Chess
Chess
A huge body of chess theory has developed since the game's inception. Aspects of art are found in chess
composition, and chess in its turn influenced Western culture and the arts, and has connections with other
fields such as mathematics, computer science, and psychology. One of the goals of early computer
scientists was to create a chess-playing machine. In 1997, Deep Blue became the first computer to beat a
reigning World Champion in a match when it defeated Garry Kasparov. Today's chess engines are
significantly stronger than the best human players and have deeply influenced the development of chess
theory; however, chess is not a solved game.
Rules
The rules of chess are published by FIDE (Fédération Internationale des Échecs; "International Chess
Federation"), chess's world governing body, in its Handbook.[2] Rules published by national governing
bodies, or by unaffiliated chess organizations, commercial publishers, etc., may differ in some details.
FIDE's rules were most recently revised in 2023.
Setup
Chess sets come in a wide variety of styles. The Staunton
pattern is the most common, and is usually required for
competition.[3] Chess sets come with pieces in two colors,
referred to as white and black, regardless of their actual color;
the players controlling the color sets are referred to as White
and Black, respectively. Each set comes with at least the
following 16 pieces in both colors: one king, one queen, two
rooks, two bishops, two knights, and eight pawns.[2]
Setup at the start of a chess game
The game is played on a square board of eight rows (called
ranks) and eight columns (called files). Although it does not
affect gameplay, by convention the 64 squares alternate in color and are referred to as light and dark
squares.[2]
To start the game, White's pieces are placed on the first rank in a b c d e f g h
the following order, from left to right: rook, knight, bishop, 8 8
queen, king, bishop, knight, rook. Pawns are placed on each
7 7
square of the second rank. Black's position mirrors White's,
with equivalent pieces on every file.[2] The board is oriented 6 6
Movement
White moves first, after which players alternate turns. One piece is moved per turn (except when castling,
during which two pieces are moved). In the diagrams, dots mark the squares to which each type of piece
can move if unoccupied by friendly pieces and there are no intervening piece(s) of either color (except
the knight, which leaps over any intervening pieces). With the sole exception of en passant, a piece
captures an enemy piece by moving to the square it occupies, removing it from play and taking its place.
The pawn is the only piece that does not capture the way it moves, and it is the only piece that moves and
captures in only one direction (forwards from the player's perspective). A piece is said to control empty
squares on which it could capture, attack squares with enemy pieces it could capture, and defend squares
with pieces of the same color on which it could recapture. Moving is compulsory; a player may not skip a
turn, even when having to move is detrimental.
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Moves of a rook
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Moves of a bishop
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Moves of a queen
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Moves of a knight
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Moves of a pawn
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
The king moves one square in any direction. There is also a special move called castling
which moves the king and a rook. The king is the most valuable piece—it is illegal to play
any move that puts one's king under attack by an opponent piece. A move that attacks the
king must be parried immediately; if this cannot be done, the game is lost. (See § Check
and checkmate.)
A rook can move any number of squares along a rank or file. A rook is involved in the king's
castling move.
A bishop can move any number of squares diagonally.
A queen combines the power of a rook and bishop and can move any number of squares
along a rank, file, or diagonal.
A knight moves to any of the closest squares that are not on the same rank, file, or diagonal.
(Thus the move forms an "L"-shape: two squares vertically and one square horizontally, or
two squares horizontally and one square vertically.) The knight is the only piece that can
leap over other pieces.
A pawn can move forward to the unoccupied square immediately in front of it on the same
file, or on its first move it can optionally advance two squares along the same file, provided
both squares are unoccupied (diagram dots). A pawn can capture an opponent's piece on a
square diagonally in front of it by moving to that square (diagram crosses). It cannot capture
a piece while advancing along the same file, nor can it move to either square diagonally in
front without capturing. Pawns have two special moves: the en passant capture and
promotion.
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
White is in checkmate, being
unable to escape attack by the
bishop on f3.
When a king is under immediate attack, it is in check. A move in response to a check is legal only if it
results in a position in which the king is no longer in check. There are three ways to counter a check:
Castling
Kings can castle once per game. Castling consists of moving the king two squares toward either rook of
the same color, and then placing the rook on the square that the king crossed.
Win
A game can be won in the following ways:
Checkmate: The opposing king is in check and the opponent has no legal move. (See
§ Check and checkmate.)
Resignation: A player may resign, conceding the game to the opponent.[6] If, however, the
opponent has no way of checkmating the resigned player, this is a draw under FIDE Laws.[2]
Most tournament players consider it good etiquette to resign in a hopeless position.[7][8]
Win on time: In games with a time control, a player wins if the opponent runs out of time,
even if the opponent has a superior position, as long as the player has a theoretical
possibility to checkmate the opponent were the game to continue.
Forfeit: A player who cheats, violates the rules, or violates the rules of conduct specified for
the particular tournament can be forfeited. Occasionally, both players are forfeited.[2]
Draw
There are several ways a game can end in a draw:
Stalemate: If the player to move has no legal move, but is not in check, the position is a
stalemate, and the game is drawn.
Dead position: If neither player is able to checkmate the other by any legal sequence of
moves, the game is drawn. For example, if only the kings are on the board, all other pieces
having been captured, checkmate is impossible, and the game is drawn by this rule. On the
other hand, if both players still have a knight, there is a highly unlikely yet theoretical
possibility of checkmate, so this rule does not apply. The dead position rule supersedes an
older rule which referred to "insufficient material", extending it to include other positions
where checkmate is impossible, such as blocked pawn endings where the pawns cannot be
attacked.
Draw by agreement: In tournament chess, draws are most commonly reached by mutual
agreement between the players. The correct procedure is to verbally offer the draw, make a
move, then start the opponent's clock. Traditionally, players have been allowed to agree to a
draw at any point in the game, occasionally even without playing a move. More recently
efforts have been made to discourage early draws, for example by forbidding draw offers
before a certain number of moves have been completed, or even forbidding draw offers
altogether.
Threefold repetition: This most commonly occurs when neither side is able to avoid
repeating moves without incurring a disadvantage. The three occurrences of the position
need not occur on consecutive moves for a claim to be valid. The addition of the fivefold
repetition rule in 2014 requires the arbiter to intervene immediately and declare the game a
draw after five occurrences of the same position, consecutive or otherwise, without requiring
a claim by either player. FIDE rules make no mention of perpetual check; this is merely a
specific type of draw by threefold repetition.
Fifty-move rule: If during the previous 50 moves no pawn has been moved and no capture
has been made, either player can claim a draw. The addition of the seventy-five-move rule
in 2014 requires the arbiter to intervene and immediately declare the game drawn after 75
moves without a pawn move or capture, without requiring a claim by either player. There are
several known endgames where it is possible to force a mate but it requires more than 50
moves before a pawn move or capture is made; examples include some endgames with two
knights against a pawn and some pawnless endgames such as queen against two bishops.
Historically, FIDE has sometimes revised the fifty-move rule to make exceptions for these
endgames, but these have since been repealed. Some correspondence chess organizations
do not enforce the fifty-move rule.[note 1]
Draw on time: In games with a time control, the game is drawn if a player is out of time and
no sequence of legal moves would allow the opponent to checkmate the player.[2]
Draw by resignation: Under FIDE Laws, a game is drawn if a player resigns and no
sequence of legal moves would allow the opponent to checkmate that player.[2]
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Black (to move) is not in check and
has no legal move. The result is
stalemate.
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
A dead position; White's king and
bishop are insufficient to deliver
checkmate.
a b c d e f g h
8 8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Also a dead position; neither king
can capture the other's pawns in
order to promote a pawn and give
checkmate.
Time control
In competition, chess games are played
with a time control. Time controls are
generally divided into categories based
on the amount of time given to each
player, which range from classical time
controls, which allot about 2 hours or
more to each player and which can take
Typical digital and analog chess clocks
upwards of seven hours (even longer if
adjournments are permitted), to bullet
chess, in which players receive less than three minutes each. Between these are rapid chess (ten to sixty
minutes per player), popular in amateur tournaments, and blitz chess (three to ten minutes), popular
online. Non-classical chess is sometimes referred to as fast chess.
Time is controlled using a chess clock with two displays, one for each player's remaining time. Analog
chess clocks have been largely replaced by digital clocks, which allow for time controls with increments.
There are some aspects unique to online chess. A premove allows a player to submit a move on the
opponent's turn, which gets played automatically if possible using little to no time. Premoves, alongside
the relative ease of digital inputs, make faster time controls feasible online.
Time controls are also enforced in correspondence chess competitions. A typical time control is 50 days
for every 10 moves. Time is usually allotted per move in online correspondence chess.
Notation
Historically, many different notation systems have been used to record chess moves; the standard system
today is short-form algebraic notation.[10] In this system, files are labeled a through h and ranks are
labeled 1 through 8. Squares are identified by the file and rank they occur on; g3 is the square on the g
file and the third rank. In English, the piece notations are: K (king), Q (queen), R (rook), B (bishop), and
N (knight; N is used to avoid confusion with king). Different initials are used in other languages. Moves
are recorded as follows:
For example, Qg5 means "queen moves to g5". No letter initial is used for pawns, so e4 means "pawn
moves to e4". When multiple moves could be rendered the same way, the file or rank from which the
piece moved is added to resolve ambiguity (e.g. Ngf3 means "knight from the g-file moves to the square
f3"; R1e2 means "rook on the first rank moves to e2"). If a move may be disambiguated by rank or file, it
is done by file, and in the rare case that both are needed, squares are listed normally (e.g. Qh4xe1).
If the move is a capture, "x" is usually inserted before the destination square, thus Bxf3 means "bishop
captures on f3". When a pawn makes a capture, the file from which the pawn departed is often listed even
when no disambiguation is necessary; for example, exd5.
If a pawn moves to its last rank, achieving promotion, the piece
chosen is indicated after the move (for example, e1=Q or
e1Q). Castling is indicated by the special notations 0-0 for
kingside castling and 0-0-0 for queenside castling. A move that
places the opponent's king in check usually has the notation
"+" suffixed. Checkmate can be indicated by suffixing "#". At
the end of the game, "1–0" means White won, "0–1" means
Black won, and "½–½" indicates a draw.[2] 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 not easily refuted.[11]
Square names in algebraic chess
Moves are written as white/black pairs, preceded by the move notation
number and a period. Individual white moves are also recorded
this way, while black moves are rendered with an ellipsis after
the move number. For example, one variation of a simple trap
known as the Scholar's mate (see animated diagram) can be
recorded:
Variants of algebraic notation include long algebraic, in which both the departure and destination square
are indicated; abbreviated algebraic, in which capture signs, check signs, and ranks of pawn captures
may be omitted; and figurine algebraic notation, used in chess books and magazines, which uses graphic
symbols instead of initials to indicate pieces for readability regardless of language.
Until about 1980, the majority of English language chess publications used descriptive notation, in which
files are identified by the initial letter of the piece that occupies the first rank at the beginning of the
game. In descriptive notation, the common opening move 1.e4 is rendered as "1.P-K4" ("pawn to king
four"). Another system is ICCF numeric notation, recognized by the International Correspondence Chess
Federation though its use is in decline.
In tournament games, players are normally required to keep a score (written record of the game). This is a
requirement in all FIDE-sanctioned games played at classical time controls.[2] For this purpose, only
algebraic notation is recognized by FIDE, though variants such as long algebraic are acceptable; game
scores recorded in a different notation system may not be used as evidence in the event of a dispute.
Gameplay
Theory
Chess has an extensive literature. In 1913, the chess historian H.J.R. Murray estimated the total number
of books, magazines, and chess columns in newspapers to be about 5,000.[12] B.H. Wood estimated the
number, as of 1949, to be about 20,000.[13] David Hooper and Kenneth Whyld write that, "Since then
there has been a steady increase year by year of the number of new chess publications. No one knows
how many have been printed."[13] Significant public chess libraries include the John G. White Chess and
Checkers Collection at Cleveland Public Library, with over 32,000 chess books and over 6,000 bound
volumes of chess periodicals;[14] and the Chess & Draughts collection at the National Library of the
Netherlands, with about 30,000 books.[15]
Strategy
Chess strategy is concerned with the evaluation of chess positions Example of underlying pawn
structure
and with setting up goals and long-term plans for future play.
During the evaluation, players must take into account numerous a b c d e f g h
factors such as the value of the pieces on the board, control of the 8 8
center and centralization, the pawn structure, king safety, and the 7 7
control of key squares or groups of squares (for example, 6 6
diagonals, open files, and dark or light squares). 5 5
4 4
The most basic step in evaluating a position is to count the total
3 3
value of pieces of both sides.[17] The point values used for this
2 2
purpose are based on experience; usually, pawns are considered
1 1
worth one point, knights and bishops about three points each,
a b c d e f g h
rooks about five points (the value difference between a rook and a
Position after 12...Re8 ...
bishop or knight being known as the exchange), and queens about Tarrasch vs. Euwe, Bad Pistyan
nine points. The king is more valuable than all of the other pieces (1922)[16]
combined, since its checkmate loses the game, but is still capable
as a fighting piece; in the endgame, the king is generally more
powerful than a bishop or knight but less powerful than a rook.[18] a b c d e f g h
These basic values are then modified by other factors like position 8 8
of the piece (e.g. advanced pawns are usually more valuable than 7 7
those on their initial squares), coordination between pieces (e.g. a 6 6
pair of bishops usually coordinate better than a bishop and a 5 5
knight), or the type of position (e.g. knights are generally better in 4 4
closed positions with many pawns while bishops are more 3 3
powerful in open positions).[19] 2 2
1 1
Another important factor in the evaluation of chess positions is
a b c d e f g h
pawn structure (sometimes known as the pawn skeleton): the
... and its pawn structure, known
configuration of pawns on the chessboard.[20] Since pawns are the as the Rauzer formation
least mobile of the pieces, pawn structure is relatively static and
largely determines the strategic nature of the position. Weaknesses
in pawn structure include isolated, doubled, or backward pawns and holes; once created, they are often
permanent. Care must therefore be taken to avoid these weaknesses unless they are compensated by
another valuable asset (for example, by the possibility of developing an attack).[21]
Tactics
In chess, tactics generally refer to short-term maneuvers – so short-term that they can be calculated in
advance by a human player. The possible depth of calculation depends on the player's ability. In quiet
positions with many possibilities on both sides, a deep calculation is more difficult and may not be
practical, while in positions with a limited number of forced variations, strong players can calculate long
sequences of moves.
Theoreticians describe 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.[22] Simple one-move or two-move
tactical actions – threats, exchanges of material, and double attacks – can be combined into longer
sequences of tactical maneuvers that are often forced from the point of view of one or both players. A
forced variation that involves a sacrifice and usually results in a tangible gain is called a combination.[23]
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' tactical skills, is a position where a
combination is available and the challenge is to find it. Such positions are usually taken from actual
games or from analysis of actual games. Solutions usually result in checkmate, decisive advantage, or
successful defense. Tactical exercises are commonly found in instructional books, chess magazines,
newspaper chess columns, and internet chess sites.[24]
Phases
Chess theory divides chess games into three phases with different sets of strategies: the opening, the
middlegame, and lastly the endgame. There is no universally accepted way to delineate the three phases
of the game; the middlegame is typically considered to have begun after 10–20 moves, and the endgame
when only a few pieces remain.
Opening
Competitive players typically learn, memorize, and play well-documented sequences of opening moves.
The most common starting moves for White are 1.e4 and 1.d4, which usually lead to substantially
different types of positions, and Black has multiple viable responses to both.
Sequences of opening moves are referred to as openings and are catalogued in reference works, such as
the Encyclopaedia of Chess Openings. There are thousands of openings, though only a small fraction of
them are commonly played; variations of openings may also be given names. Openings vary widely in
character from quiet positional play (for example, the Réti Opening) to sharp aggressive play (like the
Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been
worked out to more than 30 moves.[25]
The fundamental strategic aims of most openings are
a b c d e f g h
similar:[26]
8 8
Middlegame
The middlegame is the part of the game that starts after the opening. Because the opening theory has
ended, players have to form plans based on the features of the position, and at the same time take into
account the tactical possibilities of the position.[28] The middlegame is the phase in which most
combinations occur. Combinations are a series of tactical moves executed to achieve some gain.
Middlegame combinations are often connected with an attack against the opponent's king. Some typical
patterns have their own names; for example, the Boden's Mate or the Lasker–Bauer combination.[29]
Specific plans or strategic themes will often arise from particular groups of openings that result in a
specific type of pawn structure. An example is the minority attack, which is the attack of queenside
pawns against an opponent who has more pawns on the queenside. The study of openings is therefore
connected to the preparation of plans that are typical of the resulting middlegames.[30]
Another important strategic question in the middlegame is whether and how to reduce material and
transition into an endgame (i.e. simplify). 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 a pawn, or sometimes even with a two-pawn
advantage.[31]
Endgame
The endgame (also end game or ending) is the stage of the Example of zugzwang
game when there are few pieces left on the board. There are a b c d e f g h
three main strategic differences between earlier stages of the 8 8
game and the endgame:[32]
7 7
There are many types of chess problems, the most common being directmates, in which White is required
to move and checkmate Black within a specified number of moves, usually two or three, against any
defense.
Directmates usually consist of positions unlikely to occur in an actual game, and are intended to illustrate
a particular theme, usually requiring a surprising or counterintuitive key move. Themes associated with
chess problems occasionally appear in actual games, when they are referred to as "problem-like"
moves.[37]
2 2
Fairy chess problems, also called heterodox problems, involve
altered rules, such as the use of unconventional pieces or 1 1
Tournaments for composition and solving of chess problems and studies are organized by the World
Federation for Chess Composition (WFCC), which works cooperatively with but independent of FIDE.
The WFCC awards titles for composing and solving chess problems.[39]
A child playing chess in Public chess tables in the Jardin Men playing chess,
Washington Square Park, du Luxembourg, Paris, France Kutaisi, Georgia, 2014
New York City, US
A girl playing Chess game in Kilifi, Kenya Giant chess in Cathedral
chess in Square, Christchurch, New
Mexico City, Zealand, 2005
Mexico
Boys playing chess on a Chess players in the Széchenyi A girl playing chess in
street in Santiago de Cuba, baths of Budapest, Hungary Salatiga, Indonesia
Cuba
Organized competition
Governance
Chess's international governing body is usually known by its French acronym FIDE (pronounced FEE-
day) (French: Fédération Internationale des Échecs), or International Chess Federation. FIDE's
membership consists of the national chess organizations of over 180 countries; there are also several
associate members, including various supra-national organizations, the International Braille Chess
Association (IBCA), International Chess Committee of the Deaf (ICCD), and the International Physically
Disabled Chess Association (IPCA).[41] FIDE is recognized as a sports governing body by the
International Olympic Committee,[42] but chess has never been part of the Olympic Games.
Regular team chess events include the Chess Olympiad and the
Garry Kasparov, former World
European Team Chess Championship. Chess Champion
Grandmaster (GM) is the highest title a chess player can attain. For the GM title, a player
must have had an Elo rating of 2500 or more at least once and must achieve three results of
a prescribed standard (called norms) in tournaments involving other grandmasters, including
some from countries other than the applicant's. There are other milestones that can
substitute for norms, such as winning the World Junior Championship.
International Master (IM). The conditions are similar to GM, but less demanding. The
minimum rating for the IM title is 2400.
FIDE Master (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 (CM). Similar to FM, but with a FIDE rating of at least 2200.
The above titles are known as "open" titles, obtainable by both men and women. There are also separate
women-only titles; Woman Grandmaster (WGM), Woman International Master (WIM), Woman FIDE
Master (WFM) and Woman Candidate Master (WCM). These require a performance level approximately
200 rating points below their respective open titles, and their continued existence has sometimes been
controversial. Beginning with Nona Gaprindashvili in 1978, a number of women have earned the open
GM title: 40 as of July 2023.[note 2]
FIDE also awards titles for arbiters and trainers.[49][50] International titles are also awarded to composers
and solvers of chess problems and to correspondence chess players (by the International Correspondence
Chess Federation). National chess organizations may also award titles.
History
Origins
Texts referring to the origins of chess date
from the beginning of the seventh century.
Three are written in Pahlavi (Middle
Persian)[53] and one, the Harshacharita, is in
Sanskrit.[54] One of these texts, the Chatrang-
namak, represents one of the earliest written
accounts of chess. The narrator Bozorgmehr
explains that Chatrang, "Chess" in Pahlavi,
was introduced to Persia by 'Dewasarm, a
great ruler of India' during the reign of
Khosrow I:[55]
Sasanian Empire King Khosrow I sits on his throne before
the chessboard, while his vizir and the Indian envoy Deva
Dewasarm has fashioned this
Sharma, probably sent by the Maukhari King Śarvavarman
chatrang after the likeness of a
of Kannauj, are playing chess. Shahnama, 10th century
battle, and in its likeness are two
AD.[51][52]
supreme rulers after the likeness of
Kings (shah), with the essentials of
rooks (rukh) to right and to left,
with Counsellor (farzin) in the
likeness of a commander of the
champions, with the Elephant (pil)
in the likeness of the commander of
the rearguard, with Horse (asp) in
the likeness of the commander of
the cavalry, with the Footsoldier
(piyadak) in the likeness of so many infan
Xiangqi is the form of chess best known in China. The eastern migration of chess, into China and
Southeast Asia, has even less documentation than its migration west, making it largely conjectured. The
word xiàngqí ( 象棋 ) was used in China to refer to a game from 569 A.D. at the latest, but it has not been
proven that this game was directly related to chess.[67][68] The first reference to Chinese chess appears in
a book entitled Xuánguaì Lù ( 玄怪錄 ; "Record of the Mysterious and Strange"), dating to about 800. A
minority view holds that Western chess arose from xiàngqí or one of its predecessors.[69][70] Chess
historians Jean-Louis Cazaux and Rick Knowlton contend that xiangqi's intrinsic characteristics make it
easier to construct an evolutionary path from China to India/Persia than the opposite direction.[71]
The oldest archaeological chess artifacts – ivory pieces – were excavated in ancient Afrasiab, today's
Samarkand, in Uzbekistan, Central Asia, and date to about 760, with some of them possibly being older.
Remarkably, almost all findings of the oldest pieces come from along the Silk Road, from the former
regions of the Tarim Basin (today's Xinjiang in
China), Transoxiana, Sogdiana, Bactria,
Gandhara, to Iran on one end and to India
through Kashmir on the other.[72]
Writings about chess theory began to appear in the late 15th century. An anonymous treatise on chess of
1490 with the first part containing some openings and the second 30 endgames is deposited in the library
of the University of Göttingen.[84] The book El Libro dels jochs partitis dels schachs en nombre de 100
was written by Francesc Vicent in Segorbe in 1495, but no copy of this work has survived.[84] The
Repetición de Amores y Arte de Ajedrez (Repetition of Love and the Art of Playing Chess) by Spanish
churchman Luis Ramírez de Lucena was published in Salamanca in 1497.[81] Lucena and later masters
like Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio and
Gioachino Greco, and Spanish bishop Ruy López de Segura developed elements of opening theory and
started to analyze simple endgames.
The rules concerning stalemate were finalized in the early 19th century. Also in the 19th century, the
convention that White moves first was established (formerly either White or Black could move first).
Finally, the rules around castling and en passant captures were standardized – variations in these rules
persisted in Italy until the late 19th century. The resulting standard game is sometimes referred to as
Western chess[90] or international chess,[91] particularly in Asia where other games of the chess family
such as xiangqi are prevalent. Since the 19th century, the only rule changes, such as the establishment of
the correct procedure for claiming a draw by repetition, have been technical in nature.
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.[92] 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.
Deeper insight into the nature of chess came with the American Paul Morphy, an extraordinary chess
prodigy. Morphy won against all important competitors (except 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.[96]
A prodigy from Cuba, José Raúl Capablanca, known for his skill in endgames, won the World
Championship from Lasker in 1921. Capablanca was undefeated in tournament play for eight years, from
1916 to 1924. His successor (1927) was the Russian-French Alexander Alekhine, a strong attacking
player who died as the world champion in 1946. Alekhine briefly lost the title to Dutch player Max Euwe
in 1935 and regained it two years later.[102]
In the interwar period, chess was revolutionized by the new Rubinstein vs. Nimzowitsch,
theoretical school of so-called hypermodernists like Aron 1925
Nimzowitsch and Richard Réti. They advocated controlling the
a b c d e f g h
center of the board with distant pieces rather than with pawns, thus 8 8
inviting opponents to occupy the center with pawns, which become
7 7
objects of attack.[103] Among the innovations popularized by
6 6
hypermodernists was the fianchetto: the development of bishops
5 5
away from, rather than towards, the center, onto the b- and g-files.
4 4
3 3
1945–1990: Post-World War II era 2 2
1 1
a b c d e f g h
Nimzowitsch later commented:
"Each side castles now with a clear
conscience, for not even the most
hypermodern pair of masters can
produce more than four
fianchettoed Bishops!"[97]
Botvinnik started an era of Soviet dominance in the chess world, which mainly through the Soviet
government's politically inspired efforts to demonstrate intellectual superiority over the West[104][105]
stood almost uninterrupted for more than a half-century. Until the dissolution of the Soviet Union, there
was only one non-Soviet champion, American Bobby Fischer (champion 1972–1975).[106] Botvinnik also
revolutionized opening theory. Previously, Black strove for equality, attempting to neutralize White's
first-move advantage. As Black, Botvinnik strove for the initiative from the beginning.[107] In the
previous informal system of World Championships, the current 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 through the "Candidates" stage, which was initially a tournament,
and later a series of knockout 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 operated 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 23-year-old Latvian prodigy Mikhail Tal, an accomplished tactician and attacking
player who is widely regarded as one of the most creative players ever,[108] hence his nickname "the
magician from Riga". Botvinnik again regained the title in a rematch in 1961.
Karpov defended his title twice against Viktor Korchnoi and dominated the 1970s and early 1980s with a
string of tournament successes.[113] In the 1984 World Chess Championship, Karpov faced his toughest
challenge to date, the young Garry Kasparov from Baku, Soviet Azerbaijan. The match was aborted in
controversial circumstances after 5 months and 48 games with Karpov leading by 5 wins to 3, but
evidently exhausted; many commentators believed Kasparov, who had won the last two games, would
have won the match had it continued. Kasparov won the 1985 rematch. Kasparov and Karpov contested
three further closely fought matches in 1986, 1987 and 1990, Kasparov winning them all.[114] Kasparov
became the dominant figure of world chess from the mid-1980s until his retirement from competition in
2005.
The first endgame tablebases, which provided perfect play for relatively simple endgames such as king
and rook versus king and bishop, appeared in the late 1970s. This set a precedent to the complete six- and
seven-piece tablebases that became available in the 2000s and 2010s respectively.[115]
The first commercial chess database, a collection of chess games searchable by move and position, was
introduced by the German company ChessBase in 1987.[116] Databases containing millions of chess
games have since had a profound effect on opening theory and other areas of chess research.
Digital chess clocks were invented in 1973, though they did not become commonplace until the 1990s.
Digital clocks allow for time controls involving increments and delays.
Technology
The Internet enabled online chess as a new medium of playing, with chess servers allowing users to play
other people from different parts of the world in real time. The first such server, known as Internet Chess
Server (ICS), was developed at the University of Utah in 1992. ICS formed the basis for the first
commercial chess server, the Internet Chess Club, which was launched in 1995, and for other early chess
servers such as Free Internet Chess Server (FICS). Since then, many other platforms have appeared, and
online chess began to rival over-the-board chess in popularity.[117][118] During the 2020 COVID-19
pandemic, the isolation ensuing from quarantines imposed in many places around the world, combined
with the success of the popular Netflix show The Queen's Gambit and other factors such as the popularity
of online tournaments (notably PogChamps) and chess Twitch streamers, resulted in a surge of popularity
not only for online chess, but for the game of chess in general; this phenomenon has been referred to in
the media as the 2020 online chess boom.[119][120]
Computer chess has also seen major advances. By the 1990s, chess engines could consistently defeat
most amateurs, and in 1997 Deep Blue defeated World Champion Garry Kasparov in a six-game match,
starting an era of computer dominance at the highest level of chess. In the 2010s, engines significantly
stronger than even the best human players became accessible for free on a number of PC and mobile
platforms, and free engine analysis became a commonplace feature on internet chess servers. An adverse
effect of the easy availability of engine analysis on hand-held devices and personal computers has been
the rise of computer cheating, which has grown to be a major concern in both over-the-board and online
chess.[121] In 2017, AlphaZero – a neural network also capable of playing shogi and Go – was introduced.
Since then, many chess engines based on neural network evaluation have been written, the best of which
have surpassed the traditional "brute-force" engines. AlphaZero also introduced many novel ideas and
ways of playing the game, which affected the style of play at the top level.[122]
As endgame tablebases developed, they began to provide perfect play in endgame positions in which the
game-theoretical outcome was previously unknown, such as positions with king, queen and pawn against
king and queen. In 1991, Lewis Stiller published a tablebase for select six-piece endgames,[123][124] and
by 2005, following the publication of Nalimov tablebases, all six-piece endgame positions were solved.
In 2012, Lomonosov tablebases were published which solved all seven-piece endgame positions.[125] Use
of tablebases enhances the performance of chess engines by providing definitive results in some branches
of analysis.
Technological progress made in the 1990s and the 21st century has influenced the way that chess is
studied at all levels, as well as the state of chess as a spectator sport.
Previously, preparation at the professional level required an extensive chess library and several
subscriptions to publications such as Chess Informant to keep up with opening developments and study
opponents' games. Today, preparation at the professional level involves the use of databases containing
millions of games, and engines to analyze different opening variations and prepare novelties.[126] A
number of online learning resources are also available for players of all levels, such as online courses,
tactics trainers, and video lessons.[127]
Since the late 1990s, it has been possible to follow major international chess events online, the players'
moves being relayed in real time. Sensory boards have been developed to enable automatic transmission
of moves. Chess players will frequently run engines while watching these games, allowing them to
quickly identify mistakes by the players and spot tactical opportunities. While in the past the moves have
been relayed live, today chess organizers will often impose a half-hour delay as an anti-cheating measure.
In the mid-to-late 2010s – and especially following the 2020 online boom – it became commonplace for
supergrandmasters, such as Hikaru Nakamura and Magnus Carlsen, to livestream chess content on
platforms such as Twitch.[128][129] Also following the boom, online chess started being viewed as an
esport, with esport teams signing chess players for the first time in 2020.[130] The number of esport teams
signing chess players rose considerably in 2025, after chess was added to Saudi Arabia's Esports World
Cup.[131][132]
Growth
Organized chess even for young children has become common. FIDE holds world championships for age
levels down to 8 years old. The largest tournaments, in number of players, are those held for children.[133]
The number of grandmasters and other chess professionals has also grown in the modern era. Kenneth
Regan and Guy Haworth conducted research involving comparison of move choices by players of
different levels and from different periods with the analysis of strong chess engines. They concluded that
the increase in the number of grandmasters and higher Elo ratings of the top players reflect an actual
increase in the average standard of play, rather than "rating inflation" or "title inflation".[134]
Professional chess
In 1993, Garry Kasparov and Nigel Short broke ties with FIDE to organize their own match for the World
Championship and formed a competing Professional Chess Association (PCA). From then until 2006,
there were two simultaneous World Championships and respective World Champions: the PCA or
"classical" champions extending the Steinitzian tradition in which the current champion plays a
challenger in a series of games, and the other following FIDE's new format of many players competing in
a large knockout tournament to determine the champion. Kasparov lost his PCA title in 2000 to Vladimir
Kramnik of Russia.[135] Due to the complicated state of world chess politics and difficulties obtaining
commercial sponsorships, Kasparov was never able to challenge for the title again. Despite this, he
continued to dominate in top level tournaments and remained the world's highest rated player until his
retirement from competitive chess in 2005.
The World Chess Championship 2006, in which Kramnik beat the FIDE World Champion Veselin
Topalov, reunified the titles and made Kramnik the undisputed World Chess Champion.[136] In September
2007, he lost the title to Viswanathan Anand of India. Anand defended his title in the revenge match of
2008,[137] 2010 and 2012. Magnus Carlsen defeated Anand in 2013, defending his title in 2014, 2016,
2018, and 2021, whereafter he announced that he would not defend his title a fifth time. The 2023
championship
was played
between the
winner and
runner-up of the
Candidates
Tournament 2022:
Ian
Nepomniachtchi
of Russia and
Ding Liren of
China. Ding beat
Nepomniachtchi,
making him the
Magnus Carlsen of Norway, top 1 FIDE
world ranked player since July 2011
Gukesh Dommaraju of India, current champion.[44] In
World Champion 2024, Indian
Gukesh Dommaraju beat Ding.
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.[139]
Some of the elaborate chess sets used by the aristocracy at least partially survive, such as the Lewis
chessmen.
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 friar Jacobus de Cessolis c. 1300. This book was one of
the most popular of the Middle Ages.[140] The work was translated into many other languages (the first
printed edition was published 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.[141] 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:[142]
Known in the circles of clerics, students, and merchants, chess entered into the popular culture of the
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...[144] The game of chess, at times, has been discouraged
by various religious authorities in Middle Ages: Jewish,[145] Catholic and Orthodox.[146] Some Muslim
authorities prohibited it even recently, for example Ruhollah Khomeini in 1979 and Abdul-Aziz ash-
Sheikh even later.[147]
During the Age of Enlightenment, chess was viewed as a means of self-improvement. Benjamin Franklin,
in his article "The Morals of Chess" (1786), 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 ...[148]
Chess is also present in contemporary popular culture. For example, the characters in Star Trek play a
futuristic version of the game called "Federation Tri-Dimensional Chess",[152] and "Wizard's Chess" is
played in J.K. Rowling's Harry Potter.[153]
Mathematics
The game structure and nature of chess are related to several branches of mathematics. Many
combinatorical and topological problems connected to chess, such as the knight's tour and the eight
queens puzzle, have been known for hundreds of years.
In 1913, Ernst Zermelo used chess as a basis for his theory of game
strategies, which is considered one of the predecessors of game Mathematicians Euler, Legendre,
[157]
theory. Zermelo's theorem states that it is possible to solve chess, de Moivre, and Vandermonde
i.e. to determine with certainty the outcome of a perfectly played studied the knight's tour.
game (either White can force a win, or Black can force a win, or both
sides can force at least a draw).[158] With 1043 legal positions in
chess, however, it will take an impossibly long time to compute a perfect strategy with any feasible
technology.[159]
Applied mathematics
A novel methodology in steganography explores the use of chess-based covers (such as puzzles, chess
problems, game reports, training documents, news articles, etc.) for concealing data within a selection of
moves, each hiding some bits.[160][161] Several proof-of-concept projects have been developed that
convert text or files into binary code, which is then converted into a series of legal chess moves, that can
then be decrypted and downloaded.[162]
Correspondence chess has been historically suspected of being a potential steganographic medium.
Melville Davisson Post documented a chess problem that was used to create a pictorial cipher during
World War I.[163][164] During World War II, extensive postal censorship was imposed on military
personnel from the United States and Canada that made playing correspondence chess impossible, arising
from suspicion that chess could be used to send secret messages to the enemies.[165]
Psychology
There is an extensive scientific literature on chess psychology.[note 6][167][168][169][170] Alfred Binet and
others showed that knowledge and verbal, rather than visuospatial, ability lies at the core of
expertise.[171][172] In his doctoral thesis, Adriaan de Groot showed that chess masters can rapidly
perceive the key features of a position.[173] 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
showed that chess masters can memorize positions shown for a few seconds almost perfectly. The ability
to memorize does not alone account for chess-playing skill, since masters and novices, when faced with
random arrangements of chess pieces, had equivalent recall (about six 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.[174]
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. The role of practice and talent in the development of chess and other domains of expertise has
led to much empirical investigation. Ericsson and colleagues have argued that deliberate practice is
sufficient for reaching high levels of expertise in chess.[175] Recent research, however, fails to replicate
their results and indicates that factors other than practice are also important.[176][177] For example,
Fernand Gobet and colleagues have shown that stronger players started playing chess at a young age and
that experts born in the Northern Hemisphere are more likely to have been born in late winter and early
spring. Compared to the general population, chess players are more likely to be non-right-handed, though
they found no correlation between handedness and skill.[177]
A relationship between chess skill and intelligence has long been discussed in scientific literature as well
as in popular culture. Academic studies that investigate the relationship date back at least to 1927.[178]
Although one meta-analysis and most children studies find a positive correlation between general
cognitive ability and chess skill, adult studies show mixed results.[179][180]
Online chess
Online chess is chess played over the internet. This is done through the use of internet chess platforms,
which use Elo ratings or similar systems to pair up individual players. Online chess saw a spike in growth
during the quarantines of the COVID-19 pandemic.[181][182] This can be attributed to both isolation and
the popularity of Netflix miniseries The Queen's Gambit, which was released in October 2020.[181][182]
Chess app downloads on the App Store and Google Play Store rose by 63% after the show debuted.[183]
Chess.com saw more than twice as many account registrations in November as it had in previous months,
and the number of games played monthly on Lichess doubled as well. There was also a demographic shift
in players, with female registration on Chess.com shifting from 22% to 27% of new players.[184] GM
Maurice Ashley said "A boom is taking place in chess like we have never seen maybe since the Bobby
Fischer days", attributing the growth to an increased desire to do something constructive during the
pandemic.[185] USCF Women's Program Director Jennifer Shahade stated that chess works well on the
internet, since pieces do not need to be reset and matchmaking is virtually instant.[186]
Computer 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.[187] Serious trials based on
automata, such as El Ajedrecista, were too complex and limited to be useful. Since the advent of the
digital computer in the 1950s, chess enthusiasts, computer engineers, and computer scientists have built,
with increasing degrees of seriousness and success, chess-playing machines and computer programs.[188]
The groundbreaking paper on computer chess, "Programming a Computer for Playing Chess", was
published in 1950 by Claude Shannon.[note 7] 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 of modern computers.[190]
In 2009, a mobile phone won a category 6 tournament with a performance rating of 2898: chess engine
Hiarcs 13 running on the mobile phone HTC Touch HD won the Copa Mercosur tournament with nine
wins and one draw.[194] The best chess programs are now able to consistently beat the strongest human
players, to the extent that human–computer matches no longer attract interest from chess players or the
media.[195] While the World Computer Chess Championship still exists, the Top Chess Engine
Championship (TCEC) is widely regarded as the unofficial world championship for chess
engines.[196][197][198] The current champion is Stockfish.
With huge databases of past games and high analytical ability, computers can help players to learn chess
and prepare for matches. Internet Chess Servers allow people to find and play opponents worldwide. The
presence of computers and modern communication tools have raised concerns regarding cheating during
games.[199]
Related games
Related games include:
See also
Glossary of chess
Glossary of chess problems
List of abstract strategy games
List of chess players
List of World Chess Championships
Outline of chess
Women in chess
Notes
1. The fifty-move rule is not applied at FICGS.[9]
2. Current FIDE lists of top players with their titles are online at "FIDE Ratings and Statistics"
(https://ratings.fide.com/). ratings.fide.com. Archived (https://web.archive.org/web/20230710
101639/http://ratings.fide.com/) from the original on 10 July 2023. Retrieved 29 December
2022.
3. At that time the Spanish word would have been written axedrez. The Spanish "x" was
pronounced as English "sh", as the Portuguese "x" still is today. The spelling of ajedrez
changed after Spanish lost the "sh" sound.
4. The allegorical poem Scachs d'amor, the first to describe a modern game, is probably from
1475.[78][79]
5. This is stated in The Encyclopaedia of Chess (1970, p. 223) by Anne Sunnucks, but is
disputed by Edward Winter (chess historian) in his Chess Notes 5144 and 5152 (http://www.
chesshistory.com/winter/winter38.html).
6. 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.[166]
7. Alan Turing made an attempt in 1953.[189]
8. In 2008 FIDE added Chess960 rules to an appendix of the Handbook.[204] This section is
now classified under "Guidelines",[2] indicating that the rules presented do not have the
weight of FIDE law.
References
1. A World of Chess, Jean-Louis Cazaux and Rick Knowlton, p. 244
2. "Fide Laws of Chess taking effect from 1 January 2023" (https://handbook.fide.com/chapter/
E012023). FIDE. Archived (https://web.archive.org/web/20230101083033/https://handbook.f
ide.com/chapter/E012023) from the original on 1 January 2023. Retrieved 1 January 2023.
3. "C. General Rules and Technical Recommendations for Tournaments / 02. Chess
Equipment / 01. Standards of Chess Equipment / FIDE Handbook" (https://handbook.fide.co
m/chapter/StandardsOfChessEquipment2022). International Chess Federation (FIDE).
Retrieved 19 January 2025.
4. Hooper & Whyld (1992), p. 47
5. United States Chess Federation. (2003). U.S. Chess Federation's official rules of chess.
Just, Tim., Burg, Daniel B. (5th ed.). New York: Random House Puzzles and Games.
ISBN 0-8129-3559-4. OCLC 52859422 (https://search.worldcat.org/oclc/52859422).
6. Burgess (2000), p. 481
7. David Brine Pritchard (6 November 2008) [1950]. The Right Way to Play Chess. Updated by
Richard James (2008 revised ed.). Right Way. ISBN 978-0-7160-2199-5.
8. Jack Peters (18 May 2001). "Why Grandmasters Rarely Checkmate" (https://www.latimes.co
m/archives/la-xpm-2001-may-18-cl-64946-story.html). Los Angeles Times. Archived (https://
web.archive.org/web/20201229221956/https://www.latimes.com/archives/la-xpm-2001-may-
18-cl-64946-story.html) from the original on 29 December 2020. Retrieved 3 December
2020.
9. "50 moves rules" (http://www.ficgs.com/membership.html#chess). FICGS. Archived (https://
web.archive.org/web/20100209034210/http://www.ficgs.com/membership.html#chess) from
the original on 9 February 2010. Retrieved 1 December 2009.
10. See paragraph "C. Algebraic notation" in FIDE Laws of Chess[2]
11. Hooper & Whyld (1992), p. 92
12. Murray (1985), p. 25
13. Hooper & Whyld (1992), p. 229
14. Susan Polgar (11 February 2008). "Special Chess Records" (https://chessdailynews.com/sp
ecial-chess-records/). Chess Daily News. Archived (https://web.archive.org/web/202212290
64443/https://chessdailynews.com/special-chess-records/) from the original on 29
December 2022. Retrieved 29 December 2022.
15. "Chess and draughts collection – Koninklijke Bibliotheek" (http://www.kb.nl/en/resources-res
earch-guides/kb-collections/collections-by-theme/chess-and-draughts-collection). kb.nl.
Archived (https://web.archive.org/web/20150602095256/http://www.kb.nl/en/resources-rese
arch-guides/kb-collections/collections-by-theme/chess-and-draughts-collection) from the
original on 2 June 2015.
16. "Siegbert Tarrasch vs. Max Euwe, Bad Pistyan it, CZE 1922" (http://www.chessgames.com/
perl/chessgame?gid=1006866). Chessgames.com. Archived (https://web.archive.org/web/2
0090110122502/http://www.chessgames.com/perl/chessgame?gid=1006866) from the
original on 10 January 2009.
17. Harding (2003), pp. 1–7
18. Lasker (1934), p. 73
19. Watson (1998), pp. 163ff
20. Harding (2003), pp. 138ff
21. Evans (1958), pp. 22–67
22. Harding (2003), pp. 8ff
23. Harding (2003), pp. 70ff
24. Burgess, Nunn & Emms (2004), pp. 14–15
25. Tamburro (2010), p. 18
26. Tarrasch (1987)
27. Evans (1958), p. 175
28. Harding (2003), pp. 32–151
29. Hooper & Whyld (1992), p. 86
30. Silman (1998), pp. 202–205
31. Emms (2004), p. 90
32. Harding (2003), pp. 187ff
33. de la Villa (2008), pp. 179–180
34. Howard (1961)
35. Hooper & Whyld (1992), p. 234
36. John Nunn (12 May 2015). "Longest dual-free direct mate problem" (https://en.chessbase.c
om/post/longest-dual-free-direct-mate-problem). Chessbase.com. Retrieved 30 January
2025.
37. Hooper & Whyld (1992), p. 110
38. Hooper & Whyld (1992), pp. 400–401
39. Weenink (1926)
40. Hercules, Andrew (11 January 2021). "What Is Chess Hustling & How Much Do Chess
Hustlers Make?" (https://herculeschess.com/what-is-chess-hustling/). Hercules Chess.
Retrieved 28 January 2025.
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Further reading
Bird, Henry (2008) [First published 1893]. Chess History and Reminiscences. Forgotten
Books. ISBN 978-1-60620-897-7.
Dunnington, Angus (2003). Chess Psychology: Approaching the Psychological Battle Both
on and Off the Board. Everyman Chess. ISBN 978-1-85744-326-4.
Fine, Reuben (1983). The World's Great Chess Games. Courier Dover Publications.
ISBN 978-0-486-24512-6. OCLC 9394460 (https://search.worldcat.org/oclc/9394460).
Hale, Benjamin (2008). Philosophy Looks at Chess. Open Court Publishing Company.
ISBN 978-0-8126-9633-2.
Ilko, Krisztina (2024). "Chess and Race in the Global Middle Ages". Speculum. 99 (2): 480–
540. doi:10.1086/729294 (https://doi.org/10.1086%2F729294).
Kotov, Alexander (1971). Think Like a Grandmaster. B.T. Batsford Ltd. ISBN 978-0-7134-
3160-5.
Lasker, Emanuel (1960). Lasker's Manual of Chess. Dover. ISBN 978-0-486-20640-0.
Leibs, Andrew (2004). Sports and Games of the Renaissance. Westport, CT: Greenwood
Publishing Group. ISBN 978-0-313-32772-8.
Mason, James (1947). The Art of Chess. Dover Publications. ISBN 978-0-486-20463-5.
OCLC 45271009 (https://search.worldcat.org/oclc/45271009). (see the included
supplement, "How Do You Play Chess")
Pachman, Ludek (1971). Modern Chess Strategy. Dover. ISBN 978-0-486-20290-7.
Réti, Richard (1960). Modern Ideas in Chess. Dover. ISBN 978-0-486-20638-7.
Rizzitano, James (2004). Understanding Your Chess. Gambit Publications. ISBN 978-1-
904600-07-7. OCLC 55205602 (https://search.worldcat.org/oclc/55205602).
Steinitz, William; Landsberger, Kurt (2002). The Steinitz Papers: Letters and Documents of
the First World Chess Champion. Jefferson, NC: McFarland & Company. ISBN 978-0-7864-
1193-1. OCLC 48550929 (https://search.worldcat.org/oclc/48550929).
Verwer, Renzo (2010). Bobby Fischer for Beginners. Alkmaar: New in Chess. ISBN 978-90-
5691-315-1.
Wilkinson, Charles K. (May 1943). "Chessmen and Chess". The Metropolitan Museum of Art
Bulletin. New Series 1 (9): 271–79. doi:10.2307/3257111 (https://doi.org/10.2307%2F32571
11). JSTOR 3257111 (https://www.jstor.org/stable/3257111).
External links
International organizations
News
History
Chesshistory.com (http://www.chesshistory.com/winter/extra/factfinder.html)