|
Chess ProductsHere you can buy our range of Chess Books, Chess Sets, Chess Pieces, Chess Boards, Chess Clocks, Electronic Chess Computers and Chess Software Programs. We can supply Chess Books by top authors including Anatoly Karpov, Gary Kasparov, John Nunn, Jon Speelman, Daniel King and Paul Keres. As well as Chess Software Programs for Windows, PDA and Mobile phones, we also list a range of top quality and excellent value for money Electronic Chess Computers. Please select from the menu to the left, or click the links below:
Chess is a recreational and competitive game for two players. Sometimes called Western Chess or International Chess to distinguish it from its predecessors and other chess variants, the current form of the game emerged in Southern Europe in the second half of the 15th century after evolving from similar, much older games of Indian origin.Today, chess is one of the world's most popular games, played by an estimated 605 million people worldwide in clubs, online, by correspondence (mail and e-mail), in tournaments (amateur and professional) and informally. Aspects of art and science are found in chess composition and theory. Chess is also advocated as a way of enhancing mental prowess. The game is played on a square chequered chessboard. At the start, each player ("white" and "black") 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. Theoreticians have developed extensive chess strategies and tactics since the game's inception. The tradition of organized competitive chess started in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886; Vladimir Kramnik, today, is the 14th Champion in this lineage. There are also biennial world team events called Chess Olympiads. Since the 20th century, two international organizations, the World Chess Federation and the International Correspondence Chess Federation have organized and overseen the top chess competitions and international titles. One of the goals of early computer scientists was to create a chess-playing machine, and today's chess is deeply influenced by the abilities of current chess programs. In 1997, a match between Garry Kasparov, then World Champion, and IBM's Deep Blue chess program proved for the first time that computers are able to beat even the strongest human players. The popularity of online chess coincided with the growth of the Internet, which started in the mid 1990s. Chess is played on a square board of eight rows (called ranks and numbered 1 to 8) and eight columns (called files and labeled a to h) of squares. The colors of the sixty-four squares alternate and are referred to as "light squares" and "dark squares". The pieces are divided into two matching sets, by convention called White and Black. Each player, referred to by the color of his pieces, begins the game with sixteen pieces: these comprise one king, one queen, two rooks, two bishops, two knights and eight pawns. The colors are chosen either by a friendly agreement, by a game of chance or by a tournament director. The chessboard is placed with a light square at each player's right on the nearest rank, and the pieces are set out on the first and last two ranks as shown in the diagram. Each queen stands on a square of its own color. White makes the first move. The players then alternate moving one piece of their own at a time (with the exception of castling, when a rook and the king 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 one exception (en passant), all pieces capture opponent's pieces by moving to the square that the opponent's piece occupies. When a piece can be captured on the opposing player's next move, it is said to be "threatened" or "under attack". When a player's king is under direct attack, it is said to be in check. A player is not permitted to make any move that would place his king in check, and if his king is put in check he is then required to immediately make a move that takes the king out of check. If no such move is available, the player is checkmated. The object of the game is to checkmate the opponent. Each chess piece has its own style of moving. The king can move only one square horizontally, vertically, or diagonally. Once in every game, each king is allowed to make a special move, known as castling. Castling consists of moving the king two squares towards 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: Chess games do not have to end in checkmate — either player may resign if the situation looks hopeless. 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). Besides casual games without exact timing, chess is also played with a time control, mostly by club and professional players. This involves measuring each player's cumulative total of time taken to move. If a player's time runs out before the game is completed, he automatically loses. 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 and bullet chess (under three minutes). The international rules of chess are described in more detail in the FIDE Handbook, section Laws of Chess. History The first reference in literature to the game is from Persia around 600, where the Indian name became shatranj. The earliest documented chess pieces also date to the 7th century. By about 800 the game reached China and was known, with modifications, as Xiangqi. Chaturanga also spread to Japan, where it evolved into shogi. Shatranj was taken up by the Muslim world after the Islamic conquest of Persia, with the pieces largely retaining their Persian names. In Spanish "shatranj" was rendered as ajedrez and in Greek as zatrikion, but in the rest of Europe it was replaced by versions of the Persian shah ("king"). 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, championed by David H. Li, contends that chess arose from the game Xiangqi (also known as Chinese Chess), or at least a predecessor thereof, existing in China since the 2nd century BC. Origins of the modern game (1450–1850) This was also the time when chess started to develop a corpus of theory. The oldest preserved printed chess book, Repetición de Amores y Arte de Ajedrez (Repetition of Love and the Art of Playing Chess) by leading Spanish chess player Luis Ramirez de Lucena was published in Salamanca in 1497. Lucena and later masters of the 16th and 17th century like Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio and Gioacchino Greco or Spanish bishop Ruy López de Segura developed elements of openings, such as the Italian Game, King's Gambit and Ruy Lopez, and started to analyze simple endgames. 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, the first edition of Handbuch des Schachspiels (Handbook of Chess) was published; written by German chess masters Paul Rudolf von Bilguer and Tassilo von Heydebrand und der Lasa, it was the first comprehensive manual of chess theory. Birth of a sport (1850–1945) Besides his theoretical successes, Steinitz founded another important tradition: his triumph over the leading German master Johannes Zukertort in 1886 is regarded as the first official World Chess Championship, and Steinitz the first champion. He lost his crown in 1894 to a much younger player, German mathematician Emanuel Lasker, who maintained this title for 27 years, the longest tenure of all World Champions. Between the two World wars, chess was revolutionized by the new theoretical school of so-called hypermodernists like Aron Nimzowitsch or Richard Réti. They denied the simple principles of the established positional school of Steinitz and Tarrasch; hypermodernists 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. Since the end of 19th century, the number of annually held master tournaments and matches quickly grew. In 1914, the title of chess grandmaster was first formally conferred by Russian Tsar Nicholas II, who awarded it to five finalists of a tournament in Saint Petersburg (Lasker, Capablanca, Alekhine, Tarrasch and Marshall). This tradition was later continued by FIDE, The Fédération Internationale des Échecs or World Chess Federation, founded in 1924 in Paris. In 1927, a World Champion title for women was established, whose first bearer was Czech-English master Vera Menchik. Post-war era (1945 and later) 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 finalist since before 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. In the greatest rivalry in world championship history, Kasparov and Karpov contested five world title matches between 1984 and 1990: Kasparov narrowly retained his title each time. Kasparov would proceed to dominate the chess world until his retirement in 2005, setting records for the highest FIDE rating ever and the most #1 rankings on the FIDE rating list. Reunification of the two lineages happened in the FIDE World Chess Championship 2006, when Kramnik beat the FIDE World Champion Veselin Topalov and became the undisputed World Chess Champion. Place in culture 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. Beautiful chess sets used by the aristocracy of the time are mostly lost, but some of the surviving examples, like the 12th century Lewis chessmen, are of high artistic quality. 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. The popular 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. On the other side, political and religious authorities in many places forbade chess as frivolous or as a sort of gambling. 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... "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: 1st, Foresight, which looks a little into futurity, and considers the consequences that may attend an action ... 2nd, Circumspection, which surveys the whole Chess-board, or scene of action: - the relation of the several Pieces, and their situations; ... 3rd, Caution, not to make our moves too hastily...." Moreover, chess is often depicted in the arts, used for example as a metaphor of a struggle of two, as a symbol of cold logic, or - in the spirit of mediaeval moralists - as an allegory of society's life. 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 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. Notation for recording moves If the piece captures, "x" is inserted behind the abbreviation of the piece, 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. For example, exd5 (pawn on the e-file captures the piece on d5). Chess moves can be commented by punctuation. 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, can be recorded: Strategy and tactics Because of different strategic and tactical patterns, a game of chess is usually divided into three distinct phases: Opening, usually the first 10 to 25 moves, when players develop their armies and set up the stage for the coming battle; middlegame, the developed phase of the game; and endgame, when most of pieces are gone and kings start to take an active part in the struggle. Fundamentals of strategy The most basic, 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. The fighting value of the king in the endgame is equivalent to about 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 initial positions), coordination between pieces (for example, a pair of bishops usually coordinates better than the pair bishop + 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 usually 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). Simple one-move or two-move tactical actions — threats, exchanges of material, double attacks etc. — can be combined into more complicated variants, tactical maneuvers, often forced from one side or from both. Theoreticians described many elementary tactical methods and typical maneuvers, for example pins, forks, skewers, discovered attacks (especially discovered checks), zwischenzugs, deflections, decoys, sacrifices, underminings, overloadings and interferences. A forced variant which is connected with a sacrifice and usually results in a tangible gain is named a combination. Brilliant combinations — such as those in the Immortal game — are described as beautiful and are admired by chess lovers. Finding a combination is also a common type of chess puzzle aimed at development of players' skills. Opening 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. Uncovering one or two novelties in opening theory can be key to success in a high level match or tournament. 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 impact on the game. Middlegame 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. 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.
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. 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", where n is the number of moves within which mate must be delivered - for example "mate in three" (a three-mover). Competitive play The current World Chess Champion is Vladimir Kramnik, and the reigning Women's World Champion is Xu Yuhua from China. However, 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. Other competitions for individuals include the World Junior Chess Championship, the European Individual Chess Championship and the National Chess Championships. Other elite tournaments include Spain's Linares event, Monte Carlo's Melody Amber tournament, the Dortmund Sparkassen meeting, 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. Titles and rankings International Grandmaster (shortened: Grandmaster, GM or IGM) 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 two 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 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 USA. 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 his 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. The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 and January 2000 lists. Mathematics and computers The number of legal positions in chess is estimated to be between 1043 and 1050, with a game-tree complexity of approximately 10123. The game-tree complexity of chess was first calculated by Claude Shannon as 10120, 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 eighteenth 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. 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. Garry Kasparov, then ranked number one in the world, played a six-game match against IBM's chess computer Deep Blue in February 1996. Deep Blue won the first game, but Kasparov convincingly won the match by winning three games and drawing two. The six-game rematch in May 1997 was won by the machine (informally dubbed "Deeper Blue"), which was subsequently retired by IBM. 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 More recent research has focused on the respective roles of knowledge and look-ahead search; the role of practice and talent in the development of expertise; 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. Reproduced from Wikipedia, The Free Encyclopedia |
|
© The Trading Centre 2004-2009, Mahjong sets, Backgammon, Board Games and more. |
<< Back / Forward >> |