# How to Play Chess (Rogers)/Chapter 5

CHAPTER V
TECHNICAL TERMS EXPLAINED
Adverse Piece. A Piece of the opposite color.
Attack. This term may be explained, in several different ways: (1) Any force commanding a square occupied by an adverse force is said to attack the latter, though attack may exist without power to capture. (2) A combined movement of two or more Pieces tending to compel the adversary to abandon some particular force or position. (3) A combination against the King or his position. (4) The player opening the game (generally the White), makes the attack. (5) A strategic move directed against a weak part of the enemy's force.
​Blindfold Chess, or Chess Sans Voir. Games played without seeing either the board or the men. The power of playing at least one game in this way is generally acquired by every player; and persons who are skilled in the science of Chess have been known to conduct as many as a dozen such games simultaneously.
Capturing. Moving a Piece or Pawn into a square occupied by an adverse Piece or Pawn and taking or "capturing" it. Any Piece or Pawn may be captured with the exception of the King, his capture is accomplished by "checkmate." The various Pieces capture according to the direction and extent of their respective moves. The Pawns, however, vary from this rule and are allowed to move one square forward in a diagonal line from the one on which they stand, in order to capture an adverse Piece or Pawn.
Castling. A combined move of King and Rook allowed to each player once in a game and consisting of moving the Rook to the square next to the King, and ​the King to the square on the other side of the Rook. After castling with the King’s Rook the King occupies KKtSq. and the Rook occupies KBSq., as shown in diagram viii. After castling with
(1) Before Castling.
(2) After Castling.
DIAGRAM VIII. Castling With The King’s Rook.
the Queen’s Rook the King occupies QBSq. and the Rook occupies QSq. The conditions under which castling are allowed are:
(1) That neither King nor Rook has been moved. ​(2) That no Pieces or Pawns intervene. (3) That the King is not in check. (4) That the King does not have to cross and does not move to a square commanded by an opposing Piece or Pawn.
Center. Pawns in the middle field, especially if well supported. It is usually a great object to keep the center intact, or unbroken and to break the center of the adversary if it be stronger.
Check. The warning which must be given when the adversary's King is attacked. In such a case, the King is said to be "in check" and the threatened capture must be avoided by:
(1) Taking the attacking Piece or Pawn. (2) Moving the King. (3) Interposing or moving another Piece or Pawn between the King and the attacking Piece or Pawn.
For example, if the White King stands on QR4 and the Black Queen's Rook stands on QE8, then the White King is ​in check by the Black Rook. White may avoid the check by moving his King to QKt3, QKt4 or QKt5; or he may take the attacking Piece with his Bishop supposing it to be on Q4, in a diagonal line with the square occupied by the attacking Rook.
Checkmate, or Mate. A position in which the King cannot by any means avoid being captured by the opposing force. An example of simple checkmate is shown in diagram ix. The student will see that if the White King remains where he is he can be taken by the Black Knight; if he moves to KBSq. or KKt2, he can be taken by the Black Bishop as both of those squares are commanded by him; and if he moves into KR2 again, he comes within the sphere of influence of the Black Knight whom he is trying to avoid. Thus, it will be seen that he has no means of escape.
Close Game. A game in which the development of the Pieces is effected chiefly behind the Pawns. This method requires ​the greatest accuracy and judgment and is only adopted by the most experienced players. (See Open Game).
black.
white.
DIAGRAM IX. Checkmate.
Combination. The concerted action of two or more Pieces for a particular object; two or more moves for a common ​purpose. Skill in making effective combinations is accounted the surest test of a Chess player.
Command. A square is commanded when any Piece or Pawn occupying it may be attacked. A Piece is said to command a square when it can move into it.
Counter Attack. An indirect and effective way of neutralizing an attack. For example, a combination against one King may be halted or destroyed by an equally strong combination against the other; or an attacked force may be successfully guarded by an attack upon an equal or greater adverse Piece or Pawn.
Counter Gambit. The sacrifice of some part of the second player's force, usually a Pawn, in the opening of the game to obtain an advantage in position. (See Openings and Gambit).
Début. Opening.
Defence. The correlative of attack. The second player, generally the Black, at the beginning of the game, is said to have the defence, as the first player is said to ​have the attack. Defensive measures are those taken to provide against or to repel attack. To defend a Piece or Pawn is to protect or support it from or against an adversary.
Develop. To develop a Piece or Pawn is to bring it from the comparatively powerless and inactive position which it occupies at the beginning of the game to a position which is more favorable for defence or attack. To develop a game is to bring all or nearly all of the Pieces and Pawns into positions of defence or attack.
Development. The early positions of the forces for defence or attack. In a good or strong development, the forces cooperate without much obstruction. In a bad or weak development, there is needless obstruction and lack of co-operation which frequently leads to a permanent disadvantage.
Discovered Check. An attack opened upon the King by the removal of an intervening Piece or Pawn. For example: If the Black King occupies KKt7, the White ​Bishop occupies KKt5, and the White Queen occupies KKt8, by removing the Bishop the file is opened to the Queen and the adverse King is attacked. Moving the Bishop is said to "discover check."
Double Check. The simultaneous attack, by two Pieces, upon the King.
Double Pawn. Two Pawns on the same file.
End Game. The stage at which the forces of both sides have become so reduced that theoretical analysis is again possible. A complete and perfect game of Chess is divided into three parts:
(a) The Opening. (b) The Middle Game. (c) The End Game.
Each of these will be discussed at length in later chapters.
En Passant. Taken in passing. If a Pawn, in its first move, passes an adverse Pawn the latter, in its next move only, may capture it en passant as if it had moved only one square. Thus if there is ​a White Pawn on Q5 and Black Pawns on QB2 and K2, and either of the Black Pawns moves two squares, to QB4 or K4, it may be captured en passant by the White Pawn.
En Prise. A Piece or Pawn is en prise when it is not fully defended and can be taken by the adversary. The term is used with reference to everything but the King and corresponds with check or checkmate. A Piece or Pawn is en prise, while the King is in check.
Establish. A Piece or Pawn is established when it occupies a position from which it cannot be dislodged, and whence it exercises a direct influence upon the opposing force.
Exchange. To take force for force. In it there may be equality or relative gain or loss. To win an exchange is to capture a Rook in return for the loss of a Knight or a Bishop. To lose an exchange is to capture a Bishop or Knight in exchange for a Rook.
False Move. A move that is ​tory to the fundamental laws of Chess. For example, to move a Bishop like a King, or a Queen like a Knight, is a false move and subjects the player to certain penalties.
Files. The rows of squares across the board, from one player to another and distinguished from the Ranks which are the horizontal rows of squares. The files are named after the Pieces which occupy them at the beginning of the game. Thus, from White's side beginning at the right, we have the King's Rook's file, the King's Knight's file, the King's Bishop's file and the King's file, and so on across to the Queen's Rook's file. (See Ranks).
Force. A term used to refer to a Piece or Pawn.
Fork. The attack by a Knight upon two adverse Pieces or Pawns. It is also used to describe the double attack of a Queen, Bishop or Pawn. A common and fatal example of a fork is found when the White Knight occupies K3, and the Black King occupies KB8, and the Black Queen, ​KKt5. The King, being in check, must move, which leaves the Queen at the mercy of the adverse Knight.
Gambit. A voluntary surrender, or proffer, of a Piece or Pawn by the first player at the early part of the game, with a view to subsequent advantage.
Game. In addition to its ordinary meaning the term has a technical meaning which is explained under "Opening."
Interpose. To move a Piece or Pawn between an attacked and attacking Piece or Pawn. The term is frequently used in connection with the King. When he is in check, and a Piece or Pawn is placed between him and the attacking Piece or Pawn, that Piece or Pawn is said to be "interposed."
Illegal Move. A move which, while not in opposition to the fundamental laws of movement, is still contradictory to the ordinary rules of play, under the particular circumstances of the case, such as moving out of turn; moving an adverse Piece or Pawn; castling to avoid check, or ​ling after the King or Rook has been moved.
Isolated Pawn. A Pawn is said to be isolated when there are no Pawns of the same color on the adjoining files.
J'adoube. The French for "I adjust"; an expression that is used by a player when he wishes to touch a man that he does not intend to play or to take. Without this declaration, the Piece or Pawn touched must be moved or captured in the player's next turn if the conditions permit.
Man. The generic name for any Chess figure or force, including the Pieces and Pawns. There are thirty-two Chessmen, sixteen Pieces and sixteen Pawns, as already stated.
Mate. See "Checkmate."
Mating Force. Any force that is sufficient to mate the lone King; such as the Queen or Rook.
Middle Game, or Mid-Game. That stage of a game when the Pieces and Pawns are all, or nearly all, ready for ​action; and said to begin when theoretical analysis ends. Many of the most brilliantly played games are brought to a finish in the "Middle Game," before "End Game" positions are reached.
Minor Piece. The Bishop or Knight in contradistinction to the more valuable mating forces such as the Queen or Rook.
Move. The person who begins the game has the move; a slight but uncertain advantage. The term is also used with reference to the person whose turn it is to play, when a critical stage of the game is reached, and the issues have been fairly joined, or the contest is drawing to a close. In such a case the person who plays next has the move.
Notation. The system or method of recording the moves of a game.
Odds. An initiary advantage conceded to a weaker player by a stronger one. All important Chess clubs have a carefully graded scale of odds, marking the classes of players. A common gradation is given in the following:—
​(1) Pawn and move. (When a Pawn is conceded the KBP is understood unless another is specified.) The player giving the odds takes his KBP off the board and his adversary has the first move. (2) Pawn and two moves. The player giving the odds takes off his KBP as before and his opponent has the first two successive moves. (3) Knight. (4) Rook. (5) Two minor Pieces. (6) Queen.
Open File. A file having all of its squares unoccupied.
Open Game. A game in which the development of the Pieces is accomplished in advance of the Pawns. Moving the KP to K4 as a first move on both sides generally leads to an open game, but open games depend upon the positions resulting from the openings, irrespective of the first moves.
Openings. The first few moves in a game, or those by which the Pieces and ​Pawns are liberated and arranged for action against the enemy. Openings have been a study of all skilled Chess players and are a subject of keen controversy. Those which are not given in standard works on the subject, or are not classics, are called "Irregular Openings." Openings are known as:—
(1) Games, when neither player makes any concession or offers his adversary any initial advantage. (2) Gambits, when the first player voluntarily gives up some part of his forces, generally a Pawn, for the sake of obtaining an advantage in position. (3) Counter-gambits, when the sacrifice is made by the second player. (4) Defences, when the moves of the second player give the game its distinctive character.
All recognized openings have some distinguishing name, generally one that is associated with some notable chess player or one that is identical with that of the inventor of the particular opening. ​ferent openings will be discussed at length, in a later chapter.
Opposition. The possession, by the King, of a certain key square which forces the adverse King to take up a less favorable position. If the White King stands on K3, and the Black King on K8, then the King who has the move loses the opposition. The value of the opposition depends upon the number, value and position of the other Pieces and Pawns upon the board, but the student can not be expected to understand it until he has attained some skill in playing the game.
Passed Pawn. One that has no adverse Pawn in front of it, either on its own file or on one of the adjoining files.
Pawns. The name given to the inferior Chessmen which stand on the second rank at the beginning of the game.
Perpetual Check. A position in which the King finds, that by avoiding one check, he renders himself liable to another—a series of checks from which he cannot escape. For example; If the Black King ​occupies KRSq., and the White Queen occupies K8, then the Black King is in perpetual check, for he can only move one square at a time. To avoid the check he must move to KR2 whereupon the White Queen moves to KR5, again giving check. The King then moves to KKtsq. and the Queen again checks him from K8. Thus the check continues to be perpetual wherever he moves. In all cases of perpetual check the game is drawn.
Pieces. The name given to the Chessmen of superior value which stand on the first rank at the beginning of the game. The term is also used by some authorities to refer to all the chessmen, including the Pawns.
Pin. A force is said to be pinned when it cannot move without exposing a more valuable Piece to attack from the enemy. The term is generally used with reference to a Piece or Pawn that is protecting a King or Queen.
Pion Coiffe, or Narked Pawn. A description of odds that is rarely given, and ​only when one player is much more skilled than the other. The superior player puts a cap or ring on one of his Pawns, generally the KKtP, and undertakes to checkmate the adverse King with that particular Pawn. He is not allowed to Queen it, and if he loses it or checkmates with any other Piece or Pawn he loses the game.
Position. The situation of the Pieces and Pawns in general at any given stage of the game. The relative situation of the forces on either side, as between themselves, and as they are disposed with reference to the enemy. A player has a good position when his forces have free scope for action, and can be combined for defence or attack. A player has a poor position when his Pieces and Pawns are hampered and when they cannot support one another for defence or attack.
Problem. An imaginary position in which the correct line of play is concealed and has to be discovered, under different ​conditions. Problems may be divided into two classes:
(1) Direct mate, in which White moving first has to force a checkmate in a given number of moves, generally two, three, or four. (2) Suimate, in which White, playing first, has to force Black to checkmate him in a given number of moves.
Problems involving other conditions are known as puzzles.
Protect. To guard or support a Piece by the interposition of another force between the Piece attacked and the attacking Piece. A superior force is protected or covered from attack by an inferior one.
Queening a Pawn or Advancing a Pawn to Queen. When a player has advanced a Pawn to the eighth, or last, square of a file, it assumes the rank and power of a Queen or any other Piece, excepting a King, that the player chooses, in which case he is said to have Queened a Pawn.
Ranks. The horizontal rows of squares across the board, from one side to the ​other. They are numbered from one (1) to eight (8), each player counting from his own side of the board. (See File).
Sacrifice. The voluntary loss of a Piece or Pawn in order to obtain a later and more decisive advantage.
Sans Voir. See Blindfold Chess.
Smothered Mate. A checkmate sometimes given by the Knight when the adverse King is hemmed in, or smothered, by his own forces.
Stalemate. A position in which a player cannot make any legal move, in consequence of which the game is considered drawn. For example: Suppose Black still has a King and a Rook on the board, and White has a King and a Queen. Black's King stands on QR and his Rook on QB2; while White's King is on QB3 and his Queen on QB4. It is White's move, but if he takes his Queen from in front of his King, he exposes it to check from the adversary's Rook. If he moves the King, then his Queen will be captured and the game will have to be drawn, ​and if he takes Black's Rook with the Queen, then the adverse King will be placed in a similar position, i. e., stalemate.
Support. A force is supported when it is within the range of another of the same color that would be in a position to capture it were it an enemy. An attacking force is supported by another Piece or Pawn which commands the square or position attacked.
Take. To capture.
Time. A condition of modern match and tournament play which requires that each player shall make a given number of moves within a specified time; generally from fifteen to twenty moves per hour.
To Play. To move. White's turn to play means that it is his turn to move.
Wings. The extreme flanks to right and left in advance on the enemy's ground. From White's side of the board the extreme right is the King's Wing and the extreme left, the Queen's Wing.