Chess

From Wikipedia, the free encyclopedia

For other uses, see Chess (disambiguation).
Chess

From left, a white king, black rook and queen, white pawn, black knight, and white bishop
Players 2
Setup time under one minute
Playing time 10–60 minutes; tournament games last up to 7 hours*
Random chance None
Skills required Tactics, Strategy
* Games by correspondence may last many months, while "blitz chess" games are even shorter than 10 minutes

Chess is an abstract strategy board game and mind sport for two players. Sometimes called Western Chess or International Chess to distinguish it from its predecessors and other chess variants, the current form of the game emerged in South Europe in the second half of the 15th century after evolving from similar, much older games of Asian origin. Chess is one of the world's most popular board games. It is played for recreation and competitively in clubs, online, by mail and e-mail (correspondence chess), and in amateur and professional tournaments. Aspects of art and science are found in chess composition and theory. Chess is also advocated as a way of enhancing mental prowess.

Chess is played on a square chessboard, consisting of 64 squares of alternating color. Each player begins the game with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. One player controls the white pieces and the other player controls the black pieces; the player that controls white is the first to move. The players take turns moving pieces; certain moves involve a "capturing" of an opponent's piece, removing it from the chessboard. The object of the game is to checkmate the opponent's king. This occurs when the king is under immediate attack (in check) and there is no way to remove it from attack on the next move. Theoreticians have developed extensive chess strategies and tactics since the game's inception.

The tradition of competitive chess began in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886; his modern equivalent, Vladimir Kramnik, is the 14th Champion in the lineage. There are also biennial world team events called Chess Olympiads. Since the 20th century, two international organizations, the World Chess Federation and the International Correspondence Chess Federation have organized and overseen the top chess competitions and international titles.

One of the goals of early computer scientists was to create a chess-playing machine, and today's chess is deeply influenced by the overwhelming abilities of current chess programs. In 1997, a match between Garry Kasparov, then World Champion, and IBM's Deep Blue chess program proved that computers are able to beat even the strongest human players.


Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
The position of the pieces at the start of a game of chess.
Pieces at the start of a game and a chess clock.
Enlarge
Pieces at the start of a game and a chess clock.

Contents

[edit] Rules

Main article: Rules of chess
For a simple demonstration of the gameplay, see sample chess game.
Name Letter Picture
Pawn P PawnPawn
Knight N KnightKnight
Bishop B BishopBishop
Rook R RookRook
Queen Q QueenQueen
King K KingKing

Chess is played on a square board of eight rows (called ranks and denoted with numbers 1 to 8) and eight columns (called files and denoted with letters a to h) of squares. The colors of the sixty-four squares alternate between light and dark, and are referred to as "light squares" and "dark squares". The chessboard is placed so that each player has a white square in the near right hand corner, and the pieces are set out as shown in the diagram, with each queen on a square that matches its color.

Each player begins the game with sixteen pieces: each player's pieces comprise one king, one queen, two rooks, two bishops, two knights and eight pawns. One player, referred to as White, controls the white pieces and the other player, Black, controls the black pieces; White is always the first player to move. The colors are chosen either by a friendly agreement, by a game of chance or by a tournament director. The players alternate moving one piece at a time (with the exception of castling, when two pieces are moved at the same time). Pieces are moved to either an unoccupied square, or one occupied by an opponent's piece, capturing it and removing it from play. With one exception (en passant), all pieces capture opponent's pieces by moving to the square that the opponent's piece occupies.

When a king is under direct attack by one (or possibly two) of the opponent's pieces, the player is said to be in check. When in check, only moves that remove the king from attack are permitted. The player must not make any move that would place his king in check. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and there are no moves that remove the king from attack.

Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a king; positions after kingside (White) and queenside (Black) castling
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a rook
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a bishop
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a queen
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a knight
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
Moves of a pawn; Pc6 can move to c7 or take one of black pieces; Ph5 can take en passant the black Pg5 if the last Black move was g7-g5

Each kind of chess piece moves a different way.

  • The king can move only one square horizontally, vertically, or diagonally. Once in the game, each king is allowed to make a special double move, to castle. Castling consists of moving the king two squares towards a rook, then moving the rook onto the square over which the king crossed. Castling is only permissible if all of the following conditions hold:
  1. The player must never have moved both the king and the rook involved in castling;
  2. There must be no pieces between the king and the rook;
  3. The king may not currently be in check, nor may the king pass through squares that are under attack by enemy pieces. As with any move, castling is illegal if it would place the king in check.
  4. The king and the rook must be on the same rank (to exclude castling with a promoted pawn).
  • The rook moves any number of vacant squares vertically or horizontally (it is also involved in the king's special move of castling);
  • The bishop moves any number of vacant squares in any direction diagonally. Note that a bishop never changes square color, therefore players speak about "light-squared" or "dark-squared" bishops;
  • The queen can move any number of vacant squares diagonally, horizontally, or vertically;
  • The knight can jump over occupied squares and moves two spaces horizontally and one space vertically or vice versa, making an "L" shape. A knight in the middle of the board has eight squares to which it can move. Note that every time a knight moves, it changes square color.
  • Pawns have the most complex rules of movement:
  • A pawn can move forward one square, if that square is unoccupied. If it has not moved yet, the pawn has the option of moving two squares forward, if both squares in front of the pawn are unoccupied. A pawn cannot move backward.
  • When such an initial two square advance is made that puts that pawn horizontally adjacent to an opponent's pawn, the opponent's pawn can capture that pawn "en passant" as if it moved forward only one square rather than two, but only on the immediately subsequent move.
  • Pawns are the only pieces that capture differently than they move. They can capture an enemy piece on either of the two spaces adjacent to the space in front of them (i.e., the two squares diagonally in front of them), but cannot move to these spaces if they are vacant.
  • If a pawn advances all the way to its eighth rank, it is then promoted (converted) to a queen, rook, bishop, or knight of the same color. In practice, the pawn is almost always promoted to a queen.

With the exception of the knight, pieces cannot jump over each other. One's own pieces ("friendly pieces") cannot be passed if they are in the line of movement, and a friendly piece can never replace another friendly piece. Enemy pieces cannot be passed, but they can be "captured". When a piece is captured (or taken), the attacking piece replaces the enemy piece on its square (en passant being the only exception). The captured piece is thus removed from the game and may not be returned to play for the remainder of the game.[1] The king cannot be captured, only put in check. If a player is unable to get the king out of check, checkmate results, with the loss of the game.

Chess games do not have to end in checkmate — either player may resign if the situation looks hopeless. Games also may end in a draw (tie). A draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of a position, the fifty move rule, or a draw by impossibility of checkmate (usually because of insufficient material to checkmate).

Besides casual games without exact timing, chess is also played with a time control, mostly by club and professional players. The timing ranges from long games played up to seven hours to shorter rapid chess games lasting usually 30 minutes or one hour per game. Even shorter is blitz chess with a time control of three to fifteen minutes for each player and bullet chess (under three minutes). If the player's time runs out, he loses.

The international rules of chess are described in more detail in the FIDE Handbook, section Laws of Chess.[2]

[edit] History

[edit] Predecessors

Main article: Origins of chess
A Persian youth playing chess with two suitors. A form of chess was played in Persia as early as the 3rd century.
Enlarge
A Persian youth playing chess with two suitors. A form of chess was played in Persia as early as the 3rd century.

Many countries claim to have invented chess in some incipient form. The most commonly held view is that the original predecessor of chess originated in India,[3] since the Arabic, Persian, Greek, Portuguese and Spanish words for chess are all derived from the Sanskrit game Chaturanga. In addition, in the past only India had all three animals — horse, camel and elephant — in its cavalry, which represent knight, bishop and rook in chess. The present version of chess played throughout the world roots in a version of Chaturanga that was played in India around the 6th century. It is believed that the Persians subsequently created a more recognizable version of the game called Shatranj.[4]

Another theory, championed by David H. Li, contends that chess arose from the similar game of Xiangqi (Chinese chess), or at least a predecessor thereof, existing in China since the 2nd century BC.[5]

Chess-like games eventually spread westward to Europe and eastward as far as Japan, spawning variants as they went. Shatranj spread throughout the Muslim world after the Islamic conquest of Persia. When it entered the Muslim world, the names of its pieces largely retained their Persian forms. The name shatranj continued in Spanish as ajedrez and in Greek as zatrikion, but in most of Europe it was replaced by versions of the Persian word shāh = "king".

The game eventually reached Russia via Mongolia, where it was played at the beginning of the 7th century. It was introduced into the Iberian Peninsula by the Moors in the 10th century, and described in a famous 13th century manuscript covering shatranj, backgammon, and dice named the Libro de los juegos.[6]

[edit] Origins of the modern game (1450—1850)

Early on, the pieces in shatranj — the predecessor of the European chess — had limited movement; elephants (bishops) could only move by jumping exactly two spaces diagonally, the counselor (queen) could move only one space diagonally, pawns could not move two spaces on their first move, and there was no castling. Pawns could only promote to a counselor.[7] In addition to checkmate, player could win by capturing all of the opponent's pieces (except the king) and a stalemate was not a draw.[8]

François-André Danican Philidor,  French master of the 18th century
Enlarge
François-André Danican Philidor, French master of the 18th century

By the end of the 15th century, the modern rules for the basic moves had been adopted in Italy[9] (or in Spain according to other sources[10]): pawns gained the option of moving two squares on their first move and the en passant capture therewith, bishops acquired their modern move, and the queen was made the most powerful piece; consequently modern chess was referred to as "Queen's Chess" or "Mad Queen Chess".[11] The game in Europe since that time has been almost the same as is played today.[12]

Chess, with its new rules, started to develop a theory. The oldest preserved printed chess book, Repetición de Amores y Arte de Ajedrez (Repetition of Love and the Art of Playing Chess) by leading Spanish chess player Luis Ramirez de Lucena was published in Salamanca in 1497.[13] Lucena and later masters of the 16th and 17th century like Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio and Gioacchino Greco or Spanish bishop Ruy López de Segura developed elements of some chess openings, e.g. Italian Game, King's Gambit or Ruy Lopez, and started to analyze simple endgames.

In the 18th century the center of European chess life moved from South-European countries to France. The two most important French masters were François-André Danican Philidor, a musician by profession, who discovered the importance of pawns for chess strategy, and later Louis-Charles Mahé de La Bourdonnais who won a famous series of matches with the strongest British master of the time, Alexander McDonnell from Ireland, in 1834.[14] Centers of the chess life in this period were coffee houses in big European cities like Café de la Régence in Paris[15] and Simpson's Divan in London.[16]

Original Staunton chess pieces by Nathaniel Cook from 1849, left to right: pawn, rook, knight, bishop, queen, and king.
Enlarge
Original Staunton chess pieces by Nathaniel Cook from 1849, left to right: pawn, rook, knight, bishop, queen, and king.

During the 19th century, chess organization developed quickly. Many chess clubs, chess books and chess journals appeared. There were correspondence matches between cities, for example London Chess Club vs Edinburgh Chess Club in 1824.[17] Chess problems, at the top level composed for example by Bernhard Horwitz, Josef Kling or Samuel Loyd, became regular part of 19th century newspapers. In the mid of the century, the first comprehensive manual of chess theory appeared, Handbuch des Schachspiels (Handbook of Chess) written by German masters Paul Rudolf von Bilguer and Tassilo von Heydebrand und der Lasa and first published in 1843.

[edit] Birth of a sport (1850—1945)

The "Immortal game" Anderssen-Kieseritzky 1851

The first modern chess tournament was held in London in 1851 and was surprisingly won by German Adolf Anderssen, relatively unknown by the time. Anderssen was hailed as the leading chess master and his brilliant, energetic — but from today's viewpoint strategically shallow — attacking style became typical for the time.[18] Sparkling games like Anderssen's Immortal game or Morphy's Opera game — both short casual games with many sacrifices — were regarded as the highest possible summon of the chess art.[19]

Deeper insight into the nature of chess battle came with two younger players. American Paul Morphy, an extraordinary chess prodigy, won over all important competitors including Anderssen during his short chess career between 1857 and 1863. Morphy won not only because he was able to attack brilliantly, but also because of the strategical soundness of his moves — he intuitively knew how to prepare the attack in advance.[20] This secret was later re-invented and described by another strong master and theoretician, Prague-born Wilhelm Steinitz, who later settled in Vienna, in London and died in the USA.[21]

Wilhelm Steinitz, the first World Chess Champion
Enlarge
Wilhelm Steinitz, the first World Chess Champion

Besides his theoretical successes, Steinitz founded another important tradition: His won match against the leading German master Johannes Zukertort in 1886 is regarded as the first official World Chess Championship, and Steinitz the first champion. He lost his crown in 1894 to much younger German mathematician Emanuel Lasker, who maintained this title for 27 years, the longest tenure of all World Champions.[22]

The prodigy from Cuba, José Raúl Capablanca (World champion 1921—1927), who ended the German-speaking dominance in chess, loved simple positions and endgames and was very hard to beat — he lost no single tournament game during eight years around 1920. His follower was Russian-French Alexander Alekhine, a strong attacking player, who died as the World champion in 1946, having lost the title for a short time to Dutch player Max Euwe, but regaining it again.[23]

World Champions José Raúl Capablanca (left) and Emanuel Lasker in 1925
Enlarge
World Champions José Raúl Capablanca (left) and Emanuel Lasker in 1925
Between the two World wars, chess was revolutionized by the new theoretical school of so-called hypermodernists like Aron Nimzowitsch or Richard Réti. They denied simple principles of older positional school of Steinitz and Tarrasch and advocated controlling the center of the board with distant pieces rather than with pawns, thus inviting the opponent to occupy the center with pawns which can then become objects of attack.

Since the end of 19th century, the number of annually held master tournaments and matches quickly grew. In 1914, the title of chess grandmaster was first formally conferred by Russian Tsar Nicholas II, who awarded it to five finalists of a tournament in Saint Petersburg (Lasker, Capablanca, Alekhine, Tarrasch and Marshall). This tradition was later continued by FIDE, The Fédération Internationale des Échecs or World Chess Federation, founded in 1924 in Paris. In 1927, a World Champion title for women was established, whose first bearer was Czech-English master Vera Menchik.[24]

[edit] Post-war era (1945 and later)

After the death of Alekhine, a new World champion was sought in a tournament of elite players ruled by FIDE, who since then controlled the title for decades. The winner of the 1948 tournament, Russian Mikhail Botvinnik, started an era of Soviet dominance in the chess world — since then until the end of Soviet Union, there was only one champion other than Soviet, American Bobby Fischer (champion 1972-1975). All others were Soviet citizens.[25]

In place of the previous informal system, in which the holder of the World Champion title decided about challengers, who were thus forced to seek sponsors for the match, a new system of qualifying tournaments and matches was arranged. The world's strongest players were seeded into "Interzonal tournaments", where they were joined by players who had qualified from "Zonal tournaments". The leading finishers in these Interzonals would go on the "Candidates" stage, which was initially a tournament, later a series of knock-out matches. The winner of the Candidates would then play a match against the reigning champion for the championship. If a champion was defeated, he had a right to play a rematch. This system worked on a three-year cycle.

Mikhail Botvinnik was involved in championship matches over a period of fifteen years. He won the world championship tournament in 1948 and retained the title in tied matches in 1951 and 1954. In 1957 he lost it to the strong universal player Vasily Smyslov, but he regained the title in a rematch in 1958. In 1960 he lost the title to the Latvian prodigy Mikhail Tal, accomplished tactician and attacking player. Botvinnik again regained the title in a rematch in 1961. Then FIDE abolished the right of a deposed champion to a rematch, and the next champion Armenian Tigran Petrosian, a genius of defense and strong positional player, was able to hold the title for two cycles, 1963–1969. His follower Boris Spassky from Russia (1969–1972) was an universal master able to win in both positional and sharp tactical style.[26]

The next championship, so-called Match of the Century, saw the first non-Soviet finalist since before World War II, American Bobby Fischer, who defeated his Candidates opponents by unheard-of margins (both six wins to zero, no draws) and clearly won also the world championship match (12½ to 8½). In 1975, however, Fischer refused to defend his title against Soviet Anatoly Karpov when his demands were not met and Karpov therefore obtained the title by default. Karpov defended his title twice against Viktor Korchnoi and dominated the 1970s and 1980s with a string of tournament successes.[27]

Karpov eventually lost his title to younger Garry Kasparov in 1984, who then dominated the chess world for another two decades.[28] In 1993, Garry Kasparov and Nigel Short broke with FIDE to organize their own match for the title and formed a competing Professional Chess Association (PCA). From then until 2006 there were two simultaneous World Champions and World Championships: the PCA or Classical champion extending the Steinitzian tradition in which the current champion plays a challenger in match format (a series of many games); the other following FIDE's new format of a tournament with many players competing. Kasparov lost his Classical title in 2000 to Vladimir Kramnik. Reunification of the two lineages happened in 2006 in the FIDE World Chess Championship 2006 when Kramnik beat the FIDE World Champion Veselin Topalov and became the undisputed World Chess Champion.[29]

[edit] Place in culture

Noble chess players, Germany, c. 1320
Enlarge
Noble chess players, Germany, c. 1320

[edit] Pre-modern

In the Middle Ages and during the Renaissance, chess was a part of noble culture;[30] it was used as a means of teaching war strategy and was dubbed the "King's Game". Gentlemen are "to be meanly seene in the play at Chestes," says the overview at the beginning of Baldassare Castiglione's The Book of the Courtier (1528, English 1561 by Sir Thomas Hoby), but chess should not be a gentleman's main passion. Castiglione explains it further:

And what say you to the game at chestes?

It is truely an honest kynde of enterteynmente and wittie, quoth Syr Friderick. But me think it hath a fault, whiche is, that a man may be to couning at it, for who ever will be excellent in the playe of chestes, I beleave he must beestowe much tyme about it, and applie it with so much study, that a man may assoone learne some noble scyence, or compase any other matter of importaunce, and yet in the ende in beestowing all that laboure, he knoweth no more but a game. Therfore in this I beleave there happeneth a very rare thing, namely, that the meane is more commendable, then the excellency.[31]

Beautiful chess sets used by the aristocracy of the time are mostly lost, but some of the surviving examples, like the 12th century Lewis chessmen, are of high artistic quality.

At the same time, chess was often used as a basis of sermons on morality. An example is Liber de moribus hominum et officiis nobilium sive super ludo scacchorum ('Book of the customs of men and the duties of nobles or the Book of Chess'), written by an Italian Dominican monk Jacobus de Cessolis circa 1300. The popular work was translated into many other languages (first printed edition at Utrecht in 1473) and was the basis for William Caxton's The Game and Playe of the Chesse (1474), one of the first books printed in English.[32] Different chess pieces were used as metaphors for different classes of people, and human duties were derived from the rules of the game or from visual properties of the chess pieces.[33]

Two kings and two queens from the Lewis chessmen at the British Museum.
Enlarge
Two kings and two queens from the Lewis chessmen at the British Museum.

The knyght ought to be made alle armed upon an hors in suche wyse that he haue an helme on his heed and a spere in his ryght hande/ and coueryd wyth his sheld/ a swerde and a mace on his lyft syde/ Cladd wyth an hawberk and plates to fore his breste/ legge harnoys on his legges/ Spores on his heelis on his handes his gauntelettes/ his hors well broken and taught and apte to bataylle and couerid with his armes/ whan the knyghtes ben maad they ben bayned or bathed/ that is the signe that they shold lede a newe lyf and newe maners/ also they wake alle the nyght in prayers and orysons vnto god that he wylle gyue hem grace that they may gete that thynge that they may not gete by nature/ The kynge or prynce gyrdeth a boute them a swerde in signe/ that they shold abyde and kepe hym of whom they take theyr dispenses and dignyte.[34]

On the other side, political and religious authorities in many places forbade chess as frivolous or as a sort of gambling.

Known in the circles of clerics, students and merchants, chess entered into the popular culture of Middle Ages. An example is the 209th song of Carmina Burana from the 13th century, which starts with the names of chess pieces, Roch, pedites, regina...[35]

Honoré Daumier, The Chess Players
Enlarge
Honoré Daumier, The Chess Players

[edit] Modern

To the Age of Enlightenment, chess appeared mainly as a means of self-improvement. Benjamin Franklin, in his article "The Morals of Chess" (1750), wrote:

"The Game of Chess is not merely an idle amusement; several very valuable qualities of the mind, useful in the course of human life, are to be acquired and strengthened by it, so as to become habits ready on all occasions; for life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events, that are, in some degree, the effect of prudence, or the want of it. By playing at Chess then, we may learn:

1st, Foresight, which looks a little into futurity, and considers the consequences that may attend an action ...

2nd, Circumspection, which surveys the whole Chess-board, or scene of action: - the relation of the several Pieces, and their situations; ...

3rd, Caution, not to make our moves too hastily...."[36]

Through the Looking-Glass, Red King snoring, illustration by John Tenniel
Enlarge
Through the Looking-Glass, Red King snoring, illustration by John Tenniel

With these or similar hopes, chess is taught to children in schools around the world today and used in armies to train minds of cadets and officers.[37]

Moreover, chess is often depicted in the arts, used for example as a metaphor of a struggle of two, as a symbol of cold logic, or - in the spirit of mediaeval moralists - as an allegory of society's life. Significant works, where chess plays a key role, range from Thomas Middleton's A Game at Chess over Through the Looking-Glass by Lewis Carroll to The Royal Game by Stefan Zweig or Vladimir Nabokov's The Defense.

Chess is also present in the contemporary popular culture. For example, J. K. Rowling's Harry Potter plays "Wizard's Chess" while the characters of Star Trek prefer "Tri-Dimensional Chess" and the hero of Searching for Bobby Fischer struggles against adopting the aggressive and misanthropic views of a real chess Grandmaster.

[edit] Notation for recording moves

Main article: Chess notation
Algebraic chess notation
Algebraic chess notation

Chess games and positions are recorded using a chess notation, most often the algebraic chess notation.[38] The abbreviated (or short) algebraic notation generally records moves in the format abbreviation of the piece moved - file where it moved - rank where it moved, e.g. Qg5 means "Queen moved to file g and rank 5 (that is, to the field g5). If there are two pieces of the same type, which can move to the same field, one more letter or number is added to indicate the file or rank from which the piece moved, e.g. Ngf3 means "Knight from the file g moved to the field f3". Letter P indicating a pawn is usually dropped, so that e4 means "Pawn moved to the field e4".

If the piece captures, "x" is inserted behind the abbreviation of the piece, e.g. Bxf3 means "Bishop captured on f3". When a pawn makes a capture, the file from which the pawn departed is used in place of a piece initial. For example, exd5 (pawn on the e-file captures the piece on d5).

Scholar's mate
The "Scholar's mate"

If a pawn moves to its last rank, achieving promotion, the piece chosen is indicated after the move, for example e1Q. Castling is indicated by the special notations 0-0 for kingside castling and 0-0-0 for queenside. A move which places the opponent's king in check usually has the notation "+" added. Checkmate can be indicated "#" (some use "++"). At the end of the game, "1-0" means "White won", "0-1" means "Black won" and "½-½" indicates draw.

Chess moves can be commented by punctuation. For example ! indicates a good move, !! an excellent move, ? a mistake, ?? a blunder, !? an interesting move that may not be best or ?! a dubious move, but not easily refuted.

For example, one variant of a simple trap known as the Scholar's mate, animated in the picture rights, can be recorded:
1. e4 e5
2. Qh5?! Nc6
3. Bc4 Nf6??
4. Qxf7# 1-0

[edit] Strategy and tactics

Chess strategy is about how to set and achieve long-term goals during the game - for example, where to place different pieces - while tactics concentrates on immediate maneuvers. These two sides of chess thinking cannot be completely separated, because strategic goals are mostly achieved by the means of tactics, while the tactical opportunities are based on the previous sound strategy of play.

Because of different strategic and tactical patterns, a game of chess is usually divided into three distinct phases: Opening, usually the first 10 to 25 moves, when players develop their armies and set up the stage for the coming battle; middlegame, the developed phase of the game; and endgame, when most of pieces are gone and kings start to take an active part in the struggle.

[edit] Fundamentals of strategy

Main article: Chess strategy

Chess strategy is concerned with evaluation of chess positions and with setting up goals and long-term plans for the future play. During the evaluation, players must take into account the value of pieces on board, pawn structure, king safety, space, and control of key squares and groups of squares (for example, diagonals, open-files, and dark or light squares).

Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
A chess position (Tarrasch - Euwe, 1922)...
Image:chess_zhor_22.png
Image:chess_zver_22.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_22.png
Image:chess_zhor_22.png
...and its pawn skeleton ("The Rauzer formation")

The most basic task is to count the total value of pieces of both sides.[39] The point values used for this purpose are based on experience; usually pawns are considered worth one point, knights and bishops about three points each, rooks about five points (the value difference between a rook and a bishop being known as the exchange), and queens about nine points. The fighting value of the king in the endgame is equivalent to about four points. These basic values are then modified by other factors like position of the piece (for example, advanced pawns are usually more valuable than those on initial positions), coordination between pieces (for example, a pair of bishops usually coordinates better than the pair bishop + knight), or type of position (knights are generally better in closed positions with many pawns while bishops are more powerful in open positions).

Another important factor in the evaluation of chess positions is the pawn structure (sometimes known as the pawn skeleton), or the configuration of pawns on the chessboard.[40] Pawns being the least mobile of the chess pieces, the pawn structure is relatively static, and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled or backward pawns and holes, once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset (for example, by the possibility to develop an attack).

A tactical puzzle from Lucena's 1497 book
Enlarge
A tactical puzzle from Lucena's 1497 book

[edit] Fundamentals of tactics

Main article: Chess tactics

In chess, tactics in general concentrate on short-term actions - so short-term that they can be calculated in advance by a human player or by a computer. The possible depth of calculation depends on the player's ability or speed of the processor. In quiet positions with many possibilities on both sides, a deep calculation is not possible, while in "tactical" positions with a limited number of forced variants, it is possible to calculate very long sequences of moves.

Simple one-move or two-move tactical actions - threats, exchanges of material, double attacks etc. - can be combined into more complicated variants, tactical maneuvers, often forced from one side or from both. Theoreticians described many elementary tactical methods and typical maneuvers, for example pins, forks, skewers, discovered attacks (especially discovered checks), zwischenzugs, deflections, decoys, sacrifices, underminings, overloadings and interferences.[41]

A forced variant which is connected with a sacrifice and usually results in a tangible gain is named a combination.[42] Brilliant combinations - such as those in the Immortal game - are usually described as beautiful and are admired by chess lovers. Finding a combination is also a common type of chess puzzle aimed at development of player's skills.

[edit] Opening

Main article: Chess opening

A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings or defenses, and have been given names such as the Ruy Lopez or Sicilian Defense, and are catalogued in reference works such as the Encyclopedia of Chess Openings. There are dozens of different openings, varying widely in character from quiet positional play (e.g. the Réti Opening) to wild tactical play (e.g. the Latvian Gambit). In some opening lines, the moves considered best for both sides have been worked out to 30-35 moves or more.[43] Professional players spend years studying openings, and continue doing so throughout their careers, as opening theory continues to evolve.

Although a variety of moves can be played in the opening, the fundamental strategical aims are similar:[44]

  • Development: To place (develop) the pieces on useful squares where they will have an impact on the game. For example, knights are often developed to f3, c3, f6 and c6 (or sometimes e2, d2, e7 or d7).
  • Control of the center: Control of the central squares allows pieces to be moved to any part of the board relatively easily, and can also have a cramping effect on the opponent.
  • King safety: enhanced via castling, for example.
  • Pawn structure: Players strive to avoid the creation of pawn weaknesses such as isolated, doubled and backward pawns, and pawn islands.

Apart from these ideas, other strategic plans or tactical sequences may also appear in the opening.

[edit] Middlegame

Main article: Middlegame

The middlegame is the part of the game when most pieces have been developed. Because the opening theory has ended, players have to assess the position, to form plans based on the features of the positions, and at the same time to take into account the tactical possibilities in the position.[45]

Typical plans or strategical themes — for example the minority attack, that is the attack of queenside pawns against an opponent who has more pawns on the queenside — are often appropriate just for some pawn structures, resulting from a specific group of openings. The study of openings should therefore be connected with the preparation of plans typical for resulting middlegames.

Middlegame is also the phase in which most combinations occur. Middlegame combinations are often connected with the attack against the opponent's king; some typical patterns have their own names, for example the Boden's Mate or the Lasker-Bauer combination.

Another important strategical question in the middlegame is whether and how to reduce material and transform into an endgame. For example, minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of one or two pawns.

Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
An example of zugzwang: The side which is to make a move is in a disadvantage. Black on move must go 1. ... Kb7 and allow white to queen after 2. Kd7. White on move must allow a draw either after 1. Kc6 stalemate, or after other moves by losing his last pawn.


[edit] Endgame

Main article: Endgame

The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and endgame:[46]

  • During the endgame, pawns become more important; endgames often revolve around attempting to promote a pawn by advancing it to the eighth rank.
  • The king, which has to be protected in the middlegame owing to the threat of checkmate, becomes a strong piece in the endgame and it is often advisable to bring it to the center of the board where it can protect its own pawns and attack the pawns of opposite color.
  • Zugzwang, a disadvantage because the player has to make a move, is often a factor in endgames and rarely in other stages of the game.

Endgames can be classified according to the type of pieces that remain on board. Basic checkmates are positions in which one side has only a king and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. King and pawn endgames involve only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other more complicated endings are classified according to the pieces on board other than kings, e.g. "rook and pawn versus rook".

[edit] Chess composition

Main article: Chess problem
Richard Réti
Ostrauer Morgenzeitung
4 December 1921
Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
White to play and draw

One of the most famous chess studies ever composed. It seems impossible to catch the advanced black pawn, while the white pawn can be easily stopped by the black king. The idea of the solution is to advance to both pawns at the same time using specific properties of the chess geometry. 1. Kg7! h4 2. Kf6 Kb6 (or 2. ... h3 3. Ke7 and the white king can support its own pawn) 3. Ke5!! (and now the white king comes just in time to the white pawn, or catches the black one) 3. ... h3 4. Kd6 draw.

Chess composition is the art of creating chess problems (these problems themselves are sometimes also called chess compositions); that is, puzzles using chess pieces on a chess board. For instance, a position might be given with the instruction that white is to move first, and checkmate black in two moves against any possible defense. A person who creates such problems is known as a chess composer.[47]

Most chess problems exhibit the following features:

  • The position is composed, that is, it has not been taken from an actual game, but has been invented for the specific purpose of providing a problem.
  • There is a specific stipulation, that is, a goal to be achieved; for example, to checkmate black within a specified number of moves.
  • There is a theme (or combination of themes) that the problem has been composed to illustrate: chess problems typically instantiate particular ideas. Many of these themes have their own names, often by persons who used them first, for example Novotny or Lacny theme.
  • The problem exhibits economy in its construction: no greater force is employed than that required to guarantee that the problem's intended solution is indeed a solution and that it is the problem's only solution.
  • The problem has aesthetic value. Problems are experienced not only as puzzles but as objects of beauty. This is closely related to the fact that problems are organized to exhibit clear ideas in as economical a manner as possible.

There are many types of chess problems. The two most important are:

  • Directmates: white to move first and checkmate black within a specified number of moves against any defense. These are often referred to as "mate in n", where n is the number of moves within which mate must be delivered - for example "mate in three" (a three-mover).
  • Studies: orthodox problems in which the stipulation is that white to play must win or draw. Almost all studies are endgame positions.

Chess composition is a distinct branch of chess sport, and tournaments (or tourneys) exist for both the composition and solving of chess problems.

[edit] Competitive play

[edit] Organization of competitions

Contemporary chess is an organized sport with structured international and national leagues, tournaments and congresses. Chess's international governing body is FIDE (Fédération Internationale des Échecs). Most countries have a national chess organization as well, which in turn is a member of FIDE. FIDE is a member of the International Olympic Committee (IOC), but the game of chess has never been part of the Olympic Games; chess does have its own Olympiad, held every two years as a team event.

The current World Chess Champion is Vladimir Kramnik,[48] and the reigning Women's World Champion is Xu Yuhua from China. However, the world's highest rated female player Judit Polgar has never participated in the Women's World Chess Championship, instead preferring to compete with the leading men.

Other competitions for individuals include the World Junior Chess Championship, the European Individual Championship and the National Chess Championships. Other elite tournament include Spain's Linares event, Monte Carlo's Melody Amber tournament, the Dortmund Sparkassen meeting and Wijk aan Zee's Corus tournament.

Regular team chess events include the aforementioned Chess Olympiad and the European Team Championship. The 37th Chess Olympiad was held 2006 in Turin, Italy; Armenia won the gold in the unrestricted event, and Ukraine took the top medal for the women. The World Chess Solving Championship and World Correspondence Chess Championships are both team and individual events.

Besides these prestigious competitions, there are thousands of other chess tournaments, matches and festivals held around the world every year, which cater to players of all levels, from beginners to experts.

[edit] Titles and rankings

The best players can be awarded specific lifetime titles by the world chess organization FIDE:[49]

  • International Grandmaster (shortened: Grandmaster, GM or IGM) is awarded to world-class chess masters. Apart from World Champion, Grandmaster is the highest title a chess player can attain. Before FIDE will confer the title on a player, the player must have an ELO chess rating (see below) of at least 2500 at one time and two favorable results (called norms) in tournaments involving other Grandmasters, including some from countries other than the applicant's. There are also other milestones a player can achieve to attain the title, such as winning the World Junior Championship.
  • International Master (shortened: IM). The conditions are similar to GM, but less demanding. The minimum rating for the IM title is 2400.
  • FIDE Master (shortened: FM). The usual way for a player to qualify for the FIDE Master title is by achieving a FIDE Rating of 2300 or more.
  • Candidate Master (shortened: CM). Similar to FM, but with a FIDE Rating of at least 2200.
Scholastic chess tournament
Enlarge
Scholastic chess tournament

All the titles are open to men and women. Separate women-only titles, such as Woman Grandmaster (WGM), are also available. In 1991, Susan Polgar became the first woman to earn the GM title under the same conditions as men, and most of the top ten women in 2006 hold the unrestricted GM title.[50]

International titles are awarded to composers and solvers of chess problems, and to correspondence chess players (by the International Correspondence Chess Federation). Moreover, national chess organizations may also award titles, usually to the advanced players still under the level needed for international titles; an example is the Chess expert title used in the USA.

In order to rank players, FIDE, ICCF and national chess organizations use the Elo rating system developed by Arpad Elo. Elo is a statistical system based on assumption that the chess performance of each player in his games is a random variable. Arpad Elo thought of a player's true skill as the average of that player's performance random variable, and showed how to estimate the average from results of player's games. The US Chess Federation implemented Elo's suggestions in 1960, and the system quickly gained recognition as being both fairer and more accurate than older systems; it was adopted by FIDE in 1970.[51]

The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 and January 2000 lists.[52]

[edit] Mathematics and computers

Main articles: Computer chess, List of mathematicians who studied chess
Mathematicians Euler, de Moivre and Vandermonde studied the knight's tour.
Enlarge
Mathematicians Euler, de Moivre and Vandermonde studied the knight's tour.

Chess is interesting from the mathematical point of view; the number of legal positions in chess is estimated to be between 1043 (that is, 1 and 43 zeros) and 1050, with a game-tree complexity of approximately 10123. The game-tree complexity of chess was first calculated by Claude Shannon as 10120, a number known as the "Shannon number".[53] Typically an average position has thirty to forty possible moves, but there may be as few as zero (in the case of checkmate or stalemate) or as many as 218.

The most important mathematical challenge of chess is the development of algorithms which can play chess. The idea of creating a chess playing machine dates to the eighteenth century; around 1769, the chess playing automaton called The Turk became famous before being exposed as a hoax.[54] Serious trials based on automatons, such as El Ajedrecista, were too complex and limited to be useful.

Since the advent of the digital computer in the 1950s, chess enthusiasts and computer engineers have built, with increasing degrees of seriousness and success, chess-playing machines and computer programs. The groundbreaking paper on computer chess entitled "Programming a Computer for Playing Chess" was published in 1950 by Shannon. Thinking about the future possibilities of newly-born computers, Shannon wrote:

The chess machine is an ideal one to start with, since: (1) the problem is sharply defined both in allowed operations (the moves) and in the ultimate goal (checkmate); (2) it is neither so simple as to be trivial nor too difficult for satisfactory solution; (3) chess is generally considered to require "thinking" for skilful play; a solution of this problem will force us either to admit the possibility of a mechanized thinking or to further restrict our concept of "thinking"; (4) the discrete structure of chess fits well into the digital nature of modern computers.[55]

1990s chess-playing computer
Enlarge
1990s chess-playing computer

The Association for Computing Machinery (ACM) held the first major chess tournament for computers, the North American Computer Chess Championship, in September 1970. CHESS 3.0, a chess program from Northwestern University, won the championship. At first considered only a curiosity, the best chess playing programs, for example Rybka or Hydra, have become extremely strong. Nevertheless, from the point of view of artificial intelligence, chess-playing programs are relatively simple: they essentially explore huge numbers of potential future moves by both players and apply an evaluation function to the resulting positions.

Garry Kasparov, then ranked number one in the world, played a six-game match against IBM's chess computer Deep Blue in February 1996. Deep Blue won the first game, but Kasparov convincingly won the match by winning three games and drawing two. The six-game rematch in May 1997 was won by the machine (informally dubbed "Deeper Blue"),[56] which was subsequently retired by IBM.[57]

With huge databases of past games and high analytical ability, computers are also important in modern chess as seconds. Additionally, Internet sites such as Free Internet Chess Server and Kurnik allow people to find and play opponents all over the world. On the other side, the presence of computers and modern communication tools raised concerns regarding cheating during games, most notably the "bathroom controversy" during the 2006 World Championship.

[edit] Variants

Main article: Chess variant
Hexagonal chess, one of chess variants
Enlarge
Hexagonal chess, one of chess variants

There are numerous chess variants; that is, forms of chess where the game is played with a different board, special fairy pieces or different rules. There are more than two thousand published chess variants,[58] the most popular being xiangqi in China and shogi in Japan.[59]

Chess variants can be divided into:

  • Direct predecessors of chess, chaturanga and shatranj.
  • Traditional national or regional chess variants like xiangqi, shogi, janggi and makruk, which share common predecessors with Western chess.
  • Modern variants of chess, such as Capablanca chess, whose author feared a "draw death" of chess and suggested making the board larger and adding new pieces,[60] and Chess960, where the initial position is selected randomly before each game. This random positioning makes it almost impossible to prepare the opening play in advance.[61]

[edit] See also

[edit] Notes

  1. ^ However, a captured piece is often used as a "new" piece, following the promotion of a pawn. The new piece is nevertheless regarded distinct from the original captured piece; it is simply used for convenience. Moreover, the player's choice by promotion is not restricted to pieces that have been captured previously. World Chess Federation. FIDE Laws of Chess. Retrieved 9 December 2006.
  2. ^ World Chess Federation. FIDE Laws of Chess. Retrieved 30 November 2006.
  3. ^ Murray, H.J.R. (1913). A History of Chess. Benjamin Press (originally published by Oxford University Press). ISBN 0-936317-01-9.
  4. ^ Davidson (1981), p. 10
  5. ^ Li, David H. (1998). The Genealogy of Chess. Premier Pub. Co. ISBN 0-9637852-2-2.
  6. ^ Sonja Musser Golladay's English Translation of Alfonso X's Book of Games. Retrieved 11 December 2006
  7. ^ Davidson (1981), p. 9
  8. ^ Davidson (1981), p. 14
  9. ^ Davidson (1981), p. 13-17
  10. ^ Calvo, Ricardo. Valencia Spain: The Cradle of European Chess. Retrieved 10 December 2006
  11. ^ An analyzis from the sociological perspective: Weissberger, Barbara F. (2003). Isabel Rules: constructing queenship, wielding power. University of Minnesota Press. ISBN 0-8166-4164-1. P. 152ff
  12. ^ The current rules were finalized in the early 19th century, except for the exact conditions for a draw. See History of the stalemate rule.
  13. ^ Calvo, Ricardo. Valencia Spain: The Cradle of European Chess. Retrieved 10 December 2006
  14. ^ Louis Charles Mahe De La Bourdonnai. Chessgames.com. Retrieved 30 November 2006.
  15. ^ Metzner, Paul (1998). Crescendo of the Virtuoso: Spectacle, Skill, and Self-Promotion in Paris during the Age of Revolution. Berkeley: University of California Press. ISBN 0-520-20684-3. Online version
  16. ^ Bird, Henry Edward. Chess History and Reminiscences. Retrieved 10 December 2006
  17. ^ London Chess Club. Chessgames.com. Retrieved 30 November 2006.
  18. ^ Chess history. worldchessnetwork.com. Retrieved 30 November 2006.
  19. ^ Burgess, Graham, Nunn, John and Emms, John (1998). The Mammoth Book of the World's Greatest Chess Games. Carroll & Graf Publishers. ISBN 0-7867-0587-6., p. 14.
  20. ^ Shibut, Macon (2004). Paul Morphy and the Evolution of Chess Theory. Courier Dover Publications. ISBN 0-486-43574-1.
  21. ^ Steinitz, William and Landsberger, Kurt (2002). The Steinitz Papers: Letters and Documents of the First World Chess Champion. McFarland & Company. ISBN 0-7864-1193-7.
  22. ^ Kasparov 1983a
  23. ^ Kasparov 1983b
  24. ^ Menchik at ChessGames.com. Retrieved 11 December 2006
  25. ^ Kasparov 2003b, 2004a, 2004b, 2006
  26. ^ Kasparov 2003b, 2004a
  27. ^ Kasparov 2003a, 2006
  28. ^ Kasparov at ChessGames.com. Retrieved 13 December 2006
  29. ^ Kramnik at ChessGames.com. Retrieved 13 December 2006
  30. ^ Vale, Malcolm (2001). The Princely Court: Medieval Courts and Culture in North-West Europe, 1270-1380. Oxford University Press. ISBN 0-19-926993-9. Pp. 170-199
  31. ^ The Second Book of the Courtier. uoregon.edu Retrieved 9 December 2006. Translated by Sir Thomas Hoby (1561) as edited by Walter Raleigh for David Nutt, Publisher, London, 1900.
  32. ^ The Introduction of Printing into England and the Early Work of the Press: The First Book printed in English (1907), from The Cambridge History of English and American Literature, Vol II. Online at bartleby.com. Retrieved 12 December 2006
  33. ^ Adams, Jenny (2006). Power Play: The Literature and Politics of Chess in the Late Middle Ages. University of Pennsylvania Press. ISBN 0-8122-3944-X.
  34. ^ Caxton, William. The Game and Playe of the Chesse. Project Gutenberg. Retrieved 9 December 2006.
  35. ^ Camina Burana. Bibliotheca Augustana. Retrieved 2 November 2006.
  36. ^ Franklin, Benjamin.The Morals of Chess. metajedrez.com.ar. Retrieved 2 December 2006.
  37. ^ National Scholastic Chess Foundation. Retrieved 10 December 2006
  38. ^ FIDE Laws of Chess, App. E. Retrieved 11 December 2006
  39. ^ Harding (2003), p. 1-7
  40. ^ Harding (2003), p. 138ff
  41. ^ Harding (2003), p. 8ff
  42. ^ Harding (2003), p. 70ff
  43. ^ Collins, Sam (2005). Understanding the Chess Openings. Gambit Publications. ISBN 1-904600-28-X.
  44. ^ Tarrasch, Siegbert (1987). The Game of Chess. Courier Dover Publications. ISBN 0-486-25447-X.
  45. ^ Harding (2003), p. 32-151
  46. ^ Harding (2003), p. 187ff
  47. ^ Howard, Kenneth S (1961). How to Solve Chess Problems. Courier Dover Publications. ISBN 0-486-20748-X.
  48. ^ The World Champion is not necessarily the highest-rated player in the world. Topalov is in fact rated number one on the 2006 FIDE rating list. World Chess Federation. Top 100 Players October 2006. Retrieved 20 November 2006.
  49. ^ World Chess Federation. FIDE Handbook: Chess Rules. 1.0. Requirements for the titles designated in 0.31. Retrieved 9 December 2006.
  50. ^ Current FIDE lists of top players with their titles are online at fide.com. Retrieved 11 December 2006
  51. ^ FIDE Handbook The working of the FIDE Rating System. Retrieved 13 December 2006
  52. ^ European Chess Union. Retrieved 11 December 2006
  53. ^ Chess. Mathworld.Wolfram.com. Retrieved 5 December 2006.
  54. ^ Levitt, Gerald M. (2000). The Turk, chess automaton. McFarland & Company. ISBN 0-7864-0778-6.
  55. ^ Shannon, Claude E. XXII. Programming a Computer for Playing Chess. Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. Available online at computerhistory.org (PDF). Retrieved 6 December 2006.
  56. ^ Feng-Hsiung Hsu (2002). Behind Deep Blue: Building the Computer that Defeated the World Chess Champion. Princeton University Press. ISBN 0-691-09065-3.
  57. ^ Deep Blue — Kasparov Match. research.ibm.com. Retrieved 30 November 2006.
  58. ^ Pritchard, D. (2000). Popular Chess Variants. Bastford Chess Books. ISBN 0-7134-8578-7.
  59. ^ Pritchard, D. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. ISBN 0-9524142-0-1.
  60. ^ Lasker, Edward. (1959). The Adventure of Chess. Dover Publications, Inc.. ISBN 0-486-20510-X.
  61. ^ van Reem, Eeric. The birth of Fischer Random Chess. chessvariants.com, 24 July 2001. Retrieved 30 November 2006.

[edit] References

  • Harding, Tim (2003). Better Chess for Average Players. Courier Dover Publications. ISBN 0-486-29029-8.
  • Kasparov, Garry (2003a). My Great Predecessors, part I. Everyman Chess. ISBN 1-85744-330-6.
  • Kasparov, Garry (2003b). My Great Predecessors, part II. Everyman Chess. ISBN 1-85744-342-X.
  • Kasparov, Garry (2004a). My Great Predecessors, part III. Everyman Chess. ISBN 1-85744-371-3.
  • Kasparov, Garry (2004b). My Great Predecessors, part IV. Everyman Chess. ISBN 1-85744-395-0.
  • Kasparov, Garry (2006). My Great Predecessors, part V. Everyman Chess. ISBN 1-85744-404-3.

[edit] Further reading

[edit] External links

Spoken Wikipedia
This audio file was created from an article revision dated 2006-09-26, and may not reflect subsequent edits to the article. (Audio help)
Find more information on Chess by searching Wikipedia's sister projects:

 Dictionary definitions from Wiktionary
 Textbooks from Wikibooks
 Quotations from Wikiquote
 Source texts from Wikisource
 Images and media from Commons
 News stories from Wikinews
 Learning resources from Wikiversity

[edit] International organizations

[edit] News

[edit] Other