Correspondence chess
Correspondence
In chess, “Correspondence” (often abbreviated CC or Corr) refers to the practice of playing chess games over extended time frames by remote communication—historically via postcards and letters, later by email, and today on dedicated servers under “daily” time controls. Correspondence chess is renowned for exhaustive analysis, deep opening preparation, and high-quality endgame play, often influencing mainstream opening theory and best practices for serious students of the game.
Definition
Correspondence chess is chess conducted at a long time scale, with players allowed hours or days per move rather than minutes. Unlike over-the-board (OTB) play, CC permits players to study a position between moves. Depending on the organizer, consultation of opening databases and endgame Endgame tablebases may be permitted, and in many ICCF (International Correspondence Chess Federation) events, analysis with an Engine is explicitly allowed. Other events are “no-engine” and rely on personal analysis only.
How it is used in chess
- Players use CC to test Prepared variations, research Theory, and find a new Novelty (TN) that can migrate into OTB practice.
- Serious learners use CC to practice calculation depth, long-term planning, and endgame technique without the pressure of Zeitnot or live Time pressure.
- On modern platforms, “Daily chess” typically denotes correspondence-style games with 1–14 days per move and a shared time bank.
Time controls and rules (typical)
- Days per move: Common settings are 3, 5, or 7 days per move with a “time bank” that accumulates.
- Draw claims: Standard rules for Threefold repetition and the Fifty-move rule apply; claims are made through the server interface.
- Assistance: Policies vary by organizer. ICCF generally allows engines and tablebases; “no-engine” events prohibit them. Always check the event rules.
- Legacy concepts: Before server-era CC, postal events used “conditional moves,” Adjudication of unclear endings, and occasionally formal Adjourn-like procedures.
Strategy and preparation in correspondence chess
- Opening depth: Expect deeply analyzed lines. Strong CC players curate personal databases, compare multiple engines, and leverage Home prep to steer games into favorable structures.
- Risk management: Because opponents also analyze deeply, speculative sacs must be sound. A flawed “brilliant idea” is often refuted with precise defensive resources.
- Endgame excellence: With access to Tablebases (e.g., Syzygy; historically Nalimov), technical wins and theoretical draws are converted/held consistently. Concepts like “Building a bridge” and “Fortress” are central.
- Transpositions: Openings often morph; track move orders carefully to avoid walking into a prepared equalizer or trap via Transposition.
- Project management: Maintain structured analysis trees, label candidate moves, and revisit critical junctures after each opponent reply—true “slow chess craftsmanship.”
Historical significance
Postal chess flourished in the 19th and 20th centuries, producing master-level games via postcards traveling across borders. The ICCF (founded 1951) formalized world championships and titles (IM, SIM, GM) for correspondence specialists. Champions like Hans Berliner (USA), Grigory Sanakoev (USSR/Russia), Gert Timmerman (Netherlands), and Tunc Hamarat (Austria) became legends for their meticulous analysis and theoretical contributions.
As chess entered the computer era, CC evolved: server-based play replaced postcards; adjudications diminished; and engine-permitted formats led to extraordinarily accurate games. Many modern novelties in complex openings (e.g., Najdorf Poisoned Pawn, critical Grünfeld lines) were pressure-tested in CC long before they became OTB mainstays.
Examples
1) Deep opening preparation (Sicilian Najdorf, Poisoned Pawn motif)
In many correspondence games, both sides enter sharp theory knowingly, armed with days of analysis per move. For instance, in this well-trodden Najdorf branch, Black grabs the b2-pawn and survives with precise defense—a typical CC battleground:
Line sample:
After 8...Qxb2 9. Rb1 Qa3, White must prove compensation for structural/temporal gains; Black relies on accurate, often pre-checked resources. CC databases are filled with such razor-sharp but defendable lines.
2) Endgame tablebase awareness (drawing technique)
Imagine a server event reaches a rook endgame where the defender can reach a known theoretical draw (e.g., the Philidor setup in R+P vs R). In correspondence play, the defender typically holds: with the king on the short side and rook checking from the 3rd rank, White cannot make progress. Endgames like these are textbook CC: technique plus knowledge of theoretical benchmarks prevents swindles, and the defender confidently claims the draw if the position repeats three times.
Interesting facts and anecdotes
- Postal era charm: Players often used specially printed postcards with tiny diagrams. Delays, weather, and postal strikes could literally affect “time management.”
- From postcards to servers: The shift eliminated move-transmission errors and sped up tournaments, while also transforming the skill set needed to excel (database curation and analytical workflow).
- Engine-permitted championships: Modern ICCF World Championship finals are sometimes so accurate that decisive results are rare, fueling debates about “Draw death” and the future of human distinction in engine-assisted formats.
- Cross-pollination: CC novelties frequently debut in OTB events—valuable “laboratory work” for OTB grandmasters’ Opening preparation.
Practical tips for improving at correspondence chess
- Know the rules: Confirm whether engines and tablebases are allowed. In “no-engine” events, stick to your own analysis.
- Specialize: Build a focused repertoire aiming for structures you understand deeply rather than breadth without depth.
- Branch control: Avoid unnecessary complications unless you’ve verified the lines. In CC, your opponent will likely find the best defensive resource.
- Endgames win points: Study classic endings (e.g., Lucena, Philidor) and modern tablebase conclusions to convert edges and hold worse positions.
- Time management: Track your time bank and plan analysis sessions; avoid avoidable time-outs in multi-game schedules.
Common terminology and abbreviations
- CC / Corr: Correspondence chess.
- ICCF: International Correspondence Chess Federation (world governing body for most CC titles and championships).
- “Daily” chess: Server-based CC with days per move.
- TN: Theoretical novelty—first new move in a known line, often born in CC analysis.
- Engine-permitted vs no-engine: Event categories specifying analysis tools allowed.
- Tablebases: Perfect endgame databases (e.g., Syzygy) used in many modern CC events.
- Freestyle/Centaur: Hybrid formats where players intentionally combine human judgment with engines—see Freestyle chess and Centaur.
FAQ
- Is engine use allowed? It depends. ICCF events typically allow it; many club/online “no-engine” sections do not. Always read the event rules.
- How long does a correspondence game last? Weeks to months. Large events or round robins can span a year or more.
- Are draws more common? Yes—strong analysis favors accurate defense. Nonetheless, decisive results occur through superior prep, deep strategy, and endgame mastery.
- Do CC titles exist? Yes—ICCF awards IM, SIM, and GM titles for correspondence performance, distinct from OTB titles.
- How is a “threefold” claimed online? The server usually detects it; otherwise, you can initiate a manual Threefold claim through the interface.
Related terms
- Daily chess
- Engine
- Home prep
- Prepared variation
- Novelty / TN
- Endgame tablebase / Syzygy / Nalimov
- Adjudication and Adjourn (legacy correspondence practices)
Key takeaways
- Correspondence chess emphasizes rigor: deep prep, meticulous calculation, and flawless endgame play.
- It has shaped opening and endgame theory for centuries—from postcards to servers and tablebases.
- Understanding CC improves your chess literacy, even if you mainly play OTB, blitz, or rapid.