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Chess

Chess

From left to right: a white king, a black rook, a blackqueen, a white pawn, a black knight, and a whitebishop Players 2

Setup time About 1 minute Playing time Casual games usually last 10 to 60 minutes; tournament games last anywhere from about ten minutes (blitz chess) to six hours or longer. None

Random chance Skills required

Tactics, strategy

Chess is a two-player board game played on a chessboard, a square-checkered board with 64 squares arranged in an 8x8 grid. Each player begins the game with sixteen pieces: Oneking, one queen, two rooks,

two knights, two bishops, and eight pawns. Pieces move in different ways according to their type, and accordingly are used to attack and capture the opponent's pieces. The object of the game is to checkmate the opponent's king, i.e., place the king under threat of capture (in "check") which cannot be avoided. In addition to checkmate, the game can be won by the voluntary resignation of one's opponent, which may occur when too much material is lost, or if checkmate appears unavoidable. Insufficient mating material, inability to make progress, threefold repetition of position, and stalemateresult in a drawn game wherein neither player wins. Chess is one of the world's most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. There are many chess variants that have different rules, different pieces, and different boards. In point of origin, in resemblance and in game theory chess is closely related to several Asian board games also played by millions, resulting in the game discussed by this article sometimes being termed "Western chess" or "International chess". The beginning of a game of chess is called the opening, in which the purpose is thedevelopment of pieces moving them from the fixed starting position to squares where they can be most effective. The openings are well studied, though not exhaustively due thecombinatorial complexity of the game. Moves are chosen heuristically according to offensive and defensive considerations, or in response to immediate threats. The opening yields to the phase called the middlegame where a high degree of complexity remains, though often the path to sudden checkmate in response to fatal error by one player is concretely calculable. If the middlegame is not conclusive, the remaining pieces, their numbers reduced by irreversible capture, participate in the endgame where the power of pawns to promote comes to the fore and where exhaustive analysis, nowadays assisted by computer, has made the most progress due to reduced complexity. Theoreticians and players have developed extensive chess strategies and tactics. Players manoeuver and seek exchanges of pieces which are advantageous in terms of piece value or position. Unless following move-by-move a previously played game, the player must navigate unique original positions, in preparation for which exercise s/he is aided by the study of clever chess problems or puzzles. Grandmasters are those who have developed the skills of depth and insight in their reading of the game position to a degree placing them in the highest percentiles of certified performance in sanctioned competition. Organized competitive chess began in Europe during the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886; the current World Champion is Viswanathan Anand from India. In addition to the World Championship, there are the Women's World Championship, the Junior World Championship, theWorld Senior Championship, the Correspondence Chess World Championship, the World Computer Chess Championship, and Blitz and Rapid World Championships (see fast chess). The Chess Olympiad is a popular competition among teams from different nations. Online chess has opened amateur and professional competition to a wide and varied group of players. Chess is a recognized sport of theInternational Olympic Committee, and international chess competition is sanctioned by the FIDE (Fdration Internationale des checs or World Chess Federation).

Commencing in the second half of the 20th century computers have been programmed to play chess with increasing success to the point where home computers can play chess at a very high level. In the past two decades computer analysis has contributed significantly to chess theory as understood by human players, particularly in the endgame. The computer program Deep Blue was the first machine player to overcome a reigning World Chess Champion when it defeated Garry Kasparov in 1997.

Rules
The official rules of chess are maintained by the World Chess Federation. Along with information on official chess tournaments, the rules are described in the FIDE Handbook, Laws of Chess section.[1]

Setup

Pieces at the start of a game

a 8 7 6 5 4 3 2 1 a
pawns

h 8 7 6 5 4 3 2 1

Initial position: first row: rook, knight, bishop, queen, king, bishop, knight, and rook; second row:

Chess is played on a square board of eight rows (called ranks and denoted with numbers 1 to 8) and eight columns (called files and denoted with letters a to h) of squares. The colors of the sixty-four squares alternate and are referred to as "light squares" and "dark squares". The chessboard is placed with a light square at the right-hand end of the rank nearest to each player, and the pieces are set out as shown in the diagram, with each queen on its own color.

The pieces are divided, by convention, into white and black sets. The players are referred to as"White" and "Black", and each begins the game with sixteen pieces of the specified color. These consist of one king, one queen, two rooks, two bishops, two knights, and eight pawns.

Movement
White always moves first. After the initial move, the players alternately move one piece at a time (with the exception of castling, when two pieces are moved). Pieces are moved to either an unoccupied square or one occupied by an opponent's piece, which is captured and removed from play. With the sole exception of en passant, all pieces capture opponent's pieces by moving to the square that the opponent's piece occupies. A player may not make any move that would put or leave his king under attack. If the player to move has no legal moves, the game is over; it is either a checkmateif the king is under attackor a stalemateif the king is not. Each chess piece has its own style of moving. In the diagrams, the dots mark the squares where the piece can move if no other pieces (including one's own piece) are on the squares between the piece's initial position and its destination.

The king moves one square in any direction. The king has also a special move which is called castling and involves also moving a rook. The rook can move any number of squares along any rank or file, but may not leap over other pieces. Along with the king, the rook is involved during the king's castling move. The bishop can move any number of squares diagonally, but may not leap over other pieces. The queen combines the power of the rook and bishop and can move any number of squares along rank, file, or diagonal, but it may not leap over other pieces. The knight moves to any of the closest squares that are not on the same rank, file, or diagonal, thus the move forms an "L"-shape two squares long and one square wide. The knight is the only piece that can leap over other pieces.

The pawn may move forward to the unoccupied square immediately in front of it on the same file; or on its first move it may advance two squares along the same file provided both squares are unoccupied; or it may move to a square occupied by an opponent's piece which is diagonally in front of it on an adjacent file, capturing that piece. The pawn has two special moves: the en passant capture and pawnpromotion.

Moves of a king

a 8 7 6 5 4 3 2 1 a
Moves of a rook

b c

d e

h 8 7 6 5 4 3 2 1

b c b c

d e d e

f f

g g

h h 8 7 6 5 4 3 2 1

a 8 7 6 5 4 3 2 1 a
Moves of a bishop

b c b c

d e d e

f f

g g

h h 8 7 6 5 4 3 2 1

a 8 7 6 5 4 3 2 1 a
Moves of a queen

b c b c

d e d e

f f

g g

h h 8 7 6 5 4 3 2 1

a 8 7 6 5 4 3 2 1

a
Moves of a knight

b c b c

d e d e

f f

g g

h h 8 7 6 5 4 3 2 1

a 8 7 6 5 4 3 2 1 a
Moves of a pawn

b c b c

d e d e

f f

g g

h h 8 7 6 5 4 3 2 1

a 8 7 6 5 4 3 2 1 a

b c

d e

* Pawns can optionally move two squares forward instead of one on their first move only. They capture diagonally (black x's); they cannot capture with their normal move (black circles). Pawns are also involved in the special move called en passant.

Castling

Examples of castling Once in every game, each king is allowed to make a special move, known as castling. Castling consists of moving the king two squares along the first rank toward a rook (which is on the player's first rank[note 1]) and

then placing the rook on the last square the king has just crossed. Castling is permissible only if all of the following conditions hold: Neither of the pieces involved in castling may have been previously moved during the game. There must be no pieces between the king and the rook. The king may not currently be in check, nor may the king pass through squares that are under attack by enemy pieces, nor move to a square where it is in check.

En passant

Examples of pawn moves: promotion (left) and en passant (right) When a pawn advances two squares and there is an opponent's pawn on an adjacent file next to its destination square, then the opponent's pawn can capture it en passant (in passing), and move to the square the pawn passed over. However, this can only be done on the very next move, or the right to do so is lost. For example, if the black pawn has just advanced two squares from g7 to g5, then the white pawn on f5 can take it via en passant on g6 (but only on white's next move).

Promotion
When a pawn advances to the eighth rank, as a part of the move it is promoted and must be exchanged for the player's choice of queen, rook, bishop, or knight of the same color. Usually, the pawn is chosen to be promoted to a queen, but in some cases another piece is chosen (usually a knight); this is called underpromotion. In the diagram on the right, the pawn on c7 can be advanced to the eighth rank and be promoted to an allowed piece. There is no restriction placed on the piece that is chosen on promotion, so it is possible to have more pieces of the same type than at the start of the game (for example, two queens).

Check
a 8 7 6 5 4 3 2 1 a b c d e f g h
The black king is being checked by the whiterook.
When a king is under immediate attack by one or two of the opponent's pieces, it is said to be in check. A response to a check is a legal move if it results in a position where the king is no longer under direct attack (that is, not in check). This can involve capturing the checking piece; interposing a piece between the checking piece and the king (which is possible only if the attacking piece is a queen, rook, or bishop and there is a square between it and the king); or moving the king to a square where it is not under attack. Castling is not a permissible response to a check. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and there is no legal way to remove it from attack. It is illegal for a player to make a move that would put or leave his own king in check.

h 8 7 6 5 4 3 2 1

End of the game


Although the objective of the game is to checkmate the opponent, chess games do not have to end in checkmateeither player may resign which is a win for the other player. It is considered bad etiquette to continue playing when in a truly hopeless position.[3] If it is atimed game, a player may run out of time and lose, even with a much superior position. Games also may end in a draw (tie). A draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of a position, the fifty-move rule, or a draw by impossibility of checkmate (usually because of insufficient material to checkmate). As checkmate from some positions cannot be forced in fewer than 50 moves (such as in the pawnless chess endgame and two knights endgame), the fifty-move rule is not applied everywhere,[note correspondence chess.
2]

particularly in

White is in checkmate

a 8 7 6 5 4 3 2 1 a
Stalemate

b c

d e

h 8 7 6 5 4 3 2 1

b c

d e

White is in checkmate. He cannot escape from being attacked by the Black king and bishops.

a 8 7 6 5 4 3 2 1 a
game is a draw.

b c

d e

h 8 7 6 5 4 3 2 1

b c

d e

Stalemate if Black is to move. The position is not checkmate, and since Black cannot move, the

Time control

A modern digital chess clock Besides casual games without any time restriction, chess is also played with a time control, mostly by club and professional players. If a player's time runs out before the game is completed, the game is automatically lost (provided his opponent has enough pieces left to deliver checkmate). The duration of a game ranges from long games played up to seven hours to shorterrapid chess games, usually lasting 30 minutes or one hour per game. Even shorter is blitz chess, with a time control of three to fifteen minutes for each player,

and bullet chess (under three minutes). In tournament play, time is controlled using a game clock that has two displays, one for each player's remaining time.

Notation for recording moves

Naming the squares in algebraic chess notation Chess games and positions are recorded using a special notation, most often algebraic chess notation.
[5]

Abbreviated (or short) algebraic notation generally records moves in the format "abbreviation of the piece

moved file where it moved rank where it moved." For example,Qg5 means "queen moves to the g-file and 5th rank (that is, to the square g5). If there are two pieces of the same type that can move to the same square, one more letter or number is added to indicate the file or rank from which the piece moved, e.g. Ngf3 means "knight from the g-file moves to the square f3". The letter P indicating a pawn is not used, so that e4 means "pawn moves to the square e4". If the piece makes a capture, "x" is inserted before the destination square. Thus Bxf3 means "bishop captures on f3". When a pawn makes a capture, the file from which the pawn departed is used in place of a piece initial, and ranks may be omitted if unambiguous. For example,exd5 (pawn on the e-file captures the piece on d5) or exd (pawn on e-file captures something on the d-file).

"Scholar's mate"

If a pawn moves to its last rank, achieving promotion, the piece chosen is indicated after the move, for example e1Q or e1=Q. Castling is indicated by the special notations 00 for kingside castling and 000 for queenside castling. A move that places the opponent's king in check usually has the notation "+" added. Checkmate can be indicated by "#" (occasionally "++", although this is sometimes used for adouble check instead). At the end of the game, "10" means "White won," "01" means "Black won," and "" indicates a draw. Chess moves can be annotated with punctuation marks and other symbols. For example "!"indicates a good move, "!!" an excellent move, "?" a mistake, "??" a blunder, "!?" an interesting move that may not be best, or "?!" a dubious move, but not easily refuted.[7] For example, one variant of a simple trap known as the Scholar's mate, animated in the picture to the right, can be recorded: 1. 2. 3. 4. e4 e5 Qh5?! Nc6 Bc4 Nf6?? Qxf7# 10

Strategy and tactics


Chess strategy consists of setting and achieving long-term goals during the game for example, where to place different pieces while tactics concentrate on immediate maneuver. These two parts of the chessplaying process cannot be completely separated, because strategic goals are mostly achieved by the means of tactics, while the tactical opportunities are based on the previous strategy of play. A game of chess is normally divided into three phases: opening, typically the first 10 to 25 moves, when players move their pieces into useful positions for the coming battle; middlegame, usually the fiercest part of the game; and endgame, when most of the pieces are gone, kings typically take a more active part in the struggle, and pawn promotion is often decisive. The endgame requires a lot of strategy and a thorough understanding of the strengths and weaknesses of the pieces left on the board.

Fundamentals of tactics
a 8 7 6 5 4 b c d e f g h 8 7 6 5 4

3 2 1 a
as mate is

3 2 1 b c d e f g h
Rf4 4.Qxf4#, 1...Kf52.g4#,

After sacrificing a piece to expose Black's king, Botvinnik played 1. Bh5+ and Yudovich resigned, inevitable: 1...Kxh52.Ng3+ Kh4 3.Qe4+ or 1...Kh7 2.Nf6+ double check Kh83.Qh7#.
In chess, tactics in general concentrate on short-term actions so short-term that they can be calculated in advance by a human player or by a computer. The possible depth of calculation depends on the player's ability. In quiet positions with many possibilities on both sides, a deep calculation is more difficult and may not be practical, while in "tactical" positions with a limited number of forced variations where much less than the best move would lose quickly, strong players can calculate long sequences of moves. Simple one-move or two-move tactical actions threats, exchanges of material, and double attacks can be combined into more complicated combinations, sequences of tactical maneuvers that are often forced from the point of view of one or both players.[9] Theoreticians described many elementary tactical methods and typical maneuvers; for example, pins,forks, skewers, batteries, discovered attacks (especially discovered checks), zwischenzugs,deflections, decoys, sacrifices, underminings, overloadings, and interferences.[10] A forced variation that involves a sacrifice and usually results in a tangible gain is called acombination.
[9]

Brilliant combinations such as those in the Immortal Game are considered beautiful and are admired

by chess lovers. A common type of chess exercise, aimed at developing players' skills, is showing players a position where a decisive combination is available and challenging them to find it.[11]

Fundamentals of strategy
Chess strategy is concerned with evaluation of chess positions and with setting up goals and long-term plans for the future play. During the evaluation, players must take into account numerous factors such as the value of the pieces on the board, control of the center and centralization, the pawn structure, king safety, and the control of key squares or groups of squares (for example, diagonals, open files, and dark or light squares).

An example of visualizing pawn structures a 8 7 6 5 4 3 2 1 a b c d e f g h b c d e f g h 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 a b c d e f g h a b c d e f g h 8 7 6 5 4 3 2 1

After 12...Re8 in TarraschEuwe[12]...

...and its pawn skeleton (the "Rauzer formation")

The most basic step in evaluating a position is to count thetotal value of pieces of both sides.[13] The point values used for this purpose are based on experience; usually pawns are considered worth one point, knights and bishops about three points each, rooks about five points (the value difference between a rook and a bishop or knight being known as the exchange), and queens about nine points. The king is more valuable than all of the other pieces combined, since its checkmate loses the game. But in practical terms, in the endgame the king as a fighting piece is generally more powerful than a bishop or knight but less powerful than a rook.[14] These basic values are then modified by other factors like position of the piece (for example, advanced pawns are usually more valuable than those on their initial squares), coordination between pieces (for example, a pair of bishops usually coordinate better than a bishop and a knight), or the type of position (knights are generally better in closed positions with many pawns while bishops are more powerful in openpositions).[15] Another important factor in the evaluation of chess positions is the pawn structure (sometimes known as the pawn skeleton), or the configuration of pawns on the chessboard.[16] Since pawns are the least mobile of the chess pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes, once created, are often permanent. Care must therefore be taken to avoid these weaknesses unless they are compensated by another valuable asset (for example, by the possibility of developing an attack).[17]

Opening
A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to asopenings and have been given names such as the Ruy Lopez or Sicilian Defence. They are catalogued in reference works such as theEncyclopaedia of Chess Openings. There are dozens of different openings, varying widely in character from quiet positional play (for example, the Rti Opening) to very aggressive (the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to more than 30 moves.[18] Professional players spend years studying openings and continue doing so throughout their careers, as opening theory continues to evolve. The fundamental strategic aims of most openings are similar:[19]

Development: This is the technique of placing the pieces (particularly bishops and knights) on useful squares where they will have an optimal impact on the game. Control of the center: Control of the central squares allows pieces to be moved to any part of the board relatively easily, and can also have a cramping effect on the opponent. King safety: It is critical to keep the king safe from dangerous possibilities. A correctly timed castling can often enhance this.

Pawn structure: Players strive to avoid the creation of pawn weaknesses such as isolated, doubled, or backward pawns, and pawn islands and to force such weaknesses in the opponent's position.

Most players and theoreticians consider that White, by virtue of the first move, begins the game with a small advantage. This initially gives White the initiative.[20] Black usually strives to neutralize White's advantage and achieve equality, or to develop dynamic counterplay in an unbalanced position.

Middlegame
The middlegame is the part of the game which starts after the opening. There is no clear line between the opening and the middlegame, but typically the middlegame will start when most pieces have been developed. (Similarly, there is no clear transition from the middlegame to the endgame; see start of the endgame.) Because the opening theory has ended, players have to form plans based on the features of the position, and at the same time take into account the tactical possibilities of the position. [21] The middlegame is the phase in which mostcombinations occur. Combinations are a series of tactical moves executed to achieve some gain. Middlegame combinations are often connected with an attack against the opponent's king; some typical patterns have their own names; for example, the Boden's Mate or theLasker Bauer combination. Specific plans or strategic themes will often arise from particular groups of openings which result in a specific type of pawn structure. An example is the minority attack, which is the attack of queenside pawns against an opponent who has more pawns on the queenside. The study of openings is therefore connected to the preparation of plans that are typical of the resulting middlegames. Another important strategic question in the middlegame is whether and how to reduce material and transition into an endgame (i.e. simplify). Minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of a pawn, or sometimes even with a two-pawn advantage.[24]

Endgame
a 8 7 6 5 4 3 2 1 a b c d e f g h b c d e f g h 8 7 6 5 4 3 2 1

An example of zugzwang: the side which is to make a move is at a disadvantage.

The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and endgame:

During the endgame, pawns become more important; endgames often revolve around attempting to promote a pawn by advancing it to the eighth rank. The king, which has to be protected in the middlegame owing to the threat of checkmate, becomes a strong piece in the endgame. It is often brought to the center of the board where it can protect its own pawns, attack the pawns of opposite color, and hinder movement of the opponent's king.

Zugzwang, a disadvantage because the player has to make a move, is often a factor in endgames but rarely in other stages of the game. For example, the diagram on the right is zugzwang for both sides, as with Black to move he must play 1...Kb7 and let White promote a pawn after 2.Kd7; and with White to move he must allow a draw by 1.Kc6 stalemate or lose his last pawn by any other legal move.

Endgames can be classified according to the type of pieces that remain on board. Basic checkmates are positions in which one side has only a king and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. For example, king and pawn endgames involve only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other more complicated endings are classified according to the pieces on board other than kings, such as the "rook and pawn versus rook endgame".

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