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Though the modern game has long been dominated by players from the former USSR, and while there are still many strong players from Russia, there is (as of 2020) a wide variety of nationalities among the world's top players. At present, the current World Champion is Norwegian Grandmaster Magnus Carlsen, who also has the highest Elo rating in history. But note that 2005 was the last year ''any'' human was able to beat the best chess-playing computer in the world.

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Though the modern game has long been dominated by players from the former USSR, and while there are still many strong players from Russia, there is (as of 2020) a wide variety of nationalities among the world's top players. At present, the current World Champion is Chinese Grandmaster Ding Liren; the previous champion had been Norwegian Grandmaster Magnus Carlsen, who also has the highest Elo rating in history. But note that 2005 was the last year ''any'' human was able to beat the best chess-playing computer in the world.

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* SchmuckBait: Why the Scholar's Mate works so well against novices. They'll go for the seemingly exposed queen with their knight without thinking... and completely overlook the ensuing checkmate.

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* SchmuckBait: SchmuckBait:
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Why the Scholar's Mate works so well against novices. They'll go for the seemingly exposed queen with their knight without thinking... and completely overlook the ensuing checkmate.checkmate.
** The pawns on b2 and b7 are often left unguarded early in the game - and it is almost always a bad idea to try and capture them (it takes up valuable time and can easily lead to having an officer stranded behind enemy lines).
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Chess is a TurnBasedStrategy tabletop board game, and is one of the most influential games in history. It is OlderThanFeudalism at the ''very'' least; it has more [[SeriousBusiness scholarship and study]] devoted to it than any other game, with only TabletopGame/{{Go}} coming close; it contains more possible directions for a match to go than there are atoms in the entire universe; [[ArsonMurderAndJaywalking and it has]] [[Music/Chess1984 a play]] named after it.

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Chess is a TurnBasedStrategy tabletop board game, an AbstractStrategyGame, and is one of the most influential games in history. It is OlderThanFeudalism at the ''very'' least; it has more [[SeriousBusiness scholarship and study]] devoted to it than any other game, with only TabletopGame/{{Go}} coming close; it contains more possible directions for a match to go than there are atoms in the entire universe; [[ArsonMurderAndJaywalking and it has]] [[Music/Chess1984 a play]] named after it.


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* AbstractStrategyGame: Play is set on a plain grid as players alternate moving pieces in a pre-defined manner. Though pieces bear a slight resemblance to kings, castles, and such, the theming is overall very light.


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* ExcusePlot: The game has light war theming, but it has little to do with the actual gameplay, and mostly serves as an excuse for the gameplay (and to make the pieces more memorable).
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* SealedOrders: A variant of this trope used to occur during adjournments when a chess match was suspended for the day (i.e., dinner time) to be continued at a later time. The player whose turn it is to move writes down what his move will be and then seals it up and hands it to the arbiter. When the match resumed, the order was to be revealed and the game would continue from there. Both players were free to analyze the position for hours, with the help of their seconds, during the adjournment period. The sealed move ensured that neither player could know what the other would do next during this lengthy analysis. Otherwise, the player next to move would get a huge advantage from having hours to consider what to do. Nowadays, the advent of powerful chess computers has made adjournments a thing of the past –- there would be no way to stop either player from firing up the latest chess software and just memorizing its recommendations. Instead, modern chess competitions simply speed up the time limits so that adjournments aren't necessary.
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* ChangingGameplayPriorities: In the opening and middlegame, it's important to keep you king protected, to avoid being checkmated. However, in the endgame, when there aren't enough pieces left to checkmate, it's important to get the king active, to chase down enemy pawns/support the advance of one's own pawns.

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* ChangingGameplayPriorities: In the opening and middlegame, it's important to keep you the king protected, to avoid being checkmated. However, in the endgame, when there aren't enough pieces left to checkmate, it's important to get the king active, to chase down enemy pawns/support the advance of one's own pawns.
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* ChangingGameplayPriorities: In the opening and middlegame, it's important to keep you kind protected, to avoid being checkmated. However, in the endgame, when there aren't enough pieces left to checkmate, it's important to get the king active, to chase down enemy pawns/support the advance of one's own pawns.

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* ChangingGameplayPriorities: In the opening and middlegame, it's important to keep you kind king protected, to avoid being checkmated. However, in the endgame, when there aren't enough pieces left to checkmate, it's important to get the king active, to chase down enemy pawns/support the advance of one's own pawns.
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* ChangingGameplayPriorities: In the opening and middlegame, it's important to keep you kind protected, to avoid being checkmated. However, in the endgame, when there aren't enough pieces left to checkmate, it's important to get the king active, to chase down enemy pawns/support the advance of one's own pawns.

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Gray and Gray requires morality in the first place


* GreyAndGrayMorality: Neither one of the sides is characterized as good or bad (or indeed given any characterization).



** Because the United States decided it needed its own set of Chess rules, players need a guide to compare the differences between [=FIDE=] and the US Chess Federation rules. The differences include very different rules regarding claiming draws or them being automatically drawn with no claim required, [=USCF=] having less types of illegal moves and being less punishing when they happen, [=USCF=] defaulting to players being allowed to arrive up to an hour late while [=FIDE=] rules default to no lateness allowed, [=FIDE=] disallowing any electronic devices on penalty of forfeit while [=USCF=] only needs them switched off and doesn't automatically forfeit a player if it happens to ring anyway, [=USCF=] allowing the proxy of an [[HouseRules upside down Rook]] to count as a Queen when a pawn is promoted while [=FIDE=] would force the arbiter to turn it back to the right way and have it play as a Rook. The biggest differences involved what counts as insufficient material when a game ends via timeout, [=USCF=] having a rule that allows castling after touching the rook first and not requiring moves to be made one handed except in blitz. Those differences created a storm in 2015 when Hikaru Nakamura's muscle memory caused a technical break in the [=FIDE=] rules by rook first, double handed castling, which is legal in America, in a [=FIDE=] rules Armageddon game vs Ian Nepomniachtchi.

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** Because the United States decided it needed its own set of Chess rules, players need a guide to compare the differences between [=FIDE=] and the US Chess Federation rules. The differences include very different rules regarding claiming draws or them being automatically drawn with no claim required, [=USCF=] having less types of illegal moves and being less punishing when they happen, [=USCF=] defaulting to players being allowed to arrive up to an hour late while [=FIDE=] rules default to no lateness allowed, [=FIDE=] disallowing any electronic devices on penalty of forfeit while [=USCF=] only needs them switched off and doesn't automatically forfeit a player if it happens to ring anyway, [=USCF=] allowing the proxy of an [[HouseRules upside down Rook]] Rook to count as a Queen when a pawn is promoted while [=FIDE=] would force the arbiter to turn it back to the right way and have it play as a Rook. The biggest differences involved what counts as insufficient material when a game ends via timeout, [=USCF=] having a rule that allows castling after touching the rook first and not requiring moves to be made one handed except in blitz. Those differences created a storm in 2015 when Hikaru Nakamura's muscle memory caused a technical break in the [=FIDE=] rules by rook first, double handed castling, which is legal in America, in a [=FIDE=] rules Armageddon game vs Ian Nepomniachtchi.
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* NoUnifiedRuleset: Before the rules were properly formalized, different countries often had different rules. For instance, it was unclear whether pawn promotions were limited to your captured pieces or if they could promote into any non-king piece, and there were various ways to handle the king's single-use special move which became castling in the formalized rules.
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* LiteralWildCard: A promoted pawn can be turned into any non-king piece. 99% of the time you'll make a queen -- the strongest option -- but you do have the option to go for a weaker piece in the niche situations where it's useful.[[labelnote:When?]]Occasionally, a knight's move will be necessary on a congested board, or a rook or bishop will be summoned to prevent stalemate. Alternately, a player confident in their position may do it to show off.[[/labelnote]]
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* TheKingslayer: The one that does a checkmate.

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* TheKingslayer: The one that who does a checkmate.
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* AnyoneCanDie: Even [[GlassCannon the queen.]]
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* Mooks: The pawns.

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* Mooks: {{Mooks}}: The pawns.
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* Mooks: The pawns.
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* TheKingslayer: The one that does a checkmate.
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* MisereGame: One of the most popular {{variant|Chess}}s is [[https://en.wikipedia.org/wiki/Losing_chess losing chess]] (AKA giveaway chess), which sees players try to lose all of their own pieces. Captures must be taken when available, and the king can be captured like any other piece. Unlike regular chess, losing chess has been weakly solved, with white being able to force a win with 1.e3.
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* ''VideoGame/ShotgunKingTheFinalCheckmate''
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* InstantWinCondition: If a king is put in a position of certain doom, the game ends, even if that king's team didn't lose a single piece the entire game.

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* InstantWinCondition: If a king is put in a position of certain doom, the game ends, even if that king's team didn't lose a single piece the entire game. This is very nicely demonstrated by [[https://lichess.org/analysis/5nrk/3P2pb/6nq/4p3/pb3p2/2p4r/K2p1pp1/8_w_-_-_0_1?color=white this position]], where, despite Black having literally its entire army at its disposal against a lone pawn, it can't stop a mate in two.
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* UniquenessRule:
** The game has historically had the rule that a pawn could only be promoted to a captured piece, which makes it impossible to have more than one queen at a time. As the queen is a powerful piece, some people disliked the idea of having two at once. However, this rule has since been removed, and promotion is unrestricted by which pieces have already been captured.
** Castling is a special move that moves both your king and a rook, and is only available if neither of the involved pieces has ever been moved. This means that it's only usable once per game and can't be repeated even if the king and rook somehow return to their original positions.
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* ''Wiki/SCPFoundation'':

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* ''Wiki/SCPFoundation'':''Website/SCPFoundation'':
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Crosswicking

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* PlatformActivatedAbility: If a player manages to take a pawn to one of the tiles of the opposite end's row (where the other player's army begins), they'll be able to summon a fallen piece that isn't a pawn. In the context of the game's theme, this is because the pawn is earning a promotion, allowing it to acquire a new hierarchic title and thus the attributes and mobility that are associated with it.
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[[AC:Film]]

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[[AC:Film]][[AC:Films -- Live-Action]]
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* ThemedStockBoardGame: In addition to sets where the pieces appear as what they represent, with no backstory behind, there're others where they are modelled after characters of different franchises.

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* ThemedStockBoardGame: In addition to many sets where the pieces appear as more or less detailed representantions of what they represent, with no backstory behind, they're supposed to be, there're lots of others where they are modelled after characters of different franchises.
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* ThemedStockBoardGame: In addition to sets where the pieces appear as what they represent, with no backstory behind, there're others where they are modelled after characters of different franchises.
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* EverythingExplodesEnding: Entirely possible in [[https://en.wikipedia.org/wiki/Atomic_chess atomic chess.]]

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* %%* EverythingExplodesEnding: Entirely possible in [[https://en.wikipedia.org/wiki/Atomic_chess atomic chess.]]
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* In the ''[[{{DLC}} Delicious Last Course]]'' of ''VideoGame/{{Cuphead}}'', the parry challenge consists of a series of miniboss battles against anthropomorphic chess pieces, hosted by the King of Games. Each of them even has a quip relating to how they function on an actual chessboard if they defeat you:
-->'''The Pawns:''' One by one by one by one, your chance at victory is done!\\
'''The Knight:''' A 'W' for me and an 'L' for you!\\
'''The Bishop:''' I've got you beat from every angle!\\
'''The Rook:''' Beating you was pretty straightforward!\\
'''The Queen:''' Too little, too late, I daresay that's checkmate!
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This turned out to be a hoax (at least for normal chess; couldn't find much on Fischer Random/Chess960). Moving to Urban Legend Of Zelda.


** The "Vertical Castling" loophole closure in [[SwitchOutMove castling]], as much as some people saw it as a GoodBadBug. Due to the wording of the FIDE rules where a promoted piece was considered to have 'not moved', it was possible to castle an unmoved King with the newly promoted Rook. It was such an obscure idea that no-one had played it in a serious game and it took until the early 1970's before anyone even wrote about it as a hypothetical. After an article in a major European chess magazine in 1972, FIDE decided to clarify the castling rule to only apply to the "same rank" as the King.
*** The loophole exists in early versions of the Fischer Random Chess (aka Chess 960) ruleset due to the same failure to include a restriction on which rank the castling has to be performed.

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Moving information from Shatranj per this ATT thread.


Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Makruk}}, and TabletopGame/{{Shogi}}.

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Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Makruk}}, and TabletopGame/{{Shogi}}.
TabletopGame/{{Shogi}}.

!Shatranj
'''Shatranj''' or Persian Chess is considered the predecessor to chess. The rules have the following differences:

# The Queen (called Fers) moves one square diagonally.
# The Bishop (called Pīl) moves two squares diagonally, jumping over the square between.
# The Pawn (called Baidaq) cannot move two squares on the first move. When they reach the eighth rank, they are promoted to Fers.
# There is no castling.
# The player who initiates a stalemate wins.
# Capturing all the opponent's pieces except the King results in a win (unless your opponent can capture your last non-royal piece on the following move, in which case it's a draw).
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Now merged with Xiangqi.


Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Janggi}}, TabletopGame/{{Makruk}}, and TabletopGame/{{Shogi}}.

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Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Janggi}}, TabletopGame/{{Makruk}}, and TabletopGame/{{Shogi}}.
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Now merged with Makruk.


Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Janggi}}, TabletopGame/{{Makruk}}, TabletopGame/{{Sittuyin}}, and TabletopGame/{{Shogi}}.

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Related games include TabletopGame/{{Shatranj}}, TabletopGame/{{Xiangqi}}, TabletopGame/{{Janggi}}, TabletopGame/{{Makruk}}, TabletopGame/{{Sittuyin}}, and TabletopGame/{{Shogi}}.

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