Pin (chess)

Last updated

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 (i.e. a bishop, rook, or queen) can pin. Any piece can be pinned except the king. The pin is one of the most powerful chess tactics. [1]

Contents

The inverse of a pin is a skewer , in which a more valuable piece under direct attack may move to expose a less valuable piece to an attack.

Types

abcdefgh
8
Chessboard480.svg
Chess rdt45.svg
Chess kdt45.svg
Chess ndt45.svg
Chess blt45.svg
Chess nlt45.svg
Chess qlt45.svg
Chess klt45.svg
8
77
66
55
44
33
22
11
abcdefgh
There is an absolute pin on the black knight: moving it is not legal since the black king would be exposed to check from the bishop.
There is a relative pin on the white knight: moving it is legal but would allow the black rook to capture the queen.

Absolute pin

An absolute pin is one where the piece shielded by the pinned piece is the king. In this case it is illegal to move the pinned piece out of the line of attack, as that would place one's king in check (see diagram). A piece pinned in this way can still give check or defend another piece from capture by the opposing king.

Relative pin

A relative pin is one where the piece shielded by the pinned piece is a piece other than the king, but typically is more valuable than the pinned piece. Moving such a pinned piece is legal but may not be prudent, as the shielded piece would then be vulnerable to capture.

Partial pin

Example of a partial pin
abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess pdt45.svg
Chess qdt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess klt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Since the black queen is pinned to the black king by the white rook, the queen cannot move off the e-file.

Independently of whether it is absolute or relative, a pin might be a partial pin, in which the pinned piece can still move along the line of the pin, and it might be able to capture the piece that is pinning it, but it cannot leave that line. For example, a rook or queen can be partially pinned along a file or rank , or a bishop or queen can be partially pinned along a diagonal . Capturing the pinning piece can still be advantageous to the pinning player, as in the example diagram (the pinning rook is defended, so capturing it with the queen would lose material ).

A queen can only ever be partially pinned, as it can move in any linear direction, while a knight cannot be partially pinned due to its unique movement. The pawn is a more complex case; due to its limited and conditional movement, whether a pin on a pawn is partial depends on the line and direction of the pin and on whether there are opposing pieces available for it to capture.

It is possible for two opposing pieces to be partially pinning each other.

Situational pin

Example of a situational pin
abcdefgh
8
Chessboard480.svg
Chess rdt45.svg
Chess kdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess bdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess klt45.svg
Chess rlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to move. White's knight should not capture the black bishop; otherwise, the rook on h1 is lost.

Sometimes a piece may be considered to be in a situational pin. A situational pin does not legally restrict the piece from moving; however, moving the pinned piece out of the line of attack can result in some detriment to the player (e.g. checkmate, immediate loss of the game, occupation of a critical square by the opponent, etc.).

Consider the diagrammed position, it is White's turn to move. The black bishop on d5 is unprotected and White can capture it with 1.Nxd5; however, White should not play the capture or otherwise move the knight, due to the skewer attack 1...Rb1+ winning White's rook (the king is forced to move, then 2...Rxh1). It can be said that the white knight is "pinned to the b1-square" rather than pinned to a piece.

Cross-pin

A cross-pin consists of two or more pins, of any type, on the same piece. As there is only one king per side, only one of the pins can be absolute, but there are otherwise no restrictions on the types of pins involved.

Pin combinations

Pinning can also be used in combination with other tactics. For example, a piece can be pinned to prevent it from moving to attack, or a defending piece can be pinned as part of tactic undermining an opponent's defense. Another tactic which takes advantage of a pin can be called working the pin. In this tactic, other pieces from the pinning piece's side attack the opposing pinned piece. Since the pinned piece cannot move out of the line of attack, the player whose piece is pinned may move other pieces to defend the pinned piece, but the pinning player may yet attack with even more pieces, etc. Using a battery of doubled rooks with a queen behind them to this end is known as Alekhine's gun.

A pinned piece can usually no longer be counted on as a defender of another friendly piece (that is out of the pinning line of attack) or as an attacker of an opposing piece (out of the pinning line). A pinned piece can still check the opposing king, however, and therefore can still defend friendly pieces against captures made by the enemy king.

Unpinning

The act of breaking a pin is unpinning. This can be executed in a number of ways: the piece creating the pin can be captured or chased away; another unit can be moved onto the line of the pin; the unit to which a piece is pinned can be moved; or, a relatively pinned piece can be moved despite the pin, such as in the Légal Trap and the Elephant Trap.

Pins commonly seen in gameplay

A pinning move that often occurs in openings is Bb5 which, if Black has moved ...Nc6 and ...d6 or ...d5, pins the knight on c6, since moving the knight would expose the king on e8 to check. (The same may, of course, occur on the other flank , with a bishop on g5; or by Black on White, with a bishop on b4 or g4.)

Examples from games

Lenin vs. Gorky, 1908
abcdefgh
8
Chessboard480.svg
Chess kdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess ndt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess bdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess rdt45.svg
Chess blt45.svg
Chess qdt45.svg
Chess rdt45.svg
Chess plt45.svg
Chess qlt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess rlt45.svg
Chess klt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to move, resigned. His pawn on g2, pinned by Black's queen, cannot take the deadly black rook on h3.

The diagram shows Vladimir LeninMaxim Gorky, Capri 1908, [2] with White to move. [3] Black is threatening the following rook sacrifice and forced mate :

27...Rh1+ 28.Kxh1 Qh2#

White cannot play 27.gxh3, because the queen on g3 is pinning the pawn to the g-file. The only move that postpones the mate is 27.Nf4, which temporarily blocks Black's bishop from protecting his queen, but to no avail as Black can simply play 27...Bxf4 renewing the mate threat. Or, Black can respond by mating a different way:

27.Nf4 Qh2+ 28.Kf2 Rhxf3#

In this case, White cannot capture 29.gxf3 because the queen now on h2 pins the pawn to the 2nd rank. With mate being inevitable, White resigned after move 26.

See also

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">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.

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.

<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.

In chess, a discovered attack is a direct attack revealed when one piece moves out of the way of another. Discovered attacks can be extremely powerful, as the piece moved can make a threat independently of the piece it reveals. Like many chess tactics, they often succeed because the opponent would be unable to meet two threats at once unless one of the attacked pieces can simultaneously move away from its own attack and capture the other attacking piece. While typically the consequence of a discovered attack is the gain of material, they do not have to do this to be effective; the tactic can be used merely to gain a tempo. If the discovered attack is a check, it is called a discovered check.

In the game of chess, interference occurs when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece. It is a chess tactic which seldom arises, and is therefore often overlooked. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself present a threat. Huczek defines interference as a tactic involving blocking moves that obstruct lines of attack. This definition may be expanded by including blocking moves that disrupt lines of defense.

In chess, a tactic is a sequence of moves that each makes one or more immediate threats – a check, a material threat, a checkmating sequence threat, or the threat of another tactic – that culminates in the opponent's being unable to respond to all of the threats without making some kind of concession. Most often, the immediate benefit takes the form of a material advantage or mating attack; however, some tactics are used for defensive purposes and can salvage material that would otherwise be lost, or to induce stalemate in an otherwise lost position.

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.

In chess, an isolated pawn is a pawn that has no friendly pawn on an adjacent file. Isolated pawns are usually a weakness because they cannot be protected by other pawns. The square in front of the pawn may become a good outpost for the opponent to anchor pieces. Isolated pawns most often become weaker in the endgame, as there are fewer pieces available to protect the pawn.

<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.

Yari shogi is a modern variant of shogi ; however, it is not Japanese. It was invented in 1981 by Christian Freeling of the Netherlands. This game accentuates shogi’s intrinsically forward range of direction by giving most of the pieces the ability to move any number of free squares orthogonally forward like a shogi lance. The opposite is true of promoted pieces which can move backward with the same power.

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.

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

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.

Omega Chess is a commercial chess variant designed and released in 1992 by Daniel MacDonald. The game is played on a 10×10 board with four extra squares, each added diagonally adjacent to the corner squares. The game is laid out like standard chess with the addition of a champion in each corner of the 10×10 board and a wizard in each new added corner square.

<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.

In chess, a skewer is an attack upon two pieces in a line and is similar to a pin. A skewer is the opposite of a pin; the difference is that in a skewer, the more valuable piece is the one under direct attack and the less valuable piece is behind it. The opponent is compelled to move the more valuable piece to avoid its capture, thereby exposing the less valuable piece which can then be captured. Only line pieces can skewer; kings, knights, and pawns cannot.

<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:

Many basic tactics of shogi are similar to those of chess tactics, involving forks, pins, removing the defender and other techniques, all of which are considered very strong when used effectively.

References

  1. Hooper & Whyld (1996), p. 308. pin. "Of the basic elements that make up the tactical content of the game the pin is one of the most powerful."
  2. "Lenin vs. Gorky, Capri 1908". Chessgames.com .
  3. "Chess games played by Communists".

Bibliography