A B C D E F G-H I-L M-N O P Q-R S T U-Z
Tactics: Traps,
threats and schemes based on the calculation
of variations (at times rather long-winded).
A position with many combinative motifs present
is considered tactical.
Tempo: The
unit of time represented by one move. For example:
1.e4 d5 2.exd5 Qxd5 3.Nc3 gains a tempo, as
the Queen must move again if it is to avoid
being captured.
Territory: See Space.
Theory: Known
and practiced opening, middlegame and endgame
variations and positions. Opening theory is
also referred to as the book.
Threat: A
move or plan that, if allowed, would lead to
the immediate depreciation of the enemy position.
Time: Can
be used in several contexts. One meaning is
the amount of thinking time as measured by
special clocks (see Time
Control) It is also
used in reference to the ability to stop a
particular action by the opponent, i.e., Black
does not have time to coordinate a successful
defense against the coming attack. Thus
time also measures development (an advantage
in time being a lead in development) and the
rate at which an attack is pursued or defended.
Time Control: The
amount of time given to reach a certain number
of moves. In international competition, this
varies, though one common time control is 40
moves in 2 hours (extra time is given after
40 moves have been played). If a player uses
up his 2 hour allocation and he has not yet
made 40 moves, he will lose the game by forfeit
no matter what the position on the board is
like.
Time Pressure: That
period of the game when one or both players
have used up most of their time and must make
many moves with little deliberation. Naturally,
this should be avoided since it often leads
to mistakes or game-losing blunders.
Transitions: The
changing of one phase of the game into another--the
opening into the middlegame and the middlegame
into the endgame.
Transposition: Reaching
an identical position by a different sequence
of moves. For example, the Dutch Defense (1.d4
f5) can be reached by 1.d4 e6 2.c4 f5 or by
1.c4 f5 2.d4 e6.
Traps: A
hidden way to lure an opponent into making
an error. A trap should only be laid if it
is part of the overall strategic plan. This
way, it does not matter if your opponent falls
for it or not; you will still be improving
your position.
A B C D E F G-H I-L M-N O P Q-R S T U-Z
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