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Tabia or Tabiya: (from Arabic) 1) The initial position of the pieces in Shatranj. 2) The final position of a well-known chess opening. 3) (from 2) The opening position from which two players familiar with each others' tastes begin play. (Chess History - Chess Terminology - see: Wikipedia, the free encyclopedia). Tableaux ayant pour sujet les échecs: «Pictures having for subject the chess game - www.jmrw.com/Chess/Tableau_echecs» A marvellous Web site, one of the most beautiful that we know, expressing through voyages and chess illustrations, a passion for the life and its enchantment pictures! (Chess & Art - Chess and Painting - Chess and Life - Chess Passion). Tablebase: A computer database of endgame positions (calculated by retrospective analysis) designed to enable perfect play from any position. Currently tablebases are limited to positions of 6 or fewer pieces. Tablebases come in two content types; Distance to Mate (Eugene Nalimov, Steven J Edward), and Distance to Conversion (Ken Thompson). Current tablebases range from 8Gb compressed to 30Gb uncompressed. The Nalimov tablebase is most popular because it is efficient, nonproprietary, compressed, and most complete (ignoring only uncastled positions which are very unusual in the endgame). John Tamplin's popular interface to these tablebases is found at "Logical Chess". (Chess Practice - see: Chess-Poster.com). Tactical Play is the way of playing where tactics dominate. Thereby a combinatorial play is a tactical play and both terms may be more or less identified (Current Chess Theory). Tactical Mistake: A mistake arising in a series of moves and showing a bad appreciation of the position; is synonymous with "bad tactics" or "bad combination" (Chess Terminology). TD: Abreviation for "tournament director" (Chess Terminology - Chess Practice). Tempo: A unit of time represented by a move. For example, forcing the opponent to move a piece twice in the opening can gain a tempo. Plural is "tempi" (Chess Terminology). Tension: is the result of all possible exchanges, combinations or sacrifices not carried out. The tension leads to positions difficult to estimate, allowing innumerable continuations. The tension is a significant dynamic feature of a position. We may notice equally that the tension, contrarily to the pressure (see: Pressure) concerns the position and is not particular to a side. (Current and New Chess Theory - NCT XV - "Sustained pressure"). Null Tension: Either both camps do not have direct contact, like at the beginning of a game or the tension has been totally resorbed by various exchanges or combinations; anyway it is right that many positions are free from tension. (Current and New Chess Theory). Weak Tension: There are very few contacts between both armies. Few levers, possible exchanges, foreseeable combinations or sacrifices (Current and New Chess Theory). Average Tension: The position reveals a rather usual number of contacts between two sides, so that exists a tension which one can consider as quite current (Current and New Chess Theory). Strong Tension: Both camps are engaged in a hard and complex combat, where many contacts appear creating a great instability: This situation occurs mainly during the deep middle game (see: Deep Middle Game (DEMG:)). (Current & New Chess Theory - NCT XIV - "Anchorage" - NCT XV - "Sustained pressure"). White (Black) Territory: is the space of the chessboard occupy by this side in a given position (Chess War Terminology). Text: A word used to imply orthodoxy (Chess Terminology - see: IBM - www.research.ibm.com) Theoretical Novelty is a novelty representing a theoretical interest and able to make progress the Opening Chess Theory. Evidently it is difficult to declare that a move is a TN (Theoretical Novelty) without referring to the opinion of grandmasters! (Chess Terminology - NCT IV - "Unfolding of a game"). The term Theory may be used in many situations; also it is not surprising to meet it about Chess. Generally speaking, a "theory", relative to a human activity (meanly about sciences) is a set of rules and principles permitting to interpret suitably this area and to make valid forecasting. At each stage of a Chess game it is usual to atribute its own theory. Like this we say commonly there is three different theories in chess: the Opening theory, the Middle game Theory and naturally the Endgame Theory. It is not at all our opinion. First, what is usualy said to be the "Opening Theory" is not a theory but just a practice. It is clearly the result of an experimentation! Effectively the Chess Opening Theory (COTX:) is the result of the study of lines of play, this ones being repertoried and classified, in particular in the famous Encyclopedia of Chess Openings (ECOX:) . But also in other specialized works or other supports like: After a very long time of reflection and many observations we reach the conclusion which one can evoke only two basically distinct types of theory: (Current & New Chess Theory - NCT IV - "Unfolding of a game"). The Fundamental Chess Theory: concerns the opening as well as the middle game. They are the same theoretical concepts who apply to the first one and the second one. This is already true in the Classical theory (Steinitz-Tarrasch), remains valid as regards the Modern theory (Nimzovitch-Reti) and applies exactly in the same manner concerning the New theory which will be gradually presented on this site. All these ideas, besides closely complementary, provide a conceptual screen which makes possible to interprete correctly the evolution of a chess game from the first move until the access to the endgame. The present assertion, about the conceptual unity between the opening and the middle game, will be prove carefully, in next chapters of the "New Ches Theory Lecture", using many examples. (Current & New Chess Theory - NCT IV - "Unfolding of a game"). Chess Opening Theory: Means the study of Chess Openings; see separately: Chess Opening & (Chess) Theory (Chess Opening Theory - Chess Theory). Chess Endgame Theory: As it is explained above, we defend the idea of a major conceptual unit between "opening" and "middle game". But, a contrario, the progressive entry in the endgame leads gradually to a collapse of the relevance of all ideas thus advanced in the Fundamental Chess Theory. During the Pre-Endgame (see: Pre-Endgame) some concepts of the FCT may be used in parallel with some new ideas belonging to CET. To the contrary, in the Full-Endgame it is a very other theory which takes place; properly the Chess Endgame Theory (CETH:). This one being partially of a pragmatic nature and partially of a mathematical one. (Current & New Chess Theory - NCT IV - "Unfolding of a game"). Classical Chess Theory: Codified by the first World Chess Champion, William Steinitz,
William Steinitz
Siegbert Tarrasch
this latter contains the greater part of basic rules and principles still
used today. Until a certain level, it's fully sufficient to become a
good chess player
(Chess History - Classical Chess Theory). Modern Chess Theory: At the beginning of the twentieth century, was founded principally on the impulse of Aaron Nimzowitch, Richard Réti, Hans Kmoch and Xavier Tartakower a school named «hypermodern». This new concepts was presented, rightly besides, by «Hypermodern Chess School» founders like a revolution. At the present time some new ideas and refinements specify and complete previous works and contributions. Also it's possible now to mention the «Modern Chess Theory» like the whole of currently knowledge, acquired and admitted by all, relating to Chess. (Chess History - Modern Chess Theory). New Chess Theory: «Chess & Life - Chess Passion» (New Chess Theory - Chess & Life - Chess Passion). Under the name of New Chess Theory we develop an original way of thinking chess. Main ideas of this conceptualisation may be resume like this: i) The course of a Chess game may be specified, as it is indicated in: NCT IV - "Unfolding of a game". ii) The opening corresponds to a very reduced number of objectives easy to describe. An accurate study, based on two new concepts (Totally Pure Opening & Pivot Game), permits to exploit the ECB-Classification (ECBC:): NCT V - "Opening new understanding". iii) A position can be broken up into a reduced number of basic components and thus easily comparable with other similar positions. At a careful study of a position are mainly consecrated three chapters: NCT X - "Chess pawn structure I" NCT XI - "Chess pawn structure II" NCT XIII - "Pawn-Figure Complex" iv) Dynamic characteristics of a position will be make explicit; in particular in chapters: NCT XIV - "Anchorage" NCT XV - "Sustained pressure" NCT XVI - "Offensive strategy" v) The main objective of a Chess player, after a satisfying development of his pieces, is to seize the initiative. We project a new light on this concept by showing that the initiative is expressed in terms of spectrum. In fact, this is the spectrum evolution of each of both players which truly determines the becoming of a Chess game: NCT VII - "Control and domination" NCT VIII - "Spectrum of a Position" vi) A relevant study ends up highlighting that in a Chess game there is, as within the framework of Albert Einstein's relativity, a permanent exchange between Matter and Energy, which expresses all the dynamism of a position: DCC - "Dynamic Chess Classification" NCT XVII - "Mater and Energy" NCT XVIII - "Choice of a plan" vii) Our opinion is that grandmasters use for a long time the NCT without being aware of it!... In light, we have the modesty to think that we will not learn anything to a very strong player. On the other hand that you are a beginner or more experimented chess enthusiast, a weak or rather strong player there is not any doubt that discover the NCT, you impregnate of it and lastly put it into practice will propel you on a surprising level: NCT IXX - "Keys of success" NCT XX - "Test and Evaluations" NCT XXI - "Remarks" NCT XXII - "Your comments!" (New Chess Theory - "New Chess Theory Lecture" - DCC & NCT I to XXII). Threat: Possibility of an action, a combination, against the opponent side, with material profit or positional advantages. A threat is not directly achievable if it is then your opponent's turn to play. This one can try to protect himself, but it results from this an important limitation of his freedom of choice. Such is the main interest of the threat. It is thus easy to understand that create threats helps strongly to seize the initiative. (Current Chess Theory - NCT XV - "Sustained pressure"). Double Threat: a threat of double attack (i.e. a simultaneous attack on two fronts). This double attack may be realized by only one piece (for example by a fork) or then a piece while moving can reveal another friendly figure in position to attack (discovered attack) (Current Chess Theory). Triple Threat: a threat of triple attack (i.e. a simultaneous attack on three fronts). This triple attack may be realized by only a Queen; but very often are coupled a double attack (for example by a fork) and a discovered attack (Current Chess Theory). Mating Threat: a threat of checkmate is a particular strong risk for the opponent (Current Chess Theory). Veiled Threat: A latent threat, not apparent, that one discovers only after a very attentive examination of the position. Such threats are particularly pernicious and can escape from the adversary (Current Chess Theory). Development With Threat: In some openings it happens sometimes that some developing moves (see: Developing Move) incorporates a threat. But, in view to reach a strong initiative it is particularly satisfactory to find such moves during the thematic middle game (see: Thematic Middle Game (THMG:)) (Current Chess Theory - NCT XV - "Sustained pressure"). White (Black) Development With Threat: A White (Black) developing move with threat (Current Chess Theory). Three Repeats Rule: A game can be drawn when the same board layout (i.e. position) occurs three times during a game, each time the same player having to play. (Chess Practice - Chess Rule). Threefold Repetition: Means "Three Repeats Rule". (Chess Practice - Chess Rule). Tie-Breaking System: A method used to determine a single winner when tournament play produces a tie. One tie-break is the play-off, but due to the time it takes to play additional games, this is often not feasible. Ties are sometimes resolved in favor of the player who won the most games, the player who won the individual game between the tied players, or the player who had Black if the individual game between the players was drawn. (Chess Practice - see: Chess-Poster.com). Tietz System: A tie-breaking system sometimes used to spread out the prize fund in a round robin tournament. (Chess Practice - see: Chess-Poster.com). Time: According to Siegbert Tarrasch one of three fundamental components of a Chess game (forces, space and time). Effectively the time is at the heart of Chess (see: Arrow of Time (AOTX:)). Initially Time means the period allocated to both players to play the game (Practical meaning). But time also intervenes in the confrontation by the rhythm, the sequence and the speed of execution of various actions engaged by both camps (Theoretical meaning): (Current & New Chess Theory - NCT XV - "Sustained pressure"). Time Control: Used to limit the length of a game. It is the time allotted to reach a certain number of moves. Most GM games are 40 moves in 2 hours, in which case a player forfeits the game if they have not played 40 moves in the first two hours. (Chess Practice - see: ARK ANGLES - Great Australian Software). Time Pressure: When one or both players has used most of their allotted time, and must make moves with little or no thinking. This should be avoided if possible, as it often leads to mistakes or game losing blunders. (Chess Practice - see: ARK ANGLES - Great Australian Software). The Arrow Of Time: When you play Chess, whatever the manner of playing, it is impossible for you to be unaware of the implacable walk of the time; because you are playing your own story... Playing Chess is playing his life..."Chess is Life" (Robert James Fischer). Also the only way to restor a right idea of Arrow of Time is to compare Chess and Life; not with the abstract concept of Life, of course, but precisely with a Human Life; yours or ours for example! (New Chess Theory - NCT IV - "Unfolding of a game"). A Lost of Time may have several causes such as: (Current Chess Theory). Tolstoy playing chess: «Tolstoy playing chess» (Chess Practice Today - Chess & Life - Chess Passion). FIDE Rating TOP 10 News: «In 7 pages are presented on this site photographs and main data related to the current FIDE Rating TOP 10 and other topics about strongest current Chess players. This part of the site will be now regularly updated» «On the home page of the "FIDE Rating TOP 10 News", you will find the following menu: (Chess Practice Today - Chess & Life - Chess Passion). Chess in Toronto (Canada): «» (Chess Practice Today - Chess & Life - Chess Passion). Touched Piece Rule: The rule stating that a player who touches a piece with at least one legal move is obliged to move that piece. Castling is considered a move of the king and not of the rook. If an opponent's piece is touched it must be captured if possible. A player wishing to touch a piece to adjust its position on a square without being required to move it signals this intent by saying "J'adoube" or "I adjust". (Chess Terminology - Chess Rule - see: Wikipedia, the free encyclopedia). (Chess) Tournament: A Chess contest among many players (more than two), with a rule (Chess Practice). Trade: may be used for: "exchange" (Chess Terminology). Transition: This term is used sometimes for referring to the passage from a phase of a game to another (Chess Terminology). Transposition: getting the same position by following another play line (Chess Terminology). Trap: A surprising and brilliant combination leading quickly to a clear advantage In fact a trap may also be a punishment (refutation), sometimes elementary, for a bad move. For example, in the Nimzo-Indian, Leningrad Defense, Main Line, after: 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.Bg5 h6 5.Bh4 c5 6.d5 d6 7.e3 Bxc3+ 8.bxc3 e5 9.Bd3 e4
the right continuation is: 10.Bc2 And no: 10.Bxe4?? g5!
(Chess Terminology - Current Chess Theory). The Triangulation is a tactic used in a pawn endgame (i.e. a endgame with only both Kings and pawns), in view to put the opponent King in zugzwang. The basic principle is the following: a King Triangulates if it is able to maneuver on three adjacent squares, as f5, e4, e5, and this way to return at his origin square. Let us look, for example, at the position:
A triangulation is: 1.Kf5 Kd6 2.Ke4 Ke7 3.Ke5 We reach exactly the same position. But the White's King has lost voluntarily a tempo (see: Tempo (TEMP:)) and now the Black's King must play : 3... Ke8 4.Kf6 Kd8 3.Kf7 etc... (Current Chess Theory). Tripled Pawns: see: Pawn (Chess Terminology - Current Chess Theory). The Turk: Image:Tuerkischer schachspieler windisch4.jpg From Wikipedia, the free encyclopedia
«The Turk: Image:Tuerkischer The Turk: Chess playing ‘automan’ (nickname) made in (1789) by Baron Wolfgang von Kempelen and operated by a hidden player (reputedly Allgaier, Vienna’s strongest player of the day), who was ingeniously concealed inside the machine. It was operated by many strong players and was the subject of great speculation (Chess History - see: Chess-Poster.com).
The
Chess-Theory Glossary is presented on 25 pages.
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