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Chess

History

The history of chess spans over 1500 years. The earliest predecessor of the game probably originated in India,
before the 6th century AD; a minority of historians believe the game originated in China. From India, the game
spread to Persia. When the Arabs conquered Persia, chess was taken up by the Muslim world and subsequently
spread to Southern Europe. In Europe, chess evolved into roughly its current form in the 15th century. The
"Romantic Era of Chess" was the predominant chess playing style down to the 1880s. It was characterized by
swashbuckling attacks, clever combinations, brash piece sacrifices and dynamic games. Winning was secondary to
winning with style. These games were focused more on artistic expression, rather than technical mastery or longterm planning. The Romantic era of play was followed by the Scientific, Hypermodern, and New Dynamism eras. [1]
In the second half of the 19th century, modern chess tournament play began, and the first World Chess
Championship was held in 1886. The 20th century saw great leaps forward in chess theory and the establishment of
the World Chess Federation (FIDE). Developments in the 21st century include use of computers for analysis, which
originated in the 1970s with the first programmed chess games on the market. Online gaming appeared in the mid1990s.

Benefit from Playing

Better Brain Function: the brain is remarkable it is responsible for our mental performance and it is the most
crucial organ in the human body. When the brain has no stimulation, the cells inside slowly die, its an example of "if
you don't use it, you lose it motto, however, chess is a tool which gives users a rigorous mental workout. Lets look
at a quick example: to get the most benefit from a physical workout, you need to exercise both the left and right
sides of your body. Studies show that in order to play chess well, a player must develop and utilize his or her
brains left hemisphere, which deals with object recognition, as well as the right hemisphere, which deals with
pattern recognition. Over time, thanks to the rules and techniques involved in the game, playing chess will
effectively exercise and develop not one but both sides of your brain. Scientists also claim that playing chess can
improve mental age by up to 14 years. Hows that for a workout?
Improved Memory: scientists have shown that chess helps keep Alzheimer's disease at bay, which is directly
related to the loss of memory. There are many tactics and strategies in chess and a good player should know most
of them, but it is not the case of sitting and learning the tactics by heart. Over the course of many games, players
develop an almost natural feeling of when to use a certain strategy or tactic this is where the benefits of
improved memory shine players can quickly remember and use different strategies or tactics. The best part is
that this benefit is not only limited to chess improved memory can be noticed in other areas of life such as
academic performance, responsibilities, commitments, etc.
Improved Cognitive Abilities: Cognitive ability is a very broad term, it includes perception, motor, language, visual
and spatial processing and executive functions. This is a big list and it covers almost everything that you do. For
example with executive function you can immediately recognize that the thing in front of you is square shaped and
not round. While playing chess, EACH cognitive ability is stimulated because the game covers every part of our
actions. So the next time you see chess players playing, think about the exercise theyre going through.
Strategic Thinking: Chess is considered to be a strategy game this means that in order to win, you must have a
better plan of action than your opponent. But no one is born with the ability to conceive great strategic moves, it
must be learned by practicing. To most people, strategy is associated with war and army generals planning their
attacks with strategic moves, this example is not far from chess. Just like a general commands his army, a chess
player commands his or her own pieces in a battle of black and white. So playing chess greatly improves the ability
to develop certain strategies and plans. And no, this benefit is not only useful to army generals and chess players
a good strategic mind is much more productive, because it creates the best plan of action for every daily task.
Also, strategic thinking is a life savior in academic and work environments, because everything is planned one step
ahead and theres always a plan B.
Attention Improvement: the epidemic of the 21st century is ADHD. Adults and children alike are finding it harder
and harder to focus at school and work, less is being done and productivity declines rapidly. With so many
distractions, it is easy to diagnose yourself with attention deficit disorder, but there are better ways of dealing
with this phenomena than heading to your local drugstore. Chess DEMANDS attention, in other words, if your mind

is not focused on the game you lose, simple as that. With such an immediate punishment for lack of attention, the
mind is trained to be focused and attentive. This results in better performance in schools and workplaces, less time
wasted and more victories achieved.

Terminologies used

Activity - The quality of a chess position that describes mobility or freedom of movement for pieces
adjournment - An over-the-board game may be adjourned when it is not concluded in one session.
Advantage - A term used to describe the winning potential of one side or color in a game of chess usually based on
the position of chess pieces on the board.
Attack - A coordinated attempt to gain an advantage in a game of chess by means of aggressive play.
Backward pawn - A backward pawn is considering a fundamental weakness in a chess position because it can be attacked.
Bad bishop - A bishop whose mobility is reduced usually by friendly pawns on the same colored squares. Bishop pair - If both
bishops on the same side survive late into a game of chess.
Blindfold - An expert player plays one or more opponents without sight of the board.
Blitz - A fast game of chess usually clocked in 5 or 10 minutes.
Blockade - A term that describes the situation where the advance of a pawn is prevented by an opponent's piece directly in
front of the frustrated pawn.
Blocked - A term used to describe a piece whose mobility is limited by the physical presence of another piece often of the same
color.
Blunder - A bad move. A mistake that overlooks a simple tactical response.
Calculate - To precisely work out a series of moves considering potential replies.
Center - The four squares in the middle of the board.
Cheapo - A clever tactical combination or trap usually made by a losing side to hold a draw or even win.
Checkmate - Any position where a King cannot avoid capture. The objective end of a chess game.
Closed - A term used to describe a position where pawns block the mobility of the pieces around some or all of the board.
Combination - A tactical exploitation of a position that leads to an advantage for the initiator of the moves.
Cramped - The quality of a chess position that inhibits mobility or freedom of movement for pieces behind pawns of the same
color.
Development - The process of moving pieces from their original squares to positions where they can better aid the
player's plans.
Discovered check - A phrase used to describe an often powerful move where a line is openedallowing an otherwise blocked piece
to give check to the enemy king.
Distance to conversion - A phrase used to describe the number of positions or ply in a table base between any
given endgame position and a conversion of material.
Distance to mate - A phrase used to describe the number of positions or ply in a table base between any
given endgame position and checkmate.
Double check - A special case of discovered check where the moving and discovering piece also gives check - leading to two
pieces giving check simultaneously
Doubled pawns - Two pawns of the same color on the same file.
Draw - A common result in a game of chess when neither side wins or loses.
Drawing chances - The probability in any complex and roughly equal position that one or both sides may successfully draw a
game of chess.
Drawn position - Any chess game position from which a draw must result from accurate play.
ECO - The Encyclopedia of Chess Openings is a collection of texts detailing the moves of common chess opening lines with
commentary.
Elo rating - A numerical measure of a chess player's strength.
Endgame - It is the third and final phase of the game after the opening and middle game.
En passant -A pawn capture where a pawn on the 5th row captures an opponent's pawn on an adjacent file which has just move
2 squares forward on its first move as if it had moved only one square. en prise - An undefended piece that can be captured
EPD - Extended Position Description is a standard for describing chess positions
Equal - A common intermediate result in a game of chess that either side may win, lose, or draw.
Equal chances - The same probability that either player of any complex chess position may win, lose, or draw.
Equal position - Any chess game position from which a player can win, lose, or draw.
Exchange - The word "exchange" without amplifying verbiage means a simple trade of pieces of identical value.

Fairy chess - A problem or puzzle where some official rules of the traditional game of chess are suspended or changed.
FEN - Forsyth-Edwards Notation is a standard for describing chess positions using the ASCII
Fianchetto - A chess position that evolves by developing a bishop onto a long diagonal
FIDE - Federation International des Echecs, one of the international governing bodies of chess.
File - A vertical (up and down) row of squares. The players' Kings start the game on the same file.
Fish - A bad chess player.
Forced - A move or set of moves that are required (forced) to avoid a lesser game result.
fool's mate - The name given to the fastest possible mate:
fork - A tactical concept when a piece attacks two or more opponent pieces simultaneously.
fortress - A chess position that cannot be effectively attacked or broken down even with superior material advantage.
Gambit - A speculative sacrifice of material for compensation such as an advantage.
Grandmaster - An outstanding and highly rated chess player.
Helpmate - A helpmate is a composed chess problem where both sides cooperate to allow white to mate black.
Horse - An informal word for a knight.
Howler - A bad move.
Initiative - Control of the game, usually due to better placement of men and easier access to weaknesses in the
opponent's position.
Internet Chess Server - Any computer that enables live chess plays between remote (usually) players, and is connected to the
Internet.
Isolated pawn - A pawn that cannot be protected by pawns on its flanks, because they were captured.
J'adoube - A notice to one's opponent that one is about to adjust the position of a piece on its square with no intention to move
the piece to another square.
Kibitzing - Observing and commenting on a chess game, usually in a manner that disturbs the players.
Lose - A common result in a game of chess when the losing side is checkmated or resigns before checkmate.
Losing chances - The probability in any complex and roughly equal position that one side may successfully lose a game of chess
by thoughtless play.
Lost position - Any chess game position from which a player must lose with accurate play.
Mate - Short for checkmate, when a King cannot avoid capture.
Mate in two - A common chess problem where white on the move must checkmate black in two moves despite black's best
reply. Mate in three, four, or more moves are also common training exercises.
Material - The chess pieces. The player whose remaining pieces are of greater value is said to have a material advantage
Middle game - The second phase of the game after the opening and before the endgame
Minority attack - An advance of a minority of pawns towards a greater number of enemy pawns.
Open - A term used to describe a position where pawns do not block the mobility of the pieces around some or all of the board.
Opening - The first phase of the game before the middle game and endgame
opposite colored bishops - Bishops can only move on one color square determined by their original position.
Opposition - A term used to describe two kings, usually in an endgame, that are positionednear each other such that they
prevent or block each other's progress.
Outpost - A square that supports a piece.
Over-the-board - A terms that refers to chess play over a chess board as opposed to postal/ email chess.
Passed pawn - One type of advantage in chess where a pawn's progress is not guarded or blocked by enemy pawns on the flank
or in front of it.
Patzer - A bad chess player.
PCA - Professional Chess Association, one of the international governing bodies of chess.
PGN - Portable Game Notation is a standard designed for the representation of chess game data
Pin - A tactical concept when a piece cannot or should not move because it shields another piece from capture.
Plan - A method or line of play designed to improve a position.
Ply - White or black's move.
Position - The arrangement of chess pieces.
Promotion - When a pawn reaches the eighth (last) rank, the player must replace it with his choice of a queen, rook, bishop, or
knight.
Queening a pawn - A special case of pawn promotion to a queen.
Rank - A horizontal (left to right) row of squares. The pawns start the game on each player's second rank.
Rating - A score, usually numerical, of a player's ability.
Sacrifice - A deliberate loss of material for anticipated advantage.
Scholars mate - The name given to an attack that leads to an early mate
Sealed move - A method of secretly recording the next move of an adjourned until play is resumed.

Imul - When one person plays chess with two or more opponents at the same time.
Skewer - A tactical concept when a piece attacks two or more enemy pieces on a row
Space - The quality of a chess position that permits greater mobility or freedom of movement for pieces behind pawns of the
same color.
Smothered mate - A phrase used to describe a type of checkmate by a knight where the king has no escape, because its own
pieces block all escape routes.
Stalemate - A drawn game when a no legal move is possible.
Strategy - A term used to describe a general thought process used to plan a game of chess.
Study - A term used to describe a composed endgame position where very artful play and a lot of thought is required
to win or draw.
Sudden death - A time period in a game of chess in which all remaining moves must be completed.
Table base - A computer database of endgame designed to enable perfect play from any position.
Tactics - A term used to describe a short-term sequence of moves involving threats and counter threats.
Tempo - A turn at move. Chess time as opposed to clock time.
Time-control - A term used to describe a time limit for a chess player to complete some number of moves.
Time trouble - A phrase used to describe the difficulty faced by a player who must complete a disproportionate number of
moves before a time-control.
Under-promotion - A term used to describe pawn promotion to any piece other than a queen.
USCF - United States Chess Federation, one of several American governing bodies of chess.
Variation - A sequence of moves, or line of play. There are many variations (possible moves) in a game of chess.
Waiting move - Any non-threatening move that attempts to gain the advantage because one's opponent now must move.
Weakness - A flaw in a position. An isolated or blockaded pawn, lack of space, bad bishop, or any other positional flaw that
increases losing chances are examples of weaknesses.
Win - A common result in a game of chess when the winning side checkmates or accepts the resignation before checkmate of his
opponent.
Winning chances - The probability in any complex and roughly equal position that one side may successfully win a game of chess
with alert play.
Winning position - Any chess game position from which a player must win with accurate play.
Whisper - A comment about a chess game not intended for the players.
Wood pusher - A bad chess player.
Zugzwang - When a player would rather maintain the current position, but must move in turn.
Zwischenzug - Any move made prior to an apparently forced move.

How to Play
Learn what each piece is and how it moves. Every type of piece moves differently.
The pawn: The most basic piece in the. On its initial move, it can move forward one or two spaces, but it is only
allowed to move forward by one space afterwards. Pawns are only allowed to attack other pieces one space
diagonally from it, and cannot move backwards. The rook: It looks like a castle tower. It can move horizontally and
vertically as many spaces as are available. It can attack pieces in its path. The knight: It's represented by a horse
and is the most complicated unit. It moves in an 'L' shapes that consist of two spaces horizontally then one space
vertically, or one space horizontally then two spaces vertically, in any direction. The knight is the only piece that
can jump other pieces. He attacks only the pieces that are in the spaces he settles. The bishop: It can only move
diagonally, but it can move an unlimited amount of spaces until it attacks. It's shaped like a bishop's hat. The
queen: She is the most powerful piece (usually has a more feminine crown). She can move either horizontally,
vertically, or diagonally by any number of spaces and attack from any of those directions. The king: He can only
move one space each turn in any direction and attacks in the same manner. He is the unit you do not want to lose at
all costs, as it will make you lose the game.
Set up the board. Now align it on its proper places.
Place all the pawns on the second line in front of you so that you have a wall of pawns between you and your
opponent. Place each rook on a corner of your side of the board. Place a knight next to each rook and a bishop next
to each knight. Place the queen in one of the two spaces that remain, according to her color. Finally, place the King
on the last remaining space. Check that your opponent has the same arrangement of pieces. The queens should be
opposite each other and so should be the Kings.

The white player makes the first move.


They choose any piece they'd like to move to begin the initial attack, or the opening. They move a piece, and black
counters. The opening is one of the most important parts of the game. There's no real "right" way to do it -everyone has their own style and you'll find yours. But there are a few things to keep in mind:
Apply the proper way of playing chess.
Use different strategies and take over the whole game by controlling the center maintaining pieces and also eating
the opponents pieces. Apply strategies and think in situational so that you could take advantage throughout the
game.
Win the game by checkmating your opponent's king.
That means you've got the king in check but this time there's no escape. When this happens, saying, "Checkmate!"
is acceptable, but not necessary. At this point your opponent taps over his king so that it falls and signals defeat.

Chess Notation
Chess notation is the term for several systems that have developed to record either the moves made in a game
of chess or the position of pieces on a chessboard. The earliest systems of notation used lengthy narratives to
describe each move; these gradually evolved into terser notation systems. Currently algebraic chess notation is the
accepted standard and is widely used. Algebraic notation has several variations. Descriptive chess notation was
used in English- and Spanish-language literature until the late 20th century, but is now obsolete. There are some
special systems for international correspondence chess. PGN is used when working with computer chess programs.
Systems also exist for transmission using Morse code over telegraph or radio. Is also called as Algebraic
notation (or AN) is a method for recording and describing the moves in a game of chess. It is now standard among
all chess organizations and most books, magazines, and newspapers. In English-speaking countries, algebraic
notation replaced the parallel method of descriptive notation, which became common in the 19th century and
continued with sporadic use as recently as the 1980s or 1990s. European countries, except England, used algebraic
notation before the period when des

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