Tactics Summary Flashcards

1
Q

Discovered Attack

A

A discovered attack takes place when the movement of one piece uncovers an attack by another piece. Discovered attacks can be extremely powerful, as the piece moved can make a threat (PM) independently of the piece it reveals.

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2
Q

Pin

A

A piece is pinned if moving it exposes a more valuable piece to attack.

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3
Q

Skewer

A

Two undefended pieces on the same line or row (similar to a pin), with the higher rated piece being attacked first.

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4
Q

Fork/Double Attack

A

The fork tactic is a double attack that simultaneously threatens two pieces which are susceptible to two power move weaknesses (PM3 Undefended Pieces or Pawns, and/or PM5 Little Guys Attacking Big Guys).

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5
Q

Removing the Defender (Undermining)

A

When pieces get stuck defending they are vulnerable to the tactic known as ‘Removing the Defender/Guard’. It is a way to attain an under-defended piece, PM3).

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6
Q

Double Check

A

Two pieces simultaneously checking the King (Variant of the Discovered Attack).

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7
Q

The Overworked Piece (Overloading)

A

A piece that is bound to defend two pieces or more.

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8
Q

Blocking

enemy side of the board

A

Predatory (often relatively quiet, non-checking) moves to clog (obstruct) an escape square. Eg the King is trapped in a Mating Net that that closing more tigthly and a forcing sequence of moves will lead to checkmate inevitably.
(Similar to trapping.)

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9
Q

Attraction/Decoy/Deflection

A

Forcefully attracting pieces to a certain square to deliver the fatal blow.

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10
Q

Trapping

own side of the board

A

Locking a piece that ventured too deep into enemy territory, rendering it unmovable and possibly undefendable. (Similar to blocking.)

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11
Q

Anomalous Moves

A

An unobvious move that is possible because of the presence of an underlying Power Move (often a pin).

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12
Q

Power Move Defense

A

A combination of active defensive moves (PM+Tactic) to create a more threatfull counter-attack.
Eg: Chess+Double Attack.

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13
Q

X-Ray Attack

A

An x-ray tactic in chess occurs when one of your long-range pieces (a Rook, Bishop or Queen) attacks “through” one of your opponent’s pieces to indirectly attack/threaten or defend beyond it.

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14
Q

Desperado

A

A desperado move captures an enemy piece when either one or more of your own pieces is already hanging (undefended). When material is going to be lost regardless, these situations present a rare opportunity to be “reckless” and take out an enemy piece along the way. This tactic often happens when both white and black have pieces under attack.

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15
Q

Pawn Storm

A

Several pawns are moved in rapid succession toward the opponent’s defenses.

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16
Q

Simplification

A

A simplification tactic is a forcing sequence of moves that converts an advantage into a more easily winning position. A player tries to simplify a winning position as an act of good technique, which is the skill of converting an advantage into a victory.

17
Q

Zwischenzug

A

German word that literally means: Between-move. Instead of the expected move (e.g. a recapture) the player poses an immediate threat that the opponent must answer and after that he plays the expected move. It might win some time because of the surprise element.

18
Q

Windmill

A

A rare tactic in which a repeating discovered check allows one piece to go on a rampage, capturing multiple enemy pieces.

19
Q

Interference

A

Interference occurs when one interrupts the line or row of a defended piece (to cut off communication) by interposing a enemy piece.

20
Q

Mating Net

A

A position where the King is trapped and will soon be checkmated. The area of the board where the King is tied down is often like a “net” closing tighter. A player might create a mating net by cutting off all escapes for the enemy king, often by relatively quiet, non-checking moves – but once the net is created, a forcing sequence of moves will lead to checkmate inevitably.
(See ‘Blocking’.)

21
Q

Zugzwang

A

A German word that literally translates as “move compulsion.” This is a situation where every move a player could make causes him to lose the game (or at least significantly worsen the position).

22
Q

Playing Dummi

A

Mindgame a bit similar to Zwischenzug. Instead of immediately playing the only possible move to a threat (most likely a check), you delay your move abominably, trying to confuse or annoy your opponent, while thinking ahead for the moves to come trying to catch up for the time you lost.
(Only usable against red-hotted players, preferably with lots of time.)

23
Q

Gone for a sec

A

Mindgame. You move right after your opponent stands up (e.g. to take a pee), to make him overthink or rush his well-deserved break.
(Only applicable to lower rated or insecure players.)