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In chess, a blunder is a critically bad mistake that severely worsens the player's position by allowing a loss of material, checkmate, or anything similar. It is usually caused by some tactical oversight, whether due to time trouble , overconfidence, or carelessness.
This glossary of chess explains commonly used terms in chess, in alphabetical order.Some of these terms have their own pages, like fork and pin.For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of ...
The majority of chess writers and editors consider symbols more than two characters long unnecessary. However a few writers have used three or more exclamation points ("!!!") for an exceptionally brilliant move, three or more questions marks ("???") for an exceptionally bad blunder, or unusual combinations of exclamation points and question ...
In chess played with a time control, time trouble, time pressure, or its German translation Zeitnot, is the situation where a player has little time to complete the required moves. When forced to play quickly, the probability of making blunders is increased, so handling the clock is an important aspect of chess playing.
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A blunder refers to a "stupid, careless mistake". Specific instances include: Blunder (chess), a very poor move in chess; Hopetoun Blunder, an event in Australian history; Brand blunder, in marketing; Himalayan Blunder, in Indian history
Chess is a board game for two players. It is sometimes called international chess or Western chess to distinguish it from related games such as xiangqi (Chinese chess) and shogi (Japanese chess). Chess is an abstract strategy game which involves no hidden information and no elements of chance.
In his book The Art of Sacrifice in Chess, Rudolf Spielmann distinguishes between real and sham sacrifices.A sham sacrifice leads to a forced and immediate benefit for the sacrificer, usually in the form of a quick checkmate (or perpetual check or stalemate if seeking a draw), or the recouping of the sacrificed material after a forced line.