A B C D E F G-H I-L M-N O P Q-R S T U-Z
Gambit: A
voluntary sacrifice of a pawn or a piece in
the opening with the idea of gaining the initiative,
a lead in development or some other compensating
factor.
General Principles: Basic
rules of play designed to serve as guidelines
for less advanced players. As ones experience
grows, one learns that rules are meant to be
broken. For example: the old rule of always
capture with a pawn towards the center is
widely followed, but a good 30% of the time
it is correct to capture away from the center.
Other rules (such as avoid
doubled pawns, castle as early as possible,
develop Knights before Bishops,
etc.) are also just as suspect. The simple
fact is that every situation must be looked
at with an open mind--dogma is not something
to be nurtured in life or in chess.
Ghosts: Threats
that exist only in your own mind. A fear of
your opponent or a lack of confidence will
often lead to the appearance of ghosts and
the cropping up of blunders in your play.
Grandmaster: Conferred
by FIDE, it is the highest title (aside from
World Champion) that one can achieve. It is
awarded to players who meet established performance
standards. Other titles (in order of importance)
are International Master and FIDE Master. Once
earned, these titles cannot be taken away.
Grandmaster Draw: When
Grandmasters make a quick, uninteresting draw,
it is called a Grandmaster draw. Nowadays a
quick draw between any class of players is
given the same label.
Hack: A
derogatory chess term meaning a state of chess
ineptitude.
Hanging: An
unprotected piece or pawn exposed to capture
is said to be hanging.
Hanging Pawns: Two
adjacent friendly pawns on their fourth rank,
separated from other friendly pawns, and subject
to frontal attack on one or two half-open files.
Through often objects of attack, they also
possess a certain dynamic potential. Thus the
battle rages around the question, are
they strong or weak?
The diagram shows a common
hanging pawns situation. The hanging
pawns on c5 and d5 give Black an edge in space,
good control of the central squares and pressure
down the half open b-file. However, they are
also exposed to attack.
Hog: See Pig.
Hold: A
defensive term meaning to hang on. Such
and such a move would have held out longer
means that the move
would have offered tougher resistance, but
would most likely have ultimately failed. Such
and such a move would hold means
that the mentioned move would have allowed
a successful defense.
Hole: A
square that cannot be defended by pawns. Such
a square makes an excellent home for enemy
pieces (especially Knights). For example, the
opening 1.c4 c5 2.Nc3 Nc6 3.e4 is playable,
but leaves a hole on d4 that, after 3
g6
and 4
Bg7, can easily be used by a Black
piece.
Hutch: A
special room set aside for players in a tournament
to analyze their games and play skittles. Such
a room allows various kinds of activity to
go on without disturbing the unfinished games
in the tournament. Usually used by the non-masters
(called Rabbits), the term hutch becomes easily
understandable. See Rabbit and Skittles.
Hypermodern: A
school of thought that insists that indirect
control of the center is better than direct
occupation. In particular Reti and Nimzovich
successfully propagated the idea of central
control from the flanks. Unfortunately, they
took their ideas to extremes--just as the classicists
did. Today it is recognized that both schools
of thought are correct, and a blending of the
two is the only truly balanced method.
A B C D E F G-H I-L M-N O P Q-R S T U-Z |