- Back Rank Mate
- A checkmate delivered on the opponent's first or eighth rank, typically by a rook or queen, when the king is trapped behind its own pawns with no escape squares.
- Bishop Pair
- Having both bishops while your opponent has only one (or none). Two bishops working together control both light and dark squares, providing a strategic advantage especially in open positions.
- Blitz
- A fast time control format where each player has 3 to 5 minutes for the entire game. Blitz rewards quick pattern recognition and intuitive play over deep calculation.
- Blunder
- A serious mistake that drastically worsens your position, such as hanging a piece (leaving it undefended where it can be captured for free) or missing a forced checkmate.
- Bullet
- The fastest standard time control, giving each player 1 to 2 minutes for the entire game. Bullet chess is almost entirely about speed, reflexes, and pre-memorized patterns.
- Castling
- A special move where the king moves two squares toward a rook, and the rook jumps to the other side of the king. Castling improves king safety and activates the rook. Each player may castle once per game, either kingside (short) or queenside (long).
- Check
- A direct attack on the king by an opponent's piece. A player in check must immediately resolve it by moving the king, blocking the attack, or capturing the attacker.
- Checkmate
- A position where the king is in check and cannot escape. Checkmate ends the game immediately, and the player who delivered it wins.
- Classical
- A time control format with 60 or more minutes per player, often with time increments. Classical chess allows the deepest calculation and most strategic play.
- Desperado
- A piece that is going to be captured anyway, so it captures as much enemy material as possible before it goes. A tactical concept that minimizes loss.
- Discovered Attack
- An attack revealed when one piece moves and uncovers an attack from a piece behind it. When the revealed attack is a check, it is called a discovered check.
- Double Check
- A simultaneous check from two pieces at once. The only defense is to move the king, since it is impossible to block or capture both attacking pieces.
- ELO Rating
- A numerical system for measuring relative chess skill, named after physicist Arpad Elo. Ratings increase when you beat higher-rated opponents and decrease when you lose to lower-rated ones. Beginners are typically 800-1000, club players 1200-1800, and grandmasters 2500+.
- En Passant
- A special pawn capture available when a pawn advances two squares from its starting position and lands beside an opponent's pawn. The opponent may capture it as if it had moved only one square, but only on the very next move.
- Endgame
- The final phase of the game, typically with few pieces remaining. The king becomes an active fighting piece, and pawn promotion is often the primary strategic goal.
- Fianchetto
- Developing a bishop to g2 or b2 (for White) or g7 or b7 (for Black) after advancing the knight's pawn one square. The fianchettoed bishop controls a long diagonal and often becomes a powerful strategic asset.
- FIDE
- The Federation Internationale des Echecs (International Chess Federation), the world governing body for chess. FIDE sets the official rules, organizes the World Chess Championship, and maintains the global rating system.
- Fork
- A single piece attacking two or more opponent pieces simultaneously. The opponent can only save one, losing the other. Knights are particularly effective forking pieces.
- Gambit
- An opening strategy where a player sacrifices material (usually a pawn) to gain a positional advantage such as rapid development, open lines, or initiative. Examples include the Queen's Gambit, King's Gambit, and Evans Gambit.
- Grandmaster (GM)
- The highest title awarded by FIDE to chess players. To earn the title, a player must achieve a rating of 2500+ and earn three grandmaster norms in international tournaments. About 2,000 people hold the title worldwide.
- Hanging Piece
- An undefended piece that can be captured for free. Leaving a piece hanging is one of the most common mistakes at all levels of play.
- Initiative
- Having the ability to dictate the flow of the game. The player with the initiative creates threats that the opponent must respond to, keeping them on the defensive.
- Middlegame
- The phase between the opening and the endgame, where most tactical battles and strategic maneuvering occur. Piece activity, pawn structure, and king safety are the primary concerns.
- Opening
- The first phase of the game (roughly moves 1-15), focused on developing pieces, controlling the center, and ensuring king safety through castling.
- Opposition
- A king-and-pawn endgame concept where two kings face each other with one square between them. The player who does NOT have to move has the opposition, gaining a crucial advantage in the race to promote pawns.
- Passed Pawn
- A pawn with no opposing pawn blocking its path to promotion. Passed pawns are powerful endgame assets because the opponent must divert pieces to stop them from promoting.
- Pin
- An attack on a piece that cannot move without exposing a more valuable piece behind it. An absolute pin involves the king — the pinned piece literally cannot move because it would leave the king in check.
- Rapid
- A time control format giving each player 10 to 25 minutes for the entire game. Rapid chess balances the depth of classical play with the excitement of faster formats.
- Sacrifice
- Intentionally giving up material to gain a strategic or tactical advantage. Sacrifices can create mating attacks, win back more material later, or create unstoppable passed pawns.
- Skewer
- The reverse of a pin — an attack on a valuable piece that, when it moves, exposes a less valuable piece behind it for capture. Bishops, rooks, and queens can deliver skewers.
- Stalemate
- A position where the player to move is NOT in check but has no legal move available. Stalemate results in a draw, regardless of material advantage.
- Tempo
- A unit of time in chess, measured in moves. Gaining a tempo means achieving a goal in fewer moves than your opponent, often by developing a piece while simultaneously creating a threat.
- Zugzwang
- A German word meaning "compulsion to move." A position where any move a player makes worsens their position. Zugzwang is most common in endgames and is a powerful strategic weapon.