Every term, in plain language
Chess Glossary
Every chess word used in this curriculum, defined simply. If a term comes up in a lesson and you want a quick refresher, it is here.
Algebraic notation
The standard way to write chess moves, using the piece letter and the destination square, like Nf3 or e4.
Back rank
The row closest to a player, where the major pieces start. A common place for checkmates.
Bishop
A piece that moves diagonally and stays on one color. Worth 3 points, though it tends to be a little stronger than a knight in open positions where its diagonals are clear.
Capture
Removing an opponent's piece by moving onto its square. Written with an x, like Bxc6.
Castling
A special move that moves the king to safety and activates a rook in one turn.
Check
When a king is under direct attack and must be made safe immediately.
Checkmate
When a king is in check with no way to escape. The game ends.
Development
Bringing your pieces off the back row into active positions early in the game.
Draw
A game that ends with no winner, by stalemate, agreement, insufficient material, threefold repetition, or the fifty-move rule.
Fifty-move rule
If fifty moves pass with no pawn moved and no piece captured, either player may claim a draw. It has to be claimed; it is not automatic.
En passant
A special pawn capture available immediately after an opponent's pawn makes a two-square first move alongside yours.
File
A column of the board, running away from each player, labeled a through h.
Increment
A small amount of time (like 10 seconds) added to a player's clock after each move.
King
The most important piece. Moves one square in any direction. The game is about protecting him.
Knight
The horse. Moves in an L-shape and is the only piece that can jump. Worth 3 points, and often a little stronger than a bishop in closed, cramped positions full of pawns.
Ladder mate
Checkmate with two rooks that alternate checks, driving the lone king row by row to the edge. The easiest checkmate to learn, because your own king never has to help.
Major piece
A rook or a queen, the long-range straight-line pieces.
Minor piece
A bishop or a knight, both worth 3 points.
Notation
Writing down chess moves so a game can be replayed and verified.
Opposition
When two kings stand one square apart, face to face. Whoever does not have to move often holds the advantage.
Pawn
The smallest piece. Moves forward, captures diagonally, and can promote. Worth 1 point.
Promotion
When a pawn reaches the far side and becomes a stronger piece, usually a queen.
Queen
The most powerful piece, moving like a rook and bishop combined. Worth 9 points.
Rank
A row of the board, running side to side, numbered 1 through 8.
Rook
The castle-shaped piece. Moves in straight lines. Worth 5 points.
Rule of the square
A shortcut for judging whether a king can catch a running pawn before it promotes.
Scholar's Mate
A fast four-move checkmate trap aimed at the f7 square. Easy to defend once you know it.
Stalemate
When the player to move is not in check but has no legal move. The game is a draw.
Swiss system
A tournament format where players with similar scores are paired each round, with no elimination.
Threefold repetition
If the same position appears three times with the same player to move, either player may claim a draw. It has to be claimed; it is not automatic.
Time control
The clock setting for a game, such as 15 minutes plus 10 seconds per move.
Touch-move
A convention where touching a piece means you must move it. Encourages thinking before moving.