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Chess

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Chess
The Chess Pieces
The Chess Pieces
From left, a white king, black rook and queen, white pawn, black knight, and white bishop in a set of Staunton chess pieces.
Players2
Setup time20-60 seconds
Playing time1 minute- 7 hours
ChanceNone
Age range6 and up
SkillsTactics, Strategy

Chess is an abstract strategy board game for two players. It is played on a square board of eight rows (called ranks) and eight columns (called files), giving 64 squares of alternating color. Each player begins the game with 16 pieces, which are progressively eliminated (captured and removed from the board by opposing pieces) as the game proceeds. The object of the game is to checkmate the opponent. This occurs when no further move can prevent the king from being captured.

Chess is one of the world's most popular games; it has been described not only as a game but also as an art and a science. Chess is sometimes seen as an abstract wargame; as a "mental martial art", and teaching chess has been advocated as a way of enhancing mental prowess. Chess is played both recreationally and competitively in clubs, tournaments, online, and by mail (correspondence chess). Many variants and relatives of chess are played throughout the world. The most popular, in descending order by number of players, are xiangqi in China, shogi in Japan, janggi in Korea, and makruk in Thailand. The game described in this article is sometimes known as Western Chess or International Chess to distinguish it from other variants.

Gameplay

Overview of the game

Chess is played on a square board of eight rows (called ranks) and eight columns (called files), giving 64 squares of alternating color, light and dark, with each player having a light square at the bottom-right corner when facing the board. Each player begins the game with 16 pieces which can move in defined directions (and in some instances, limited range) and can remove other pieces from the board: each player's pieces comprise eight pawns, two knights, two bishops, two rooks, one queen and one king. All pieces can remove opponent's pieces by landing on the space they occupy.

One player controls the white pieces and the other player controls the black pieces; the player that controls white is always the first player to move. In chess, when a player's king is directly threatened with capture by one or more of the opponent's pieces, the player is said to be in check. When in check, only moves that can evade check, block check, or take the offending piece are permitted. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and no move can be made that would prevent it. Normally a checkmate will require the cooperation of several pieces, but can also be achieved with one.

Rules of chess

Alnoors ga/y

Strategy and tactics

Main article: Chess strategy and tactics

Chess openings are a sequence of moves, often memorized, which will help a player build up their position and prepare for the middlegame. Openings are often designed to take hold of the center of the board (e4, e5, d4 and d5), develop pieces, protect the king, and create a strong pawn structure. The Classical School of chess expounds the virtues of occupying the center early using pawns and/or pieces, while Hypermodernism advocates the control of the center not by using pawns but with distant pieces. It is often important for a player to castle (a special move that moves the king from the center of the board two squares towards one of the corners) to protect the king. See the list of chess openings for more information. While studying openings can greatly improve one's results, it is important to understand the underlying reasons for each sequence of moves in an opening. This can greatly reduce the need to rely on rote memorization of the opening phase of the game. Of the utmost importance in the opening is maintaining balance, or equality.

abcdefgh
8
b8 black rook
c8 black king
e6 black knight
f5 white bishop
b4 white knight
b1 white queen
d1 white king
8
77
66
55
44
33
22
11
abcdefgh
In this position, the black knight on e6 is pinned to its king by the white bishop, and the white knight is pinned to the queen on b1. Note that the knight on b4 is still free to move, while the knight on e6 cannot move.

When taking and trading pieces, the chess piece point values becomes important. Valuations differ slightly from book to book, but generally, queens are worth 9 points, rooks are worth 5, bishops and knights are worth 3, and pawns are worth 1. Since the king's loss ends the game it is invaluable. The actual value and importance of a piece will vary based upon its position and the stage of the game. If a player performs a sacrifice (e.g. exchange sacrifice), they are choosing to ignore the standard valuation of their pieces for positional or tactical gains. The beginning player should be aware that points are not an inherent part of the game; there is no scoring and chess was played long before the idea of assigning points to pieces. Instead, points are used by a player to consider whether he will come out materially better than his opponent in an exchange of pieces. For instance, to lose two pawns (2 points) in taking the opponent's knight (3 points) puts one ahead in material by one point. Such an advantageous exchange of pieces may, however, be a poor tactic if it leaves the opponent with an exploitable advantage in the way the pieces are positioned on the board.

Chess combinations and traps do not appear out of thin air. Usually they are present because the opponent has certain weaknesses in their position. These types of "weaknesses" include: pinned pieces, overloaded pieces, weaknesses around the opponents king, weak squares, unprotected pieces, weak colour complexes, pieces not able to come back to defend the king, etc. The "weaknesses" can then be exploited with a chess combination that is often built out of a number of tactical "methods". Such weaknesses are often created in the opponent's position in the first place by threats, provocative moves, and generally strong "positional play", etc.

Chess combinations often include a number of types of tactic "methods" which many middlegame books classify and provide examples of. Such common "methods" include Pins, Forks, Skewers, Discovered checks, Zwischenzugs, Deflections, Decoys, Sacrifices, Forcing moves, and even "Quiet moves" - which can be devastating moves that leave the opponent in Zugzwang, or an otherwise lost position. In many combinations of Alexander Alekhine, there is often a very subtle "quiet move" which breaks the Camel's back. For clarification, it should be noted that a "pin" is a tactical "method"- the act of pinning the opponent's pieces. But a "pinned piece" is a specific type of weakness in the opponent's position, which when identified, could be exploited with a tactical combination.

A fork is a situation where a piece is moved such that it attacks (forks) two other pieces simultaneously. It usually is difficult for the other player to protect both of their pieces in one move. Pins are used to prevent the movement of an enemy piece by threatening any pieces behind it should it move. Skewers are a kind of reverse pin where the more valuable piece is placed in front of a less important one. A discovered attack is an attack where a piece moves and uncovers a line for another piece which does the attacking. Other tactical elements include: zwischenzug, undermining, overloading, and interference.

A few common positional elements which high level Chess players routinely must assess include Pawn structure, King safety, Space, the presence of pawn islands, isolated pawns, backward pawns, doubled pawns. In addition there are factors such as the two bishops which compensate each other's weaknesses. Most middlegame books recommend that once an assessment of the elements of the position has taken place, it is then recommended to try and form a "plan" to create an advantage. Once a plan is formulated, it is then recommended to try and ensure the plan is feasible through the process of checking concrete variations.

Great chess writer Aron Nimzowitsch outlined in the classic work "My system" a number of middlegame positional principles such as "Rook on the 7th rank", "Undermining the pawn chain", "Restrain, blockade and destroy". This work has influenced generations of modern chess players in how they think in the middlegame.

During the endgame, pawns and kings become relatively more powerful pieces as both sides often try to promote their pawns. If one player has a large material advantage, checkmate may happen quickly in the endgame. If the game is relatively even, tablebases and endgame study are essential. Controlling the tempo (time used by each move) becomes especially important when fewer pieces are left on the board. In some cases, a player will have a material advantage, but will not have enough material to force a checkmate. In this case, the game is considered a draw by insufficient material.

Alternative ways to play chess

Blitz chess is a version of chess where a chess clock is used to limit the time control for each player. Generally each side has three to fifteen minutes (five is common) for all of their moves. An even faster version of chess is known as bullet chess or lightning chess. Bullet chess's time controls are less than three minutes. Speed chess requires the player to spend less time thinking because if the player's time runs out, they lose. When playing at a faster time, computers become relatively more powerful than humans. If both players use computers to enhance their strength, it is called advanced chess.

When two players are separated by great distances they can still play chess. Correspondence chess is chess played through the mail, e-mail or special correspondence chess servers. Today, chess is often played on the internet through the telnet-based hosts (such as ICC and FICS) and TCP/IP based servers (such as Playchess and WCN), listed below.

Chess can also be played blindfold. In this case the play is conducted without the players having sight of the positions of the pieces, or any physical contact with them. Moves are communicated via chess notation.

Chess variants

Main article: Chess variant

Chess variants are forms of chess where the game is played with a different board, special fairy pieces or different rules. There are over 1500 unique variants of chess. Bobby Fischer noted the overemphasis on memorizing chess openings in normal chess and invented Fischer Random Chess. In this chess variant the initial position is selected randomly before each game, which makes it impossible to prepare the opening play in advance.

There are many more chess variants, like Suicide chess, where the goal of the game is to lose all of one's pieces and if a piece can be taken, it must be taken by the opposing side. Very popular between chess players is also Bughouse chess, in which two teams of players play against each other and give captured pieces to their partner. In Progressive chess the number of pieces one can move increases each turn (i.e. white moves one piece, black moves two, white moves three, black moves four etc.) And in Nuclear or Atomic chess, not only the captured piece is being removed from the board after the capture, but also the capturing piece and every other piece of both players, positioned in any adjacent square to that of the capture!

History

Origins of chess

Main article: Origins of chess
A Persian youth playing chess with two suitors. Chess was played in Persia as early as the 3rd century AD.

Many countries claim to have invented the chess game in some incipient form. The most commonly held view is that chess originated in India. As a matter of fact, the Arabic, Persian, Greek, Portuguese and Spanish words for chess, are all derived from the Sanskrit Chaturanga. The present version of chess played throughout the world is ultimately based on a version of Chaturanga that was played in India around the 6th century CE. It is also believed that the Persians created a more modern version of the game after the Indians, called Shatranj. Another theory exists that chess arose from the similar game of Xiangqi (Chinese chess), or at least a predecessor, thereof, existing in China since the 2nd century BC. Scholars who have favoured this theory include Joseph Needham and David H. Li.

Chess eventually spread westward to Europe and eastward as far as Japan, spawning variants as it went. One theory suggests that it migrated from India to Persia, where its terminology was translated into Persian and it name changed to chatrang. The entrance of chess into Europe, notably, is marked by a massive improvement in the powers of the queen. The oldest known texts describing chess seem to indicate a bi-directional spread from the Persian empire. From Persia it entered the Islamic world, where the names of its pieces largely remained in their Persian forms in early Islamic times. Its name became shatranj, which continued in Spanish as ajedrez and in Greek as zatrikion, but in most of Europe was replaced by versions of the Persian word shāh = "king".

There is a theory that this name replacement happened because, before the game of chess came to Europe, merchants coming to Europe brought ornamental chess kings as curiosities and with them their name shāh, which Europeans mispronounced in various ways.

  • Checkmate: This is the English rendition of shāh māt, which is Persian for "the king is finished".
  • Rook: From Sanskrit "Rath" ( or the Persian rukh), which means "chariot", but also means "cheek" (part of the face). The piece resembles a siege tower. It is also believed that it was named after the mythical Persian bird of great power called the roc. In India, the piece is more popularly called haathi, which means "elephant".
  • Bishop. From the Persian pīl means "the elephant", but in Europe and the western part of the Islamic world people knew little or nothing about elephants, and the name of the chessman entered Western Europe as Latin alfinus and similar, a word with no other meaning (in Spanish, for example, it evolved to the name "alfil"). This word "alfil" is actually the Arabic for "elephant", where "al" means "the" and fil means "elephant". The Spanish word would most certainly have been taken from the Islamic provinces of Spain. The English name "bishop" is a rename inspired by the conventional shape of the piece which resembles the tusk of an elephant and the mitre of a bishop.
  • Queen. Persian farzīn = "vizier" became Arabic firzān, which entered western European languages as forms such as alfferza, fers, etc but was later replaced by "queen".

The game spread throughout the Islamic world after the Muslim conquest of Persia. Chess eventually reached Russia via Mongolia, where it was played at the beginning of the 7th century. It was introduced into the Iberian Peninsula by the Moors in the 10th century, and described in a famous 13th century manuscript covering chess, backgammon, and dice named the Libro de los juegos. Chess also found its way across Siberia into Alaska.

Modern chess

A typical Staunton-design set and clock.

Early on, the pieces in European chess had limited movement; bishops could only move by jumping exactly two spaces diagonally (similar to the elephant in xiangqi), the queen could move only one space diagonally, pawns could not move two spaces on their first move, and there was no castling. By the end of the 15th century, the modern rules for the basic moves had been adopted from Italy: pawns gained the option of moving two squares on their first move and the en passant capture therewith, bishops acquired their modern move, and the queen was made the most powerful piece; consequently modern chess was referred to as "Queen's Chess" or "Mad Queen Chess". The game in Europe since that time has been almost the same as is played today. The current rules were finalized in the early 19th century, except for the exact conditions for a draw.

The most popular piece design, the "Staunton" set, was created by Nathaniel Cook in 1849, endorsed by Howard Staunton, a leading player of the time, and officially adopted by Fédération Internationale des Échecs (FIDE) in 1924.

Chess' international governing body is FIDE, which has presided over the world championship matches for decades. Most countries of the world have a national chess organization as well. Although chess is not an Olympic sport, it has its own Olympiad, held every two years as a team event. To enter the FIDE a fee must be paid that will enable you to be registered on the chess players directory.

World chess champions

Main article: World Chess Championship

Computer chess

Main article: Computer chess

Serious work on machines that play chess has been going on since 1890, and chess-playing computer programs featured prominently in the artificial intelligence boom of the 1950s - 1970s. At first considered only a curiosity, the best chess playing programs — like Shredder, Fritz etc. — have become extremely strong players. In blitz chess, they can beat the best human players; at regular time controls, however, battles between the very best chess programs and the very best human players have been tantalizingly finely balanced. However, it is important to note that the method by which computer programs play chess does not really resemble the way humans play chess — the computer basically just calculates the board position after every possible combination of legal moves and acts accordingly, whereas human masters act more from intuition and pattern recognition. Moreover, as CPU speed and memory become less expensive, computer chess programs can search ever larger numbers of moves in the same amount of time, and store ever larger databases of opening and endgame positions. Nor has the study of chess proven particularly useful in the broader AI field; the methods used to play high-level chess are very different to the ones used for machine learning, machine vision, and the like.

Garry Kasparov, then ranked number one in the world, played a six-game match against IBM's chess computer Deep Blue in February 1996. Deep Blue shocked the world by winning the first game in Deep Blue - Kasparov, 1996, Game 1, but Kasparov convincingly won the match by winning three games and drawing two.

The six-game rematch in May 1997 was won by the machine (informally dubbed Deeper Blue) which was subsequently retired by IBM. Controversies arose after the match when Kasparov accused IBM of using human intervention, which IBM denied. It has often been claimed that IBM withheld the computer logs showing Deep Blue's "thinking" but in fact the logs were published shortly after the end of the match.

In October 2002, Vladimir Kramnik drew in an eight-game match with the computer program Deep Fritz. In 2003, Kasparov drew both a six-game match with the computer program Deep Junior in February, and a four-game match against X3D Fritz in November.

The chess machine Hydra is the intellectual descendant of Deep Blue; and appears to be somewhat stronger than Deep Blue was. Certainly it is very much comparable in terms of positions analysed per second. Given the relative ease with which it beats the other programs, and the humans it has met, Hydra may be expected to beat any unaided human player in match play. In June 2005, Hydra scored a decisive victory over the then 7th ranked GM Michael Adams winning five games and drawing one game in a six game match. Whilst too few games have been played to establish this, and neither Kramnik or Kasparov have played Hydra, Hydra's creators estimate its rating should be over 3000.

Kasparov's loss to Deep Blue has inspired the creation of chess variants in which human intelligence can still overpower computer calculation. In particular Arimaa, which is played upon a standard 8×8 chessboard, is a game at which humans can beat the best efforts of programmers so far, even at fast time controls.

See also

A chessboard is often engraved or painted on a chess table. The photograph shows a chess table in a park.

Famous chess games

History of chess

Chess literature

Chess in the arts and literature

Honoré Daumier, Chess players, 1863.

References

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  • Hooper, David and Whyld, Kenneth (1992). The Oxford Companion to Chess, 2nd Edition. Oxford University Press. ISBN 0198661649.{{cite book}}: CS1 maint: multiple names: authors list (link)
    • Reprint: (1996) ISBN 0192800493
  • Mason, James (1947). The Art of Chess. Dover Publications. ISBN 486204634. (see the included supplement, "How Do You Play Chess")
  • Rizzitano, James (2004). Understanding Your Chess. Gambit Publications. ISBN 1904600077.
  • Tarrasch, Siegbert (1994). The Game of Chess. Algebraic Edition. Hays Publishing. ISBN 1880673940.
  • Wolff, Patrick (1991). The Complete Idiot's Guide to Chess, 3rd Edition. Alpha Books. ISBN 1592573169.

Learning chess

Chess news

Internet servers to play chess

Collections of games

Free chess software

Other chess topics

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