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Glossary of Chess Terms
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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