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In chess, a tactic is a sequence of moves that each makes one or more immediate threats – a check, a material threat, a checkmating sequence threat, or the threat of another tactic – that culminates in the opponent's being unable to respond to all of the threats without making some kind of concession.
Pages in category "Chess tactics" The following 38 pages are in this category, out of 38 total. This list may not reflect recent changes. ...
Undermining (also known as removal of the guard, or removing the defender) is a chess tactic in which a defensive piece is captured, leaving one of the opponent's pieces undefended or under-defended. The opponent has the unpalatable choice of recapturing or saving the undefended piece.
In chess, an X-ray or X-ray attack is a tactic where a piece indirectly controls a square from the other side of an intervening piece. Generally, a piece performing an X-ray either: effects a skewer, [1] [2] [3] indirectly attacks an enemy piece through another piece or pieces, or
In chess, a windmill (or seesaw) [1] [2] is a tactic in which a piece repeatedly gains material while simultaneously creating an inescapable series of alternating direct and discovered checks. Because the opponent must attend to check every move, they are unable to prevent their pieces from being captured; thus, windmills, while very rare, tend ...
Chess tactics – a chess tactic is a move or sequence of moves which may result in tangible gain or limits the opponent's options. Tactics are usually contrasted with strategy, in which advantages take longer to be realized, and the opponent is less constrained in responding.
Deflection in chess is a tactic that forces an opposing piece to leave the square, rank or file it occupies, thus exposing the king or a valuable piece. [1] It is typically used in the context of a combination or attack, where the deflected piece is critical to the defence.
The Brains in Bahrain was an eight-game chess match between human chess grandmaster, and then World Champion, Vladimir Kramnik and the computer program Deep Fritz 7, held in October 2002. The match ended in a tie 4–4, with two wins for each participant and four draws , worth half a point each.