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Fritz And Chesster
''Fritz and Chesster'' () is a series of educational programs about chess for children. In each of the four PC games, Fritz White and his cousin Bianca learn chess with the help of the anthropomorphic rat Chesster. In the first three games, they learn various elements of chess before competing against King Black in a chess game; the fourth game is set on an alien planet. The first game teaches the rules of the game, along with some basic checkmates and strategy. The next games teach opening theory, tactics, middlegame analysis and endgames, along with checkmate patterns. Other games feature chess variants, chess puzzles or timed games with highscore boards. The programs were produced in Germany for Terzio and Chessbase between 2003 and 2009; they have been translated into 17 languages. Reviewers found the first two games entertaining and commented on the lengthiness of the storylines. Chess puzzle books and workbooks featuring the characters have been produced. Gameplay Part 1 W ...
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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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Odds (chess)
Handicaps (or odds) in chess are handicapping variants which enable a weaker player to have a chance of winning against a stronger one. There are a variety of such handicaps, such as odds (the stronger player surrenders a certain piece or pieces), extra moves (the weaker player has an agreed number of moves at the beginning of the game), extra time on the chess clock, and special conditions (such as requiring the odds-giver to deliver checkmate with a specified piece or pawn). Various permutations of these, such as ''pawn and two moves'', are also possible. Handicaps were quite popular in the 18th and 19th centuries, when chess was often played for money stakes, in order to induce weaker players to play for wagers. Today handicaps are rarely seen in serious competition outside of human–computer chess matches. As chess engines have been routinely superior to even chess masters since the late 20th century, human players need considerable odds to have practical chances in such ma ...
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Bishop And Knight Checkmate
In chess, the bishop and knight checkmate is the checkmate of a lone king by an opposing king, bishop, and knight. With the stronger side to move, checkmate can be in at most thirty-three moves from almost any starting position. Although it is classified as one of the four basic checkmates, the bishop and knight checkmate occurs in practice only approximately once in every 6,000 games. History A method for checkmate applicable when the lone king is in the corner of the opposite color from the bishop (the "wrong" corner, where checkmate cannot be forced), was given by François-André Danican Philidor in the 1777 update to his famous 1749 treatise, ''L'Analyse des Échecs''. He called attention to the route of the knight now known as the "W manoeuvre". Another method, known as "Delétang's Method" or "Delétang's Triangles", applicable when the lone king is unable to reach the longest diagonal of the color opposite to that of the bishop, involves confining the lone king in a ...
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Two Bishops Checkmate
Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is never actually captured. The player loses as soon as their king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. If a player is not in check but has no legal moves, then it is ''stalemate'', and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#. Examples A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), or after many moves with as few as three piece ...
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Morphy's Mate
In chess, certain checkmate patterns that occur frequently have been given specific names in chess literature. By definition, a ''checkmate pattern'' is a recognizable or particular or studied arrangement of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black. Anastasia's mate In ''Anastasia's mate'', a knight and rook team up to trap the opposing king between the side of the board on one side and a friendly piece on the other. Often, the queen is first sacrificed along the a- or h-file to achieve the position. A bishop can be used instead of a knight to the same effect (see Greco's mate). This checkmate gets its name from the novel ''Anastasia und das Schachspiel'' by Johann Jakob Wilhelm Heinse, but the novelist took the chess position from an essay by Giambattista Lolli. Anderssen's mate In ''Anderssen's mate'' (named for Adolf Anderssen), the rook or queen is supported by a diagonally attacking piece such as a pawn o ...
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Losing Chess
Losing chess is one of the most popular chess variants. The objective of each player is to lose all of their pieces or be stalemated, that is, a misère version. In some variations, a player may also win by checkmating or by being checkmated. Losing chess was weakly solved in 2016 by Mark Watkins as a win for White, beginning with 1.e3. Rules (main variant) The rules are the same as those for standard chess, except for the following special rules: * Capturing is compulsory. ** When more than one capture is available, the capturing player may choose. * The king has no , being effectively replaced by a mann, and accordingly: ** it may be captured like any other piece; ** there is no check or checkmate; *** therefore the king may expose itself to capture; ** there is no castling; ** a pawn may also be promoted to a king. * Stalemate is a win for the stalemated player (the player with no legal moves). This includes having no remaining pieces on the board. Draws by re ...
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Chess Clock
A chess clock is a device that comprises two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. The clocks are used in games where the time is allocated between two parties. The purpose is to keep track of the total time each party takes and prevent delays. Parties may take more or less time over any individual move. Chess clocks were first used extensively in tournament chess, beginning with a competition at the London 1883 chess tournament, London 1883 tournament. They are often called game clocks, as their use has since spread to tournament Scrabble, shogi, Go (board game), Go, and nearly every competitive two-player board game, as well as other types of games. Various designs exist for chess clocks and different methods of time control may be employed on the clocks, with "sudden death" being the simplest. Description A chess clock consists of two adjacent clocks with buttons to stop one clock while star ...
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Breakout (video Game)
''Breakout'' is an arcade video game developed and published by Atari, Inc. and released on May 13, 1976. ''Breakout'' was released in Japanese arcades by Namco. The game was designed by Nolan Bushnell and Steve Bristow and prototyped via discrete logic chips by Steve Wozniak with assistance from Steve Jobs. In the game, eight rows of bricks line the top portion of the screen, and the player's goal is to destroy the bricks by repeatedly bouncing a ball off a paddle into them. The concept was predated by Ramtek (company), Ramtek's ''Clean Sweep'' (1974), but the game's designers were influenced by Atari's own ''Pong'' (1972). The arcade version of ''Breakout'' uses a Monochrome monitor, monochrome display underneath a translucent colored overlay. The game was a worldwide commercial success. It was among the top five highest-grossing arcade video games of 1976 in the U.S. and Japan, and among the top three in both countries for 1977. A port of the game was published in 1978 for the ...
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Ruy Lopez
The Ruy Lopez (; ), also called the Spanish Opening or Spanish Game, is a chess opening characterised by the moves: :1. e4 e5 :2. Nf3 Nc6 :3. Bb5 The Ruy Lopez remains one of the most popular chess openings, featuring many variations. In the ''Encyclopaedia of Chess Openings'' (''ECO''), the Ruy Lopez is classified under codes C60 to C99. History The Ruy Lopez is named after Ruy López de Segura, a 16th-century Spanish priest who systematically studied this and other openings in his 150-page chess book, ''Libro del Axedrez'', written in 1561. Lopez advocated 3.Bb5 as superior to 3.Bc4, and was of the opinion that Black should play 2...d6 (the Philidor Defence) to avoid it. Although it bears his name, this particular opening was included in the Göttingen manuscript, which dates from . A popular use of the Ruy Lopez opening did not develop, however, until the mid-19th century, when the Finnish and Russian theoretician Carl Jaenisch published a detailed article on in ...
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Decoy (chess)
In chess, a decoy is a tactic that lures an enemy off its square and away from its defensive role. Typically this means away from a square on which it defends another piece or threat. The tactic is also called a ''deflection''. Usually the piece is decoyed to a particular square via the sacrifice of a piece on that square. A piece so sacrificed is called a ''decoy''. When the piece decoyed or deflected is the king, the tactic is known as attraction. In general in the middlegame, the sacrifice of a decoy piece is called a ''diversionary sacrifice''.Hooper & Whyld (1996), p. 110. ''diversionary sacrifice''. Examples The game Honfi–Barczay, Kecskemet 1977, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: :1... Rxc4! 2. Qxc4 Next, the fork is executed by removing the sole defender of the a3-square: :2... Qxb2+ 3. Rxb2 Na3+ 4. Kc1 Finally, a zwischenzug decoys (attracts) the king to b2: :4... Bxb2+ After either 5.K ...
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Interference (chess)
In the game of chess, interference occurs when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece. 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. This definition may be expanded by including blocking moves that disrupt lines of defense. Examples In diagram A, White to play will apparently be obliged to retreat the knight from f5, because the squares to which it could advance are all guarded. The interference move 1.Nd6+, however, interrupts the black rook's defense of the black queen. If Black plays either 1...cxd6 or 1...Bxd6, White will capture Black's queen. Therefore, Black has no better play than 1...Rxd6 2.exd6 Qxe2 3.Rxe2 Bxd6 ...
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