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Black gains the half-open b-file, but the central pawn structure becomes awkward. The queen bishop has a particularly hard time finding a square, since moving the d-pawn leaves the c6-pawn undefended. If 5.Nxe5, Black regains the pawn with 5...Qg5 6.Nf3 Qxg2 7.Rg1 Qh3; White has lost the right to castle kingside but has a lead in development ...
The Semi-Italian Opening (also known as Half Giuoco Piano, Lesser Giuoco Piano, and Paris Defence) is one of Black's responses to the Italian Game. [6] [7] It begins with the moves:
The Durkin Opening (also known as the Durkin Attack or the Sodium Attack) is a rarely played chess opening that consists of the following move: . 1. Na3. The Durkin Opening is named for Robert T. Durkin (1923–2014) of New Jersey.
Phases of play are parts of a chess problem which happen, as it were, concurrently rather than consecutively.. Each problem has at least one phase: the post-key play or actual play; that is, the play after the key (the first move which leads to the problem's stipulation ("mate in two" or similar) being fulfilled).
It is a chess tactic which seldom arises, and is therefore often overlooked. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself present a threat. Huczek defines interference as a tactic involving blocking moves that obstruct lines of attack. [2]
A Closed Game (or Double Queen's Pawn Opening) is a chess opening that begins with the moves: . 1. d4 d5. The move 1.d4 offers the same benefits to development and center control as does 1.e4, but unlike with the king's pawn openings where the e4-pawn is undefended after the first move, the d4-pawn is protected by White's queen.
A Semi-Open Game is a chess opening in which White plays 1.e4 and Black breaks symmetry immediately by replying with a move other than 1...e5. The Semi-Open Games are also called Single King Pawn, Asymmetrical King Pawn, or Half-Open Games (or Openings), and are the complement of the Open Games or Double King Pawn Games which begin 1.e4 e5.
The characteristic KIA setup is 1.Nf3, 2.g3, 3.Bg2, 4.0-0, 5.d3, 6.Nbd2, and 7.e4, although these moves may be played in many different orders. In fact, the KIA is probably most often reached after 1.e4 when White uses it to respond to a Black attempt to play one of the semi-open games such as the Caro–Kann, French, or Sicilian, or even the ...