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Chess notation

Chess notation refers to the standardized systems used to record the sequence of moves in a game of chess, enabling players, analysts, and historians to document, study, and replay games with precision. The algebraic notation system is the sole officially recognized method by the for its tournaments and matches, and it is recommended for all chess literature to ensure uniformity and validity of scoresheets as evidence in disputes. In algebraic notation, the chessboard is coordinatized with files labeled a through h from left to right (from White's perspective) and ranks numbered 1 through 8 from bottom to top, allowing each of the 64 squares to be uniquely identified by a letter-number combination, such as . Pieces are abbreviated as K for , Q for , R for , B for , and N for , while pawn moves omit any letter and are simply notated by their destination square. A basic move is recorded by the piece's symbol (or omission for pawns) followed by the target square, for example, Nf3 for a moving to f3 or for a advancing to ; captures are indicated with an 'x' before the destination, such as Bxe5. To resolve ambiguities when multiple pieces of the same type could reach the same square, the originating (e.g., Ngf3) or is added as needed, and promotions are denoted by appending the new piece's symbol, like e8= for a pawn promoting to on e8. Special moves include , notated as 0-0 for kingside or 0-0-0 for queenside, while optional annotations such as + for , # for , and e.p. for captures enhance readability without altering the core record. This system's precision supports its widespread use in scorekeeping, game databases, and educational materials, replacing older descriptive notations that no longer accepts for official purposes.

Move Notation Systems

Algebraic notation

Algebraic notation is the internationally recognized standard system for recording chess moves, adopted by the in 1981 as the sole official notation for its tournaments and matches. This coordinate-based method replaced older systems like , providing a universal, unambiguous way to document games that is suitable for both human analysis and computer processing. FIDE mandates its use in official scoresheets, ensuring consistency across global competitions. The in algebraic notation is divided into s (vertical columns labeled a through h from left to right from 's perspective) and s (horizontal rows numbered 1 through 8 from bottom to top for White). Each of the 64 squares is uniquely identified by combining the file letter and rank number, such as for the square in the fifth file from the left on the fourth rank. Pieces are denoted by uppercase English letters: K for , Q for , R for , B for , and N for ; pawns have no symbol and are implied by context. Moves are recorded by specifying the piece (if applicable), followed by the destination square, such as Nf3 for the knight moving to f3 or simply for a pawn to . Captures are indicated with an "x" before the destination, as in Bxe5 for a bishop capturing on e5, while pawn captures include the origin file, like dxe5. Checks are marked with a "+" after the move (e.g., Qh5+), and double checks use "++". Special moves have dedicated symbols: kingside castling is O-O, queenside castling is O-O-O, captures are noted with "e.p." (e.g., exd6 e.p.), and pawn promotions use "=" followed by the new (e.g., e8=Q). When multiple s of the same type could legally move to the destination square, disambiguation is added using the origin (e.g., Nbd2 to specify the from the b-file) or (e.g., N5f3), or both if necessary (e.g., Nb5d4). Annotations for analysis, such as "!" for a good move or "?" for a blunder, may follow the move but are not part of the core notation. A sequence from the famous "Game of the Century" between (White) and (Black) in 1956 illustrates algebraic notation in practice: 1. Nf3 Nf6 2. c4 g6 3. Nc3 Bg7 4. d4 O-O 5. Bf4 d5! 6. Qb3 dxc4 7. Qxc4 c6 8. e4 Nbd7. Here, Fischer's 5...d5! advances the pawn to attack, earning the "!" for its strong play. Algebraic notation's advantages include its compactness, as each square has a unique identifier reducing redundancy; its universality, endorsed by for international consistency; and its ease of parsing by computers, facilitating database storage and analysis in formats like PGN.

Descriptive notation

Descriptive notation is a chess notation system that describes moves from the perspective of the current player, using abbreviated terms based on the pieces that occupy the files at the start of the game and numbering ranks relative to each player's side of the board. This relative approach contrasts with algebraic notation's use of absolute coordinates, making it more intuitive for English-speaking players in earlier eras but prone to confusion in international contexts. In descriptive notation, the chessboard's files are labeled according to the pieces on White's first rank: the king's rook file as KR, king's knight as KN, king's bishop as KB, king as K, queen as Q, queen's bishop as QB, queen's knight as QN, and queen's rook as QR. Ranks are numbered from 1 to 8 starting from the player's own side, so White's first rank is Black's eighth, and vice versa; this player-centric numbering requires adjustments when replaying games from the opponent's viewpoint. Pieces are denoted by their initial letters: P for pawn (often omitted in non-capturing pawn moves), N or Kt for knight, B for bishop, R for rook, Q for queen, and K for king. Moves are recorded by specifying the piece (or P for pawn), followed by the destination file and rank, such as P-K4 for a pawn advancing to the king's fourth , which corresponds to the algebraic e4. Non-capturing moves use a (e.g., N-KB3), while captures are indicated by "x" or "takes" (e.g., BxP for takes ). For disambiguation when multiple pieces can reach the same square, the originating or is added, such as QN-B3 for queen's knight to bishop's third instead of a potentially ambiguous KN-B3. Special moves have specific conventions: castling kingside is notated as O-O or "castles kingside," and queenside as O-O-O or "castles queenside," a standardization that emerged in the 1940s. En passant captures are marked with "e.p." (e.g., PxP e.p.), and pawn promotion specifies the new piece in parentheses or equals sign, such as P-Q8=Q or "pawn to queen's eighth equals queen." For example, the sequence 1. P-Q4 N-KB3 2. P-QB4 P-Q4 translates from algebraic 1. d4 Nf6 2. c4 d5, illustrating how descriptive notation's verbosity aids descriptive clarity but requires mental flips for Black's moves. Descriptive notation originated in 18th-century , with early verbose forms like "pawn to king's fourth" appearing in François-André Danican Philidor's 1749 book Analyse du jeu des Échecs, and gained widespread use in English-speaking countries through Howard Staunton's 1847 The Chess-Player's Handbook. It dominated 19th- and early 20th-century chess literature, particularly in the United States, Britain, and Spain, as seen in tournament records like the 1857 First American Chess Congress and the 1895 tournament. By the mid-20th century, ambiguities in and the need for a universal system led to its decline, with algebraic notation fully supplanting it by the 1980s following FIDE's 1981 adoption of algebraic for official use.

Coordinate notation

Coordinate notation, also known as ICCF numeric notation, is a language-independent developed for use in international correspondence chess by the (ICCF). It employs a purely numerical framework to identify squares and record moves, facilitating transmission via postal mail, telegram, or without reliance on letters or words that vary across languages. In this system, each of the 64 squares on the is designated by a unique two-digit number. The first digit represents the , numbered 1 to 8 from left to right from perspective (a=1, b=2, ..., h=8), and the second digit represents the , numbered 1 to 8 from White's near side to Black's near side ( 1=1, 2=2, ..., 8=8). For instance, the square is identified as 54, since e is the fifth and 4 is the fourth . This absolute coordinate approach ensures unambiguous square references regardless of the player's viewpoint or . Moves are recorded without explicit piece symbols, relying solely on the starting and ending square coordinates. A standard move consists of four digits: the first two for the departure square and the last two for the arrival square. For example, the opening move 1. e4 (pawn from e2 to e4) is notated as 5254, where 52 is e2 and 54 is e4. Captures follow the same format, with the capture implied by the occupancy of the destination square; no additional symbol is needed. Special moves require modifications to this basic structure. Pawn promotions append a fifth digit to indicate the promoted : 1 for , 2 for , 3 for , or 4 for . For example, a moving from f7 (67) to f8 (68) and promoting to a is recorded as 67682. is denoted by the king's movement alone, using specific four-digit codes: kingside is 5171 (king from e1=51 to g1=71), queenside is 5131 (e1=51 to c1=31), Black kingside is 5878 (e8=58 to g8=78), and Black queenside is 5838 (e8=58 to c8=38). These codes account for the rook's implied involvement without separate notation. To illustrate, consider a short game sequence in coordinate notation with its algebraic equivalent:
  1. 5254 5755 (1. e4 e5)
  2. 7163 2836 (2. Nf3 Nc6)
  3. 6125 1716 (3. Bb5 a6)
A valid brief sequence:
  1. 5254 5755 (e4 e5)
  2. 7163 2836 (Nf3 Nc6)
  3. 5171 6835 (O-O Bc5).
This format's compactness is evident, with each move requiring only four digits in most cases. The primary advantages of coordinate notation lie in its neutrality to language and brevity, making it ideal for international or telegram transmission in , where clarity and minimal characters reduce errors and costs. It was mandatory in ICCF postal/ events until updates allowing algebraic by agreement, but remains a standard for brevity in transmission notations.

Position Recording Systems

Forsyth–Edwards Notation (FEN)

is a standard method for describing a specific chess position using a single-line ASCII string, enabling the representation of the board setup along with essential game state information such as the side to move, availability, possibilities, and move counters. Developed by extending earlier notation systems, FEN is widely adopted in chess software for its compactness and completeness in capturing a position's static and dynamic elements without requiring visual diagrams. The notation consists of six fields separated by spaces, each providing distinct details about the position. The first field describes the piece placement on the board, starting from the eighth rank (Black's side) to the first rank ( side), with ranks separated by forward slashes (/). Within each rank, pieces are listed from the a-file to the h-file, using uppercase letters for pieces (P for , N for , B for , R for , Q for , K for ) and lowercase letters for Black's corresponding pieces (p, n, b, r, q, k); consecutive empty squares are indicated by a single digit from 1 to 8 representing their count. The second field specifies the active color to move, denoted as "w" for or "b" for . The third field indicates castling rights, using "K" for kingside, "Q" for queenside, "k" for kingside, "q" for queenside, or any combination thereof; if no castling is possible, it is marked with "-". The fourth field notes the en passant target square (e.g., "e3") if a has just advanced two squares, allowing capture on that file's fifth or fourth , respectively, or "-" if inapplicable. The fifth field is the halfmove clock, a (0 or higher) counting plies since the last advance or capture, which supports rules like the 50-move draw. The sixth field is the fullmove number, starting at 1 and incrementing after each Black move, typically ranging from 1 upward. For example, the starting position of a chess game is encoded as:
rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
Here, the piece placement shows Black's back (rnbqkbnr), followed by pawns (pppppppp) and empty s (8), then White's symmetric setup; White moves first ("w"), full is available ("KQkq"), no ("-"), no halfmoves have passed ("0"), and it is move 1 ("1"). A midgame position after White's and Black's response might appear as:
rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq e3 0 1
This reflects White's on e4, to move ("b"), possible on e3 ("e3"), with other fields unchanged. FEN is primarily used in chess engines, databases, and (PGN) files to , or store positions precisely, facilitating , reconstruction, and communication between software tools. Its integration with algebraic notation allows seamless transitions from move sequences to position snapshots in applications like online analyzers. However, FEN has limitations, as it does not encode move history, comments, or variations, focusing solely on the current state; it also assumes standard chess rules and does not natively support variants like Chess960 without extensions.

Extended Position Description (EPD)

The Extended Position Description (EPD) is an ASCII-based standard for representing chess positions along with associated attributes and annotations, serving as an extensible extension of the (FEN). Developed in 1993 by , Ken Jordan, and Steven J. Edwards, EPD facilitates data interchange among chess programs, test suites, and opening libraries by incorporating optional operations beyond basic position data. Unlike FEN, which is limited to core position elements, EPD supports a flexible set of opcodes for such as evaluations, best moves, and predicted variations, making it particularly suited for chess problems and . EPD records consist of a single text line beginning with four semicolon-free data fields identical to those in FEN—piece placement on the board (ranks 8 to 1, files a to h, using letters for pieces and numbers for empty squares), active color ('w' for or 'b' for black), castling availability (e.g., 'KQkq' or '-'), and en passant target square (e.g., 'e3' or '-')—followed by zero or more operations separated by spaces and terminated by a semicolon. Each operation comprises an opcode (a mnemonic of up to 15 alphanumeric characters or underscores, in ASCII order) and its operands (s, moves in Standard Algebraic Notation (), or quoted strings up to 256 bytes). Key opcodes include 'hmvc' for the halfmove clock (e.g., 'hmvc 0;'), 'fmvn' for the fullmove number (e.g., 'fmvn 1;'), 'bm' for best move(s) in ASCII-ordered (e.g., 'bm Nf3;'), 'pv' for predicted variation as a sequence of moves (e.g., 'pv Nf3 d5;'), and 'ce' for centipawn as a signed (e.g., 'ce 50;'). Additional opcodes handle analysis metrics like 'acn' for node count (e.g., 'acn 1000000;') and adjudication indicators such as 'resign' for or 'draw' for draw offers. Files use the '.epd' extension and may contain multiple such lines for batches of positions. EPD's extensibility allows for custom opcodes to accommodate chess variants by describing non-standard board setups or rules, such as initial in via the piece placement field combined with variant-specific annotations. For instance, a standard starting might be encoded as:
rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - hmvc 0; fmvn 1;
A puzzle indicating the best move Bd3 and a predicted variation could appear as:
r1bqk2r/p1pp1ppp/2p2n2/8/1b2P3/2N5/PPP2PPP/R1BQKB1R w KQkq - bm Bd3; pv Bd3 Nf6;
These features enable EPD to support multiple positions per file, enhancing its utility for large datasets. In practice, EPD is widely employed in chess problem collections for specifying tactics with solutions and evaluations, endgame studies requiring mate-in-N annotations (via 'dm' opcode, e.g., 'dm 3;'), and software handling non-standard games like variants through extended opcodes. It appears in test suites for chess engines, such as those distributed via FTP archives, and tools like the EPD Kit for validation and generation. Compared to FEN, EPD offers superior handling of adjudication outcomes (e.g., via 'tcg' for game-theoretic winner in some extensions, though primarily through standard opcodes like 'resign') and richer annotations, including opening classifications ('eco' for Encyclopedia of Chess Openings code) and predicted lines, without the strict limitations on line length (up to 4096 characters). This makes it ideal for detailed position analysis while maintaining with FEN's core structure.

Specialized Notations

Computer and software notations

Computer and software notations encompass standardized formats optimized for digital storage, processing, and exchange of chess data, enabling seamless interaction between human users, databases, and engines. Prominent among these is (PGN), a human-readable text format for recording complete games, including moves, variations, and annotations, which has served as the since its proposal in 1993 by Steven J. Edwards. PGN builds on algebraic notation principles but incorporates structured elements for software parsing, such as mandatory headers and extensible movetext sections. PGN files begin with a tag section featuring seven standard headers—Event, Site, Date, Round, White, Black, and Result—enclosed in square brackets, followed by a blank line. The movetext section then records the game sequence using move numbers (e.g., 1. e4 e5), with white's moves followed by black's on the same line, and variations denoted in parentheses (e.g., (2. Nc3)) for alternative lines. Annotations appear in curly braces for comments (e.g., {interesting position}) or as Numeric Annotation Glyphs (NAGs) like ! for a good move or ?! for an interesting but dubious one. Games terminate with markers such as 1-0 for white wins, 0-1 for black wins, 1/2-1/2 for draws, or * for ongoing games. Central to PGN is Standard Algebraic Notation (SAN), a context-dependent system for move representation that assumes board state for disambiguation, using piece symbols (K for , Q for , R for , B for , N for ; pawns omitted) followed by destination square and capture indicators (e.g., Nf3 for knight to f3, Bxc6 for bishop captures on c6). If ambiguity arises, SAN adds file or rank prefixes (e.g., Ngf3 or N5f3), and special moves include O-O for kingside , e.p. for , and promotions like e8=Q. SAN facilitates engine inputs by balancing brevity and clarity, serving as the move format in protocols like the Universal Chess Interface (UCI), developed in 2000 by Rudolf Huber and Stefan Meyer-Kahlen for engine-GUI communication. In UCI, however, moves often use long algebraic notation (e.g., e2e4 instead of e4) to specify exact from-to squares without context reliance. An example of a complete PGN for a short game, the , illustrates the format:
[Event "Example Game"]
[Site "Online"]
[Date "2025.11.09"]
[Round "?"]
[White "Beginner"]
[Black "Expert"]
[Result "0-1"]

1. f3 e5 2. g4 Qh4# {Black wins by [checkmate](/page/Checkmate).} 0-1
This records headers, moves in , a comment, and the result. For UCI communication, the same opening move might be transmitted as "position startpos moves e2e4 e7e5" to set up the board sequentially. These notations offer key advantages for software, including machine parsability through token-based structures, support for analysis trees via nested variations, and adaptability to chess variants via optional tags like [SetUp "1"] paired with (FEN) for initial positions. Modern extensions, such as the [Variant "Crazyhouse"] tag, enable recording of non-standard rules while maintaining compatibility with PGN parsers. PGN's ASCII-based design ensures portability across systems, making it the preferred format for chess databases and engines despite occasional use of proprietary alternatives in specialized software.

Transmission notations

Transmission notations are specialized systems designed for concise and unambiguous communication of chess moves, particularly in correspondence chess, postal play, or early electronic transmission methods where brevity and error resistance are crucial. The primary modern example is the (ICCF) numeric notation, the official standard for all ICCF-organized events, including postal and email . In this system, the board is numbered with 1–8 (bottom to top from White's view) and files 1–8 (left to right), so squares are identified by two digits (e.g., is 54, with 5 for rank 4 and 4 for file e). Moves are recorded as four digits: the first two for the origin square, the last two for the destination (e.g., 1. is 5254, from e2=52 to =54). Captures and piece types are inferred from context, omitting explicit indicators. Pawn promotions append a fifth digit (1 for , 2 for , 3 for , 4 for ), such as 67682 for a pawn from f7=67 to f8=68 promoting to rook. uses the king's path: 5131 for White queenside (e1=51 to c1=31), 5979 for Black queenside. This notation's language independence and compactness make it ideal for international transmission, though its use has declined with internet servers favoring algebraic. Historically, transmission notations evolved for telegraph and radio play in the . The Gringmuth notation, introduced in , used letter pairs for squares (a= A–H, b= I–P, etc., up to h= Y–Z, with 1=odd, even=next letter), encoding moves like e2e4 as GEGO. It succeeded the Rutherford code, which converted numbers to Latin words for dual-game telegrams, but was phased out after rule changes. The Uedemann code (1897) assigned two-letter codes to squares (e.g., BA for a1) but saw limited adoption due to error proneness. These early systems prioritized minimal characters for costly transmissions but were superseded by numeric and algebraic methods. Another contemporary variant is Smith notation, used in some online chess servers like the Internet Chess Club, which encodes moves as from-square, to-square, and optional captured piece for full reversibility without board state (e.g., for pawn advance). It resembles UCI long algebraic but includes capture details for ambiguity resolution in transmission.

Endgame classification notations

Endgame classification notations serve as abbreviated symbolic representations of the material composition in chess endgames, enabling efficient categorization and indexing for theoretical studies and computational databases. These notations summarize the pieces on each side without specifying their exact positions, using standard abbreviations: for , for , for , for , for , and for . Lowercase letters often denote black pieces or indicate the opposing side. For instance, KQK represents and versus lone , while KBPkr denotes , , and versus and . Pawns are typically indicated by count rather than individual positions, such as 2P for two pawns, to focus on material imbalance rather than board layout. Established standards in endgame tablebases, such as those developed by Eugene Nalimov and Ronald de Man for formats, employ these material keys alongside metrics like DTZ (distance to zeroing), which quantifies the moves required to reach a advance or capture, accounting for the . Examples include "KNN vs. k" for two knights versus , highlighting drawn positions under optimal play, or KRPKR for , rook, and versus and rook. Nalimov tablebases, covering 3- to 6-piece s completed in the early 2000s, use similar keys for distance-to-mate calculations. Variants of these notations range from detailed listings like KBPPvKBP (king, bishop, two pawns versus king, bishop, pawn) to more concise forms such as BBN vs. 2P (two bishops and knight versus two pawns). In some contexts, fuller material descriptions approximate position sketches, such as 5K/3p3k/8 vs. 7K/5p2R, but these remain focused on piece counts and types for classification purposes. A prominent example is the , classified as RPK vs. RK (rook, , king versus and king), which databases confirm as a winning setup for the pawn side with correct rook sheltering technique, yielding high win rates in tablebase analyses. Such classifications underpin theory, revealing outcomes like the general draw in KNN vs. K despite theoretical mate possibilities. These notations are essential for organizing vast endgame tablebases, indexing billions of positions to support evaluation and perfect play computation; 7-piece tablebases, first realized with Lomonosov in 2012 and in more compact format in 2018, exemplify this by enabling precise DTZ-based searches across 16.7 TiB of data. They integrate briefly with systems like FEN for complete position retrieval in studies. Recent advances include ongoing 8-piece tablebases, with significant progress reported through the ; as of August 2025, further developments have uncovered new longest forced wins and corrections (cooks) in studies.

Historical Development

Early and pre-standardized notations

The earliest forms of chess notation emerged in medieval and texts, where moves were recorded using descriptive phrases or diagrammatic representations rather than standardized symbols. In ancient works on , the precursor to modern chess, notations often employed figurative language referring to pieces by their roles in an , such as "" for or "elephant" for , with phrases like "elephant to " to indicate positioning on the board. manuscripts, such as al-Adli's ash-shatranj from around 840 , similarly relied on narrative descriptions and diagrams to outline problems and strategies, avoiding abstract coordinates in favor of contextual phrases tied to piece movements. By the 17th and 18th centuries in , notations began incorporating more structured elements, though they remained inconsistent and regionally diverse. Some systems used verbose narratives, such as "the pawn advances two squares," to describe moves in full sentences, as seen in English translations of early texts like the 1614 example "The white king commands his owne knight into the third house before his owne bishop" for Nf3. Coordinate-like approaches appeared sporadically, with Philip Stamma's 1737 book Essai sur le jeu des échecs employing a proto-algebraic system that labeled files a-h and ranks 1-8, marking an early attempt at universality. These methods coexisted with purely descriptive accounts, reflecting the era's reliance on textual elaboration over brevity. Precursors to formal descriptive notation appeared in influential works, such as François-André Philidor's 1747 L'Analyse des échecs, which used relative terms like "P. à 4" for a advancing to the opponent's fourth , blending abbreviations with positional references from the mover's perspective. Regional variations further highlighted the lack of uniformity: French notations often incorporated numeric coordinates, as in a 1173 labeling files a-h and 1-8 (reversed from modern usage). A key milestone in pre-standardized notation was Luis Ramírez de Lucena's 1497 Repetición de Amores e Arte de Ajedrez, the earliest printed chess book, which included 150 chess problems illustrated with diagrams. No universal standard existed until the , as these early efforts prioritized clarity for local audiences over portability. The primary limitations of these pre-standardized notations were their inconsistency and language dependence, which complicated translations and hindered international analysis, often requiring diagrams or full rewrites for study. This fragmentation influenced the later development of more rigid descriptive systems, paving the way for algebraic standardization.

Modern standardization and evolution

Although algebraic notation was introduced by Philip Stamma in the 18th century, descriptive notation dominated chess literature through the , particularly in English-speaking countries. Algebraic notation gained popularity in , especially , during the mid-19th century, with publications like Howard Staunton's 1847 The Chess-Player's Handbook still using descriptive but noting algebraic variants. By the early , algebraic became more widespread in international tournaments and literature due to its precision and language independence. The Fédération Internationale des Échecs () officially recognized algebraic notation as the standard in 1981, mandating its use in all official competitions and scoresheets to ensure uniformity and resolve disputes. This standardization accelerated its global adoption, with organizations like the transitioning fully to algebraic in the 1980s. Today, algebraic notation is ubiquitous in chess databases, software, and education, while persists only in historical contexts.

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