Checkmate

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Black is checkmated and loses the game. CheckmateProper.jpg
Black is checkmated and loses the game.

Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with capture ) and there is no possible escape. Checkmating the opponent wins the game.

Contents

In chess, the king is never actually captured—the player loses as soon as the player's king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. [1] [2]

If a player is not in check but has no legal moves, then it is stalemate , and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#.

Examples

A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), [3] or after many moves with as few as three pieces in an endgame position.

Etymology

The term checkmate is, according to the Barnhart Etymological Dictionary, an alteration of the Persian phrase "shāh māt" (شاه مات) which means "the King is helpless". [7] Persian "māt" applies to the king but in Sanskrit "māta", also pronounced "māt", applied to his kingdom "traversed, measured across, and meted out" thoroughly by his opponent; "māta" is the past participle of "mā" verbal root. [8] Others maintain that it means "the King is dead", as chess reached Europe via the Arab world, and Arabic māta (مَاتَ) means "died" or "is dead". [9] [10] Moghadam traced the etymology of the word mate. It comes from a Persian verb mandan (ماندن), meaning "to remain", which is cognate with the Latin word maneō and the Greek menō (μένω, which means "I remain"). It means "remained" in the sense of "abandoned" and the formal translation is "surprised", in the military sense of "ambushed". [11] "Shāh" (شاه) is the Persian word for the monarch. Players would announce "Shāh" when the king was in check. "Māt" (مات) is a Persian adjective for "at a loss", "helpless", or "defeated". So the king is in mate when he is ambushed, at a loss, helpless, defeated, or abandoned to his fate. [12]

In modern Persian, the word mate depicts a person who is frozen, open-mouthed, staring, confused and unresponsive. The words "stupefied" or "stunned" bear close correlation. So a possible alternative would be to interpret mate as "unable to respond". A king being in mate (shah-mat) then means a king is unable to respond, which would correspond to there being no response that a player's king can make to the opponent's final move. This interpretation is much closer to the original intent of the game being not to kill a king but to leave him with no viable response other than surrender, which better matches the origin story detailed in the Shahnameh.

In modern parlance, the term checkmate is a metaphor for an irrefutable and strategic victory. [13]

History

In early Sanskrit chess (c. 500–700), the king could be captured and this ended the game. The Persians (c. 700–800) introduced the idea of warning that the king was under attack (announcing check in modern terminology). This was done to avoid the early and accidental end of a game. Later, the Persians added the additional rule that a king could not be moved into check or left in check. As a result, the king could not be captured, [14] and checkmate was the only decisive way of ending a game. [15]

Before about 1600, the game could also be won by capturing all of the opponent's pieces, leaving just a bare king. This style of play is now called annihilation or robado. [16] In Medieval times, players began to consider it nobler to win by checkmate, so annihilation became a half-win for a while, until it was abandoned. [15]

Two major pieces

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Two major pieces (queens or rooks) can easily force checkmate on the edge of the board using a technique known as the ladder checkmate. [17] The process is to put the two pieces on adjacent ranks or files and force the king to the side of the board by using one piece to check the king and the other to cut it off from going up the board. [18] In the illustration, White checkmates by forcing the Black king to the edge, one row at a time. The ladder checkmate can be used to checkmate with two rooks, two queens, or a rook and a queen. [18]

Checkmate using a queen and rook. 1.Qg5+ Ke4 2.Rf4+ Ke3 3.Qg3+ Ke2 4.Rf2+ Ke1 5.Qg1# Major-pieces-mate.gif
Checkmate using a queen and rook. 1.Qg5+ Ke4 2.Rf4+ Ke3 3.Qg3+ Ke2 4.Rf2+ Ke1 5.Qg1#

Basic checkmates

There are four fundamental checkmates when one side has only their king and the other side has only the minimum material needed to force checkmate, i.e. (1) one queen, (2) one rook, (3) two bishops on opposite-colored squares, or (4) a bishop and a knight. The king must help in accomplishing all of these checkmates. [20] If the winning side has more material, checkmates are easier.

The checkmate with the queen is the most common, and easiest to achieve. It often occurs after a pawn has queened. A checkmate with the rook is also common, but a checkmate with two bishops or with a bishop and knight occurs infrequently. The two-bishop checkmate is fairly easy to accomplish, but the bishop and knight checkmate is difficult and requires precision.

King and queen

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The first two diagrams show representatives of the basic checkmate positions with a queen, which can occur on any edge of the board. Naturally, the exact position can vary from the diagram. In the first of the checkmate positions, the queen is directly in front of the opposing king and the white king is protecting its queen. In the second checkmate position, the kings are in opposition and the queen mates on the rank (or file ) of the king.

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White checkmates easily.

With the side with the queen to move, checkmate can be forced in at most ten moves from any starting position, with optimal play by both sides, but usually fewer moves are required. [23] [24] In positions in which a pawn has just promoted to a queen, at most nine moves are required. [25]

In the position diagrammed, White checkmates easily by confining the black king to a rectangle and shrinking the rectangle to force the king to the edge of the board:

 1. Qf6 Kd5 2. Qe7 Kd4 3. Kc2 Kd5 4. Kc3 Kc6 5. Kc4 Kb6 6. Qd7 Ka6 7. Qb5+ [lower-alpha 1] Ka7 8. Kc5 Ka8 9. Kc6 Ka7 10. Qb7# [26]

Avoid stalemate The winning side must be careful to not stalemate the opposing king, whereas the defender would like to get into such a position. There are five general types of stalemate positions that can occur, which the stronger side must avoid. The first two are more common. [27]

King and rook

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The first diagram shows the basic checkmate position with a rook, which can occur on any edge of the board. The black king can be on any square on the edge of the board, the white king is in opposition to it, and the rook can check from any square on the rank or file (assuming that it cannot be captured). The second diagram shows a slightly different position where the kings are not in opposition but the defending king must be in a corner.

With the side with the rook to move, checkmate can be forced in at most sixteen moves from any starting position. [27] Again, see Wikibooks – Chess/The Endgame for a demonstration of how the king and rook versus king mate is achieved.

In the third diagram position, White checkmates by confining the black king to a rectangle and shrinking the rectangle to force the king to the edge of the board:

1. Kd3+ Kd5 2. Re4 Kd6 3. Kc4! Kc6 4. Re6+ Kc7 5. Kc5 Kd7 6. Kd5 Kc7 7. Rd6 Kb7 8. Rc6 Ka7 9. Kc5 Kb7 10. Kb5 Ka7 11. Rb6 Ka8 12. Kc6 Ka7 13. Kc7 Ka8 14. Ra6# (second checkmate position, rotated). [29]

Avoid stalemate

There are two stalemate patterns: [30]

King and two bishops

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The two bishops checkmate is the checkmate of a lone king by the opponent's two bishops and king. [lower-alpha 2] The superior side is able to drive the lone king into a corner and force mate using the two bishops and king collaboratively. The only stipulation is that the two bishops must move on opposite-colored squares. [lower-alpha 3] [32] Accomplishing the mate requires a maximum of 19 moves.

Checkmates with two bishops

The king and bishops cooperate to drive the enemy king to an edge of the board, and then into a corner to deliver the mate. [31] "The process, though a bit lengthy, is fascinating because it gives us a glimpse of the power of the two bishops on the open board." [33]

Three basic checkmate positions are possible via the two bishops checkmate. [34] The first is a checkmate in the corner. The second position is a checkmate on a side square next to the corner square (this position can theoretically occur anywhere along an edge, but can only be forced adjacent to a corner). With the side with the bishops to move, checkmate can be forced in at most nineteen moves, [35] except in some very rare positions (0.03% of the possible positions). [36] The third checkmate position is possible but not forceable. [34]

It is not too difficult for two bishops to force checkmate, with the aid of their king. Two principles apply:

  • The bishops are best when they are near the center of the board and on adjacent diagonals. This cuts off the opposing king.
  • The king must be used aggressively, in conjunction with the bishops.
From Seirawan
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Two bishops and king can force mate.

In the position from Seirawan, White wins by first forcing the black king to the side of the board, then to a corner, and then checkmates. It can be any side of the board and any corner. The process is:

1. Ke2 Ke4 (Black tries to keep his king near the center) 2. Be3 Ke5 (forcing the king back, which is done often) 3. Kd3 Kd5 4. Bd4 Ke6 5. Ke4 Kd6 (Black tries a different approach to stay near the center) 6. Bc4 (White has a fine position; the bishops are centralized and the king is active) 6... Kc6 (Black avoids going toward the side) 7. Ke5 Kd7 (Black is trying to avoid the a8-corner) 8. Bd5 (keeping the black king off c6) 8... Kc7 9. Bc5 Kd7 10. Bd6! (an important move that forces the king to the edge of the board) 10... Ke8 (Black is still avoiding the corner) 11. Ke6 (now the black king cannot get off the edge of the board) 11... Kd8 12. Bc6 (forcing the king toward the corner) 12... Kc8 (Black's king is confined to c8 and d8; the white king must cover a7 and b7) 13. Kd5 (13. Ke7? is stalemate) 13... Kd8 14. Kc5 Kc8 15. Kb6 Kd8 (now White must allow the king to move into the corner) 16. Bc5 Kc8 17. Be7! (an important move that forces the king toward the corner) 17... Kb8 18. Bd7! (the same principle as the previous move) 18... Ka8 19. Bd8 (White must make a move that gives up a tempo; this move is such a move, along with Bc5, Bf8, Be6, or Ka6) 19... Kb8 20. Bc7+ Ka8 21. Bc6# (as the first diagram in this section). [37]

This is not the shortest forced checkmate from this position. Müller and Lamprecht give a fifteen-move solution; however, it contains an inaccurate move by Black (according to endgame tablebases). [35]

Avoid stalemate

From Silman
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1.Kb6 would be stalemate.


One example of a stalemate is this position, where 1.Kb6 (marked with the x) would be stalemate. [38]

King, bishop and knight

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Of the basic checkmates, this is the most difficult one to force , because these two pieces cannot form a linear barrier to the enemy king from a distance. Also, the checkmate can be forced only in a corner that the bishop controls. [36] [39]

Checkmates with a bishop and a knight

Two basic checkmate positions are shown with a bishop and a knight, or the bishop and knight checkmate. [40] The first position is a checkmate by the bishop, with the black king in the corner. The bishop can be on other squares along the diagonal, the white king and knight have to be on squares that attack g8 and h7. The second position is a checkmate by the knight, with the black king on a side square next to the corner. The knight can be on other squares that check the black king. The white king must be on a square to protect the bishop and cover a square not covered by the knight.

With the side with the bishop and knight to move, checkmate can be forced in at most thirty-three moves from any starting position, [41] except those in which the defending king is initially forking the bishop and knight and it is not possible to defend both. However, the mating process requires accurate play, since a few errors could result in a draw either by the fifty-move rule or stalemate.

Opinions differ as to whether or not a player should learn this checkmate procedure. James Howell omits the checkmate with two bishops in his book because it rarely occurs but includes the bishop and knight checkmate. Howell says that he has had it three times (always on the defending side) and that it occurs more often than the checkmate with two bishops. [42] On the other hand, Jeremy Silman includes the checkmate with two bishops but not the bishop plus knight checkmate because he has had it only once and his friend John Watson has never had it. [43] Silman says: "... mastering it would take a significant chunk of time. Should the chess hopeful really spend many of his precious hours he's put aside for chess study learning an endgame he will achieve (at most) only once or twice in his lifetime?"

Avoid stalemate

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After 1.Na3+?, 1...Kc1! draws.

This position is an example of a stalemate, from the end of a 1966 endgame study by A. H. Branton. White has just moved 1.Na3+? If Black moves 1...Kc1!, then White must move his bishop to save it because if the bishop is captured , the position is a draw because of the insufficient material rule. But after any bishop move, the position is a stalemate. [44]

Common checkmates

Back-rank mate

From Burgess, p. 16
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White wins with 1.Rd8#.


A back-rank checkmate is a checkmate delivered by a rook or queen along a back rank (that is, the row on which the pieces [not pawns] stand at the start of the game) in which the mated king is unable to move up the board because the king is blocked by friendly pieces (usually pawns) on the second rank. [45] An example of a back-rank checkmate is shown in the diagram. It is also known as the corridor mate.

Scholar's mate

The scholar's mate (also known as the four-move checkmate) is the checkmate achieved by the moves:

1. e4 e5 2. Qh5 Nc6 3. Bc4 Nf6?? 4. Qxf7#

The moves might be played in a different order or in slight variation, but the basic idea is the same: the queen and bishop combine in a simple mating attack on f7 (or f2 if Black is performing the mate). [46] There are also other ways to checkmate in four moves.

Fool's mate

The fool's mate, also known as the two-move checkmate, is the quickest possible checkmate. A prime example consists of the moves:

1. f3 e5 2. g4 Qh4#

resulting in the position shown. [47] (The pattern can have slight variations, for example White might play f4 instead of f3 or move the g-pawn first, and Black might play ...e6 instead of ...e5.)

Smothered mate

Timman vs. Short, 1990 [48]

A smothered mate is a checkmate delivered by a knight in which the mated king is unable to move because it is surrounded (or smothered) by its own pieces. [49]

The mate is usually seen in a corner of the board, since fewer pieces are needed to surround the king there. The most common form of smothered mate is seen in the adjacent diagram. The knight on f7 delivers mate to the king on h8 which is prevented from escaping the check by the rook on g8 and the pawns on g7 and h7. Similarly, White can be mated with the white king on h1 and the knight on f2. Analogous mates on a1 and a8 are rarer, because kingside castling is more common as it safely places the king closer to the corner compared to queenside castling.

Rare checkmates

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In some rare positions it is possible to force checkmate with a king and knight versus a king and pawn.

Stamma's mate

Stamma's mate
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White wins with either side to move.

In the diagram showing Stamma's mate (named for Philipp Stamma), White to move wins: [50]

1. Nb4+ Ka1
2. Kc1 a2
3. Nc2#

White also wins if Black is to move first:

1... Ka1
2. Nc1 a2
3. Nb3#
Nogueiras vs. Gongora, 2001
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White to move wins.

This checkmate occurred in Jesús NogueirasMaikel Gongora, 2001 Cuban Championship [51] (see diagram), which proceeded:

81. Kc2 Ka1
82. Nc5 Ka2

If 82...a2 then 83.Nb3#.

83. Nd3

Reaching the position in the first diagram, with Black to move.

83... Ka1
84. Nc1 1–0

Black resigned here; play would have continued 84...a2 85.Nb3#. [52]

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White to move wins.

A similar position with the knight on d2 is more than 500 years old, identified as "Partito n. 23" by Luca Pacioli, in his MS De ludo scachorum (Latin for "The game of chess"), dated 1498 and recently reprinted (Gli scacchi) by Aboca Museum Edizioni.

1. Nf3 Ka1
2. Nd4 Ka2
3. Ne2 Ka1
4. Nc1 a2
5. Nb3#

Unusual mates

There are also positions in which a king and a knight can checkmate a king and a bishop, knight, or rook; or a king and a bishop can checkmate a king with a bishop on the other color of squares or with a knight, but the checkmate cannot be forced if there is no other material on the board (see the diagrams for some examples). [53] Nevertheless, it keeps these material combinations from being ruled a draw because of "insufficient mating material" or "impossibility of checkmate" under the FIDE rules of chess. The U.S. Chess Federation rules are different. In a typical position with a minor piece versus a minor piece, a player would be able to claim a draw if they have a limited amount of time left. [54]

Two and three knights

Two knights
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It is impossible to force checkmate with a king and two knights, although checkmate positions are possible (see the first diagram). In the second diagram, if Black plays 1...Ka8?? White can checkmate with 2.Nbc7#, but Black can play 1...Kc8 and escape the threat. The defender's task is easy – they simply have to avoid moving into a position in which they can be checkmated on the next move, and they always have another move available in such situations. [55]

In the third diagram, one knight is guarding c1, leaving the other knight to try to checkmate. After 1.Ndc3+ Ka1, White needs to get the knight on e2 to c2. But if White plays 2.Nd4, Black is stalemated. [56]

Under some circumstances, two knights and a king can force checkmate against a king and pawn (or rarely more pawns). The winning plan, quite difficult to execute in practice, is to blockade the enemy pawn(s) with one of the knights, maneuver the enemy king into a stalemated position, then bring the other knight over to checkmate. [56] (See Two knights endgame.)

Three knights
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Three knights and a king can force checkmate against a lone king within twenty moves (assuming that the lone king cannot quickly win a knight). [57] These situations are generally only seen in chess problems, since at least one of the knights must be a promoted piece, and there is rarely a reason to promote a pawn to a piece other than a queen (see Underpromotion).

See also

Notes

  1. 7.Kc5 wins two moves faster.
  2. "Against one knight or one bishop the defender cannot lose even if he wants to." [31]
  3. Only an underpromotion can result in bishops on same-colored squares.

Related Research Articles

Chess strategy is the aspect of chess play concerned with evaluation of chess positions and setting goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares. Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances, which tend to persist for many moves, from dynamic imbalances, which are temporary. This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to ultimately decide the outcomes of games more often than strategy. Many chess coaches thus emphasize the study of tactics as the most efficient way to improve one's results in serious chess play.

<span class="mw-page-title-main">Knight (chess)</span> Chess piece

The knight is a piece in the game of chess, represented by a horse's head and neck. It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces. Each player starts the game with two knights on the b- and g-files, each located between a rook and a bishop.

The endgame is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.

This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.

Stalemate is a situation in chess where the player whose turn it is to move is not in check and has no legal move. Stalemate results in a draw. During the endgame, stalemate is a resource that can enable the player with the inferior position to draw the game rather than lose. In more complex positions, stalemate is much rarer, usually taking the form of a swindle that succeeds only if the superior side is inattentive. Stalemate is also a common theme in endgame studies and other chess problems.

In chess, a relative value is a standard value conventionally assigned to each piece. Piece valuations have no role in the rules of chess but are useful as an aid to assessing a position.

The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.

Triangulation is a tactic used in chess to put one's opponent in zugzwang. Triangulation is also called losing a tempo or losing a move.

<span class="mw-page-title-main">Promotion (chess)</span> Chess rule

In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory when moving to the last rank; the pawn cannot remain as a pawn.

The chess endgame with a king and a pawn versus a king is one of the most important and fundamental endgames, other than the basic checkmates. It is an important endgame for chess players to master, since most other endgames have the potential of reducing to this type of endgame via exchanges of pieces. Players need to be able to determine quickly whether a given position is a win or a draw, and to know the technique for playing it. The crux of this endgame is whether or not the pawn can be promoted, so checkmate can be forced.

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.

The rook and pawn versus rook endgame is a fundamentally important, widely studied chess endgame. Precise play is usually required in these positions. With optimal play, some complicated wins require sixty moves to either checkmate, capture the defending rook, or successfully promote the pawn. In some cases, thirty-five moves are required to advance the pawn once.

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.

<span class="mw-page-title-main">Swindle (chess)</span> Chess maneuver

In chess, a swindle is a ruse by which a player in a losing position tricks their opponent and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to obtaining a win or draw from a clearly losing position. I. A. Horowitz and Fred Reinfeld distinguish among "traps", "pitfalls", and "swindles". In their terminology, a "trap" refers to a situation where players go wrong through their own efforts. In a "pitfall", the beneficiary of the pitfall plays an active role, creating a situation where a plausible move by the opponent will turn out badly. A "swindle" is a pitfall adopted by a player who has a clearly lost game. Horowitz and Reinfeld observe that swindles, "though ignored in virtually all chess books", "play an enormously important role in over-the-board chess, and decide the fate of countless games".

A pawnless chess endgame is a chess endgame in which only a few pieces remain, and no pawns. The basic checkmates are types of pawnless endgames. Endgames without pawns do not occur very often in practice except for the basic checkmates of king and queen versus king, king and rook versus king, and queen versus rook. Other cases that occur occasionally are (1) a rook and minor piece versus a rook and (2) a rook versus a minor piece, especially if the minor piece is a bishop.

In chess, particularly in endgames, a key square is a square such that if a player's king can occupy it, he can force some gain such as the promotion of a pawn or the capture of an opponent's pawn. Key squares are useful mostly in endgames involving only kings and pawns. In the king and pawn versus king endgame, the key squares depend on the position of the pawn and are easy to determine. Some more complex positions have easily determined key squares while other positions have harder-to-determine key squares. Some positions have key squares for both White and Black.

The nightrider, alternatively spelled knightrider and also known as the knightmare or unicorn, is a fairy chess piece that can move any number of steps as a knight in the same direction. The nightrider is often represented by an altered version of the knight's icon. In this article, the nightrider is represented by an inverted knight and notated as N; the knight is abbreviated as S for the German name Springer.

<span class="mw-page-title-main">Checkmate pattern</span> Chess patterns

In chess, several checkmate patterns occur frequently enough to have acquired specific names in chess commentary. By definition, a checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black.

Chess on a really big board is a large chess variant invented by Ralph Betza around 1996. It is played on a 16×16 chessboard with 16 pieces and 16 pawns per player. Since such a board can be constructed by pushing together four standard 8×8 boards, Betza also gave this variant the alternative names of four-board chess or chess on four boards.

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Bibliography