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Correspondence Chess

General · also: postal chess, daily chess

Correspondence chess is played at a pace of days per move rather than minutes, historically by post and today mostly as online daily games.

The Najdorf Poisoned Pawn, where Black's queen stares at the pawn on b2. Theory this sharp was mapped out over decades partly in correspondence play, where days per move let both sides check everything.

Players exchange one move at a time with days to reply, so a single game can run for months or years. Moves once traveled on postcards; today the same rhythm survives online as daily chess, and the International Correspondence Chess Federation still runs formal events with controls like ten moves in fifty days.

The rules differ from live chess in one famous way: consulting opening books and databases has always been part of the format, and modern ICCF play even permits engines in most events, turning top games into deep human plus computer analysis where draws dominate. Mainstream sites allow books and explorers in daily games but still ban engine help.

For an improving player, a couple of daily games are a quiet superpower. You can analyze real positions on a real board for as long as you like, build opening files as the lines actually appear in your games, and practice being thorough instead of fast.

Frequently asked

Are engines allowed in correspondence chess?

In most ICCF events, yes, and top correspondence chess is effectively human guided engine analysis. On mainstream sites, daily games allow opening books and databases but forbid engines, so read the rules of the event you join.

How long does a correspondence game take?

Typically weeks to months, and serious ICCF games can run past a year. With a control like ten moves in fifty days, a hard fought sixty move game can legitimately take most of a year on its own.

Related terms

Classical Chess
General
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Opening Book
Openings
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