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8

Castling is always an option - it is never forced upon a player. It is however a very commonly taken option as it: places the king in an easily defended position moves the rook towards the centre of the board where it is easily developed and does all that in one move, improving the player's tempo


7

You can promote a pawn to any piece (other than a Pawn or King), regardless of how many of that piece is on the board. In theory, you could have nine Queens by the end of the game (unlikely, of course). Piece availability is not a concern, either. An upside-down rook (if available) is the recommended stand-in for a queen, though you may have to improvise ...


7

There is no ELO rating in go. And even no official international rating at all. A common question in go forums is "how does my rating in [whatever country or online server] compare with [other country or online server]". The European Go Federation is maintaining an international rating system where Ke Jie is rated 2956. goratings.org is an individual ...


6

Per the wikipedia page for castling, it appears that castling arose in response to the growth in the power of the bishop and queen move sets. The line that is most interesting is a reference to the Gottingen Manuscript: In the Göttingen manuscript (c. 1500) and a game published by Luis Ramírez de Lucena in 1498, castling consisted of two moves: first the ...


5

Fool's mate is the quickest way to mate, not win. Technically the fastest way to win is for your opponent to resign on the first move or for them to lose on time (e.g. not show up but their clock is running).


5

One important reason to check a king is to prevent him from castling later by forcing him to move. The reason is that a king that has already moved (and remains in the center) cannot later "castle" his way into relative safety on the side. Nor can a king castle while in check, so this prevents him from castling for at least that move. There are two other ...


4

Ok, going for official rules here : When a player, having the move, plays a pawn to the rank furthest from its starting position, he must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of ‘promotion’. The player's choice is not ...


4

I am a chess arbiter and I can confirm that this rule does not exist whatsoever in the FIDE rules of chess. The only restriction to promotion is if it's an illegal move.


3

The ELO system, as it was originally designed, has a mean of 1500 and a standard deviation of 400 points. The central limit theorem defines how many people can exist by this model depending on their distance from the mean. For example, a rating of 3100 is 4 standard deviations from the mean (1500 + 4 x 400 = 3100). According the central limit theorem there ...


2

There are three determining factors for how high the highest Elo rating for a given game will be: Internal aspects of the rating system: First an foremost how the ratings are initialised. If you start out with everybody getting a rating of 2000, the numbers will stay higher than if everybody gets 1800. But also K-factor (how strong ratings fluctuate) and ...


2

A "third" handicap other than material or time is a "propositional" game. An example is that you lose (or cannot win) if you have lost all your pawns before administering checkmate, no matter what else happens. That proposition would lead you to play out your pawns more conservatively at the beginning of the game, and perhaps not use pawn storms. Other ...


2

Try something new. A new opening, or relying overmuch on an unusual piece. This works best when the junior opponent knows how to play and is getting the hang of your usual opening, but you are still better. Try something wild and new, it might be a disaster, it might actually work, either way you might both learn something. PS - Especially fun in ...


2

There are a few handicap ideas I use: Material Advantage Time Advantage Swapping colors midway through the game Material Advantage: Depends on the difference in skill of the two players. For beginners playing against moderately good players, you can take off whole pieces such as Queens, or Knights (since Knights are notoriously good against beginners ...


2

There is no obvious answer from what research I have done. It was very likely added simply to make the game more interesting. The en passant rule was then added to make it harder to use the two space rule to avoid getting captured.


2

The reason is history. At some point in history (between 1200 and 1500 AD in Europe when the old game of Shatranj evolved into Modern Chess), there was a lots of experimenting with different rules in chess, and the double move of the pawn made the game more dynamic and pleasant for the Chess players, therefore it stayed.


2

If you have two games each of which ranks players using the ELO rating system, then the game with higher rankings is generally viewed as "more complex" than the game with lower rankings. In the sense that there are more discrete levels of learning to mastery. It is not clear to me which ranking systems are being used in your statement, but for the ...


2

I don't have an understanding of Go ratings, but I think you are comparing apples with oranges, i.e. Go elo ratings are not meant to be compared to Chess elo ratings. This quote is from comparison of go rank with chess rating It's not really possible. You could use the European GoR system to give a rough comparison, but the problem is that it's not ...


2

At first this seemed very infeasible to me. You would need a 3 second timer for every piece. You need a way to prevent simultaneous claims of single board spaces. After giving it some thought, I came up with a possible implementation. You would need a board with a socket for each square. When a piece is inserted into this socket, it is held in place by ...


1

The thing is : some chess programs have a way to compute if the player have made a brilliant move or a blunder. The program I use (Fritz 12) does it with post-game analysis sometimes, so you have to have quite a powerful engine if you want to have this kind of annotations. But I think it's more a front-end kind of stuff : you won't see the engine doing this ...


1

No - there isn't a way to auto-annotate for all moves. Strong players often disagree on how to annotate moves using these symbols, particularly when the move is a non-forcing, non-tactical move. I'm not a programmer by any means, but your approach of looking at changes in the effective score is how engines point out blunders, e.g. a significant drop is ...


1

Other strategy board games also have things like this. If you like Chess, you might also enjoy Go. Here is a link to an online website where you can play correspondence Go: https://online-go.com/ In general, what you are looking for are correspondence games, so here is a website with a bunch of these games: http://gamesbyemail.com/


1

People play Diplomacy in that manner. It give you lots of times to contact other people to make deals with them between submitting your moves.


1

Bullet: one minute per player for all moves Blitz: 5 minutes per player for all moves Quickplay: 20, 30 or 40 minutes per player for all moves Quick tournament: 1 hour 30 mins to reach move 35, then 30 mins to finish (per player) FIDE tournament: 1 hour 30 minutes to reach move 40, then 30 mins to finish, plus 30 seconds per move (per player) Slow ...


1

Knight is better than bishop. Better, because it's much harder to calculate with knight-moves and this fact is VERY useful in 'everyday' chess games. (And this is the most important argument defending Knights: you can suprise your opponent) CPU is the strongest with Knights too. Bishop and Knight are equal during endgames (in theory). - You won't know ...



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