Algebraic Notation

One of the most important factors in the advancement of chess knowledge was the invention of a efficient notation to describe moves.  Algebraic Notation is the generally accepted method of recording moves in a chess game. It is done with the help of piece names, eight file letters (a – h) and eight rank numbers (1 – 8).

 

To record a move you need the following:

  •     A move number. Move 1 is a move by White and then one by Black. Each of the components is called a "ply" or "half-move".

  • A piece letter (for king, queen, rook, bishop and knight). You can also use "figurines", small images of the pieces.

  • Co-ordinates designating where the piece moves to.
     

The piece names are-

King

K

Queen

Q

Rook

R

Bishop

B

Knight

N

The initial for pawns is omitted, only the move co-ordinates are given.

Given this, consider the following example:

Be5 is Bishop to file e, rank 5, and e5 is Pawn to file e, rank 5.

Algebraic notation records captures with an x (for example, Bxe5), checks with a plus sign (+), checkmates with a double plus sign (++ or #), castling King-side with a O-O, and castling Queen-side with a O-O-O.

For example, the notation for the first few moves of a game might look like this:

1.e4 (White opens by moving the Pawn to square e4)
1... e5 (Black responds by moving the Pawn to square e5)
2.Nf3 (White moves the Knight to square f3)
2... Nc6 (Black moves the Knight to square c6)
3.Bb5 (White attacks by moving the Bishop to b5)
3... a6 (Black threatens that Bishop by moving the Pawn from a7 to a6)
4.Ba4 (White moves the Bishop out of harm's way)
4... Nf6 (Black takes this opportunity to develop the other Knight)

If you’re capturing a piece, indicate the piece that is doing the capturing, followed by a x for capture, followed by the square of the piece you are capturing. For example:

 5.Bxc6 (White Bishop captures the Black Knight on square c6)
5... dxc6 (When a Pawn makes a capture, indicate the file on which it starts; the Pawn started on the d-file)
6.d3 (White moves the d-Pawn one square forward)
7... Bb4+ (When a move places the other side in check, use a + at the end)

Sometimes, identical pieces can move to the same square. For example, White can remove the threat to the King by moving a Knight to d2. Unfortunately, Nd2 doesn't tell you which White Knight moved. (Knight on f3 or the Knight on b1.)

When identical pieces can move to the same square, do the following algebraic notation:

  • If both pieces start on the SAME file, put the starting rank (1 - 8) right after the name of the piece. Otherwise, put the starting file (a - h) right after the name of the piece. In this case, the two White Knights are on DIFFERENT files. So you would write Nfd2 (starting file after the piece name).

  • If you are promoting a Pawn, write the letter of the new piece at the end of the move; for example, e8Q.

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