Chess is a
board game
played between two
players.
The
current form of the game emerged in Europe
during the second half of the 15th century after evolving from a
much older game of Indian
origin. Today, chess is one of the world's most popular
games, played by millions of people worldwide at home, in
clubs, online, by
correspondence, and in
tournaments.
The game is played on a
chessboard, which
is a square-checkered board with 64 squares arranged in an
eight-by-eight grid. At the start, each player (one controlling the
white pieces, the other controlling the black pieces) controls
sixteen
pieces: one
king, one
queen,
two
rooks, two
knights, two
bishops, and eight
pawns. The object of the game is to
checkmate the opponent's king, whereby the king is
under immediate attack (in "
check")
and there is no way to remove it from attack on the next
move.
The tradition of organized competitive chess started in the 16th
century.
Chess today is a recognized sport of the
International
Olympic Committee
. The first official
World Chess Champion,
Wilhelm Steinitz, claimed his title in
1886; the current World Champion is
Viswanathan Anand. Theoreticians have
developed extensive
chess strategies
and
tactics since the game's
inception. Aspects of
art are found in
chess composition.
One of the goals of early computer scientists was to create a
chess-playing machine. Today's chess
is deeply influenced by the abilities of chess programs and the
opportunity for online play. In 1997
Deep Blue became the first
computer to beat the reigning World Champion in a
match when it defeated
Garry Kasparov.
Rules
The official rules of chess are maintained by the
World Chess Federation. Along with information on
official chess tournaments, the rules are described in the
FIDE
Handbook, section Laws of Chess. For a demonstration of the
gameplay, see
a sample
chess game.
Initial setup

Pieces at the start of a game
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 and are referred to as "light squares"
and "dark squares". The chessboard is placed with a light square at
the right hand end of the rank nearest to each player, and the
pieces are set out as shown in the diagram, with each
queen on its own color.
The pieces are divided, by convention, into white and black sets.
The players are referred to as "
White" and "
Black", and each begins the game
with sixteen
pieces of the specified
color. These consist of one
king, one
queen, two
rooks, two
bishops, two
knights and eight
pawns.
Movement
The players alternate moving one piece at a time (with the
exception of
castling, when two
pieces are moved simultaneously). Pieces are moved to either an
unoccupied square, or one occupied by an opponent's piece,
capturing it and removing it from play. With the sole exception of
en passant, all pieces capture
opponent's pieces by moving to the square that the opponent's piece
occupies.
White always moves first. Each
chess
piece has its own style of moving. The Xs mark the squares
where the piece can move if no other pieces (including one's own
piece) are on the Xs between the piece's initial position and its
destination. If there is an opponent's piece at the destination
square, then the moving piece can capture the opponent's piece. The
only exception is the pawn which can only capture pieces
diagonally forward.
* pawns can only move to the white circles to capture, and
cannot capture with their normal move

Examples of castling
Castling
Once in every game, each king is allowed to make a special move,
known as
castling. Castling
consists of moving the king two squares along the first rank toward
a rook, then placing the rook immediately on the far side of the
king. Castling is only permissible if all of the following
conditions hold:
- Neither of the pieces involved in the castling may have been
previously moved during the game;
- There must be no pieces between the king and the rook;
- The king and the rook must be on the same rank;
- 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.
En passant

Examples of pawn moves
When a pawn advances two squares, if there is an opponent's pawn on
an adjacent file next to its destination square, then the
opponent's pawn can capture it and move to the square the pawn
passed over, but only on the next move. For example, if the black
pawn has just advanced two squares from g7 to g5, then the white
pawn on f5 can take it via
en passant on g6.
Promotion
When a pawn advances to its eighth rank, it is exchanged at the
player's choice for a queen, rook, bishop, or knight of the same
color. Usually, the pawn is chosen to be promoted to a queen, but
in some cases another piece is chosen, called
underpromotion. In the diagram on the right,
the pawn on c7 can choose to advance to the eighth rank to promote
to a better piece.
Check
When a king is under immediate attack by one or two of the
opponent's pieces, it is said to be in
check. The only permissible responses
to a check are to capture the checking piece, interpose a piece
between the checking piece and the king (unless the attacking piece
is a knight), or move the king to a square where it is not under
attack. Castling is not a permissible response to a check, nor is
it permissible during the castle move for the king to travel over a
space that is considered to be in check. A move that would place
the moving player's king in check is illegal. The object of the
game is to
checkmate the opponent; this
occurs when the opponent's king is in check, and there is no way to
remove it from attack.
End of the game
The objective of the game is to
checkmate the opponent. This occurs when a
move places the opponent's king in check, and there is no legal
response for the opponent that removes it from attack.
Chess games do not have to end in checkmate — either player may
resign if the situation
looks hopeless. If it is a
timed game a
player may run out of time and lose, even with a much superior
position. 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). As some forced checkmates cannot be
done in less than 50 moves, the fifty-move rule is not applied
everywhere, particularly in correspondence chess.
Time control
Besides casual games without exact timing, chess is also played
with a
time control, mostly by club and
professional players. If a player's time runs out before the game
is completed, the game is automatically lost (provided his opponent
has enough pieces left to deliver checkmate). 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, or
bullet chess (under three
minutes). Timing is most often controlled using a
game clock.
Notation for recording moves

Algebraic chess notation
Chess games and positions are recorded using a special notation,
most often
algebraic chess
notation.See paragraph "E. Algebraic notation" in:
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 moves to the
g-file and
5th rank
(that is, to the square
g5). If there are two pieces of
the same type that can move to the same square, 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 g-file moves to
the square f3". The letter
P indicating a pawn is not
used, so that
e4 means "pawn moves to the square
e4".
If the piece makes a capture, "x" is inserted before the
destination square, e.g.
Bxf3 means "bishop captures on
f3". When a pawn makes a capture, the file from which the pawn
departed is used in place of a piece initial, and ranks may be
omitted if unambiguous. For example,
exd5 (pawn on the
e-file captures the piece on
d5) or
exd (pawn on
e-file captures something on the d-file).
If a pawn moves to its last rank, achieving promotion, the piece
chosen is indicated after the move, for example
e1Q or
e1=Q. 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 by "#" (occasionally "++", although this
is sometimes used for a
double check
instead). At the end of the game, "1-0" means "White won", "0-1"
means "Black won" and "½-½" indicates a draw.
Chess moves can be annotated with
punctuation marks and other symbols. 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 to
the right, can be recorded:
- e4 e5
- Qh5?! Nc6
- Bc4 Nf6??
- Qxf7# 1-0
Strategy and tactics
Chess strategy consists of setting and achieving long-term goals
during the game – for example, where to place different pieces –
while tactics concentrate on immediate manoeuvre. These two parts
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 strategy of
play.
A game of chess is usually divided into three phases:
opening, usually the first 10 to 25 moves,
when players move their pieces into useful positions for the coming
battle;
middlegame, usually the
fiercest part of the game; and
endgame, when most of the pieces are gone,
kings typically take a more active part in the struggle, and
pawn promotion is often
decisive.
Fundamentals of 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 numerous
factors such as the value of pieces on board, control of the center
and centralization, the
pawn
structure, the king safety, the control of key squares or
groups of squares (for example, diagonals, open-files, and dark or
light squares), etc.
An example of visualizing pawn
structures
|
|
The most basic step in evaluating a position is to count the
total value of pieces of
both sides. 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. In the endgame, the king is generally more powerful
than a bishop or knight but less powerful than a rook, thus it is
sometimes assigned a fighting value of 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 their initial squares),
coordination between
pieces (for example, a pair of bishops usually coordinates
better than the pair of a bishop and 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. 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 often
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).
Fundamentals of 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 variations where much less than the best move would lose
quickly, strong players can 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
combinations,
sequences of tactical maneuvers that are often forced from the
point of view of one or both players. Theoreticians described many
elementary tactical methods and typical maneuvers, for example
pins,
forks,
skewers,
batteries,
discovered attacks (especially discovered
checks),
zwischenzugs,
deflections,
decoys,
sacrifices,
underminings,
overloadings, and
interferences.
A forced variation that involves a sacrifice and usually results in
a tangible gain is called a
combination. Brilliant combinations –
such as those in the
Immortal Game –
are considered beautiful and are admired by chess lovers. A common
type of chess exercise, aimed at developing players' skills, is
showing players a position where a decisive combination is
available and challenging them to find it.
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 and have been given names such as
the
Ruy Lopez or
Sicilian Defence. They are catalogued in
reference works such as the
Encyclopaedia of Chess
Openings.
There are dozens of different openings, varying widely in character
from quiet positional play (e.g. the
Réti Opening) to very aggressive (e.g. the
Latvian Gambit). In some opening
lines, the exact sequence considered best for both sides has been
worked out to 30–35 moves or more. Professional players spend years
studying openings, and continue doing so throughout their careers,
as
opening theory
continues to evolve.
The fundamental strategic aims of most openings are similar:
- Development: To place (develop) the pieces
(particularly bishops and knights) on useful squares where they
will have an optimal impact on the game.
- 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: Keeping the King safe from dangerous
possibilities. A correct timing for castling can often enhance
this.
- Pawn structure: Players
strive to avoid the creation of pawn weaknesses such as isolated,
doubled or backward pawns, and pawn islands – and to force such
weaknesses in the opponent's position.
Most players and
theoreticians consider
that White, by virtue of the first move,
begins the game with a small
advantage. Black usually strives to neutralize White's
advantage and achieve
equality, or to develop
dynamic counterplay in an unbalanced
position.
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.
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 (i.e.
simplify). 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.
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:
- 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. It
is often brought to the center of the board where it can protect
its own pawns, attack the pawns of opposite color, and hinder
movement of the opponent's king.
- Zugzwang, a disadvantage because the
player has to make a move, is often a factor in endgames but rarely
in other stages of the game. For example, the diagram on the right
is zugzwang for both sides, as with Black to move he must play
1...Kb7 and let White queen a pawn after 2.Kd7; and with White to
move he must allow a draw by 1.Kc6 stalemate or lose his last pawn
by any other legal move.
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. For
example,
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
endgame".
History
Predecessors
Chess is
commonly believed to have originated in India
during the
Gupta empire, where its early form in
the 6th century was known as ( ).
In
Sassanid Persia around 600 the
name became
shatranj and the rules
were developed further. Shatranj was taken up by the
Muslim world after the
Islamic conquest of Persia
(633–644), with the pieces largely retaining their Persian names.
In
Spanish "shatranj" was rendered
as
ajedrez, in
Portuguese as
xadrez, and in
Greek as
zatrikion, but in
the rest of Europe it was replaced by versions of the Persian
shāh ("king"), which was familiar as an exclamation and
became our words "
check" and "chess".
Murray theorized that this change happened from Muslim traders
coming to European seaports with ornamental chess kings as curios
before they brought the game of chess.
The game reached Western Europe and Russia by at least three
routes, the earliest being in the 9th century. By the year 1000 it
had spread throughout Europe.
Introduced into the Iberian
Peninsula
by the
Moors in the 10th century, it was described in
a famous 13th-century manuscript covering shatranj, backgammon, and dice named
the Libro de los
juegos. Another theory contends that chess arose
from the game
xiangqi (Chinese Chess) or one
of its predecessors.
Origins of the modern game (1000–1850)
Around 1200, rules of shatranj started to be modified in southern
Europe, and around 1475, several major changes made the game
essentially as it is known today.
These modern rules for the basic moves had
been adopted in Italy
and Spain
.Pawns
gained the option of advancing two squares on their first move,
while bishops and queens acquired their modern abilities. The
queen replaced the earlier
vizier chess piece towards the end
of the 10th century and by the 15th century, had become the most
powerful piece; consequently modern chess was referred to as
"Queen's Chess" or "Mad Queen Chess".An analysis from the feminist
perspective:
These new rules quickly spread throughout western Europe, with the
exception of
the
rules about stalemate, which were finalized in the early 19th
century. To distinguish it from its predecessors, this version of
the rules is sometimes referred to as
western chess or
international chess.
Writings about the
theory of how to
play chess began to appear in the 15th century.
The oldest surviving
printed chess book, Repetición de Amores y Arte de Ajedrez
(Repetition of Love and the Art of Playing Chess) by
Spanish churchman Luis Ramirez de Lucena was published
in Salamanca
in 1497. Lucena and later masters like Portuguese
Pedro Damiano,
Italians Giovanni Leonardo Di Bona,
Giulio Cesare Polerio and
Gioachino Greco or Spanish bishop
Ruy López de Segura
developed elements of opening and
started to analyze simple endgames.
In the
18th century the center of European chess life moved from the
Southern 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
Irish
master Alexander
McDonnell in 1834. Centers of chess life in this period were
coffee houses in big European cities
like Café de la
Régence in Paris
and
Simpson's
Divan
in London
.
As the 19th century progressed, chess organization developed
quickly. Many
chess clubs, chess books
and chess journals appeared.
There were correspondence matches between
cities; for example the London Chess Club played against the
Edinburgh
Chess Club in 1824. Chess problems became a regular part of
19th-century newspapers;
Bernhard
Horwitz,
Josef Kling and
Samuel Loyd composed some of the most
influential problems. In 1843,
von der Lasa published
his and
Bilguer's
Handbuch des
Schachspiels (
Handbook of Chess), the first
comprehensive manual of chess theory.
Birth of a sport (1850–1945)
The first modern chess tournament was
held in London in 1851 and won,
surprisingly, by German
Adolf
Anderssen, relatively unknown at the time. Anderssen was hailed
as the leading chess master and his brilliant, energetic attacking
style became typical for the time, although it was later regarded
as
strategically shallow. Sparkling
games like Anderssen's
Immortal
game or
Morphy's Opera game were regarded as the highest
possible summit of the chess art.
Deeper insight into the nature of chess came with two younger
players.
American
Paul Morphy, an
extraordinary chess prodigy, won
against all important competitors (except Howard Staunton, who refused to play),
including Anderssen, during his short chess career between 1857 and
1863. Morphy's success stemmed from a combination of
brilliant attacks and sound strategy; he intuitively knew how to
prepare attacks.
Prague
-born
Wilhelm Steinitz later described
how to avoid weaknesses in one's own position and how to create and
exploit such weaknesses in the opponent's position. In
addition to his theoretical achievements, Steinitz founded an
important tradition: his triumph over the leading German master
Johannes Zukertort in 1886 is
regarded as the first official
World Chess Championship. Steinitz
lost his crown in 1894 to a much younger German mathematician
Emanuel Lasker, who maintained this
title for 27 years, the longest tenure of all World Champions.
It took a
prodigy from Cuba
, José Raúl Capablanca (World
champion 1921–27), who loved simple positions and endgames, to end
the German-speaking dominance in chess; he was undefeated in
tournament play for eight years until 1924. His successor
was Russian-French
Alexander
Alekhine, a strong attacking player, who died as the World
champion in 1946, having briefly lost the title to
Dutch player
Max Euwe
in 1935 and regaining it two years later.
Between the world wars, chess was revolutionized by the new
theoretical school of so-called
hypermodernists like
Aron Nimzowitsch and
Richard Réti. They advocated controlling
the center of the board with distant pieces rather than with pawns,
inviting opponents to occupy the center with pawns which become
objects of attack.
After the end of the 19th century, the number of annually held
master tournaments and matches quickly grew. Some sources state
that in 1914 the title of
chess grandmaster was first
formally conferred by Tsar
Nicholas II of Russia to Lasker,
Capablanca, Alekhine,
Tarrasch and
Marshall, but this is a disputed
claim.
The tradition of awarding such titles was
continued by the World Chess Federation (FIDE),
founded in 1924 in Paris
. In
1927,
Women's World
Chess Championship was established; the first to hold it was
Czech-
English master
Vera
Menchik.
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 have controlled the
title since then, with one interruption.
The winner of the
1948 tournament, Russian Mikhail
Botvinnik, started an era of Soviet
dominance in
the chess world. Until the end of the Soviet Union, there
was only one non-Soviet champion, American
Bobby Fischer (champion 1972–1975).
In the previous informal system, the World Champion decided which
challenger he would play for the title and the challenger was
forced to seek sponsors for the match. FIDE set up a new system of
qualifying tournaments and matches. 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 the
reigning champion for the title. A champion defeated in a match had
a right to play a rematch a year later. This system worked on a
three-year cycle.
Botvinnik participated 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 to
Vasily Smyslov, but regained
the title in a rematch in 1958.
In 1960, he lost the title to the Latvian
prodigy Mikhail Tal, an
accomplished tactician and attacking player. Botvinnik again
regained the title in a rematch in 1961.
Following
the 1961 event, FIDE abolished the automatic 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 successor,
Boris Spassky from Russia (1969–1972), was a
player able to win in both positional and sharp tactical
style.
The next championship, the so-called
Match of the Century, saw the
first non-Soviet challenger since
World War
II, American
Bobby Fischer, who
defeated his Candidates opponents by unheard-of margins and clearly
won the world championship match. In 1975, however, Fischer refused
to defend his title against Soviet
Anatoly Karpov when FIDE refused to meet his
demands, and Karpov obtained the title by default. Karpov defended
his title twice against
Viktor
Korchnoi and dominated the 1970s and early 1980s with a string
of tournament successes.
Karpov's reign finally ended in 1985 at the hands of another
Russian player,
Garry Kasparov.
Kasparov and Karpov contested five world title matches between 1984
and 1990; Karpov never won his title back.
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 a series of many games; the
other following FIDE's new format of many players competing in a
tournament to determine the champion. Kasparov lost his Classical
title in 2000 to
Vladimir Kramnik
of Russia.
The
World Chess
Championship 2006 reunified the titles, when Kramnik beat the
FIDE World Champion
Veselin Topalov
and became the undisputed World Chess Champion.
In September 2007, he
lost the title to Viswanathan
Anand of India, who won the championship tournament in
Mexico
City
. Anand defended his title in the
revenge match 2008.
Place in culture

Noble chess players, Germany, c.
Pre-modern
In the
Middle Ages and during the
Renaissance, chess was a part of
noble culture; it was used to teach 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.
Many of the elaborate chess sets used by the English aristocracy
have been lost, but others survive, such as the
Lewis chessmen.
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. This
book was one of the most popular of the Middle Ages. The 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. 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:
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.
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…
Modern

By playing at Chess then, we may
learn: Foresight, Circumspection, and Caution.
To the
Age of Enlightenment,
chess appeared mainly for 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:
I. Foresight, which looks a
little into futurity, and considers the consequences that may
attend an action [...]
II. Circumspection, which surveys
the whole Chess-board, or scene of action: - the relation of the
several Pieces, and their situations [...]
III. Caution, not to make our
moves too hastily [...]"

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. Many schools hold chess clubs and there are many
scholastic tournaments specifically for children. In addition, many
countries have chess federations, such as the United States Chess
Federation, that hold tournaments regularly in addition to
FIDE.
Moreover, chess is often depicted in the
arts;
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 important in films like Ingmar Bergman's
The Seventh Seal or Satyajit Ray's
The Chess Players.
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. Chess has also been used as the core
theme of a
musical,
Chess, by
Tim
Rice,
Björn Ulvaeus and
Benny Andersson.
Chess composition
Chess composition is the art of creating chess problems (these
problems themselves are sometimes also called chess compositions).
A person who creates such problems is known as a
chess composer.
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" - 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.
Competitive play
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 (such as
the
US Chess
Federation and
English
Chess Federation), which in turn is a member of FIDE.
FIDE is a
member of the International Olympic
Committee
, 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. An estimated 605 million people worldwide know
how to play chess, and 7.5 million are members of national chess
federations, which exist in 160 countries worldwide. This makes
chess one of the most popular sports worldwide.
The
current World Chess Champion is Viswanathan Anand of India
.
The
reigning Women's World Champion is Alexandra Kosteniuk from Russia
but 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 and maintaining a ranking among the top twenty male
players.
Other competitions for individuals include the
World Junior Chess
Championship, the
European Individual Chess
Championship and the
National Chess
Championships. Invitation-only tournaments regularly attract
the world's strongest players and these include Spain's
Linares event, Monte Carlo's
Melody Amber tournament, the
Dortmund Sparkassen
meeting, Sofia's
M-tel Masters 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. Chess is also promoted as a "mind sport" by
the
Mind Sports
Organisation alongside other
mental-skill games, such as
Contract Bridge,
Go and
Scrabble.
Titles and rankings
The best players can be awarded specific lifetime titles by the
world chess organization FIDE:
- Grandmaster
(shortened as GM, sometimes International Grandmaster or
IGM is used) 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 three 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 as IM). The conditions are similar to
GM, but less demanding. The minimum rating for the IM title is
2400.
- FIDE Master (shortened as
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 as CM). Similar to FM, but with a FIDE Rating of at
least 2200.
All the titles are open to men and women. Separate women-only
titles, such as Woman Grandmaster (WGM), are also available.
Beginning with
Nona
Gaprindashvili in 1978, a number of women have earned the GM
title, and most of the top ten women in 2006 hold the unrestricted
GM title.Current FIDE lists of top players with their titles are
online at
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 United States.
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 their 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.For the official process
see:
The highest ever FIDE rating was 2851, which Garry Kasparov had on
the July 1999 and January 2000 lists.
In the most recent
list (April 2009), the highest rated player is the former world
champion Veselin Topalov of Bulgaria
with a rating of 2812.
Mathematics and computers
The game structure and nature of chess is related to several
branches of mathematics. Many
combinatorical and
topological problems connected to chess were known
of for hundreds of years. In 1913,
Ernst
Zermelo used it as a basis for his theory of game strategies,
which is considered as one of the predecessors of
game theory.
The number of legal positions in chess is estimated to be between
10
43 and 10
50, with a
game-tree complexity of approximately
10
123. The game-tree complexity of chess was first
calculated by
Claude Shannon as
10
120, a number known as the
Shannon number. 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
18th century; around 1769, the chess playing
automaton called
The Turk
became famous before being exposed as a
hoax.
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, "Programming a Computer for Playing Chess", was
published in 1950 by Shannon.
Alan Turing
also made an attempt in 1953:
He 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 skillful 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 ofmodern
computers.

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. Nowadays chess
programs compete in the
World Computer Chess
Championship, held annually since 1974. At first considered
only a curiosity, the best
chess playing
programs, for example
Rybka or
Hydra, have become extremely strong. In 1997 a
computer won a
match against a reigning
World Champion for the first time:
IBM's Deep Blue beat
Garry
Kasparov 3½–2½ (it scored two wins, one loss and three
draws). 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, an approach described as
"brute force" because it relies on the
sheer speed of the computer.
With huge databases of past games and high analytical ability,
computers also help players to learn chess and prepare for matches.
Additionally,
Internet Chess
Servers allow people to find and play opponents all over the
world. The presence of computers and modern communication tools
have also raised concerns regarding
cheating during games, most notably the "
bathroom
controversy" during the 2006 World Championship.
Psychology
There is an extensive scientific literature on chess
psychology.Chess is even called the "
drosophila" of
cognitive psychology and artificial
intelligence (
AI) studies, because it represents
the domain in which expert performance has been most intensively
studied and measured.
Alfred Binet and others showed that knowledge and verbal, rather than visuospatial, ability lies at the core of expertise. Adriaan de Groot, in his doctoral thesis, showed that chess masters can rapidly perceive the key features of a position. According to de Groot, this perception, made possible by years of practice and study, is more important than the sheer ability to anticipate moves. De Groot also showed that chess masters can memorize positions shown for a few seconds almost perfectly. The ability to memorize does not, alone, account for this skill, since masters and novices, when faced with random arrangements of chess pieces, had equivalent recall (about half a dozen positions in each case). Rather, it is the ability to recognize patterns, which are then memorized, which distinguished the skilled players from the novices. When the positions of the pieces were taken from an actual game, the masters had almost total positional recall.
More recent research has focused on
chess as mental training; the
respective roles of
knowledge and
look-ahead search;
brain imaging
studies of chess masters and novices;
blindfold chess; the role of
personality and
intelligence in chess skill, gender
differences, and computational models of chess expertise. In
addition, the role of practice and talent in the development of
chess and other domains of expertise has led to a lot of research
recently. Ericsson and colleagues have argued that deliberate
practice is sufficient for reaching high levels of expertise, like
master in chess. However, more recent research indicates that
factors other than practice are important. For example, Gobet and
colleagues have shown that stronger players start playing chess
earlier, that they are more likely to be left-handed, and that they
are more likely to be born in late winter and early spring.Gobet,
F. & Chassy, P. (in press).
Journal of Biosocial
Science.
Gobet, F. & Campitelli, G. (2007).
Developmental
Psychology, 43, 159–172. Both retrieved 15 July 2007.
Variants
Chess variants are 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, the most popular being xiangqi in China
and shogi in Japan
.
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 Chess960, where the initial position is
selected randomly before each game.
This random positioning makes it more difficult to prepare the
opening play in advance.
See also
Notes
- Without this additional restriction, which was added to the
FIDE rules in 1972, it would be possible to promote a pawn on the
e file to a rook and then castle
vertically across the board (as long as the other conditions are
met). This way of castling was "discovered" by Max Pam and used by
Tim Krabbé in
a
chess puzzle before the rules were amended to disallow it. See
Chess Curiosities by Krabbé, see also :de:Pam-Krabbé-Rochade for the
diagrams online.
- 50 moves rule is not applied at FICGS
- Harding 2003, p. 1–7
- Harding 2003, p. 138ff
- Harding 2003, p. 70ff
- Harding 2003, p. 8ff
- Harding 2003, p. 32–151
- Harding 2003, p. 187ff
- Leibs (2004), p. 92
- Robinson & Estes (1996), p. 34
- Bird 1893, p. 63
- At that time Spanish 'j' and 'x', and Portuguese 'x', were
pronounced as English "sh".
- Hooper & Whyld 1992, pp. 144–45
- Davidson 1981, p. 13–17
- ref to "international chess"
- Kasparov 1983a
- Kasparov 1983b
- Fine 1952
- This is stated for example in The Encyclopaedia of
Chess (1970, p.223) by Anne Sunnucks, but this is also disputed by
Edward Winter in his
Chess Notes 5144 and 5152.
- Kasparov 2003b, 2004a, 2004b, 2006
- Kasparov 2003b, 2004a
- Kasparov 2003a, 2006
- , p. 16.
- The Second Book of the Courtier. Translated by
Sir Thomas Hoby (1561) as edited by Walter Raleigh for David Nutt,
Publisher, London, 1900. Online at University of Oregon. Retrieved
21 February 2008
- The Introduction of Printing into England and the Early
Work of the Press: The First Book printed in English, from
The
Cambridge History of English and American Literature, Vol
II. (1907) Online at bartleby.com. Retrieved 12 December 2006
- Zermelo, Ernst (1913), Uber eine Anwendung der Mengenlehre auf
die Theorie des Schachspiels, Proceedings of the Fifth
International Congress of Mathematicians 2, 501-4. Cited from
Eichhorn, Christoph: Der Beginn der Formalen Spieltheorie: Zermelo
(1913),
http://www.mathematik.uni-muenchen.de/~spielth/artikel/Zermelo.pdf
Retrieved March 23, 2007.
- Chess. Mathworld.Wolfram.com. Retrieved 5
December 2006.
- Shannon, Claude E. XXII. Programming a Computer for Playing
Chess. Philosophical Magazine, Ser.7, Vol. 41, No. 314 -
March 1950. Available online at Retrieved 6 December 2006.
- ; Deep Blue – Kasparov Match. research.ibm.com.
Retrieved 30 November 2006.
- Richards J. Heuer, Jr. Psychology of Intelligence
Analysis Center for the Study of Intelligence, Central
Intelligence Agency 1999 (see Chapter 3).
- Ericsson, K. A., Krampe, R. Th., & Tesch-Römer, C. (1993).
Psychological Review, 100, 363–406. Retrieved 15 July
2007.
- van Reem, Eeric. The birth of Fischer Random Chess.
chessvariants.com, 24 July 2001. Retrieved 30 November
2006.
References
Further reading
- (see the included supplement, "How Do You Play Chess")
External links
- International organizations
- * Official rules - FIDE Laws of Chess
- * FIDE list of top rated players
- News
- Other