Cross-check (chess)

Last updated

In chess, a cross-check (or counter-check) is a tactic in which a check is played in response to a check, especially when the original check is blocked by a piece that itself either delivers check or reveals a discovered check from another piece. Sometimes the term is extended to cover cases in which the king moves out of check and reveals a discovered check from another piece (this is also known as a royal check); it does not generally apply to cases where the original checking piece is captured.

Contents

The cross-check is an essential tactic in winning some endgames such as those with two queens versus one, or a queen and pawn versus a queen. In these cases, the defense usually tries for a perpetual check and sometimes the stronger side can stop it only by a cross-check.

Examples

A cross-check occurs from time to time in games. It is an essential tactic in winning endgames such as two queens versus one queen, or queen and pawn versus queen, where it is used to stop a series of checks from the opponent and force the exchange of queens. It is also used in some chess problems.

Botvinnik vs. Minev game

Botvinnik vs. Minev, 1954
abcdefgh
8
Chessboard480.svg
Chess xot45.svg
Chess plt45.svg
Chess oot45.svg
Chess klt45.svg
Chess qlt45.svg
Chess kdt45.svg
Chess oot45.svg
Chess oot45.svg
Chess xot45.svg
Chess xot45.svg
Chess qdt45.svg
Chess xot45.svg
8
77
66
55
44
33
22
11
abcdefgh
Black, to move, resigned. Black dots are where the black queen can check; white dots are where the white queen can cross-check in reply.

Cross-checks are rare in actual play, though they do occur, and in some endgames, particularly queen endgames, they are very important. The position shown to the right is the final position in the famous queen endgame from the game [1] between Mikhail Botvinnik and Nikolay Minev, Amsterdam Olympiad, 1954. In the position shown, after 91. Kc5!!, Black resigned because the promising looking checks 91...Qc7+, 91...Qg1+, 91...Qf2+ and 91...Qc2+ are answered by the cross-checks 92.Qc6+, 92.Qd4+, 92.Qd4+ and 92.Qc4+ respectively, forcing an exchange of queens in all cases, which will result in the promotion of the pawn and winning the game by a basic checkmate. This is an important theme in queen endgames: the weaker side often gives a series of checks, and it is frequently important for them to avoid simplifying cross-checks such as these in reply ( Burgess 2000 :102–3, 458–59), ( Golombek 1977 ). If the black queen attacks the pawn instead of checking it does no good since the promotion square of the pawn is protected by its queen. Note too that if Black instead merely allows the pawn's promotion, another cross-check may be necessary to win, as in the next section.

Two queens versus one

Botvinnik vs. Ravinsky, 1944
abcdefgh
8
Chessboard480.svg
Chess qdt45.svg
Chess plt45.svg
Chess klt45.svg
Chess kdt45.svg
Chess qlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Black resigned after 126.Qf4+.
Possible continuation
abcdefgh
8
Chessboard480.svg
Chess qdt45.svg
Chess oot45.svg
Chess klt45.svg
Chess qlt45.svg
Chess qlt45.svg
Chess kdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Cross-check with 135.Qee8+ wins.

In the position on the left from Botvinnik–Ravinsky, [2] Black resigned. With best play according to the endgame tablebase, 126...Kb3 127.Qf7+ Ka4 128.g8=Q Qg4+ 129.Kh6 Qh4+ 130.Kg7 Qg3+ 131.Kf8 Qd6+ 132.Qe7 Qh6+ 133.Qgg7 Qf4+ 134.Qgf7 Qb8+ and the position on the right is reached. Then the cross-check 135.Qee8+ (or Qfe8+) forks the king and queen, forces an exchange, and wins the game.

Anderson problem, 1919

G.F. Anderson, 1919
abcdefgh
8
Chessboard480.svg
Chess klt45.svg
Chess qlt45.svg
Chess pdt45.svg
Chess bdt45.svg
Chess pdt45.svg
Chess kdt45.svg
Chess rlt45.svg
Chess blt45.svg
Chess pdt45.svg
Chess rdt45.svg
Chess rlt45.svg
8
77
66
55
44
33
22
11
abcdefgh

Cross-checks are relatively infrequent in actual play, but are popular in chess problems since they make for a relatively unobvious solution. In the problem shown to the right, White is to move and mate in two moves against any defence. It is by G.F. Anderson and was first published in Il Secolo in 1919. The key 1.Kd6, threatening 2.Qb7#, gives the black king two flight squares, and two of the variations exploit these: 1...Kb6 2.Bc2# and 1...Kb4 2.Kxc6#. The other two defences exploit the fact that the key exposes the white king to checks, and are answered by cross-checks: 1...Rg6+ 2.Be6# and 1...Rd3+ 2.Bd5#.

Anderson problem, 1961

G. F. Anderson, The Observer , 1961
abcdefgh
8
Chessboard480.svg
Chess qlt45.svg
Chess bdt45.svg
Chess ndt45.svg
Chess rdt45.svg
Chess pdt45.svg
Chess klt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess nlt45.svg
Chess kdt45.svg
Chess ndt45.svg
Chess rdt45.svg
Chess blt45.svg
Chess rlt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess blt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess qdt45.svg
Chess bdt45.svg
8
77
66
55
44
33
22
11
abcdefgh

The problem to the right, also by G. F. Anderson (first published in The Observer in 1961) and also a mate in two, features no fewer than five cross-checks. The key is 1.Qb6 (threat: 2.Ne4#), with the following variations:

1...exf6+ 2.Nb7#
1...exd6+ 2.Nd7#
1...Nd4+ 2.Rf5#
1...Nxd6+ 2.Nd3#
1...Nf-other+ 2.Ne4#
1...Kxf6 2.Qb2#
1...Kxd6 2.Rd4#

See also

Related Research Articles

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

The queen is the most powerful piece in the game of chess. It can move any number of squares vertically, horizontally or diagonally, combining the powers of the rook and bishop. Each player starts the game with one queen, placed in the middle of the first rank next to the king. Because the queen is the strongest piece, a pawn is promoted to a queen in the vast majority of cases.

In chess, a pin is a tactic in which a defending piece cannot move out of an attacking piece's line of attack without exposing a more valuable defending piece. Moving the attacking piece to effect the pin is called pinning; the defending piece restricted by the pin is described as pinned. Only a piece that can move any number of squares along a horizontal, vertical, or diagonal line can pin. Any piece can be pinned except the king. The pin is one of the most powerful chess tactics.

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.

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.

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.

In chess, a passed pawn is a pawn with no opposing pawns to prevent it from advancing to the eighth rank; i.e. there are no opposing pawns in front of it on either the same file or adjacent files. A passed pawn is sometimes colloquially called a passer. Passed pawns are advantageous because only the opponent's pieces can stop them from promoting.

<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, the exchange is the material difference of a rook for a minor piece. Having a rook for a minor piece is generally advantageous, since the rook is usually more valuable. A player who has a rook for a minor piece is said to be up the exchange, and the other player is down the exchange. A player who wins a rook for a minor piece is said to have won the exchange, while the other player has lost the exchange. The opposing captures often happen on consecutive moves, but this is not strictly necessary. Although it is generally detrimental to lose the exchange, one may occasionally find reason to purposely do so; the result is an exchange sacrifice.

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 safe 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 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".

The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and those bishops operate on opposite-colored squares. Without other pieces besides pawns and the kings, 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 still not as many as when bishops are on the same color.

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.

Much literature about chess endgames has been produced in the form of books and magazines. A bibliography of endgame books is below.

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.

<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:

References

Bibliography

Further reading