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- Tutorial on Chess Notation
-
- The chess notation format most people think of when they think of chess is
- called descriptive notation, with moves like P-K4, N-KB3, etc. There are many
- systems of chess notation, three of which are common today. These are
- descriptive, coordinate, and algebraic. Algebraic is the "official" notation
- used in tournaments and in all modern books, and it is kind of a cross between
- descriptive and coordinate.
-
- The main thing to remember when looking at a chess diagram, regardless of the
- notation system used, is that the board is always "right-side up" for White,
- meaning White is always shown as playing from the "bottom" of the board. The
- board is always "up-side-down" for Black. Also, when placing a chess board
- down to play, the square in the lower right hand corner should always be white
- (the lighter of the two colors).
-
- The rows on the board (running left to right) are called ranks. The columns
- (running the length of the board between the two players) are called files.
- Series of squares running at a 45 degree angle (assuming a square board),
- composed of squares of all the same color, are called diagonals. The longest
- diagonals run from the lower-left-hand corner to the upper-right-hand corner,
- and the lower-right-hand corner to the upper-left-hand corner.
-
- In chess notation, each square has a name. In descriptive notation the names
- of the squares depend upon which side of the board you are playing from. In
- either algebraic or coordinate notation, the names of the squares are
- absolute, no matter which side you are sitting on. Let me illustrate:
-
- Descriptive Notation
-
- Black
-
- ------------------------------------------------- The board is divided into
- | QR8 | QN8 | QB8 | Q8 | K8 | KB8 | KN8 | KR8 | two halves, the queenside
- | qr1 | qn1 | qb1 | q1 | k1 | kb1 | kn1 | kr1 | and the kingside.
- -------------------------------------------------
- | QR7 | QN7 | QB7 | Q7 | K7 | KB7 | KN7 | KR7 | Names of squares from:
- | qr2 | qn2 | qb2 | q2 | k2 | kb2 | kn2 | kr2 |
- ------------------------------------------------- White's point of view
- | QR6 | QN6 | QB6 | Q6 | K6 | KB6 | KN6 | KR6 | are in upper case
- | qr3 | qn3 | qb3 | q3 | k3 | kb3 | kn3 | kr3 |
- ------------------------------------------------- Black's point of view
- | QR5 | QN5 | QB5 | Q5 | K5 | KB5 | KN5 | KR5 | are in lower case
- | qr4 | qn4 | qb4 | q4 | k4 | kb4 | kn4 | kr4 |
- ------------------------------------------------- Which point of view is used
- | QR4 | QN4 | QB4 | Q4 | K4 | KB4 | KN4 | KR4 | depends on whose turn it is
- | qr5 | qn5 | qb5 | q5 | k5 | kb5 | kn5 | kr5 |
- ------------------------------------------------- The names of the squares
- | QR3 | QN3 | QB3 | Q3 | K3 | KB3 | KN3 | KR3 | are based on the name of
- | qr6 | qn6 | qb6 | q6 | k6 | kb6 | kn6 | kr6 | the piece that sits in
- ------------------------------------------------- the home row at the start,
- | QR2 | QN2 | QB2 | Q2 | K2 | KB2 | KN2 | KR2 | & differentiated from each
- | qr7 | qn7 | qb7 | q7 | k7 | kb7 | kn7 | kr7 | other by whether they
- ------------------------------------------------- belong to the kingside
- | QR1 | QN1 | QB1 | Q1 | K1 | KB1 | KN1 | KR1 | or queenside. The squares
- | qr8 | qn8 | qb8 | q8 | k8 | kb8 | kn8 | kr8 | are always numbered away
- ------------------------------------------------- from the player (1 being
- closest and 8 far away).
- White
-
- While this system makes notating the game equally easy for White and Black, it
- can get confusing with each square essentially having two names. The pieces
- are designated as:
-
- K = King Q = Queen R = Rook B = Bishop N = Knight P = Pawn
-
- These abbreviations also serve as the key to the diagram above. Note that the
- Knight is designated with an N, since K is already taken by the king. Old
- books will sometimes use Kt instead for the Knight. A move is written by
- first naming the piece that is moving, indicating whether it is a regular move
- (indicated by a dash) or a capture (indicated by a lower case "x"), and
- finally indicating the arrival square or the piece being captured. All
- letters for the pieces and squares are written in upper case (I only used
- lower case for Black in the diagram above to make it easier to read). So, for
- example, P-K4 means "take a pawn and move it to K4". NxQ means "Knight takes
- Queen".
-
- Also, moves are always stated in the simplest manner that still describes only
- one unique and legal move on the board. For example, if only one pawn can
- move to B4, then you do not designate whether it is KB4 or QB4, as there is
- only one choice, and would write P-B4. If there is more than one such
- possibility, then you would clarify it with either P-KB4 or P-QB4. Sometimes
- two pieces can go to the same square, such as two Rooks on the first rank
- being able to move to Q1. R-Q1 would not be adequate in this case. You would
- designate which rook moved by noting which side of the board it originally
- came from, such as QR-Q1 or KR-Q1. If it can't be determined which side of
- the board the piece originally came from (usually late in the game), then you
- assume the piece farthest on the kingside of the board (this never changes
- even when the King moves) came from that side, and the other came from the
- other side. If they are both on the same file, then you can designate the
- rank the piece came from with a slash. Suppose two rooks can go to Q4, one
- being on Q8 and the other on Q1, you would say R/1-Q4 or R/8-Q4, depending on
- which rook was moved. The same rules apply to captures, whether you need to
- clarify which piece is doing the capturing, or which piece is being captured.
-
- Check is designated by appending "ch" after the move, such as Q-N8 ch.
- Checkmate is indicated by appending the word "mate", such as N-B7 mate.
- Appending "ch" or "mate" is enough to make a move unique. Thus, if a Queen
- can take either of two Bishops, but only one choice gives check, it is enough
- to say QxB ch. The other choice, QxB, would be unique because of the absence
- of the "ch". The same is true of "mate". En passant is indicated as PxP e.p.
- Castling kingside (also called castling short) is indicated O-O, and castling
- queenside (also called castling long) is O-O-O. Promotion of a pawn to another
- piece is indicated in parentheses, i.e., P-Q8(Q), or P-B8(N).
-
- While this system was in use for most of this century, it was eventually
- replaced by algebraic because of the confusion over the names of squares and
- the extent to which ambiguities in notation would arise. It is still
- important to know, however, as many older books still use this notation, and
- even some more recent books, such as the manual for Battle Chess. Also, many
- older players prefer this and will use it, so it has by no means died out, but
- it is definitely out of favor, and no longer the official notation of chess.
-
- The next two systems I will describe, algebraic and coordinate, are very
- similar, and even share the same names for the squares. The ranks are still
- numbered 1-8, as in descriptive notation, but instead the files are designated
- with the letters a-h. There is only one point of view: White's. This has
- the advantage that each square has only one name, and can be easily referred
- to away from a board. The disadvantage is that Black has to look at the board
- with the ranks and files numbered and lettered backward, but this is easy to
- get used to for most people, especially since most newer boards have the
- numbers and letters along the edges for reference. The names of the squares
- for these two systems are shown in the following diagram, which you can
- compare to the one for descriptive, above.
-
- Algebraic & Coordinate Notation
-
- Black
-
- a b c d e f g h
- -------------------------------------------------
- 8 | a8 | b8 | c8 | d8 | e8 | f8 | g8 | h8 | 8
- | | | | | | | | |
- -------------------------------------------------
- 7 | a7 | b7 | c7 | d7 | e7 | f7 | g7 | h7 | 7
- | | | | | | | | |
- -------------------------------------------------
- 6 | a6 | b6 | c6 | d6 | e6 | f6 | g6 | h6 | 6
- | | | | | | | | |
- -------------------------------------------------
- 5 | a5 | b5 | c5 | d5 | e5 | f5 | g5 | h5 | 5
- | | | | | | | | |
- -------------------------------------------------
- 4 | a4 | b4 | c4 | d4 | e4 | f4 | g4 | h4 | 4
- | | | | | | | | |
- -------------------------------------------------
- 3 | a3 | b3 | c3 | d3 | e3 | f3 | g3 | h3 | 3
- | | | | | | | | |
- -------------------------------------------------
- 2 | a2 | b2 | c2 | d2 | e2 | f2 | g2 | h2 | 2
- | | | | | | | | |
- -------------------------------------------------
- 1 | a1 | b1 | c1 | d1 | e1 | f1 | g1 | h1 | 1
- | | | | | | | | |
- -------------------------------------------------
- a b c d e f g h
-
- White
-
- Coordinate notation simply uses the coordinates of the square the piece comes
- from, a dash, and the coordinates of the square the piece moved to. Example
- moves are E2-E4, E7-E5, etc. An "=" is used to indicate pawn promotion, i.e.,
- E7-E8=Q. Everything is entered in caps. Castling is indicated by showing
- where the king moved (it is the only time it will move two spaces to either
- side). No distinction is made between a move and a capture. This system is
- used almost solely with computers, as it is easiest to program, because there
- is no possibility for ambiguous moves. Humans don't favor it much, however,
- as looking at the move on a scoresheet tells you nothing about what is going
- on in the game, and it is prone to being misread when replaying a game using
- its score.
-
- Algebraic notation uses the same names for squares as coordinate notation, but
- uses the piece names from descriptive notation, with one exception - a Pawn is
- given no designation. Instead, a Pawn is indicated by the absence of a piece
- letter. Piece letters belong in caps, square letters in lower case. This is
- important when differentiating a Bishop from a square on the b-file, for
- example. Unlike descriptive, no dash is used to indicate movement of a piece.
- So, moving a Knight from g1 to f3 would be written Nf3. A pawn moving to e4
- would simply be "e4". An "x" is used to indicate a capture, just as in
- descriptive notation. To lessen the potential for ambiguity, however, the
- square the captured piece rests on is used instead of the name of the piece.
- So, a Knight capturing a Queen on d8 would be written Nxd8. A pawn capture is
- indicated by noting the letter of the file the pawn came from, and its arrival
- square upon completing the capture. For example, exd5 would indicate the pawn
- came from the e-file, and captured the piece on d5. Similarly, gxh7 would
- indicate a pawn on the g-file took the piece on h7.
-
- Ambiguities are resolved by indicating the rank or file the piece came from
- (whichever is unique - if both are unique, use the letter of the file). For
- example, Nbd7 would mean the Knight on the b-file moves to d7, and N4xd6
- would mean the Knight on the 4th rank captures the piece on d6. Note this is
- much simpler than resolving ambiguities in descriptive notation.
-
- Check is indicated by a "+" after the move, such as Qg8+. Checkmate is
- indicated with two plusses, "++", such as Nf7++. Castling is indicated the
- same way as in descriptive notation, which is O-O for castling kingside
- (short), and O-O-O for castling queenside (long). En passant is indicated the
- same way as a normal Pawn capture. However, since the square the captured
- pawn stood on is not the same as the arrival square of the pawn making the
- capture (as it is in all other captures), one method had to be chosen over the
- other. Since algebraic notation and coordinate notation are closely related,
- it was decided to keep it the same, and use the _arrival square_ of the pawn,
- and not the square the captured pawn stood on. To further clarify that it was
- an en passant capture, "ep" is appended after the move. So, a pawn on e5
- capturing the pawn on f5 that has just moved two squares forward would be
- written exf6ep. Pawn promotion uses the "=" sign like coordinate notation. A
- pawn on e7 being promoted to a Queen would be written e8=Q.
-
- Algebraic notation is now the "official" language of chess, both in the US and
- internationally. The only difference in other countries is that they have
- different names for the pieces, so the letters used to designate the pieces
- vary.
-
- One variation on algebraic sometimes encountered is long algebraic. This is
- the same as algebraic in every way, except that square the piece originated
- from is also indicated, and a dash is used to separate the originating square
- and the arrival square for a regular move. An "x" is still used to indicate a
- capture, lower case is still used for the names of the squares, and pawns are
- still designated by the absence of a letter. Thus moves look like e2-e4,
- Ng1-f3, Bc8-f5, Nb8xc6, e5xd4, O-O, Ng5xf7+, d4xe3ep, g2-g1=Q, etc.
-
- Notice that while this is a little longer to write out, it has the advantage
- of avoiding ambiguities altogether, since both the originating and arrival
- squares are given. It also has an advantage over coordinate notation, which
- is that since the piece names are given, you can tell better by looking at the
- score what is happening on the board, because it provides more information.
- This extra information also helps to compensate for errors made in notation.
- Since errors in notation are especially unwanted in postal chess due to the
- long response times, where a single error can take a week to correct by the
- time the original player is informed of the error and a reply is sent back to
- correct the error, this notation is well-suited for postal chess.
-
- Below is a quick sample game fragment showing all three notations side-by-
- side. All three notation lists are identical in content, and should all
- arrive at the same position, shown below.
-
- Algebraic Coordinate Descriptive Long Algebraic
- 1. e4 e5 1. E2-E4 E7-E5 1. P-K4 P-K4 1. e2-e4 e7-e5
- 2. Nf3 Nc6 2. G1-F3 B8-C6 2. N-KB3 N-QB3 2. Ng1-f3 Nb8-c6
- 3. Bb5 a6 3. F1-B5 A7-A6 3. B-N5 P-QR3 3. Bf1-b5 a7-a6
- 4. Bxc6 dxc6 4. B5-C6 D7-C6 4. BxN QPxB 4. Bb5xc6 d7xc6
- 5. d3 Bb4+ 5. D2-D3 F8-B4 5. P-Q3 B-N5ch 5. d2-d3 Bf8-b4+
- 6. Nc3 Nf6 6. B1-C3 G8-F6 6. N-B3 N-B3 6. Nb1-c3 Ng8-f6
- 7. O-O Bxc3 7. E1-G1 B4-C3 7. O-O BxN 7. O-O Bb4xc3
-
- The position all three notations should reach is this:
-
- BR -- BB BQ BK -- -- BR
- -- BP BP -- -- BP BP BP
- BP -- BP -- -- BN -- --
- -- -- -- -- BP -- -- --
- -- -- -- -- WP -- -- --
- -- -- BB WP -- WN -- --
- WP WP WP -- -- WP WP WP
- WR -- WB WQ -- WR WK --
-
- If you can get that far in each notation, then you're probably doing ok.
-
- Also note that should one want to refer to a move in the game score above, for
- example, White's 6th move, it would be written 6. Nc3 in a sentence. Notice
- there is only one period after the move number - this indicates it is a move
- by White. To refer to Black's 6th move by itself, one would write 6...Nf6,
- the three dots (an ellipsis) indicating that it is a move made by Black. This
- convention is used regardless of which notation system is used, so one could
- just as easily write 5. P-Q3 or 5...B-N5ch, for example.
-
- When reading game scores or annotated games (games with comments and analysis
- to go with the score), one will often run into the use of "?" and "!", such as
- 20. Rd8? or 30...Bxh3! This is to indicate the relative strength or weakness
- of a given move, in the mind of the writer. A "?" indicates a weak move or
- mistake. A "!" indicates an excellent move, usually one that is unexpected
- and requires deep analysis to see why it works. Some writers will use the "?"
- and "!" additively, thus 20. Rd8?? would be a horrible move, and 30...Bxh3!!
- would be a truly inspired move. Since this can quickly get out of hand,
- restraint is required by the writer, and one usually never sees more than two
- punctuation marks.
-
- Another way the "?" and "!" can be used is to combine them, such as 20. Rd8?!
- or 30...Bxh3!?. The meaning of this depends on which punctuation mark comes
- first. "?!" is often used to mean a questionable move, but not an outright
- mistake. This can also be represented as a question mark in parentheses, for
- example, 20. Rd8 (?), but is seen much less often nowadays than "?!". The
- combination "!?" is often used to indicate surprise at a particular move, and
- often also to mean that move is speculative and risky, but probably good
- (which is why the "!" goes first).
-
- None of this punctuation (?, !, ?!, and !?) is required, and is used primarily
- as a diagnostic or learning tool, and to allow a little room for expression in
- game scores or analysis. It is included here so you can make sense of it when
- you see it in other people's game scores or analyses. Do not include these
- marks when simply taking down the score of a game or sending your reply to
- someone in a game. These are reserved for analysis only, which occurs after
- the game is over.
-
- Please make this file freely available. If you find this file useful, please
- let me know by sending me (Joe Brooks) mail either through the FidoNet CHESS
- echo, or at one of the following addresses:
-
- FIDONet net-mail address - 1:2609/202
- Internet e-mail address - joe.brooks@newhor.uu.holonet.net.
-
- Other freely available chess tutorial files by me to look for are:
-
- GUIDELN2.TXT - Guidelines to playing better chess for beginners & amateurs.
-
- ENPASNT2.TXT - An explanation of the chess move known as "en passant".
-
- RATINGS2.TXT - An explanation of chess ratings & how to get one.
-