commitment to an attack in one area risks losing the game because of loss of control elsewhere. This is an underlying theme of the Averbach-Keres game in the Errors section of the Canon.

line piece:
Rook or Bishop

line-clearance sacrifice:
a sacrifice to open up a line e.g. Nf4 when …exf5 opens up a line for a B on b2 The move 11.d6 model game Morphy-Meek is both a decoy and a line-clearance sacrifice of a Pawn.

liquidating sacrifice:
a sacrifice, perhaps only temporary, to secure exchanges. The 45th game of the first Karpov-Kasparov match in the Defence section of the Canon is a superb example of this.

liquidation:
exchange of several pieces in succession, perhaps involving a forcing or temporary sacrifice. The examples given in the Bishops handout feature the Stahlberg/Capablanca manoeuvre, the aim of which is a defensive liquidation.

little centre:
the squares e4/d4/e5/d5. Also known as the basic centre.

long diagonal:
either of the diagonals a1-h8 or h1-a8. A Bishop developed in fianchetto (q.v.) sits on the long diagonal, and influences the little centre (q.v.).

long side:
for a passed pawn on d6, the long side is the files e-h, important in Rook endings.

lose a tempo:
to use one more move than necessary in development or manoeuvre, thereby disadvantageously falling behind in development or in a Pawn race. See the rules and examples from the Canon. Contrast with losing the move.

lose the exchange:
to lose a rook for a bishop or a knight

lose the move:
to use more moves than necessary in development or manoeuvre, thereby advantageously gaining the opposition or creating Zugzwang. Contrast with losing a tempo.

Lucena position:
– an important winning position in a Rook ending.

main line:
in analysis, particularly of the opening, the principal variation used or analysed. See the Analyis section of the Canon.

major pieces:
the Queen and Rooks

majority:
more pawn on one side than the opponent, e.g. four pawns on efgh files against 3 pawns on fgh, with an open d-file

majority attack:
the attack with a majority of pawns, to create a passed pawn or break through to attack. See Marshall-Capablanca and Alekhin-Marshall in the Pawn mobility handout.

MCO =

Modern Chess Openings

middlegame:
the game after the players have wholly or mostly finished development.

mine:
a square which when occupied triggers a combination [example?]

minor exchange:
to lose bishop for knight (not always a disadvantage). See the bishops handout.

minor pieces:
Knights and Bishops

minority:
fewer pawns on one side than your opponent, e.g. 2 pawns on a+b-files against three pawns on abc.

minority attack:
to attack on a side where you have fewer pawns, to create a weakness in the majority. A difficult but important theme in the Pawn mobility handout.

mobility:
freedom to manoeuvre, often because of control of Space, an important Strategical Theme.

mysterious Rook move:
a purposeful move of a Rook to a file which is not at present open (but may become so); one of Nimzovotch’s colourful usages. [example?]

N =

Novelty (see TN)

NM =

National Master

obstruct:
when a piece moves in front of an enemy Pawn it obstructs its advance (see blockade) [example?]

occupation of centre:
to move pieces and pawns toward the centre e.g. to play Pc3,d4,e4, Nf3,d2, Bc4,e3. Several examples under “centralisation” in the Strategical Themes section of the Canon.

offside piece:
a piece on the side of the board, possibly distant from the main theatre of combat. A couple of examples in the Strategical Themes section of the Canon.

open game:
a position without locked pawn chains in the centre, often arising from 1. e4 e5; see the Pawn formations handout, and material on example openings.

opening trap:
a trap in the opening. The Traps section of the Canon is full of them.

opening:
the first moves of a game where the players are completing their development.

opposite coloured bishops:
having one bishop each which travel on different coloured squares; makes defence harder in the middle game, easier in the endgame. Examples, as always, in the Canon, but there is also a handout on Bishop endings.

opposition:
opposing Ks on e4 and e6 cannot pass without one giving way – but the one that gives way is the first to move, e.g. 1.Ke4-d4, Kf5; 2.Kd5, Kf4 and Black passes with gain of tempo. This is described briefly in King and Pawn endings. See also conjugate squares.

OTB =

Over-the-board (as opposed to correspondence/postal chess)

outpost:
a square which cannot easily be attacked by pawns, suitable for occupation by a knight or other piece. 1. e4 e5 creates potential outposts on d5/f5 for White and d4/f4 for Black. Nc3-d5 may be met with …c6, but if White plays Nd2-f1-e3-f5 Black may hesitate before playing …g6 which may create holes in front of the king. See the Knights handout.

outside the square:
when chasing a passed pawn, the K needs to be close enough to catch it – it will be close enough if it is inside a square drawn with the pawn at the corner and the ‘home run’ to the last rank as the side. So for a Pc5 the square is c5-g5-g8-c8, and if the Black K is outside (and cannot move in on the next move), the Pawn will queen.

overload:
a piece or Pawn with too many defensive tasks is overloaded. There are examples in the Tactics section of the Canon.

overloading sacrifice:
a sacrifice to overload a defender e.g.Nxh7 may overload a Nf6 which defends h7 and e8. There are examples in the Tactics section of the Canon.

overprotection:
to over-defend a point e.g. e4 is overprotected with Bc2, Nd2, Re1, Qe2, Ng3. The idea is that after e.g. Nf5 and an exchange …Bd7xf5, the recapture e4xf5 will suddenly open up lines for the patient White pieces. Nimzovitch seemed to say that overprotection is an end in itself, but more plausible is that over-protection may make a strong move like Nf5 more decisive. There are examples in the strategy/themes section of the Canon.

passed pawn:
a pawn with no opposing pawns in front or to the sides, which can therefore advance without being exchanged by a pawn; often the only way to win once Queens are exchanged. See the Endgame advice.

pawn chain:
connected pawns which protect each other e.g. c3-d4-e5. See the Pawn formations handout.

pawn islands:
Capablanca’s term for groups of connected pawns, separated by (half-) open files. White with Pawns on a2, b2, d3, e4, f4 and h3 has three Pawn islands. There is an example in the handout On manoeuvres.

pawn lever:
Kmoch’s term for a pawn move that tries to open lines, especially a file. See Pawn Break

pawn majority:
a greater number of Pawns, usually on a wing e.g. White: Pa2, Pb2, Pc2 Black: Pa6, Pb5. See majority attack.

pawn race:
in an endgame where Pawns on each side race to promote – usually in a King and Pawn endgame where the Pawns cannot be captured or obstructed.

pawn sacrifice:
a sacrifice of a pawn, often called a gambit in the opening

penetrating sacrifice:
a sacrifice to get into the heart of the defences e.g. Ng5xf7 against a king castled behind a fianchetto. There are examples in the Attacking section of the Canon.

phalanx:
a triangle of pawns e.g. b3-c4-d5-e4-f3 in the KID and Colle System.

Philidor position:
– usually, the important drawing position in a Rook ending. Also, a winning position in the ending of Rook and Bishop against Rook.

pin:
a piece standing between an opponent’s line-piece (N/R/Q) and a piece of your own of a higher value is pinned. After 1. e4 d6 2. Nf3 Bg4 the Nf3 is pinned. There’s a handout on Pins

positional sacrifice:
a sacrifice played for long-term positional gain e.g. in the Sicilian defence …Rc8xNc3 to double the White pawns and weaken d5/e4; a nice defensive positional sacrifice was made by Petrosian against Reshevsky, collected in the Defence section of the Canon.

preventive retreat:
a retreat made in anticipation of an attack (rather than reacting to it) [example?]

prophylaxis:
prevention. Nimzovitch talked about this rather as an end in itself, which is misleading. [example?]

propitiating sacrifice:
a defensive sacrifice, hoping to slow up the attack long enough to organise a defence [example?]

QGA =

Queen’s Gambit Accepted

QGD =

Queen’s Gambit Declined

Queen hunt:
to chase and close down the space available to a Q, with the aim of winning it – see the handout on Kings and Queens, and the Tactics section.

rank:
the rows of squares, e.g. a2-h2 is White’s second rank, Black’s seventh.

resign:
to give up a losing game before mate. It is polite to do so, and perhaps less painful for yourself, but some players play on in the hope of their opponent blundering.

restricted centre:
adopting a modest central formation with pawns on e.g. e6/d6. See the Pawn formations handout.

retrograde manoeuvre:
to move backwards – e.g. Nc3-d1 so as to play c3. There is an example of this by Botvinnik in the style section of the Canon.

sacrifice for draw:
a sacrifice which has a draw rather than a win as the aim, e.g. to sacrifice Nxg5 for one of two pawns in the ending, leaving a Bd3 unable to support a Ph4 against a K on g7/h8, or to achieve a perpetual check. See the Defence section of the Canon.

sacrifice for space:
to play e.g. the Cochrane Gambit in the Petroff 1. e4 e5 2. Nf3 Nf6 3. Nxe5 d6 4.Nxf7 which gains time to secure the advance of the central pawns.

sacrifice:
to give up material – if you can see how you can win back the material quickly, it is called a combination or sacrificial combination, if you are just hoping to get a lasting initiative and cash in later, it is sometimes called a speculative sacrifice or, following Spielmann, a real sacrifice. Spielmann referred to sacrificial combinations as ‘sham’ sacrifices. Tartakower and DuMont describe a dozen types of sacrifice, found elsewhere in this Glossary.

seventh:
short for the seventh rank (a2-h2 or a7-h7) – a good place for a rook.

seventh rank:
the rank a7-h7 (or a2-h2 from Black’s side), which may be powerfully occupied by a R in the ending. A famous example Capablanca-Tartakower is given in the appropriate handout.

 Nimzovitch used the term seventh rank absolute for control of the seventh rank by a Rook, with the enemy King trapped on the back rank, as in that game.

short side:
for a passed P on d6, the files a-c are the short side – crucial in Rook endings.

skewer (X-ray attack):
attack by a line piece on an enemy piece behind which is another enemy piece e.g. White Rd1, Black Bd5, Bd7. There are examples in the Tactics section of the Canon.

SM =

Senior Master

smothered mate:
a K mated usually by a N when all the escape squares are occupied by friendly men e.g. Nf7+ with Kh8,Rg8,Pg7/h7. See the handout on Basic Mates.

stalemate:
no mate, but no possible (legal) moves for one side is stalemate – often occurs with a lone K when the attacking side overlooks the idea e.g. Kf6,Qd6 with K on e8 to move is stalemate. See the handout on Basic Mates.

strong points:
squares where you dominate e.g. the square e5 is often a strong point for Black after playing Pe5, Re8, Nbd7 and Pd6 or Bd6. A hole for your opponent may be a strong point for you; this is mostly clearly see with respect to Knight outposts .

tabiya:
(Arabic) Originally one of the conventional starting formations for play, now used to describe key positions arising from the opening. The examples given under transposition in the Canon are good examples.

TD =

Tournament Director

tempo:
a move lost or gained, often used in discussing the opening. [example?]

tempo – fight for tempo:
for example, after 1. d4 d5 2. c4, if Black plays …dxc4 White will play e3 and Bf1xc4. If Black waits until White has already played e3 and Bd3, and then plays …dxc4, White will of course play Bxc4 but will have lost a move (Bf1-d3xc4). So White will try to wait, and Black will also wait – hence the Tempo Struggle Variation 1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7. Rc1 Re8 8. Qc2 c6 9. a3 a6 10. h3… where White won’t yet play Bd3 and Black won’t yet exchange.

temporary sacrifice:
a sacrificial combination where the regain of material can be foreseen [example?]

TN =

Theoretical Novelty: A new idea in an opening line (usually used when a GM first tries it).

trap:
a plausible move that loses to a hidden or unexpected combination – e.g. 1. e4 e5 2. f4 Bc5 is a simple trap, since the obvious 3. fxe5 fails to 3…Qh4+. 2…Bc5 is also a well-motivated move in its own right, and is to be preferred to playing poor moves for the sake of setting a trap that the opponent may spot. The Traps section of the Canon is full of both sorts!

trebuchet:
a common Zugzwang position, e.g. White Ke5, Pd4; Black Kc4, Pd5.

triple:
to move all three major pieces onto a file, as in the Alekhin-Nimzo game in the handout on Pins.

two bishops:
having both bishops where your opponent has only two knights or a bishop and a knight; normally an advantage. See the handout on Bishops.

undermining sacrifice:
a sacrifice to remove a guard e.g. Nxd6 removing the defender of e5, or Ph5-h6 to undermine a Knight on f6 [example?].

unmasking:
to uncover an attack (or defence), e.g. Nf3-e5 may unmask the fianchettoed Bg2. In the Tactics section of the Canon there is an example of each, one under overloading, the other under unmasking defence.

USCF =

United States Chess Federation

vacating sacrifice:
to sacrifice a piece thus releasing a square for a more powerful piece e.g. Nh5xg7 allowing Qe2-h5. Pawns are the commonest sacrifice made for this reason. [example?]

vacation:
to leave a square so that another piece may occupy it, e.g. Rf1-e1 and Bb5-f1 is sometimes played. [example?]

variation:
an alternative line of play: see analysis

visualisation (sight of the board):
the ability to picture and assess a position, as might arise in analysis of a possible variation; a common source of error

weak pawn:
a Pawn that cannot easily be defended, e.g. a backward pawn. There are examples in the Strategy/themes section of the Canon.

weak pawns:
generally, a collection of pawns which have some of the features listed above: doubled, isolated, backward… There are examples in the Strategy/themes section of the Canon.

weak square:
a square that cannot easily be defended, and may become a hole or outpost for the opponent. There are examples in the Strategy/themes section of the Canon.

weakness:
a weak Pawn or weak square There are examples in the Strategy/themes section of the Canon.

WGM =

International Woman Grandmaster

windmill:
an alternation of checks and captures e.g. White Rg7, Bf6, Black Kh8 – the famous Torre-Lasker game is in the Tactics section of the Canon.

wrong bishop:
a Bishop which does not control the Queening square of a Pawn, e.g. White: Kg3, Bf3, Pg4, Ph4, Black Kg8, Nf6 – the move …Nxg4 draws for Black despite the loss of the piece. See the Bishop endings handout.

Zeitnot:
(German) time trouble [example?]

Zugzwang:
(German) where a side is satisfactorily defended, but any move will upset the defence – and they must move! This is not unusual in Rook endings and other simplified positions – indeed, the opposition and trebuchet are examples of Zugzwang – but it is most unusual with more pieces on the board, although Nimzovitch fanously managed it against Samisch, a game found in the Pawn Mobility handout.

Zwischenzug:
(German) literally, in-between move. When, for example, a re-capture is delayed for a move to make a capture, check or threat elsewhere. [example?]


Dr. Dave the player who put the gloss in glossary.

“Wipe your glosses with what you know.” — Joyce

Blumenfeld’s rule

Just done a quick whizz through the site to patch up all mentions of Blumenfeld’s advice (which was passed on by Kotov and Webb in their best known books).  The advice is:

Blumenfeld’s rule:

“It often happens that a player carries out a deep and complicated calculation, but fails to spot something elementary right at the first move. In order to avoid such gross blunders, the Soviet master B. Blumenfeld made this recommendation:-
When you have finished your calculations, write down the move you have decided upon on the score sheet. Then examine the position for a short time ‘through the eyes of a patzer’. Ask whether you have left a mate in one on, or left a piece or a pawn to be taken. Only when you have convinced yourself that there is no immediate catastrophe for you should you make the planned move.
“

— KOTOV
However, in the last FIDE revision of the rules, this practice is now considered note-taking, and is forbidden.  I don’t know how many players are complaining about it, nor how many controllers coming down on it (after all, this is a habit of some years’ standing for many players)… but it is illegal.  So what can we do instead?
Well, the idea is, to take a fresh look.  As long as you can make that last-minute check without the aid of props, you should do so.  Ways of producing a physical prompt or routine that don’t require pen and paper include:

  • shut your eyes for a second or two
  • walk around your chair
  • look at the board next to you then look back
  • go and stand behind your opponent and see how it looks from their side
  • slap yourself firmly (it works for TVs, right?)
  • visit your private toilet facility

I wish everyone a happy and blunder-free New Year, although yesterday I managed to get the order of moves reversed, with dire consequences… Physician, heal thyself!

P.S.

Contemporaneous comments from DrDave:

“You’ve all seen people do this. I’ve also seen people do it badly. The idea is to snap yourself out of the trance of analysis and take a fresh look. there are two basic ways of mishandling the method:

  I have seen players write down a losing move while nodding and smirking, look over the board again still nodding, and then play the move. Useless – just going through the motions. I guess they were just revising their latest thoughts on the position. You must jump! snap! start! your thinking again, to see if you have overlooked anything at the start of your thinking. You are not checking conclusions – you are checking assumptions. [If they had genuinely re-started their thinking there would have been a change in body language – not a smooth progression from choosing to writing to blundering, nodding all the while.]

 The second useless way of implementing Blumenfeld’s rule is to carry on thinking about the position. You see players with two, three, maybe four moves written down and crossed out over the course of fifteen minutes. This is hopeless indecision. You write the move down once you have decided on it. You then check it in case it is a blunder – not to see if you prefer another move. If there is nothing obvious tactically wrong with it, you must play it or you will run out of time. If you use the time to think about other moves you are not only wasting time, you are not even safeguarding yourself against blunders!”

The pieces at their best

How pawns make life easy (and hard) for pieces.

The best B Q K N R P ever!

Also, the best pieces and the worst pawns…

The Art of Analysis, Part 1

Let us begin with a mistake – what we might call
positional mistake:

“Positional sense should free you from the slavery
of `variations’
.” – Nimzovitch

Statements like this, and one or two other factors, led me to
neglect the analysis of variations – instead preferring to develop
positional assessments – for many years. It is possible to consider
positional judgement and planning as somehow a higher calling,
which avoids the need for grubby heavy analysis. This, however, was
a mistake on my part.

Here is some treatment for people suffering from the same
condition:

“What is the essence of the chess master’s art?
Fundamentally it consists of the ability to analyse chess
positions.

“Home analysis has specific features of its own: you are
not restricted by time, and you can move the men freely. Despite
this difference between home analysis and practical play, there is
much in common between them. It is a well-known fact that almost
all the outstanding chess-players have been first-class analysts.
(…)

“It is useful to publish your individual analytical work.
Then you are subject to objective criticism.” – Botvinnik, 100
SELECTED GAMES.


“So I began to analyse games…” – Timman, THE ART OF
CHESS ANALYSIS


“I got to know Mark (Dvoretsky) at the very beginning of my chess
career, at one of the sessions of Botvinnik’s chess school in 1974;
in those days, Dvoretsky was Botvinnik’s assistant. (…)

“We are adherents of the same, analytical, way, and we
believe in the triumph of analytical penetration into the secrets
of a position” – Kasparov, Preface to Dvoretsky’s SECRETS OF CHESS
TRAINING (FIRST PUBLISHED IN RUSSIA AS “THE ART OF ANALYSIS”).


“I selected from tournament books those games in which the greatest
complications had arisen. (Then) set myself the task of thinking
long and hard so as to analyse all the possible variations. I would
sometimes … write down the variations I had examined and then I
would compare them with those of the annotator. (…)

“Great help can be got from solving studies from a
diagram without setting up the position on the board.” – Kotov,
THINK LIKE A GRANDMASTER


“Analysis, if it is really carried out with a complete
concentration of his powers, forms and completes a chess
player
.” – Polugayevsky


“Many players, even of a high calibre, will assert,
half jokingly and half seriously, that a difficult labour of
analysis can be replaced by intuition. ‘I played this move in a
flash – it was obvious it couldn’t be bad
‘ is the sort of
thing we often hear in a post-mortem.
“Criticising such a policy is not simple – not after it has just
been successful! <…> Instead of appraising the state of struggle
on the basis of precise calculation, Black makes a move, which on
general considerations, is wholly in the spirit of the position – a
flank attack is countered by a break in the centre. Yet in chess
there are no axioms.”

— ZAK, Improve your chess results.


Two sorts of games should hold a special place in your own study:
(a) Analysis of master games, and (b) analysis of your own games
(especially losses). So, I have an exercise which involves
neither…

I have been privileged to obtain a copy of the six games
from the first match of the Exeter `A’ team this season. I propose
to analyse each game with the coaching group during a session in
the New Year, but I would like you to have a go at analysing them
first. Then we can compare notes…

How do you analyse a chess game?

If it’s someone else’s:
(1) Play through the whole game fairly quickly, seeing what ebb and
flow the game had.
(2) Divide the game up into episodes, even if they are only opening
middlegame and endgame, and try to describe what happened and who
if anyone had the advantage.
(3) Try and find the critical steps, where one or other side made
an important choice (even if it was only to overlook
something!).
(4) Put your account aside for a few days and have a fresh look
later. What other ideas now occur to you? Did you make a too-smooth
moral fable out of a more fluctuating scrap?

If it’s your own:
(1) write down as much as you can remember about what you thought
about at the time, and
(2) any thought your opponent shared during a Post Mortem.
(3) Leave it for a few days and come back fresh, then analyse it as
you would somebody else’s. Be particularly wary of self-serving
interpretations, especially of the “I was winning all the way
through” variety. What did you miss?

Below, Round numbers are board numbers. The Exeter players
(White on even boards) hold BCF grades this year between 171 and
156; Teignmouth between 180 and 130. These are roughly between 2000
and 1600 ELO.

N.B. Games 2 and 5 feature an early loss of material; to
analyse past this point, in Game 5 at least, may not be very
profitable.

Click […] for list of games

Our analysis: https://devonjuniorchess.co.uk/wp/drdaveexeter/2026/09/21/the-art-of-analysis-part-2-2/

“To take is a mistake”

I’ve heard this a lot recently — is it true?
(SPOILER: often but not always)

Clarity and anxiety in junior chess

I see this played quite a lot in the Scotch Game at the junior club:

White’s Queen occupies a fine central square and cannot be bothered by
Black’s minor pieces.

Why do juniors swap so readily? I think the tension gets to them. They
have learned that an unresolved tension (Nd4-Nc6) might be overlooked
later on (Qf3?? Nxd4 or Nc3 d6; Bc4 b6??; Nxc6+ or Bc5 Be3 Nge7?? Nxc6).
But swapping can also be a mistake. I think 4…Nxd4? just gives White
better chances, but I also think 3…exd4 is more or less forced. So,
how do you judge when to keep, and when to release, the tension? When
do you seek to swap, and when to hold steady?

The ability to create and to control the tension of battle is perhaps
the principal attainment of the great player. — Savielly Tartakower

To take is a mistake – definitely!

Opposed Rooks

Swapping a developed piece

Remember the start of the Opera Box Game?

Assessing exchanges

Some related examples from recent junior matches:




Don’t simplify against Capablanca!,

… I keep telling them at the office. (CHERNEV)

If Black hopes to swap their way to a draw in the Ruy Lopez exchange variation, they are mistaken! Every swap brings White closer to a won Pawn endgame.

Capa was master of the advantageous exchange, allowing the opponent to
weaken their position with every tempting swap.

To take is a mistake – well, sometimes!

Exchanging to victory:




Another tense formation (NID):

Many top-level opening choices have some sort of unresolved tension like
this. In fact, following Carlsen, the aim of the opening may not be a
fruitless search for an advantage as White or equality as Black, but
a position which gives you chances to outplay your opponent.

The whole concept has changed! Now the main concept is “to get a

layable position and maintain the tension”. – Sergey Karjakin

‘Release and strike’

Compare, exhibit A, getting into trouble in the Slav:

And Exhibit B, a modern main line:

Similarly:


And lastly:


Compare this
equalising line in the Queen’s Gambit Declined, Orthodox Variation:

You see exchanges used brilliantly in so many of Capablanca’s games,
either to consolidate a plus or to step aside neatly out of pressure.
It’s easy to appreciate, hard to do!

Never make a good move too soon – James Mason

The threat is stronger than its execution. Nimzowitsch

Sometimes the hardest thing to do in a pressure situation is to allow
the tension to persist. The temptation is to make a decision, any
decision, even if it is an inferior choice. — Garry Kasparov

A swap is rarely neutral – it will favour one side or the other.
So make sure it’s you! — Me

Free chess coaching videos online

I’ve been slow to tune in to what’s available on places like YouTube for chess instruction, but here’s a start, and I’ll add to it over the while.

Comments and recommendations welcome; if there’s an obvious gap I might have a go myself.

Lessons in Philidor’s Defence

Coaching Zone at East Devon Congress 2026

Thanks to all those who attended, shared games, contributed comments and heckled; I hope you got something out of taking part.

LINK to Lichess study for Saturday game analysis: https://lichess.org/study/6WyVNXpv/

LINK to Lichess study for Sunday game analysis: https://lichess.org/study/QIirDybT

Short talks

Not all the talks actually happened but here are the intended slides; the slides were designed to support a talk and not to stand alone.