In chess, two squares are corresponding squares (also known as relative squares, sister squares, or coordinate squares [1] ) if the occupation of one of these squares by a king requires the enemy king to move to the other square in order to hold the position. Corresponding squares exist in some chess endgames, usually ones that are mostly blocked. Usually, there are several groups of corresponding squares. In some cases, they indicate which square the defending king must move to in order to keep the opposing king away. In other cases, a maneuver by one king puts the other player in a situation where he cannot move to the corresponding square, so the first king is able to penetrate the position. [2] The theory of corresponding squares is more general than opposition and is more useful in cluttered positions.
In this article, all members of a pair of corresponding squares are labeled with the same number, i.e. 1, 2, etc.
Corresponding squares are squares of reciprocal (or mutual) zugzwang. They occur most often in king and pawn endgames, especially with triangulation, opposition, and mined squares. A square that White can move to corresponds to a square that Black can move to. If one player moves to such a square, the opponent moves to the corresponding square to put the opponent in zugzwang. [3]
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One of the simplest and most important uses of corresponding squares is in this king and pawn versus king endgame. Assume that the black king is in front of the pawn and the white king is behind or to the side of the pawn. The black king is trying to block the white pawn and the white king is supporting its pawn. If the white king gets to any of the key squares (marked with "x"), he wins. Suppose the black king moves to the square labeled "1" near him (square c8). Then if the white king moves to the corresponding square (also labeled "1", square c6), he wins. Conversely, if the white king moves to the "1" square then the black king must move to the corresponding square to draw. Thus if both kings are on the "1" squares, the position is a reciprocal zugzwang. Note that the second player moving to one of the corresponding squares has the advantage. Being on a square when the opponent is not on the corresponding square is a disadvantage.
The squares labeled "2" are similar corresponding squares. If the white king is on the d5 square (the middle one labeled "3"), he is threatening to move to either the "1" square or the "2" square. Therefore, the black king must be in a position to move to either his "1" square or his "2" square in order to hold the draw, so he must be on one of his "3" squares. This makes the defense for Black clear: shift between the squares labeled "3" until the white king moves to his "1" or "2" square, and then go to the corresponding square, gaining the opposition. If the black king moves to the "1" or "2" squares under any other circumstances, the white king moves to the corresponding square, takes the opposition, the black king moves, and White advances the pawn and will promote it and win, with a basic checkmate.
The c5 and e5 squares can also be label "3" squares, since if the white king is on one of them, the black king must be on one of his "3" squares to draw.
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In this example, key squares (see king and pawn versus king endgame) are e1, e2, e3, and f3. If the black king gets to any of those squares, Black wins. The job of the white king is to keep the black king off those squares. One might think that Black has the advantage, since he has the opposition. White can defend the two key squares of e3 and f3 by oscillating between e2 and f2. White's defense is simple if he observes the corresponding squares:
Each time the black king moves to a numbered square, the white king moves to the corresponding square. [4]
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In this position, the squares marked with "x" are key squares and the e1 square is a "5" for White. If White occupies any of the key squares, he wins. With separated key squares, the shortest path connecting them is significant. If White is to move in this position, he wins by seizing a key square by moving to e2 or f2. If Black is to move, he draws by moving to his "5" square. Black maintains the draw by always moving to the square corresponding to the one occupied by the white king. [5]
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In this position, e2, e3, and d4 are key squares. If the white king can reach any of them, White wins. The black king cannot move out of the "square" of White's d-pawn (see king and pawn versus king endgame), otherwise it will promote. The square c3 is adjacent to d4 and the "1" square the White king is on, so it is numbered "2". Therefore, e3 is "2" for Black. White threatens to move to c2, so this is labeled "3". Since Black must be able to move to "1" and "2", f4 is his corresponding "3" square. If the White king is on b2 or b3, he is threatening to move to "2" or to "3", so those are also "1" squares for him. White has more corresponding squares, so he can outmaneuver Black to win. [6]
White occupies a key square and can support the advance of his pawn until he is able to win the black pawn, e.g.: 6... Kf5 7. Ke3 Ke5 8. d4+ Kd5 9. Kd3 Kd6 10. Ke4 Ke6 11. d5+ Kd6 12. Kd4 Kd7 13. Kc5.
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One of the most famous and complicated positions solved with the method of corresponding squares is this endgame study composed by World Champion Emanuel Lasker and Gustavus Charles Reichhelm in 1901. It is described in the 1932 treatise L'opposition et cases conjuguées sont réconciliées (Opposition and Sister Squares are Reconciled), by Vitaly Halberstadt and Marcel Duchamp.
and White wins because 7. ... Kb7 and 7. ... Kb6 allow 8. Ke3, eventually penetrating on the kingside via h5 to capture the f5 pawn, while any other moves by Black allow the white king to reach b5 via c4, and then capture the a5 pawn. Each of White's first seven moves above are the only one that wins. [7]
Zugzwang is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position.
In the game of chess, an endgame study, or just study, is a composed position—that is, one that has been made up rather than played in an actual game—presented as a sort of puzzle, in which the aim of the solver is to find the essentially unique way for one side to win or draw, as stipulated, against any moves the other side plays. If the study does not end in a mate or stalemate, it should be obvious that the game is either won or drawn, and White can have a selection of many different moves. There is no limit to the number of moves which are allowed to achieve the win; this distinguishes studies from the genre of direct mate problems. Such problems also differ qualitatively from the very common genre of tactical puzzles based around the middlegame, often based on an actual game, where a decisive tactic must be found.
The Lucena position is one of the most famous and important positions in chess endgame theory, where one side has a rook and a pawn and the defender has a rook. Karsten Müller said that it may be the most important position in endgame theory. It is fundamental in the rook and pawn versus rook endgame. If the side with the pawn can reach this type of position, they can forcibly win the game. Most rook and pawn versus rook endgames reach either the Lucena position or the Philidor position if played accurately. The side with the pawn will try to reach the Lucena position to win; the other side will try to reach the Philidor position to draw.
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.
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.
The Tarrasch rule is a general principle that applies in the majority of chess middlegames and endgames. Siegbert Tarrasch (1862–1934) stated the "rule" that rooks should be placed behind passed pawns – either the player's or the opponent's. The idea behind the guideline is that (1) if a player's rook is behind his passed pawn, the rook protects it as it advances, and (2) if it is behind an opponent's passed pawn, the pawn cannot advance unless it is protected along its way.
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 which can be forced 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.
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.
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.
The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and the bishops reside on opposite-colored squares. Without other pieces besides pawns, these endings are widely known for their tendency to result in a draw. These are the most difficult endings in which to convert a small material advantage to a win. With additional pieces, the stronger side has more chances to win, but not as many as when bishops are on the same color.
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 rook and bishop versus rook endgame is a chess endgame where one player has just a king, a rook, and a bishop, and the other player has just a king and a rook. This combination of material is one of the most common pawnless chess endgames. It is generally a theoretical draw, but the rook and bishop have good winning chances in practice because the defense is difficult. Ulf Andersson won the position twice within a year, once against a grandmaster and once against a candidate master; and grandmaster Keith Arkell has won it 18 times out of 18. In positions that have a forced win, up to 59 moves are required. Tony Kosten has seen the endgame many times in master games, with the stronger side almost always winning. Pal Benko called this the "headache ending."
In a chess endgame of a king, bishop, and pawn versus king, a wrong rook pawn is a rook pawn whose promotion square is the opposite color from the bishop's square color. Since a side's rook pawns promote on opposite-colored squares, one of them may be the "wrong rook pawn". This situation is also known as having the wrong-colored bishop or wrong bishop. In many cases, the wrong rook pawn will only draw, when any other pawn would win. A fairly common defensive tactic is to reach one of these drawn endgames, often through a sacrifice.
The Réti endgame study is a chess endgame study by Richard Réti. It was published in 1921 in Kagans Neueste Schachnachrichten. It demonstrates how a king can make multiple threats and how it can take more than one path to a given location, using the same number of moves. It is covered in many books on the endgame. The procedure is known as the "Réti Maneuver" or "Réti's Idea". Endgame composer Abram Gurvich called the theme "The Hunt of Two Hares" and it appears in many other studies and games. It is also called "chasing two birds at once".
In a chess endgame, a wrong bishop is a bishop that would have been better placed on the opposite square color. This most commonly occurs with a bishop and one of its rook pawns, but it also occurs with a rook versus a bishop, a rook and one rook pawn versus a bishop, and possibly with a rook and one bishop pawn versus a bishop.
The queen and pawn versus queen endgame is a chess endgame in which both sides have a queen and one side has a pawn, which one tries to promote. It is very complicated and difficult to play. Cross-checks are often used as a device to win the game by forcing the exchange of queens. It is almost always a draw if the defending king is in front of the pawn.
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