Chess Terms & Concepts

A glossary of essential chess terms, from basic rules to advanced tactical ideas. Each term explained clearly with examples.

All Chess Terms (92)

  • Check - When the king is under direct attack and must respond immediately.
  • Checkmate - The ultimate goal of every chess game — trapping the king with no escape.
  • Stalemate - When a player has no legal moves but is not in check — a surprising draw.
  • Castling in Chess - The only move in chess where two pieces move at once, used to protect your king and activate your rook.
  • En Passant - The most surprising rule in chess — capturing a pawn "in passing."
  • Pawn Promotion - When a humble pawn reaches the other side of the board and transforms.
  • Capture - Removing an opponent's piece from the board by moving to its square.
  • Kingside - The right half of the board (from White's perspective) — where kings begin.
  • Queenside - The left half of the board (from White's perspective) — where queens begin.
  • The Back Rank - The first and eighth ranks — where games are often won and lost.
  • Draw by Repetition - When the same position occurs three times — the game is drawn.
  • Draw by Insufficient Material - When neither player has enough pieces to deliver checkmate.
  • The Fifty Move Rule - When fifty moves pass without a capture or pawn move — a draw can be claimed.
  • Fork - One piece attacks two or more enemies at the same time, forcing a material gain.
  • Knight Fork - The knight's unique L-shaped jump makes it the most dangerous forking piece on the board.
  • Pin - A powerful tactic that restricts an enemy piece from moving because it shields a more valuable piece behind it.
  • Absolute Pin - When a piece is pinned against its own king and literally cannot move by the rules of chess.
  • Relative Pin - A pin where moving the pinned piece is legal but costly, exposing a valuable piece behind it.
  • Skewer - The reverse of a pin — a valuable piece is attacked and must move, exposing a piece behind it.
  • Discovered Attack - Moving one piece reveals a hidden attack from another piece behind it.
  • Discovered Check - A discovered attack where the revealed piece delivers check, giving the moved piece a free hand.
  • Double Check - The most forcing move in chess — two pieces deliver check simultaneously, and the king must move.
  • Hanging Piece - An undefended piece that can be captured for free — the most common way material is won and lost.
  • Removing the Defender - Eliminate or divert the piece that protects a key square or piece to win material.
  • Deflection - Force an enemy piece away from a key square or defensive duty, exploiting the gap it leaves behind.
  • Overloading - When a single piece is tasked with too many defensive duties, something has to give.
  • Trapped Piece - A piece with no safe squares to retreat to, destined to be captured.
  • Interference - Place a piece between two cooperating enemy pieces to disrupt their coordination.
  • Zwischenzug - An unexpected "in-between" move that changes the evaluation before completing an expected sequence.
  • Attraction - Lure an enemy piece to a specific square where it becomes vulnerable to a follow-up tactic.
  • Clearance - Move or sacrifice a piece to open a line, file, or square for another piece to exploit.
  • Sacrifice - Voluntarily giving up material to gain a greater advantage — the soul of chess combinations.
  • The Greek Gift Sacrifice - The classic bishop sacrifice on h7 that blows open the castled king's defenses.
  • Perpetual Check - An endless series of checks that forces a draw when the game would otherwise be lost.
  • Back Rank Threat - When the first or eighth rank becomes a deadly vulnerability for a king trapped behind its own pawns.
  • Back-Rank Mate - When the king is trapped on the last rank by its own pawns and a rook or queen delivers the final blow.
  • Smothered Mate - A knight delivers checkmate to a king completely surrounded by its own pieces.
  • Scholar's Mate - The infamous four-move checkmate that every beginner must learn to recognize and defend against.
  • Arabian Mate - A rook and knight combine to trap the king in the corner in one of chess's oldest known patterns.
  • Anastasia's Mate - A rook and knight collaborate to trap the king against the edge of the board in a devastating pattern.
  • Boden's Mate - Two bishops deliver checkmate on criss-crossing diagonals, punishing a king stuck in the center.
  • Fool's Mate - The fastest possible checkmate in chess, achieved in just two moves.
  • Hook Mate - A rook delivers checkmate with support from a knight and pawn, forming a hook-like shape near the corner.
  • Dovetail Mate - The queen delivers checkmate while the king's own pieces block its escape on both sides, forming a dovetail shape.
  • Epaulette Mate - The queen checkmates while the king's own pieces flank it on both sides like military epaulettes.
  • Opera Mate - A rook delivers checkmate on the back rank supported by a bishop, in a pattern immortalised at the Paris Opera.
  • Suffocation Mate - A knight and bishop team up to checkmate a king trapped by its own pieces in a suffocating grip.
  • Corridor Mate - A rook or queen traps the king in a narrow corridor along the edge of the board.
  • Greco's Mate - A bishop and rook team up to deliver checkmate on the h-file, punishing a weakened kingside.
  • Damiano's Mate - A queen supported by a pawn delivers checkmate on the h-file after the king is lured forward.
  • Blackburne's Mate - Two bishops and a knight combine to deliver a devastating checkmate against a castled king.
  • Lolli's Mate - A queen supported by a pawn delivers checkmate on g7, infiltrating the castled king's weakened position.
  • Legal's Mate - A queen sacrifice in the opening leads to a beautiful checkmate with minor pieces.
  • Kill Box Mate - A queen and rook create an inescapable box around the king, delivering checkmate in a confined space.
  • Ladder Mate - Two rooks alternate ranks like climbing a ladder, pushing the king to the edge for checkmate.
  • Piece Development - Getting your pieces off the back rank and into the fight as quickly as possible.
  • Center Control - Commanding the four central squares to dominate the board and restrict your opponent.
  • King Safety - Protecting your king is the first priority — because a checkmated king means the game is over.
  • Isolated Pawn - A pawn with no friendly pawns on adjacent files — a weakness that demands careful handling.
  • Doubled Pawns - Two pawns stacked on the same file — a structural concession that alters the entire game.
  • Passed Pawn - A pawn with no enemy pawns blocking or guarding its path to promotion.
  • Connected Pawns - Pawns on adjacent files that protect and support each other as they advance.
  • Backward Pawn - A pawn that cannot advance safely because the square in front of it is controlled by an enemy pawn.
  • Pawn Majority - Having more pawns than your opponent on one side of the board — the raw material for creating a passed pawn.
  • Pawn Chain - A diagonal line of pawns supporting each other, forming a strong structural backbone.
  • Open File - A file with no pawns on it — a highway for rooks and queens to penetrate the enemy position.
  • Half-Open File - A file with only your opponent's pawn on it — a natural target for your rooks.
  • Rook Lift - Bringing a rook into the attack via the third or fourth rank rather than an open file.
  • Rook on the 7th Rank - A rook that penetrates to the seventh rank attacks unadvanced pawns and confines the enemy king.
  • Outpost - A square deep in enemy territory that is protected by a pawn and cannot be attacked by an opposing pawn.
  • Space Advantage - Controlling more squares on the board gives your pieces greater mobility and limits your opponent's options.
  • Weak Squares - Squares that can no longer be defended by pawns become permanent targets for enemy pieces.
  • Bad Bishop - A bishop hemmed in by its own pawns, restricted in mobility and influence.
  • Good Bishop - A bishop with open diagonals, unimpeded by its own pawns, radiating power across the board.
  • The Bishop Pair - Two bishops working together control both colors and dominate open positions.
  • Opposition - The critical king-versus-king standoff that decides pawn endings.
  • Zugzwang - A position where any move you make worsens your situation — the compulsion to move is itself the problem.
  • King Activation - In the endgame, the king transforms from a piece to protect into a powerful attacker.
  • The Lucena Position - The most important winning technique in rook-and-pawn endings — the bridge that guarantees promotion.
  • The Philidor Position - The essential defensive technique in rook endings — the counterpart to the Lucena.
  • The Square of the Pawn - A simple visual rule to determine whether a king can catch a passed pawn before it promotes.
  • Outside Passed Pawn - A passed pawn far from the main action that wins by distracting the enemy king.
  • Key Squares - The critical squares whose control determines whether a pawn can promote in the endgame.
  • Rook Behind a Passed Pawn - Tarrasch's timeless principle: rooks belong behind passed pawns, whether your own or your opponent's.
  • The Italian Game - One of the oldest and most natural openings in chess, built on rapid development and central control.
  • The Ruy Lopez - The "Spanish Game" — a deep, strategic opening that has been a cornerstone of chess for five centuries.
  • The Sicilian Defense - Black's most popular and combative response to 1.e4, creating asymmetry from the very first move.
  • The Queen's Gambit - White offers a pawn to seize the center — a strategic opening with centuries of history.
  • The London System - A solid, easy-to-learn opening system that White can play against virtually any Black defense.
  • The King's Indian Defense - A hypermodern defense where Black lets White build a big center, then strikes back with a fierce counterattack.
  • The French Defense - A solid, strategic reply to 1.e4 where Black builds a resilient pawn chain and fights for the center.
  • The Caro-Kann Defense - A rock-solid defense against 1.e4 that challenges the center while keeping the light-squared bishop free.