Tempo (chess)
A tempo is a turn or single move in chess.
In chess, a tempo refers to a single move or half-move made by one player. Gaining a tempo means achieving a desired result in fewer moves than the opponent, often by forcing the opponent to respond to threats. Losing a tempo occurs when a player takes an extra move to reach a position that could have been reached more directly.
Quick Facts
- Game
- John Nunn–Klaus Bischoff, 1986
Facts from the source article.
Gaining a tempo
Gaining a tempo can occur when a player develops a piece while delivering check, though if the check is countered by the opponent's development, the net gain may be zero. A check that can be blocked by a useful pawn move that also drives away the checking piece may even lose a tempo. Making moves with gain of tempo is generally desirable. A player who can keep making moves that force the opponent to respond in a particular way is said to have the initiative, which gives greater choice of moves and some control over the game's direction, though this advantage is relative and may be worthless if material is significantly behind. A move that comes 'with a tempo on a piece' gains a tempo by attacking that piece; for example, in the Scandinavian Defense after 1.e4 d5 2.exd5 Qxd5, White's 3.Nc3 attacks the queen, forcing it to move again and gaining a tempo.
Losing a tempo
In certain endgame positions, a player needs to waste a tempo to advance their position. When kings face each other in opposition, the player whose turn it is often suffers from zugzwang and is forced to make a bad move. That player can use triangulation to give the turn back to the opponent, recreating the same board but with the other side in zugzwang. A king, queen, bishop, or rook can lose a tempo, but a knight cannot. In the 2008 game between Timofeev and Inarkiev, Black resigned because White could execute a tempo move. White threatened 118.Rh8+. If Black moved his king, White would capture the bishop with check and force a simple checkmate. After 117...Be2, 118.Rh8+ Bh5, White played 119.Rh7 (or 119.Rh6), keeping the pin and leaving Black with no way to save the bishop.
Reserve tempo
In king and pawn endgames, a pawn can hold a reserve tempo, especially one still on its starting square that can advance either one or two spaces. This hidden option can decide the game. A 1986 match between John Nunn and Klaus Bischoff ended with Black's resignation because White's a-pawn had this reserve tempo. By choosing to move it one or two squares, White forced Black into zugzwang. Black had to either give up his d5-pawn or later lose his f7-pawn, with no good reply available.
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