The Online Chess Glossary for Kids and Parents

Welcome to the ChessKid.com Glossary and Dictionary:  
 
Below you will find a list of commonly used chess words, phrases and terms -- defined just for kids! It is our pleasure to provide this list of original, "kid-friendly" definitions and example sentences of popular "chess vocabulary." We promise to keep this list current and available for you to reference as needed. Enjoy!
 
Absolute Pin
  • The phrase "absolute pin" is used when a piece is pinned (see "pin"), and it would be absolutely illegal to move the pinned piece away from the attack. Example: "I moved my bishop to attack, and pin my opponent's knight to his king. I knew that my bishop was putting the knight in an absolute pin, because my opponent would never be able to move that pinned knight as long as the king was behind it."
Accept 
  • To accept in chess is also to agree. A chess player might "accept" a draw offer from his/her opponent. In chess, a player often "accepts" a pawn sacrifice (see "sacrifice") by capturing it (this is also known as a "gambit". See "gambit"). To accept a piece often implies that you have captured that piece. Example: "I accepted my opponent's sacrifice by capturing the knight".
Activity/Active Piece
  • To have an active piece or "active pieces" is to have your pieces in position, or on the squares where they are creating threats. Although a piece does not have to be "centralized" in order to be active, most of the time a piece that is in the center of the board is an active piece.
Adjust
  • To fix the placement of a piece. Players should announce "I adjust" or the French "j'adoube" before they fix a piece's placement. Otherwise they may be obligated to move the piece by the touch-move rule.
Advantage
  • To have the advantage in chess means that your position is better. Sometimes, a player might have a "slight advantage" which means his/her position is a little bit better than his/her opponent's position. To find out who has the advantage, a number of factors are usually added up: Material (see "material"); Piece Activity (see "activity"); King Safety; and Pawn Structure (see "pawn structure") would be the most common factors to help a player figure out who has the advantage.
Algebraic Notation
  • Algebraic Notation is the modern (new and used by the best players in the world) way of keeping track of the moves played in your chess games. Most "tournament style" chess boards have letters and numbers on the sides (letters ranging from a-h and numbers from 1-8). Algebraic Notation is a system of using those letters and numbers so that every moved played in a chess game has a name. Example: "To start the game as white, Billy decides to move his knight from g1-f3. He then writes, in Algebraic Notation, 1. Nf3." Even though the word 'knight' starts with the letter K, because king also starts with the letter K, we use N for the word "knight" in chess.
Analog Clock
  • An "analog clock" is a chess timer that, like a digital clock, keeps track of your total time remaining in the chess game you are playing. An analog clock looks like a regular clock, with a big hand for the minutes and a little hand for the hours -- the hands show each player the remaining time for the rest of their moves in the game.
Analysis
  • Analysis is an explanation of what happened or might have happened in a chess game. See also "analyze".
Analyze
  • To "analyze" a position is to try and figure out what you should have or could have done, or what your opponent should have or could have done in chess game. If you analyze your chess games, you can learn from your mistakes as well as your opponent's mistakes. The best chess players in the world spend hours, and sometimes days analyzing their own games.
Annotation
  • Annotation is another way of referring to analysis (see "analysis"). To make annotations on a scoresheet (see "scoresheet") is to make written notes about the different possibilities that could have occurred in that chess game.
Annotator
  • A person who comments on a game, pointing out things that might have happened, showing mistakes, and explaining ideas.

Arabian Mate

  • The "Arabian Mate" is a checkmate (see "checkmate") that involves one player's knight and rook giving checkmate to the enemy king, while that king is trapped in the corner. Example: "Tim had his knight on f6 and his rook on h3, so he captured the h7-pawn in front of the enemy king. Tim realized that this was an "Arabian Mate" because the knight was defending his rook, while his rook gave checkmate to the black king."

Arabian Mate Note: The term "Arabian" started because of the game "Chaturanga" (see "chaturanga") -- as a direct reference to Chaturanga's (and therefore chess) time and place of invention.

Arbiter
  • An arbiter (see also "Tournament Director") is the person who helps chess players with the rules during a chess tournament. Every chess tournament follows certain rules, such as "touch move", that all players need to know and follow. The arbiter knows and enforces these rules fairly.
Attack
  • To attack a piece is to threaten to capture that piece. To attack can also mean to coordinate a few pieces or all pieces toward a target.

Back Rank (Mate)
  • A back-rank mate occurs when a rook or queen checkmates an enemy king who is trapped on the the first or eighth ranks by his or her own pawns.
Backward Pawn
  • A pawn whose neighboring pawn or pawns have advanced ahead of it. A backward pawn cannot be defended by another pawn and cannot be supported to advance by another pawn.
Bad Bishop
  • A bad bishop is a bishop that has been "blocked in" by his/her own color pawns. For example, this bishop will have limited options or mobility (see "mobility").
Base of Pawn Chain
  • [See "pawn chain(s)"] The base of a pawn chain is the pawn at the beginning of the chain. For example, if white has a pawn chain along the squares of f2, e3, d4, and c5 the base pawn is the f2-pawn. This pawn is considered to be the most important pawn in terms of keeping the chain together, and generally it is the hardest  pawn for the enemy (in this case black) to attack.
Battery
  • A battery is created when two or more pieces are lined up, directly attacking one point, pawn, or square on the chess board. The term "battery" is normally used when major pieces (see "major pieces") such as the queen and two rooks are lined up on an open file, attacking one square or pawn on the chess board. If they (the queen and rooks for example) are to make this huge breakthrough (perhaps the capture of the pawn) the battery is usually powerful enough to destroy the opponent's position.
Bind
  • To have a bind is to have control of the position. Usually the player with a bind has more space (see "space") and more room for piece maneuvers. The opponent who is in a bind is cramped and cannot easily move pieces.
Bishop Pair
  • To own the bishop pair is when either side has two bishops versus the opponent's one bishop and knight or two knights. Because bishops perform well in open positions, and because most positions will eventually become open [as exchanges (see "exchanges") are likely to happen], the bishop pair is usually considered to be a slight advantage (see "advantage"). If a player possessed the two knights, he/she might try to keep the position closed in order to prevent the bishop pair from taking over the chess board.
Blindfold Chess
  • A "blindfold" chess game is played only "in the minds" of two opponent's. This means that the players decide on a move, announce the move to their opponent [usually using Algebraic Notation (see "Algebraic Notation")], and then wait for their opponent to tell them what he/she would like to play. A chess board is not necessary to play "blindfold chess". Blindfold Chess is difficult, and it is only practiced "well" by very experienced (Master level and higher) chess players.
Blitz Chess
  • A blitz chess game is a game of chess played with very little time on the clock for either player. Normally, a "blitz" game is played with 5 minutes for each player to complete the entire game. See also "rapid chess", and "bullet chess".
Blockade/Blockading Square
  • To make a blockade is to place a piece in front of another piece, and thus prevent that piece from moving forward. The most common blockade might be placing a piece (usually a knight) in front of a pawn. Placing a piece in front of a passed pawn (see "passed pawn") is usually a good idea, and knights are very good when blockading because they are the only pieces that attack over and around other pieces.
  • The term "blockading square" usually refers to the square directly in front of a pawn, and that square is best occupied by a knight, as noted above.
Blunder
  • A blunder is a bad move that changes the course (direction) of the game. For example, if a player is in an equal position and "makes a move that is a blunder" his/her position can be immediately worse, and sometimes losing. In chess notation (see "symbols"), a blunder is often given the "?" symbol. Example: "Jane moved her queen to a square that was guarded by the enemy knight. Her opponent immediately captured the queen for free. Jane realized afterward that she lost the game because she had blundered away her queen".
Book
  • The term "book" in chess is another way of saying "main line" (see "main line") or "theory" (see "theory"). Example: "Timmy was following book in the opening, and since he had studied these moves from the main line, he was able to gain time on the clock".
Breakthrough
  • An opening up of the position, usually with a pawn push or a sacrifice.
Brilliancy Prize
  • A brilliancy prize is awarded to the most original or beautiful game in a tournament. Winning a brilliancy prize is an important honor. Brilliancy prizes recognize a player's creativity and imagination.
Bughouse
  • Is a popular and fun "different way to play chess". Bughouse is played on two chessboards by four players in teams of two. Normal chess rules apply, except that captured pieces on one board are passed on to the players of the other board (the teammate), and your teammate then has the option of putting these pieces on their board.
Bullet Chess
  • A bullet chess game is a game of chess played with very little time on the clock for either player. "Bullet" is defined as anything less then 3 minutes, without time increment (see "increment") for either player. While "lightning chess" is also a term used to describe these fast games of chess, lightning chess generally refers to games with less than 1 minute for either player.
Bust
  • "Bust" is a term used when someone exposes an idea, thought to be good by your opponent, and shows that the idea was not very good at all. It is a term often used when someone "busts" their opponent's Opening preparation (see "Opening"). Example: "Bill played a move he though was okay, but John completely busted the move with a surprise tactic (see "tactic")".
Bye
  • A bye is something a player requests during a tournament when her/she is unable to play the game that round. A bye must be requested from the Arbiter/Tournament Director (see either "arbiter" or "tournament director") well before the start of the round. Example: "Michael requested a bye for round 2 of the four round chess tournament so that he could go and play his soccer game".
Calculate/Calculation
  • To calculate in chess is to try and see ahead in the game, without moving the pieces. A player who has "good calculation skills" is capable of thinking far in advance about what he/she might do, as well as what the opponent might do. (See also "visualize".) Example: "In Chess Class, David learned that trying to calculate ahead without moving the pieces is a very good idea in chess".
Candidate Move
  • A candidate is another way of saying "option". When two people run for president of the United States, you have the "option" to vote for either "candidate". Looking for candidate moves in chess means that you are not playing too fast, and that you are trying to consider more than one option for your move that turn. Example: "Tom's chess coach told him that finding candidate moves is a very good thing, and that he should practice finding candidate moves on every turn".
Capture
  • Capture simply means that you are taking one of your opponent's (see "opponent") pieces off of the board by moving your piece to that square. You "capture a piece" by moving your piece to occupy the square that your opponent's piece is currently on.
Castle
  • To castle is to move your king and one of your rooks at the same time. Castling is the only time in chess when you are allowed to move two of your own pieces in one move! You can castle when: 1 -- Your king is still on its original square and hasn't moved yet; 2 -- One of your rooks (either on a1 or h1) is still on its original square and hasn't moved yet; 3 -- Your king is not in check, will not "move through check" while castling, nor will the king be in check at the end of castling. 
Castling by Hand
  • Because castling is considered to put your king in a very safe position on either g1 or c1, if you have lost the right to castle (by either moving your king or rook) then you may still try to "castle by hand". Castling by hand refers to the idea of trying to get your king to either g1 or h1 (or c1 and b1 on the queenside -- see "queenside"), where it is safest, and get your rooks into the center, even if you can't do it in one move like you can with regular castling.
Castle Long
  • Castling long means to castle on the queen's side (see "queenside") as the rook makes a longer move than when castling on the king's side (see "kingside").
Castling Short
  • To castle (see "castle") on the side which requires a shorter jump by the rook. It is also called "castling on the kingside". Usually indicated in notation by "0-0". See also "kingside". 
Center
  • The word center in chess refers to the center, or middle, of the board (typically the e4, d4, d5, and e5 squares). The center can be described as the literal center (the four squares mentioned before) or it can extend to the squares f4, e4, d4, c4, c5, d5, e5, and f5). This term is used commonly in the Opening (see "Opening") stage of the game as a recommendation for where you should develop (see "develop") your pieces. Example: "Daniel learned that bringing your pieces towards, and constantly trying to attack the center, is a great plan".
Center Pawns
  • The center pawns are considered to be the e and d pawns for both white and black. The term "center pawns" can also extend to the f and c pawns as well. (See "center").
Centralization
  • The term "centralization" means "to centralize", and this word is used to describe the act of "bringing your pieces towards the center". The "centralization" of a piece means that that piece is placed on a good square, and this square is usually either e4, d4, d5, or e5.

Chaturanga

  • Chaturanga is one of the oldest forms of chess. It was invented in India in the sixth century and had slightly different rules than we use today.
Cheapo
  • A cheapo is a small trick or tactic (see "tactic") for which the opponent is unlikely to fall.
Check
  • When either king (white's king or black's king) is being attacked by an opponent's piece. To "put your opponent in check" is to attack his or her king with one of your pieces. If a king is in check, it must find safety immediately!
Checkmate
  • Checkmate is the end of a chess game. When either white or black's king is being attacked by the opponent's piece, and 1 -- the king can not move to safety; 2 -- the checking (attacking) piece can not be blocked; 3 -- the checking piece can not be captured (see "capture"). The goal of every chess game you play is to checkmate the opponent's king!
Classical
  • A classical opening or player follows long-established principles like "develop your pieces" and "occupy the center with pawns." A classical time control is a longer time control, usually an hour or more.

Clearance/Clearance Sacrifice

Clock/Chess Clock

Closed File

Closed Game

Combination

Compensation

Connected Passed Pawn

Consolidate/Consolidation

Counterplay

Cramped

Critical Position

Decline

Decoy

Defense/Defending

Deflection

Demolition
Descriptive Notation
Desperado
Develop/Development

Deviate

Diagonal

Diagram

Digital Clock
Discovery, Discovered Attack/Check
Double Attack
Double Check
Doubled Pawns
Draw
Draw Offer

Dynamic

ECO (Encyclopedia of Chess Openings)
Elo Rating
En Passant
En Prise
Encyclopedia of Chess Openings (ECO)
Endgame (Ending)
Equality
Exchange
Exchange Sacrifice

Evaluate/Evaluation

Fianchetto
FIDE
FIDE Master
Fifty Move Rule
File
Fish
Fixed Center
Flag
Flank
Fool's Mate
Forced
  • Forced means "the only way possible". If a move is forced, then there are no other options. Example: "Tom played a move that forced me to give up my knight, and I had no choice."
Forfeit
  • To forfeit a game is to lose. The term forfeit can also mean that someone resigned (see "resign"). To have a "forfeit loss" means that someone lost the game without even showing up to play. If a player is more than one hour late for a game, he/she will be given a "forfeit loss".
Fork
  • A fork is a double attack (see "double attack"). Most of the time, we use the term fork to describe a double attack by the knight or the pawn. Example: "Our coach told us that when a knight attacks the enemy king and queen at the same time, this is called a Royal Fork."

Formation

  • The word formation is another way of saying "setup". A strong (good) formation or setup of your pieces might have them all placed in the center (see "center") of the board, or it might mean that your pieces are on good squares to attack (see "attack")."A good attacking formation" means "a good setup for your pieces to start an attack".
Fortress
  • A fortress is a wall or blockade (see "blockade") that extends through out a certain area of the board, and would be very difficult to breakdown. To have a fortress surrounding your king, would suggest that your king is very safe.
Gambit
  • A gambit is an opening where one player sacrifices (allows the opponent to take) a small amount of material, such as a pawn or two, in the hopes of getting something in return for their sacrifice (see "sacrifice"). Often gambits involve sacrificing a pawn for a lead in development or control of the center. It is easy to remember "gambit", since it sounds like "gamble". When you are sacrificing material, you are taking a bit of a gamble.
Good Bishop
  • A bishop which is on the opposite color of most of its pawns. Since bishops always stay on the same color squares, if most of that side's pawns are on the opposite color, they will not block the bishop; so it will be able to move around the board freely.
Grandmaster
  • The highest international title which one can get (except for world champion) in chess. To become a grandmaster you need to get an international Elo rating (see "Elo Rating") of 2500, and fulfill three norms (see "norm"). "GM" is short for grandmaster.
Grandmaster Draw
  • A very short draw by agreement, without any real battle and often agreed beforehand. Players do this for practical reasons, but sometimes it is frowned upon. 
Half-open File
Hanging
Hanging Pawns
Heavy Piece

Helper Mate

Hole
Hypermodern
Illegal Move
  • An "illegal move" is a move that is not allowed under the rules of chess. The rules of chess are in place to guide the players to know what moves are allowed, and what moves are not allowed. So, an illegal move is a move that is not legal.
Imbalance
  • In chess the word "imbalance" may refer to a trade, a position, or a type of material (see "material"):
  • An imbalanced trade refers to a trade that was not equal for both players. One of the players received the "better end" of the trade, and therefore the trade was imbalanced.
  • An imbalanced position, or a position with imbalances, can refer to a position with often unclear (see "unclear") but not the same type of chances for either player.
  • material imbalance refers to a situation where the material count for each player equals the same amount of total points, but the type of material is different. For example, three minor pieces (totaling nine points) is the same total value as the queen (also worth nine points), however the type of material (three minors vs a queen) is obviously completely different, and should be used differently.
Increment
Indian Defense/Defenses
Initiative
Insufficient Losing Chances
Insufficient Material
Interference
International Master
Interpose
Intuition

Invitational Tournament

Irregular Opening
Isolated Pawn (Isolani)
J'Adoube
Kibitz
King Hunt
Kingside
Knight on the Rim
Liquidation
Long Diagonal
Lucena Position
Luft
Main Line
Major Piece
Majority
Maneuver
Master
Match
Mate
Material
Material Advantage

Mating Attack

Mating Net
Middlegame
Miniature
Minor Exchange
Minor Piece
Minority Attack
Mobility
Move

 

Multiple Attack

 Mysterious Rook Move

Norm

Notation
Novelty
  • The first move played in a game which has never been played before (in that exact position). Usually a novelty is played early in the game, but occasionally in very popular opening variations (see both "opening" and "variation") a novelty might occur quite late in the game.
Open Tournament
Open File
Open Game
Opening

Open Position

Opening Repertoire

Opponent

Opposite-Color Bishops
Opposition
Outflanking
Outpost
Outside Passed Pawn
Overprotection

Overworked Piece

Passed Pawn

Passer

Passive
Patzer

Pattern

Pawn Center
Pawn Chain
Pawn Island
Pawn Storm
Pawn Structure
Perpetual Check
Piece
Pin
Pinned Piece
Pinning Piece
Plan
Poisoned Pawn
Position
Positional
Post-Mortem
Promotion

Prophylaxis

Protected

Protected Passed Pawn

Queening
Queenside
Quiet Move
Rank
Rapid Chess
Rating

Recapture

Refute

Relative Pin

Resign

Romantic
Rook Lift
Round-Robin
Royal Fork
Sac
Sacrifice
Scholar's Mate
Scoresheet
See-Saw
Semi-Open
Semi-Closed
 
Sharp
Shot

Sideline

Simplify

Simul
Simultaneous Exhibition

Skewer

Skittles
Smothered Mate
Sound
Space
Spite Check
Stalemate
Strategy
Study
Style
Sudden Death
Swindle
Swiss System

Symbols (Notation Symbols)

Symmetry

Tactic(s)

Tactician
Technique
  • Technique is the ability to achieve the correct result. A player who is winning and plays with good technique will win. Bad technique might let the win slip away.
Tempo
Theory
Threat
Three-fold Repetition
Tiebreaks
Time Control
Time Delay
Time Pressure/Time Trouble
Touch Move
Tournament

Tournament Director

Trade

Transpose/Transposition

Trap

Triangulation

Unclear
Undermining
Underpromotion
Unorthodox
Unpin

USCF

Vacate
Variation

Visualize

Waiting Move
Weak Pawn(s)
Weak Square
Weakness
Windmill
Wing
Winning Position
X-Ray/X-Ray Attack
Zugzwang
Zwischenschach
Zwischenzug