0-0 - Kingside Castling 0-0-0 - Queenside Castling 0-1 - Black wins 1-0 - White wins 1/2-1/2 - Draw A2A - Attacking the 2nd Rank A8 - Move to the 8th rank AAR - Against Activity Rules AB - Annotations by Botvinnik ABC - Active Bishop Control ABK - Attack Before King ABL - Active Bishop Line ABM - Active Bishop Maneuvering ABO - Active Bishop Opening ABQ - Active Bishop Quest ABR - Advanced Bishop Response ABT - Advanced Bishop Tactics ACD - Advanced Capture Defense ACE - Active Capture Evaluation AD - Active Defense ADEF - Advanced Defense Framework AEM - Active Endgame Maneuvers AER - Advanced Endgame Resources AFD - Active Fork Defense AG - Active Game AI - Artificial Intelligence AID - Attack in Defense AIN - Advance Initiative Nodes ALC - Active Line Control ALC - Advanced Lateral Control ALEA - Alekhine's Defense AME - Active Material Exchange AOB - Active Opening Blocks AOC - Active Opening Control AOC - Attack Over Control AOD - Advanced Opening Defense AOO - Active Opening Options AOR - Active Opening Response AP - Active Piece APK - Active Pawn Kingdom APM - Advanced Piece Manipulation ARD - Active Rook Development ARG - Active Rook Game AVC - Active Value Capture AVC - Active Variation Control AVI - Active Value Initiative AVP - Active Value Play B+N - Bishop and Knight B5 - Move to b5 BCC - Bishop Control Center BCE - Bishop Center Expansion BCF - Bishop Control Factor BCF - Bishop Coordination Factor BCT - Bishop Capture Tactics BDL - Bishop Defense Line BFD - Bishop Flexibility Dynamics BFD - Bishop Fork Defense BFG - Bishop Flexibility Gain BFS - Bishop Fork Strategy BG - Bishop's Gambit BGC - Bishop Guard Control BHC - Bishop Hiding Capture BHF - Bishop Hiding Fork BIC - Bishop Influence Control BIS - Bishop Interference Strategy BIS - Bishop Involvement Strategy BJA - Bishop’s Jumping Attack BKM - Bishop-Knight Maneuver BKT - Bishop’s Key Tactics BLITZ - Fast-paced games, usually 3-5 minutes. BLO - Bishop Line Optimization BLT - Bishop Line Tactics BMF - Bishop Mobility Flexibility BMF - Bishop's Move Flexibility BMO - Bishop Mobility Orientation BMS - Bishop Maneuvering Strategy BMS - Bishop Mobility Strategy BO - Book Opening BP - Backward Pawn BPQ - Bishop Pawn Quagmire BPSC - Bishop Pawn Structure Control BPT - Bishop Pawn Theory BQ - Bishop to Queen's Side BQF - Bishop Queen Fork BRS - Bishop Repositioning Strategy BSE - Bishop Square Evaluation BSE - Bishop Strategic Evaluation BT - Blitz Tournament BTO - Bishop Tactics Optimization BYS - Bishop Yonder Support C2C - Castling on the 2nd Rank C3 - Move to c3 CAK - Center Attack with Knights CB - Chess Base CC - Correspondence Chess CCC - Centralized Control Concept CCG - Classical Chess Game CCT - Chess Composition Tournament CDF - Central Defensive Framework CEN - Centralization of Pieces CFB - Center Fianchetto Bishop CFD - Central Formation Defense CFS - Center Control from the Fianchetto CFS - Counter Fianchetto Strategy CJM - Central Joint Maneuver CK - Castling King CNS - Center Node Structure COT - Center Occupation Theory CPC - Central Pawn Control CPH - Core Piece Harmony CPI - Central Pawn Initiative CPR - Counterplay Resource CPS - Central Pawn Storm CPS - Counter-Pawn Strategy CQR - Capture Queen’s Rook CQS - Central Quality Strategy CQT - Central Quality Tactics CQT - Central Queen Tactics CQT - Central Queen Tactics CQT - Counteracting Queen Tactics CSA - Center Square Advantage CSD - Centralized Strategy Defense CSP - Central Strategic Play CSP - Close Space Play CST - Center Structure Tactics CST - Central Strategy Tactics CT - Chess Tactics CTN - Chess Trainer’s Notebook CVA - Countering Vulnerability Assessment CVI - Central Value Initiative CVT - Control Variation Tactics CVT - Countering Vulnerability Tactics CWP - Counteracting Weakness Play D3 - Move to d3 DAC - Defense Against Counterplay DB - Database DBD - Defensive Blockade Defense DBL - Double Bishop Line DBP - Double Bishop Pressure DCO - Dutch Defense DCT - Delayed Counter Tactics DEE - Defense Endgame Evaluation DF - Double Fork DFP - Defense Against Forks and Pins DFT - Defense Flexibility Tactics DGD - Defensive Game Dynamics DGM - Development of Game Moves DGT - Digital Game Technology DHC - Defense Hierarchy Control DIA - Declining Initiative Attack DIA - Defense Initiative Assessment DKS - Defensive King Safety DLA - Double-Line Attack DLE - Defense Line Evaluation DLI - Defensive Line Initiative DLL - Defense Line Limitation DLR - Defensive Line Resilience DMF - Defense Maneuver Flexibility DMI - Defensive Move Initiative DOR - Defense Overreach Response DPA - Defensive Piece Advantage DPT - Deep Pawn Tactics DPT - Defense Placement Tactics DPT - Defensive Piece Transition DPT - Development Progress Triangle DQC - Defense Queen’s Capture DQM - Defensive Quality Management DRA - Defense Repositioning Assessment DRA - Defensive Resource Allocation DRA - Draw Resource Allocation DRA - Draw Resource Allocation DRO - Draw Resistance Opening DSB - Dark-Squared Bishop DSK - Deeply Studied Knowledge DTP - Defensive Tactics Play DUM - Double-Undermined Material DWB - Double White Bishop DWG - Defensive Weakness Guard E3 - Move to e3 EAC - Endgame Advantage Capture EAT - Endgame Assessment Tactics EBA - Endgame Blockade Assessment EBC - English Opening, Botvinnik Variation EC - Endgame Composition ECM - Endgame Calculation Method ED - Equal Development EFC - Endgame Fundamental Capture EFI - Endgame Forking Initiative EFS - Endgame Fork Strategy EG - Endgame EGA - Endgame Gain Advantage EGM - Endgame Master EGP - Endgame Piece Coordination EGT - Endgame Tablebase EHC - Endgame Level Control EHR - Endgame Resource Handling EHT - Endgame High Tension EHT - Endgame Hurdle Tactics EIA - Endgame Initiative Advantage EIC - Endgame Initiative Control EIO - Endgame Initiative Optimization EIT - Endgame Initiative Tactics EIV - Endgame Initiative Value EKN - Effective King Navigation EL - Elo List ELO - Elo Rating System ELO - Endgame Line Optimization ELV - Endgame Line Variation EM - Expert Master EOC - Endgame Optimization Control EP - En Passant EPN - Endgame Pawn Network EQA - Endgame Quality Advantage ESE - Effective Sacrificial Exchange EUC - Endgame Unconventional Control EUC - Endgame Unification Control EVA - Endgame Vulnerability Assessment EVA - Evaluative Variance Assessment EWB - Extra Weight Bishop EWR - Endgame Winning Resource F2F - Fianchettoed Fianchetto F5 - Move to f5 FAT - Forcing All Tactics FAT - Forcing Attack Tactics FCP - Fianchetto Control Position FCR - Forcing Capture Response FCT - Flexible Control Tactics FCT - Forcing Combination Tactics FDC - Forced Defensive Capture FDO - Fork Defense Overlap FE - Forced Exchange FEN - Forsyth-Edwards Notation FFP - Forcing Fork Play FGT - Forcing Game Tactics FHQ - Forcing High-Quality Moves FIP - Fianchetto Initiative Play FIS - Fianchetto Integrated Strategy FIS - Forcing Initiative Strategy FMC - Forcing Material Capture FME - Forcing Material Efficiency FMO - Forking Move Optimizer FMR - Forcing Material Recovery FND - Fork with Knight's Defense FNE - Forking Nimble Exchange FPM - Forced Pawn Move FQ - French Opening FQS - Fork Quality Strategy FRA - Fianchetto Response Assessment FRA - Forking Resource Allocation FRC - Fischer Random Chess FRC - Flexible Response Capture FRC - Forcing Rook Capture FRC - Fork Resource Coordination FSG - Forcing Strategic Gains FSI - Forced Strategic Initiative FUC - Forcing Unbalanced Capture FUS - Forced Unbalanced Structure G4 - Move to g4 GA - Game Analysis GAE - Gain Active Endgame GAF - Game Advantage Factor GAP - Gain Advanced Position GAT - Game Adjustment Tactics GCF - Game Continuity Factor GDI - Game Dynamics Initiative GFA - Gambit Flexibility Assessment GFB - Game Flow Balance GFH - Game Flow Handling GHR - Game Hierarchy Review GHV - Game Hierarchy Value GIA - Game Initiative Assessment GIV - Game Initiative Volume GKD - Grandmaster King Development GM - Grandmaster GMC - Game Management Control GNA - Game Node Advantage GNA - Game Node Assessment GNU - Grandmaster’s Nimzo Understanding GPC - Game Position Control GQ - Grandmaster Quality GQT - Game Quality Tactics GRA - Gambit Resource Allocation GRC - Game Resource Control GRC - Game Resource Control GS - Game Strategy GSA - Game Situation Adjustment GSA - Grandmaster Strategy Analysis GSE - Game Safety Evaluation GSE - Game Strategy Evaluation GSTR - Game Structure Tactics Review GTA - Game Tension Assessment GTA - Game Tension Assessment GTA - Game Transition Advantage GTE - Game Threat Evaluation GTP - Game Theory Play GW - Game Win H4 - Move Pawn to h4 H5 - Move to h5 HAF - High Activity Factors HBC - Hanging Bishop Capture HCA - High Complexity Attack HCG - High Control Gain HCM - High Center Maneuver HCP - High Complexity Play HDC - High Defense Control HDS - High-Definition Strategy HET - High-Expectation Tactics HF - Hanging Fork HFD - High Flex Defense HFI - High-Pressure Initiative HFS - High Forking Strategy HLA - High-Level Assessment HLS - High-Level Strategy HM - Harmonic Moves HMC - High-level Material Control HOC - Hierarchical Opening Control HOF - High Offensive Focus HOP - High Offensive Play HPA - High Pawn Advantage HPA - High Pawn Assault HPA - High Pawn Attack HPA - High-Pressure Attack HPI - High Pawn Initiative HPS - High Pawn Structure HPT - High Pawn Tactics HPT - High Pawn Tension HQR - High-Quality Response HRR - High-Risk Rook HRT - High-Ranking Tactics HSC - High Stakes Capture HSC - High-Stakes Control HSE - High Stakes Exchange IAC - Initiative Advantage Coordination IAF - Initiative Allocation Factor IAS - Initiative Assessment Strategy IB - Initiative Balance IBC - Initiative Before Capture IBO - Initiative Based Openings IBP - Initiative Balance Play IBP - Initiative Bishop Play IC - Intermediate Check ICCF - International Correspondence Chess Federation ICD - Initiative Capture Dynamics ICD - Initiative Control Dynamics ICR - Initiative Counter Response IDF - Initiative Defense Factor IDL - Initiative Development Lines IF - Initiative Factor IGC - Improved Game Concentration IGG - Initiative Game Guage IGT - Initiative Gain Tactics IKD - Initiative King Defense IKF - Initiative King Fork IKS - Initiative King’s Safety IM - International Master IMR - Inverted Minor Reserves INV - Initiative Variation IOT - Initiative Over Threats IP - Initiative Play IQM - Initiative-Quality Management IQP - Isolated Queen's Pawn IQT - Initiative Quality Tactics IRI - Initiative Resource Interplay IRM - Initiative Retention Mechanism IRS - Initiative Resources Strategy ISK - Initiated Safety King ISR - Initiative Support Resource ITD - Initiative Timing Dynamics ITR - Initiative Tactics Review IVF - Initiative Value Factor IVP - Initiative Value Position IWC - Inactive Weakness Control IYT - Initiative Yield Tactics IZT - Initiative-Zone Tactics JAD - Joint Attack Dynamics JDA - Joint Defense Assessment JDA - Joint Development Assessment JDB - Joint Defense Block JDL - Joining Defense Lines JE - Judgment of Endgame JED - Just Enough Defense JKD - Jumping King Defense JKF - Jackknife Fork JKM - Joining King Maneuvers JKP - Joint King Position JKP - Jumping King Protection JKQ - Jumping King Queenside JKR - Jumping Knight Rook JMC - Joint Maneuver Control JMC - Joint Move Capture JME - Joint Move Efficiency JMP - Jumping Maneuver Play JNS - Joint Knight Strategy JOC - Joint Offensive Control JPA - Joint Pawn Advancement JPA - Joint Piece Activity JPL - Joint Pawn Line JQA - Jumping Quick Attacks JQD - Joint Queen Defense JQT - Joint Queen Tactics JRC - Joint Rook Control JRM - Joint Rook Maneuver JSA - Joint Strategic Assessment JSC - Joint Square Control JTC - Joint Tactical Coordination JTP - Joint Tactical Play JUA - Jumping Unbalanced Attack JWD - Jack White Defense K - King K+P - King and Pawn Ending KAC - King Activity Control KAP - King’s Active Position KAT - King’s Activity Tactics KBT - Knight Bishop Tactics KCS - Knight Control Strategy KCT - King Coordination Tactics KFP - King Forking Play KGP - King’s Gambit KID - King's Indian Defense KID - King's Indian Defense KIS - King In Safety KKI - King’s Knight Initiative KLD - King Line Development KMC - King Maneuvering Control KMD - King Maneuver Development KMS - King Maneuver Strategy KMS - King Mobility Strategy KOF - King Opposition Flexibility KOR - King Open Rook KOU - King Occupation Utility KPA - King Pawn Attack KPB - King Pawn Break KPI - King Pawn Initiative KPM - King Pawn Mobility KPT - King Pawn Tactics KPT - King Position Tactics KQ - King and Queen KQQ - King’s Queenside Quest KRA - King Rook Activation KRA - King Rook Activation KRS - King’s Road Switch KRU - King Rook Unification KSC - King Safety Control KTA - King Tactical Advantage KTE - King Tendencies Evaluation KTI - King Threat Initiation KVS - King’s Value Structure L(ol) - Lasker Overload (a strategy) LAC - Lateral Aggressive Control LAD - Lateral Attack Defense LAD - Long-term Advantage Development LAF - Low Attack Framework LBT - Line Blocking Tactics LCA - Lateral Control Adjustment LCC - Lateral Counter Capture LDT - Long-term Defense Tactics LFP - Lateral Fork Play LFR - Lateral Fork Resource LIB - Lateral Initiative Block LMA - Line Material Assessment LMD - Line Maneuver Dynamics LMP - Long Move Principles LMS - Low Mobility Strategy LND - Long-term Neglected Defense LNL - Line Neutralization Logic LPA - Long Pawn Attack LPC - Lateral Piece Coordination LPC - Long Pawn Chains LPN - Lateral Pawn Network LPO - Lateral Pawn Openings LQU - Lateral Queen Utility LRC - Long-Range Control LRC - Long-range Rook Control LRS - Long Range Support LSD - Linear Strategy Development LSD - Low-Stakes Defense LTC - Line Tactical Control LTC - Line Tension Control LTF - Lateral Tactics Frame LTO - Lateral Tension Optimization LTP - Line Transfer Priority LUA - Lateral Unbalancing Attack LUS - Lateral Opening Strategy M5 - Mate in 5 Moves M8 - Mate in 8 Moves MAA - Material Advantage Assessment MAB - Material Advantage Balance MAL - Material and Lineage MBR - Material Balance Recovery MCS - Multi-Center Strategy MCT - Master Chess Tactics MCT - Material Coordination Tactics ME - Middle Game Evaluation MFP - Material Flexibility Play MFT - Material Flexibility Tactics MGC - Main Game Continuation MHT - Material Harmony Tactics MIE - Middle Initiative Evaluation MJS - Middle Game Junction Strategy MMP - Material Management Principles MMP - Minimum Material Principles MNT - Material and Nimble Tactics MNV - Material Neutralization Value MOB - Mobility of Bishops MOF - Material Over Forking MP - Mainline Play MPA - Material Position Assessment MPR - Material Position Ratio MPS - Maintaining Pawn Structure MPS - Material Positioning Strategy MPS - Middle Play Strategies MPT - Material Preservation Tactics MRA - Material Resource Allocation MRC - Material Resource Control MRS - Material Resource Strategy MST - Material Safety Tactics MTC - Material Trading Considerations MTE - Middle Tactics Evaluation MTS - Material Tension Strategy MTS - Mating Threat Scenarios MVP - Material Value Positioning MVP - Material Value Preservation NA - Notation Abbreviation NAD - Notation Analysis Database NAO - Notation Annotations Only NCE - Nimzo Counter-Exchange NCT - Nimzo's Counter Tactics ND - Knight Defense NDA - Nimzo Defense Approach NDL - No Draw Lines NDP - Knight Defense Position NDP - Nimzo Defense Principles NDP - Normal Development Plan NDS - Nimble Defense Strategy NFE - Nimzo-Fischer Endgame NFS - Nimzo Flexibility Strategy NFS - Nimzo’s Fork Strategy NFS - Nimzo’s Forking Strategy NHA - Nimzo’s Harmony Assessment NHT - Nimble Hopping Tactics NIA - Neutral Initiative Advantage NIP - Nimzo Interaction Play NKE - Nimzo-King Exchange NLP - Nimzo-Larsen Play NMD - Nimzo Modern Defense NME - Nimzo Modern Endgame NMR - Nimzo Myth Retraction NNT - Nimzo’s Neutralizing Tactics NPA - Nimble Pawn Approach NPA - Nimzo Piece Activity NPI - Nimzo Pawn Initiative NPT - Nimble Pawn Tactics NQF - Nimzo’s Queen Fork NR - Notation Requirement NRA - Nimzo Resource Allocation NRS - Nimzo Rook Strategy NS - Nimzo-Indian Defense NTA - Nimzo Tactical Advantage NTE - Nimzo Targeted Exchange NUE - Nimzo's Unyielding Endgame NVA - Nimzo Variation Advantage NVI - Notation Value Index NVR - Nimzo Variation Reactivity Nf3 - Knight to f3 O-O - Castles Kingside O-O-O - Castles Queenside O5 - Openings in 5 Moves OAC - Opening Advantage Capture OAC - Opening Attack Control OAS - Opening Advantage Strategy OAS - Opponent’s Attack Strategy OAT - Opening Aggression Tactics OBE - Overextended Bishop Evaluation OCD - Open Center Defense OCI - Opponent’s Control Initiative OCP - Opponent’s Counter Pawn OCT - Open Catalan OCT - Opening Control Tactics OEC - Opponent’s Endgame Control OES - Optimal Endgame Strategy OET - Opening Exchange Theory OFB - Opponent’s Fork Block OFD - Opponent Forcing Defense OFD - Opponent’s Fork Defense OFP - Offensive Fianchetto Play OFR - Offensive Footing Resource OFT - Offensive Fork Tactics OHD - Overcoming Hard Defense OIC - Opening Initiative Control OIC - Opponent’s Initiative Control OIG - Optimal Initiative Gain OIU - Opening Initiative Utilization OP - Opening Proposal OPB - Optimal Pawn Block OPD - Overplaying Defense OPM - Opponent's Pawn Mobility OPT - Optimal Pawn Tactics OPV - Opening Pawn Variance OQF - Opening Queen Fork OQT - Optimizing Queen Tactics ORC - Opposition and Resilience Control ORM - Opening Resource Management OT - Opening Theory OTB - Over-the-Board OVP - Opponent Vulnerability Play P+P - Pawn versus Pawn P> - Pawn Promotion PAF - Pawn Advance Factor PBF - Pawn Breakthrough Factor PBL - Pawn Blockade Line PCT - Pawn Capture Tactics PCT - Pawn Chain Tactics PCT - Pawn Conversion Tactics PDA - Pawn Defense Action PDB - Pawn Development Block PDR - Pawn Defense Resource PFA - Pawn Formation Assessment PFL - Pawn Formation Lines PFS - Pawn Formulation Strategy PGE - Pawn Game Evaluation PHA - Pawn Harmony Analysis PHA - Pawn Holding Advantage PHS - Pawn Holding Strategy PID - Pawn Isolation Defense PIGNAL - Pawn Initiative Gain and Long-term Assessment PIT - Pawn Initiation Tactics PKD - Pawn King Defense PLD - Pawn Leveraging Defense PLP - Positioning and Line of Play PM - Puzzle Master PMA - Pawn Majority Attack PP - Passed Pawn PQA - Pawn Quality Assessment PQD - Pawn Quality Defense PQS - Pawn Quality Strategy PQT - Pawn Quality Tactics PQT - Pawn Quality Transformation PQT - Pawn Quest Tactics PRG - Pawn Rank Gain PRR - Pawn Repositioning Resource PSA - Pawn Structure Analysis PSE - Pawn Structure Evaluation PST - Pawn Structure Theory PSt - Pawn Structure Testing PV - Principal Variation PWC - Pawn Warfare Concepts PWS - Pawn Weakness Strategy Q - Queen QAD - Quality Assessment Diagram QB - Queen's Bishop QCA - Queen Capture Assessment QCI - Queen's Central Initiative QCT - Queen Centralization Theory QDS - Queen Development Strategy QEA - Queen’s Endgame Advantages QFY - Queen’s Forking Yield QGA - Queen's Gambit Accepted QGD - Queen's Gambit Declined QHS - Queen Harmony Strategy QIC - Queen Interception Capture QMI - Queen's Mobility Initiative QPA - Queen's Pawn Attack QPV - Queen Position Valorization QR - Queen's Rook QRB - Queen's Rook Bishop QRD - Queen’s Resource Distribution QRD - Queen’s Rook Defense QRD - Queen’s Rook Development QRF - Queen Range Flexibility QRF - Queen’s Resource Flow QRH - Queen Rook Harmony QRK - Queen-Rook Coordination QRO - Queen's Rook Opening QRO - Queen’s Rook Opening QRT - Queen Resource Trade QRT - Queen's Rook Tactics QSN - Queen’s Strategic Network QST - Queen's Strategic Termination QSX - Queen's Side Exchange QTF - Queen's Tactical Formation QTH - Queen Tactical Harmony QUA - Quality Assessment QVA - Queen Value Assessment Qa - Queen to a-file R - Rook R+P - Rook and Pawn Ending RA - Rook Activity RAC - Rook Activity Contribution RAT - Rook Activity Tactics RAT - Rook Attack Tactics RBA - Rook Balance Analysis RBD - Rook Block Defense RBL - Rook Balance Lines RBP - Rook Bishop Positioning RBP - Rook and Bishop Pair RC - Rook to Center RCA - Rook Control Assessment RCP - Rook Central Positioning RCS - Rook Control Strategy RDA - Rook Defense Activity RDM - Rook Defense Maneuver REF - Reference Games RFA - Rook File Advantage RFD - Rook Flexibility Defense RGC - Rook Guard Control RGO - Rook Game Opening RGS - Rook Game Strategy RHT - Rook Harboring Tactics RI - Rook Infront RME - Rook Maneuvering Exchanges RMP - Rook Maneuvering Principles RNC - Rook Nurturing Control RPT - Rook Placement Tactics RQE - Rook Quality Evaluation RR - Rook Races RS - Rook Strategy RSA - Rook Safety Assessment RSC - Rook Support Control RSF - Rook Support Factor RSI - Rook Stability Initiative RSM - Rook Support Mechanism RTA - Rook Tactical Aggression RUC - Rook Undercover Capture RUI - Rook’s Unbalanced Initiative RWC - Rook Working Coordination RWN - Rook Wire Network RWP - Rook’s Weakness Play S - Sacrifice SAB - Strategic Attack Balance SAB - Strategic Attack Balance SAC - Sacrificial Play SB - Square Block SBC - Strategic Bishop Control SBN - Silent Bishop Notation SBT - Strategic Blockade Tactics SCA - Strategic Control Analysis SCA - Strategic Counter-attack SCC - Strong Central Control SCH - Strategic Choice Hierarchy SCM - Strategic Center Maneuver SCT - Strategic Capture Tactics SCT - Strategic Counter Tactics SDA - Strategic Defense Achievement SDA - Strategic Defense Adjustment SDT - Strategic Defense Transition SFT - Strategic Fork Tactics SFT - Strategic Fork Tactics SG - Speed Game SHT - Stronghold Tactics SIA - Strategic Initiative Assessment SIC - Sicilian Defense SIE - Single Initiative Exchange SIF - Strategic Initiative Factor SIP - Strategic Initiative Play SJC - Strategic Junction Control SK - Strong King SM - Simultaneous Match SMA - Strategic Material Advantage SMA - Strong Middle Game Attack SMG - Strategic Material Gain SMP - Strategic Material Play SNR - Subtle Notation Review SO - Stalemate Opportunity SP - Silent Piece SPE - Strategic Piece Evaluation SPL - Strategic Piece Liaison SPT - Strategic Piece Tactics SRC - Strategic Resource Control SSS - Strong Square Strategy SVA - Strategic Value Allocation SVD - Square Vulnerability Defense SVD - Strategic Value Defense TAC - Tactical Advantage Calculation TAD - Tactical Attack Defense TAP - Tactical Advance Play TBA - Tactical Board Analysis TBD - Tactical Board Development TBD - Tactical Board Dynamics TBE - Tactics Beyond Endgame TCC - Tactical Counter Capture TCE - Tactical Capture Evaluation TCE - Tactics Control Evaluation TCO - Tactical Counter Opening TCP - Tactical Control Path TDA - Tactical Development Analysis TEP - Tactical Exchange Placement TEX - Tactical Exchange Analysis TGC - Tactical Game Control TGP - Tournament Game Preparation THH - Tempo and Haste THR - Threat Response TIB - Tactical Initiative Blockade TIE - Tactical Initiative Evaluation TJP - Time Judgement Play TLA - Tactical Line Assessment TLE - Tactical Line Evaluation TLP - Tactical Line Play TM - Time Management TMA - Tactical Material Advantage TMD - Tactical Move Development TNO - Tactical Notation Optimization TPL - Tactical Placement Lines TPO - Tournament Pace Observation TQD - Tactical Queen Development TQF - Tactical Queen Fork TQH - Tactical Queen Harmony TQR - Tactical Queen’s Response TSA - Tactical Sacrifice Assessment TST - Tactical Stability Test TT - Time Trouble TVD - Tactical Value Dynamics TWX - Tactical Win Exchange U+P - Underpromotion U0 - Underpromotion Opportunity UAA - Unconventional Attack Assessment UAC - Unconventional Attack Coordination UAC - Unification Attack Concept UAE - Unbalanced Attack Exchange UAG - Unifying Attack Game UAP - Unbalancing Active Play UAX - Unforeseen Attack Exchange UBA - Unanticipated Bishop Attack UBC - Unconventional Bishop Control UBE - Unilateral Bishop Exchange UBP - Unattended Bishop Pressure UBR - Unilateral Board Resource UC - Unclear Continuation UCA - Uncontrolled Counter Assessment UCB - Uncontested Control Block UCM - Unconventional Control Mechanics UCP - Uncontested Control Points UDC - Unrestricted Development Control UDF - Unconventional Defense Framework UE - Unaided Evaluation UF - Unbalanced Forces UFD - Unraveling Forced Defense UFP - Uncontested Fork Position ULP - Unusual Line of Play UMC - Unrestricted Move Control UMD - Uncontested Move Dynamics UMD - Unilateral Move Defense UMF - Unilateral Material Flexibility UPC - Unbalanced Piece Configuration UPD - Unbalanced Piece Development UPE - Unexpected Pressure Exchange UPR - Unusual Pawn Resource UPS - Unopposed Piece Strategy UQA - Unbalanced Queen Attack UQR - Unconventional Queen Resources UW - Underestimate Weakness UWT - Unconventional Winning Tactics V - Victory VAP - Value Accumulation Plan VAP - Value Analysis Play VBR - Value of Bishop Rooks VC - Victory Conditions VCE - Value of Center Exchanges VDA - Value Development Advantage VFA - Value Formation Analysis VFC - Victory by Forceful Capture VG - Visual Game VGC - Value Game Control VHD - Victory through Development VJC - Valuable Junction Control VLA - Valuable Line of Attack VLF - Value Loss Factor VMT - Value Manipulation Tactics VOT - Value of Tactics VPE - Vulnerable Position Exploitation VQI - Value of Quick Initiative VRA - Value Recovery Assessment VRA - Victory through Rook Activation VRC - Value Reduction Calculation VRE - Value Reduction Evaluation VRS - Valuable Rook Support VSC - Valuable Strategy Control VSD - Valuable Strategic Defense VSG - Value Strategy Game VSP - Valuable Square Positioning VSR - Value Stability Review VTE - Value Tactic Efficiency VTF - Value Tactics Focus VTI - Value Time Investment VTO - Value Transfer Optimization VTO - Value of Tactical Overplays VTP - Value Trade Principles VUT - Valuable Undercover Tactics VXP - Victory With Exchanges W - Win WAE - Weakness Amplification Effect WB - White Bishop WCE - Weakness Capitalization Effect WCE - Weakness Coordination Effect WCM - Weakness Coordination Maneuver WCP - Weakness Capture Play WCT - World Chess Tournament WDE - Weakness Defensive Evaluation WDI - Weakness of Different Initiatives WDP - Weakness Defense Play WDS - Weakness Defense Strategy WFC - Weakness Fulfillment Capture WFP - Weakness Focal Point WGG - Weakness Gain Game WGG - Weakness via Game WGI - Weakness Gain Initiative WGT - Weakness Gain Tactics WGT - Weakness Gain Tactics WGT - World Grandmaster Tournament WIC - Weakness in Control WKA - Weak King's Attack WKB - White King’s Bishop WLC - Weak Line Control WLC - Weakness Lightning Counter WMA - Weakness Management Analysis WMA - Weakness Management Approach WMC - Weakness Management Control WNB - White Knight's Break WNC - Weakness Navigation Control WOB - Weakness Over Bishop WOC - Weakness Occupation Control WOC - Weakness Opening Control WOP - Weakness of Pawn WOT - Weakness Over Threats WPD - Weakness through Pawn Development WQ - White Queen WQK - Weakness in Queen’s King WR - White Rook WRA - Weakness Recovery Assessment WRD - Weakness Reduction WRP - Wing Rook Play WS - Weak Square WSC - World Speed Championship WTA - Weakness Transfer Analysis X - Capture (as in "axb" meaning a captures b) X-ray - X-ray Attack XBD - Cross Board Defense XCA - X-ray Capture Analysis XCA - X-ray Control Analysis XCD - Cross Capture Draw XCI - X-ray Capture Initiative XCT - X-ray Capture Tactics XCT - X-ray Counter Tactics XDF - X-ray Defense Formation XEC - X-ray Evaluation Capture XFD - X-ray Fork Defense XFT - X-ray Forking Threat XLA - X-ray Line Analysis XLA - X-ray Line of Attack XMR - X-ray Move Review XNA - X-ray Neutralization Assessment XNC - X-ray Nexus Capture XNP - X-ray NurtURE Power XOA - X-ray Open Attack XPC - X-ray Pawn Capture XPC - X-ray Piece Capture XPL - X-ray Positioning Law XQS - X-ray Queen Strategy XRC - X-ray Capture XRC - X-ray Resource Capture XRI - X-ray Initiative XRM - X-ray Resource Management XRP - X-ray Resource Play XRS - X-ray Resource Strategy XSC - X-ray Support for Control XSD - X-ray Support Dynamics XSM - Extra Square Movement XTA - X-ray Tactical Approach XTI - X-ray Tactical Initiative XTO - X-ray Tactical Overarching XWA - Cross-Wave Attack XYC - X-ray Control YAC - Your Active Control YAC - Your Active Counter YAI - Your Active Initiative YAR - Your Attack Response YAT - Your Attack Tactics YB - Your Best Move YCD - Your Capture Defense YCE - Your Center Engagement YDP - Your Defense Plan YDS - Yasser's Defense System YED - Your Endgame Defense YF - Your Fork YFA - Your Forking Advantage YFH - Your Forking Harmony YFS - Your Forking Strategy YGS - Your Game Strategy YIA - Your Initiative Advantage YIV - Your Initiative Variance YKA - Your Knight Attack YKV - Your King Value YLF - Your Last Fork YLM - Your Last Move YMC - Your Move Continuity YMI - Your Material Initiative YMT - Your Move Tactics YNT - Your Next Tactics YOD - Your Opening Development YOT - Your Opening Theory YPA - Your Piece Activity YRC - Your Response Curve YRE - Your Resistance Evaluation YRP - Your Rook Play YRW - Your Resource Warfare YSD - Your Strategic Development YSL - Your Strategic Line YTC - Your Tactic Continuity YTD - Your Tactical Development Z - Zugzwang ZAC - Zugzwang Analysis Check ZAP - Zonal Advantage Play ZCA - Zonal Control Advantage ZCS - Zoning Control Strategy ZCV - Zonal Control Value ZDC - Zonal Defense Control ZDI - Zonal Defense Initiative ZFC - Zonal Flow Control ZGA - Zonal Game Advantage ZGS - Zukertort Game Strategy ZIC - Zonal Initiative Control ZIG - Zigzag Initiative Game ZK - Zukertort ZLA - Zero Line Assessment ZLU - Zonal Line Utilization ZMA - Zonal Material Assessment ZMA - Zoning Middle Attack ZMC - Zonal Material Control ZMF - Zonal Material Flexibility ZMT - Zonal Material Trading ZPH - Zonal Pawn Harmony ZPK - Zonal Pawn Kingdom ZPR - Zugzwang Positioning Resources ZPT - Zatrik Tournament ZPT - Zonal Piece Tactics ZRP - Zigzag Rook Play ZRP - Zonal Resource Play ZRS - Zaitsev Ruy Lopez System ZRT - Zero Rank Tactics ZSQ - Zero Square Quality ZSQ - Zonal Square Quality ZSQ - Zonal Strategy Quality ZTA - Zonal Tactic Assessment ZTA - Zonal Tactical Assessment ZTR - Zonal Threat Response ZTV - Zero Time Variation ZWE - Zweizocker (German for two players) ZXY - Ziegler-Xiang Variation Zug - Zugzwang