Flight square

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Flight squares are marked with crosses.

In chess, a flight square or escape square is a safe square to which a piece, especially a king, [1] can move if it is threatened.

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Providing one's piece with flight squares can prevent the opponent from winning material or delivering checkmate. For example, in the Morphy Defence, the white c-pawn may be advanced to provide the light-squared white bishop with a flight square. Conversely, it is possible to take away an enemy piece's flight squares, known as domination.

Luft

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If it is Black's move, he checkmates White with 1...Re1#. If it is White's turn, he must create luft by advancing either his g-pawn or h-pawn. After avoiding checkmate and then capturing the opponent's passed pawn, White should win this game.

In chess, luft (the German word for "air", sometimes also "space" or "breath") designates the space or square left by a pawn move into which a king (usually a castled one) may then retreat, especially such a space made intentionally to avoid back-rank checkmate. [2] A move leaving such a space is often said to "give the king some luft". The term "luft", "lufting", or "lufted" may also be used (as an English participle) to refer to the movement of the relevant pawn creating luft. [3]

Preventing an opponent from lufting a pawn (for example by pinning it or moving a piece to the square in front of it) is a tactic that may lead to checkmate. A king's access to his luft might also be denied by the opponent subjecting the space or square to attack.

The German luft is a close cognate to the English "lift", which is also used in chess, e.g., rook lift .

Examples

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In the diagram at left, "X"s mark luft to which the king can escape back-rank checkmate delivered by the queen. Theoretical enemy knights in the indicated positions deny the king access to his luft. Black dots indicate areas where threats emanating from enemy pieces capable of capturing diagonally could also deny access. The pawn structure seen in Black's position is less secure , but it is a risk commonly accepted to fianchetto.

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Being up a queen in the game on the right, Black will win unless he overlooks the threat of Ng6 (which sets up checkmate via Rh8#). Black wouldn't be able to capture the knight or create luft because his f-pawn is pinned by White's bishop, and his g-pawn cannot advance if a piece is on g6 blockading it. White's king is temporarily safe from check in his luft. (Black can neutralize the threat of Ng6 by playing Qb8, as then Ng6 can be met by the discovered check of Nf5+, winning the checkmate-threatening h4 rook after White reacts.)

See also

Related Research Articles

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

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<span class="mw-page-title-main">Chess piece</span> Game piece for playing chess

A chess piece, or chessman, is a game piece that is placed on a chessboard to play the game of chess. It can be either white or black, and it can be one of six types: king, queen, rook, bishop, knight, or pawn.

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

The pawn is the most numerous and weakest piece in the game of chess. It may move one square directly forward, it may move two squares directly forward on its first move, and it may capture one square diagonally forward. Each player begins a game with eight pawns, one on each square of their second rank. The white pawns start on a2 through h2; the black pawns start on a7 through h7.

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.

<span class="mw-page-title-main">Rules of chess</span> Rules of play for the game of chess

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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.

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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">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.

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<i>En passant</i> Special pawn move in chess

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In chess and similar games, check is a condition that occurs when a player's king is under threat of capture on the opponent's next turn. A king so threatened is said to be in check. A player must get out of check if possible by moving the king to an unattacked square, interposing a piece between the threatening piece and the king, or capturing the threatening piece. If the player cannot remove the check by any of these options, the game ends in checkmate and the player loses. Players cannot make any move that puts their own king in check.

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.

<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.

In chess, a sacrifice is a move that gives up a piece with the objective of gaining tactical or positional compensation in other forms. A sacrifice could also be a deliberate exchange of a chess piece of higher value for an opponent's piece of lower value.

<span class="mw-page-title-main">Touch-move rule</span> Chess rule requiring a player to move or capture a piece deliberately touched

The touch-move rule in chess specifies that a player, having the move, who deliberately touches a piece on the board must move or capture that piece if it is legal to do so. If it is the player's piece that was touched, it must be moved if the piece has a legal move. If the opponent's piece was touched, it must be captured if it can be captured with a legal move. If the touched piece cannot be legally moved or captured, there is no penalty. This is a rule of chess that is enforced in all formal over-the-board competitions.

In chess, an exchange or trade of chess pieces is a series of closely related moves, typically sequential, in which the two players capture each other's pieces. Any type of pieces except the kings may possibly be exchanged, i.e. captured in an exchange, although a king can capture an opponent's piece. Either the player of the white or the black pieces may make the first capture of the other player's piece in an exchange, followed by the other player capturing a piece of the first player, often referred to as a recapture. Commonly, the word "exchange" is used when the pieces exchanged are of the same type or of about equal value, which is an even exchange. According to chess tactics, a bishop and a knight are usually of about equal value. If the values of the pieces exchanged are not equal, then the player who captures the higher-valued piece can be said to be up the exchange or wins the exchange, while the opponent who captures the lower-valued piece is down the exchange or loses the exchange. Exchanges occur very frequently in chess, in almost every game and usually multiple times per game. Exchanges are often related to the tactics or strategy in a chess game, but often simply occur over the course of a game.

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

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

<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

  1. Hooper & Whyld (1996), p. 141. flight.
  2. Larry, Evans (2011). New ideas in chess. Cardoza Publishing. ISBN   978-1-58042-274-1. OCLC   646112792.
  3. "Queen Sacrifices" on YouTube (At the 45:26 mark, GM Ben Finegold of the Chess Club and Scholastic Center of Atlanta examines a game lost because the player is unable to luft due to his own pieces blockading his pawns.)

Bibliography

  1. Brace, Edward R. (1977), An Illustrated Dictionary of Chess, Hamlyn Publishing Group, ISBN   1-55521-394-4
  2. Hooper, David; Whyld, Kenneth (1996) [First pub. 1992]. The Oxford Companion to Chess (2nd ed.). Oxford University Press. ISBN   0-19-280049-3.
  3. Evans, Larry (2011). New ideas in chess. Las Vegas, Nev.: Cardoza Publishing. ISBN   978-1-58042-274-1. OCLC   646112792.