Model mate

Last updated

A model mate is a type of pure mate checkmating position in chess in which:

Contents

Model mates are extremely rare in practical play, but they add value to chess problems as they are considered artistic. In fact, they form the basis of the so-called Bohemian school of chess composition, most fruitful in threemovers and moremovers. Model mates are very usual in helpmates and they appear often in selfmates too.

Examples

Miroslav Havel
1st Prize, Zlata Praha 1910
abcdefgh
8
Chessboard480.svg
Chess qlt45.svg
Chess rlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess kdt45.svg
Chess klt45.svg
Chess nlt45.svg
Chess blt45.svg
Chess ndt45.svg
Chess ndt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Mate in three moves


This example shows a problem by Miroslav Havel. The key 1. Bc5!! gives a flight square for the black king and threatens 2.Rxf6+ Ke4 3.Nf2# with a model mate. The main variations end with model mates from white batteries:

 1... Kf4 2. Nxf6 (threat 3.Qg4#) 2... e4 3. Nd7#, and
 1... Ke4 2. Nf2+ Kd5 3. Rc7#

There are several other variations (after 1...Ne4 and 1...Ke6), which do not end with model mates, and allow for multiple continuations. In the Bohemian school they are irrelevant, as long as they end with a mate in a prescribed number of moves.

Michal Dragoun
Phénix 1993
abcdefgh
8
Chessboard480.svg
Chess klt45.svg
Chess nlt45.svg
Chess rlt45.svg
Chess kdt45.svg
Chess rdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Helpmate in two moves (h#2), two solutions


This example shows a helpmate, in which both sides cooperate to achieve a mate to the black king. It has two solutions ending in model mates (Black moves first in helpmates):

 1. Re3 Ke6 2. Ke4 Rh4#, and
 1. Kc5 Kc7 2. Rc4 Nc6#

If all units of both colours are involved in a model mate, then it is an ideal mate . Both mates in the presented helpmate are ideal mates.

See also

Related Research Articles

<span class="mw-page-title-main">Chess problem</span> A chess composition whose solution is a mate or other clear objective

A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between Black and White, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems.

This glossary of chess problems explains commonly used terms in chess problems, in alphabetical order. For a list of unorthodox pieces used in chess problems, see Fairy chess piece; for a list of terms used in chess is general, see Glossary of chess; for a list of chess-related games, see List of chess variants.

<span class="mw-page-title-main">Grid chess</span> Chess variant where every move must cross a grid line.

Grid chess is a chess variant invented by Walter Stead in 1953. It is played on a grid board. This is a normal 64-square chessboard with a grid of lines further dividing it into larger squares. A single additional rule governs Grid chess: for a move to be legal, the piece moved must cross at least one grid line.

A helpmate is a type of chess problem in which both sides cooperate in order to achieve the goal of checkmating Black. In a helpmate in n moves, Black moves first, then White, each side moving n times, to culminate in White's nth move checkmating Black. Although the two sides cooperate, all moves must be legal according to the rules of chess.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.

A selfmate is a chess problem in which White, moving first, must force the unwilling Black to deliver checkmate within a specified number of moves. Selfmates were once known as sui-mates.

In chess, a pure mate is a checkmate position such that the mated king is attacked exactly once, and prevented from moving to any of the adjacent squares in its field for exactly one reason per square. Each of the squares in the mated king's field is attacked or "guarded" by one—and only one—attacking unit, or else a square which is not attacked is occupied by a friendly unit, a unit of the same color as the mated king. Some authors allow that special situations involving double check or pins may also be considered as pure mate.

Kriegspiel is a chess variant invented by Henry Michael Temple in 1899 and based upon the original Kriegsspiel developed by Georg von Reiswitz in 1812. In this game, each player can see their own pieces but not those of their opponent. For this reason, it is necessary to have a third person act as an umpire, with full information about the progress of the game. Players attempt to move on their turns, and the umpire declares their attempts 'legal' or 'illegal'. If the move is illegal, the player tries again; if it is legal, that move stands. Each player is given information about checks and captures. They may also ask the umpire if there are any legal captures with a pawn. Since the position of the opponent's pieces is unknown, Kriegspiel is a game of imperfect information.

<span class="mw-page-title-main">Philidor position</span> Chess endgame drawing technique

The Philidor position is a chess endgame involving a drawing technique for the defending side in the rook and pawn versus rook endgame. This technique is known as the third-rank defense due to the positioning of the defending rook. It was analyzed by François-André Danican Philidor in 1777. Many rook and pawn versus rook endgames reach either the drawn Philidor position or the winning Lucena position. The defending side should try to reach the Philidor position; the attacking side should try to reach the Lucena position. Said grandmaster Jesús de la Villa, "[The Lucena and Philidor positions] are the most important positions in this type of endgame [...] and in endgame theory."

<span class="mw-page-title-main">El Ajedrecista</span> First true automaton able to play chess

El Ajedrecista is an automaton built in 1912 by Leonardo Torres Quevedo in Madrid, one of the first autonomous machines capable of playing chess. As opposed to the human-operated The Turk and Ajeeb, El Ajedrecista had a true integrated automation built to play chess without human guidance. It played an endgame with three chess pieces, automatically moving a white king and a rook to checkmate the black king moved by a human opponent.

In chess, a fortress is an endgame drawing technique in which the side behind in material sets up a zone of protection that the opponent cannot penetrate. This might involve keeping the enemy king out of one's position, or a zone the enemy cannot force one out of. An elementary fortress is a theoretically drawn position with reduced material in which a passive defense will maintain the draw.

The bishop and knight checkmate in chess is the checkmate of a lone king by a king, a bishop, and a knight. With the stronger side to move and with perfect play, checkmate can be forced in at most thirty-three moves from any starting position where the defender cannot quickly win one of the pieces. The exception is the "stalemate trap". These exceptions constitute about 0.5% of the positions. Checkmates are possible with the defending king on any square at the edge of the board but can be forced only from positions with different material or if the defending king is in a corner controlled by the bishop or on a square on the edge next to a corner; however, mate adjacent to the corners not controlled by the bishop is only two moves deep, so it is not generally encountered unless the defending side plays inaccurately. Although this is classified as one of the four basic or elementary checkmates, it occurs in practice only approximately once in every 6,000 games.

In chess, opposition is a situation in which two kings are two squares apart on the same rank or file. Since kings cannot move adjacent to each other, each king prevents the other's advance, creating a mutual blockade. In this situation, the player not having to move is said to have the opposition. It is a special type of zugzwang and most often occurs in endgames with only kings and pawns. The side with the move may have to move their king away, potentially allowing the opposing king access to important squares. Taking the opposition is a means to an end, normally to force the opponent's king to move to a weaker position, and is not always the best thing to do.

In chess, a blunder is a critically bad move or decision. A blunder severely worsens the player's situation by allowing a loss of material, checkmate, or anything similar. It is usually caused by some tactical oversight, whether due to time trouble, overconfidence, or carelessness. Although blunders are most common in beginner games, all human players make them, even at the world championship level. Creating opportunities for the opponent to blunder is an important skill in over-the-board chess.

A joke chess problem is a puzzle in chess that uses humor as an element. Although most chess problems, like other creative forms, are appreciated for serious artistic themes, joke chess problems are enjoyed for some twist. In some cases the composer plays a trick to prevent a solver from succeeding with typical analysis. In other cases, the humor derives from an unusual final position. Unlike in ordinary chess puzzles, joke problems can involve a solution which violates the inner logic or rules of the game.

A seriesmover is a chess problem in which one side makes a series of legal moves without reply at the end of which the other side makes a single move, giving checkmate or yielding stalemate, depending on the precise stipulation. Checks cannot be given except on the last move of the series. There are various types of seriesmover:

The chess endgame of a queen versus pawn is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.

In chess, an ideal mate is a checkmate position that is a special form of model mate. While in a model mate, each piece on the mating player's side participates in the mate, an ideal mate involves all the pieces of the mated player's as well, typically by blocking the mated king's field of movement so that it cannot escape. As in a model mate, an ideal mate also involves the mating pieces attacking the vacant squares around the mated king's exactly once, and not attacking the mated player's other pieces occupying the king's field of movement.

<span class="mw-page-title-main">Outline of chess</span> Strategy board game

The following outline is provided as an overview of and topical guide to chess:

In chess, an economical mate is a checkmate position such that all of the attacker's remaining knights, bishops, rooks and queens contribute to the mating attack. The attacker's king and pawns may also contribute to the mate, but their assistance is not required, nor does it disqualify the position from being an economical mate. Economical mates are of interest to chess problem composers for their aesthetic value. In real gameplay, their occurrence is incidental. Nevertheless, some notable games have concluded with an economical mate such as the Opera game, won by Paul Morphy.

References