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In chess, a queen sacrifice is a move that sacrifices a queen, the most powerful piece, in return for some compensation, such as a tactical or positional advantage.
In his book The Art of Sacrifice in Chess, Rudolf Spielmann distinguishes between real and sham sacrifices. A sham sacrifice leads to a forced and immediate benefit for the sacrificer, usually in the form of a quick checkmate (or perpetual check or stalemate if seeking a draw), or the recouping of the sacrificed material after a forced line . Since any amount of material can be sacrificed as long as checkmate will be achieved, the queen is not above being sacrificed as part of a combination. [1]
Possible reasons for a sham queen sacrifice include:
Despite the terminology "sham", sham queen sacrifices are still often considered brilliancies and are often featured in famous games.
On the other hand, "real" sacrifices, according to Spielmann, are those where the compensation is not immediate, but more positional in nature. Because the queen is the most powerful piece (see chess piece relative value), positional sacrifices of the queen virtually always entail some partial material compensation (for example, sacrificing the queen for a rook and bishop).
An opportunity may arise where a player trades off their queen for other pieces which may together be of equal or greater value than the queen. Bent Larsen remarks that giving up the queen for a rook and two minor pieces is sometimes called a "queen sacrifice", but since a rook plus two minor pieces is more valuable than the queen, he says it should not be considered a sacrifice. [2]
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A celebrated game by Adolf Anderssen, the Immortal Game, featured a queen sacrifice as part of White's final mating combination. In the diagram position Anderssen gave up his queen with 22.Qf6+! to deflect Black's knight: the game continued 22...Nxf6 23.Be7#. This is an example of a sham queen sacrifice, as the sacrifice resulted in checkmate only one move later. White was able to mate since his minor pieces were clustered around the Black king, while Black's pieces were either undeveloped or trapped in the white camp and so unable to defend.
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In another celebrated game by Anderssen, the Evergreen Game, Anderssen once again sacrificed his queen for a mating combination, playing 21.Qxd7+!!. The game continued 21...Kxd7 22.Bf5+ Ke8 23.Bd7+ Kf8 24.Bxe7#. The game is another example of a sham queen sacrifice. Although Black is on the verge of checkmating White, his defences around his king are weak, so White was able to mate.
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For an example of a "real" (positional) queen sacrifice, Rudolf Spielmann presented this game against Jorgen Moeller in Gothenburg 1920. In the first diagram Black threatens 9...Bg4 winning the queen, since it must not leave the f2-square unguarded under threat of checkmate. But Spielmann played 9.Nd2! allowing Black to win his queen, and after 9...Bg4 10.Nxe4 Bxf3 11.Nxf3 Qh6 12.Nf6+ Kd8 13.h4 the position in the second diagram was reached. White has only a knight and bishop for his queen and pawn, but his minor pieces are very active and the black queen is out of play. White won on move 28. [3]
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A queen sacrifice can sometimes be used as a resource to draw. Here Hermann Pilnik (White) is defending an endgame three pawns down, but played Qf2!, when Samuel Reshevsky (Black) had nothing better than ...Qxf2 stalemate. [4]
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In The Game of the Century, Bobby Fischer uncorked a queen sacrifice to obtain a winning material advantage. In the first diagram, White's king is stuck in the center and Black has control of the open e-file. Fischer ignored the threat to his queen and played 17...Be6!!. The game continued 18.Bxb6 Bxc4+ 19.Kg1 Ne2+ 20.Kf1 Nxd4+ 21.Kg1 Ne2+ 22.Kf1 Nc3+ 23.Kg1 axb6 24.Qb4 Ra4 25.Qxb6 Nxd1 and Black has emerged with a large material and positional advantage. He can threaten back-rank mate to win even more material; his pieces are coordinated and White's rook is trapped in the corner. Black went on to win the game. [5]
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In the World Chess Championship 2016, Magnus Carlsen defeated Sergey Karjakin in the final tie-break game with the queen sacrifice 50.Qh6+!!. Either way the queen is captured, there is mate on the next move: 50...Kxh6 51.Rh8#, or 50...gxh6 51.Rxf7#. [6]
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.
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.
The Game of the Century is a chess game that was won by the 13-year-old future world champion Bobby Fischer against Donald Byrne in the Rosenwald Memorial Tournament at the Marshall Chess Club in New York City on October 17, 1956. In Chess Review, Hans Kmoch dubbed it "The Game of the Century" and wrote: "The following game, a stunning masterpiece of combination play performed by a boy of 13 against a formidable opponent, matches the finest on record in the history of chess prodigies."
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 Immortal Game was a chess game played in 1851 by Adolf Anderssen and Lionel Kieseritzky. It was played while the London 1851 chess tournament was in progress, an event in which both players participated. The Immortal Game was itself a casual game, however, not played as part of the tournament. Anderssen won the game by allowing a double rook sacrifice, a major loss of material, while also developing a mating attack with his remaining minor pieces. Despite losing the game, Kieseritzky was impressed with Anderssen's performance. Shortly after it was played, Kieseritzky published the game in La Régence, a French chess journal which he helped to edit. In 1855, Ernst Falkbeer published an analysis of the game, describing it for the first time with its sobriquet "immortal".
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.
Romantic chess is a style of chess popular in the 18th century until its decline in the 1880s. This style of chess emphasizes quick, tactical maneuvers rather than long-term strategic planning. Romantic players consider winning to be secondary to winning with style. The Romantic era of play was followed by the Scientific, Hypermodern, and New Dynamism eras. Games during this era generally consisted of 1.e4 openings such as the King's Gambit and Giuoco Piano. Queen-side pawn openings were not popular and seldom played. The Romantic era is generally considered to have ended with the 1873 Vienna tournament where Wilhelm Steinitz popularized positional play and the closed game. This domination ushered in a new age of chess known as the "Modern", or Classical school, which would last until the 1930s when hypermodernism began to become popular.
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.
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 blunder is a critically bad mistake that severely worsens the player's position by allowing a loss of material, checkmate, or anything similar. It is usually caused by some tactical oversight, whether due to time trouble, overconfidence, or carelessness. Although blunders are most common in beginner games, all human players make them, even at the world championship level. Creating opportunities for the opponent to blunder is an important skill in over-the-board chess.
In chess, a desperado is a piece that is either en prise or trapped, but captures an enemy piece before it is itself captured in order to compensate the loss a little, or is used as a sacrifice that will result in stalemate if it is captured. The former case can arise in a situation where both sides have hanging pieces, in which case these pieces are used to win material prior to being captured. A desperado in the latter case is usually a rook or a queen; such a piece is sometimes also called crazy or mad.
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.
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.
In chess, a windmill is a tactic in which a piece repeatedly gains material while simultaneously creating an inescapable series of alternating direct and discovered checks. Because the opponent must attend to check every move, they are unable to prevent their pieces from being captured; thus, windmills can be extremely powerful. A windmill most commonly consists of a rook supported by a bishop.
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.
The following outline is provided as an overview of and topical guide to chess:
The sixteenth chess game in the fourth match between Alexander McDonnell and Louis-Charles Mahé de La Bourdonnais played in London in 1834 is famous for demonstrating the power of a mobile central block of pawns. Its final position is one of the most famous in the history of the game.
In chess, an economical mate is a checkmate position such that all of the attacker's remaining knights, bishops, rooks and queens contribute to the mating attack. The attacker's king and pawns may also contribute to the mate, but their assistance is not required, nor does it disqualify the position from being an economical mate. Economical mates are of interest to chess problem composers for their aesthetic value. In real gameplay, their occurrence is incidental. Nevertheless, some notable games have concluded with an economical mate such as the Opera game, won by Paul Morphy.