Lexicon

Numeric notation

Each move is represented by a set of two, two-digit numbers: the start and the destination square, written together. They form a grid based on the following rules:
a) files are marked from left to right as 10-80
b) ranks are marked from White's side as 1-8
Combining these 2 together will give the proper designation for each square. Example 1.5254
This notation is best suited for correspondence chess since it enables players from all nations to transmit their moves in a totally unambiguous way, regardless of language differences.

Source: "International Correspondence Chess Federation"

http://www.iccf.com

Open file

A file without any pawns of either colour on it.

Opening

To begin the game as White using a specific move order/ plan. On the Black side we call it defense. There are several chess openings/ defenses known today, each one analysed and developed with new ideas by players Worldwide on an on-going basis. Choosing one's opening/ defense is a matter of taste, style and sometimes fashion ;-)

Opposite colour bishops

A light squares Bishop opposed by a dark squares Bishop.
Since each player may suffer a colour weakness on the squares his Bishop cannot attack, endgames with this type are often easy draws, even if one side is one or two pawns up.

Opposition

A situation where two Kings are facing each other with one square in between. The King that is forced to move loses the opposition and has to make way for his opponent.

OTB

See over-the-board

Over-the-board

A game played face-to-face with the opponent. It is also known as an OTB game

Overloading

It is a chess tactic in which a defensive piece is forced to defend two or more pieces (or squares) in the same time and abandoning any of them results in losing material or the game.

Passed pawn

A pawn with no enemy pawns standing on the same or adjoining file on the ranks ahead. In this case only a piece could possibly stop the advance of such a pawn.

Patzer

A German chess term for a weak chess player, meaning a cocky person showing-off his/her limited capabilities.

Pawn

The lowest valued chess piece that is worth one point. A pawn moves one square forwards, but can move two if it is on its second rank and has not moved yet. It captures other pieces in a forward diagonal way. When it reaches its eight rank, it can be promoted to any piece except another pawn, or a King.

Submitted by Michael Wee

Pawn chain

A locked diagonal formation of pawns, each one supported by a friendly pawn diagonally behind and blocked by an enemy pawn directly ahead.

Pawn island

A group of pawns that is separated by at least one file from any of his other pawns.

For example, after 1.e4 c6 2.d5 d5 3. Nc3 dxe4 4.Nxe4 Nf6 5.Nxf6 gxf6 Black has three pawn islands, White has two.

Generally it is not wishful to have many pawn islands, because this means scattering and lack of coherence.

Pawn storm

An attacking technique where a group of pawns advances to break up the defence.

Perpetual

A never ending sequence of checks. The defender has no sound way to evade them (or otherwise would lose material). Under these circumstances the game is often agreed to finish as a draw before a 3-fold repetition occurs.

Piece

The word piece has three meanings, depending on the context:
a) It may mean any of the physical pieces of the set, including any of the pawns.
b) It may be used to exclude pawns, referring only to a Queen, Rook, Bishop, or Knight, and perhaps also the King.
c) It may refer only to a minor piece (a Bishop or Knight).
The context should make the intended meaning clear.

Source: "Wikipedia, The free Encyclopedia"

Pin

A tactical situation in which a piece holds down an enemy piece, forced to protect a more valuable piece behind it or its King.
There are two types of pins:
1) Absolute pin = the pinned piece cannot move because by doing so, it would expose the King. That is not allowed by the rules of chess
2) Relative pin = the pinned piece protects a more valuable piece behind it. The pinned piece can move if so desired and that is used to surprise the opponent

Examples:
1) Absolute pin: 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 (the Knight cannot be moved since Ke1 would be in check)
2) Relative pin: 1.e4 e5 2.Nf3 d6 3.Bc4 Bg4 (the Knight can be moved but then a Queen is lost). A nice example of the dangers of this type of pin is given by the possible continuation: 4.Nc3 Nc6 5.0-0 Nd4? 6.Nxe5!! (the pin is deliberately broken and Queen sacrificed) Bxd1 7.Bxf7+ Ke7 8.Nd5#.

Plan

A short- or long-range goal on which a player bases his moves. This is an element of strategy.

Source: "FIDE GM Yasser Seirawan (USA)"

Point(s)

The value a piece is worth at a particular time. Examples at the beginning of the game:
Pawn = 1 point, Knight and Bishop = 3 points, Rook = 5 points, Queen = 9 points, King = priceless
A value may also be given to pieces in conjunction to others. One example, is that in the endgame, a pair of Bishops may be worth more points than a Knight and Rook.

Post mortem

Analysis of a chess game immediately after it has ended.
"Post mortem" is Latin meaning "after the death".

Promotion

A pawn reaching the 8th rank must be exchanged - as part of the same move - for a Queen, Rook, Bishop or Knight of the same colour. The player's choice is not restricted to pieces that have been captured previously. This exchange of a pawn for another piece is called "promotion" and the effect of the new piece is immediate.

The old 19th century rule said that "a pawn could be promoted to any piece except a King", but this sloppy definition left open that pawns could be promoted to pieces of opposite colour (giving your opponent an extra piece).

Prophylactic

A move made with the purpose of anticipating or preventing a direct attack on one's position. See also prophylaxis

Quadrant

A term used to define the distance btween the King and an enemy pawn (important in pawn endgames).
If the King is within the 'quadrant' he is able to stop the pawn from promoting.

Queen

The most powerful chess piece, able to move in any direction over any number of empty squares in a straight line (like a Rook), or diagonally (like a Bishop). Its value is equal with nine points.
Abbreviation = Q

Rambling rook

A defensive method whereby a Rook constantly keeps checking itself to the King, while capturing it would cause stalemate.