Chess notation: learn from previous games

When learning to play chess, it is definitely an advantage if you can study other chess games. Chess has many different methods for recoding games, the most common being Algebraic notation. Those who can read algebraic notation can make use of annotated games and opening directories, tournament records, and other excellent learning resources. Chess notation can be used to record all facets of games, including piece positions, moves, captures, pawn promotion, castling, check, checkmate, and game end.

Each square on a chessboard is at the intersection of a rank Y proceedings. Ranges represent each horizontal row and file each vertical column. With the chessboard set for the start of a game and positioned so that the player is behind the white pieces, the first row is the row where the white king is, the first row is the column furthest away. the left. Ranges are numbered 1 to 8 and files To through h. Square locations are given indicating file and range. With a chess board set up ready for a game, we can now state that:

  • e1 contains the white king
  • h7 contains a black pawn
  • d5 is empty

Parts are described using capital letters as follows:

  • K – King
  • Q – Queen
  • R – Tower
  • B – Bishop
  • N – Knight
  • No letter – Pawn

Each chess turn is represented by writing the turn number (a number that starts at 1 and increases each turn), the whites move, then the blacks move. Each move lists the target piece and square. For instance, Nf6 is read aloud as “Knight at f6” and d7 it is read aloud as “Pawn to d7”. If the starting square is ambiguous (for example, it is possible that either of the Knights ends in the Nf6 square), a rank, additional row, or both rows and rows are listed after the piece identifier. For instance, Ngf6 it reads aloud as “Knight in file ga f6”.

Captures of pieces are represented by placing a X between the part identifier and the destination square. For instance, Rxh7 it reads aloud as “Rook takes h7”.

The following annotations can also be added to the end of a move to indicate a special move:

  • + – Verify
  • # – Checkmate
  • 0-0 – Castle on the king’s side
  • 0-0-0 – Queen’s Side Castle

Finally, the end of a game is written as 1-0 if White wins, 0-1 if Black wins, and 1 / 2-1 / 2 if it is a draw.

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