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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.
Any chess piece except the king may be sacrificed. Because players usually try to hold on to their own pieces, offering a sacrifice can come as an unpleasant surprise to one's opponent, putting them off balance and causing them to waste precious time trying to calculate whether the sacrifice is sound or not, and whether to accept it. Sacrificing one's queen (the most valuable piece), or a string of pieces, adds to the surprise, and such games can be awarded brilliancy prizes . [2]
Rudolf Spielmann proposed a division between sham and real sacrifices:
In compensation for a real sacrifice, the player receives dynamic, positional, or other non-material advantages which they must capitalize on, or risk losing the game due to the material deficit. Because of the risk involved, real sacrifices are also called speculative sacrifices.
The tactical sham sacrifices can be categorized further by the mechanism by which the sacrifice is made. Some sacrifices may fall into more than one category. [4]
Another way to classify sacrifices is to distinguish between forcing and non-forcing sacrifices. The former type leave the opponent with no option but acceptance, typically because not doing so would leave them behind in material with no compensation. Non-forcing sacrifices, on the other hand, give the opponent a choice. A common error is to not recognize when a particular sacrifice can be safely declined with no ill-effects.
In the diagram, GM Aronian has mistakenly played 24. exd4?? , opening up the e-file for Black's rook. After Svidler played 24... Re1+! , Aronian resigned, because Black's move forces the reply 25.Rxe1 (or 25.Qf1 Qxf1#), after which White's queen is undefended and therefore lost.
This particular type of sacrifice has also been called the "Hook and Ladder trick", for the white queen is precariously at the top of the "ladder", while the rook is at the bottom, supporting it. [6]
Black played 1... Qxg3? and White drew with 2. Qg8+! Kxg8 (on any other move Black will get mated) 3. Rxg7+!. White intends to keep checking on the seventh rank , and if Black ever captures the rook it is stalemate.
This save from Evans has been dubbed "The Swindle of the Century". [8] White's rook is known as a desperado.
This time Reshevsky is at the receiving end of a sacrifice. White has just played h2–h4. If Black takes the knight he has to give up his own knight on f6 to avoid mate on h7. Instead, he simply ignored the bait and continued developing.
In this game Black played 14... d4! 15. Nxd4 Nd5. In exchange for the sacrificed pawn, Black has obtained a semi-open file, a diagonal, an outpost on d5 and saddled White with a backward pawn on d3. The game was eventually drawn.
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The following example features a forced bishop sacrifice by White. White can force mate in two moves in the diagram at left as follows: 1. Bg6+! hxg6 2. Qxg6#
In this position, Black moves 22... Qg1+! forcing the white rook to take black's queen by 23. Rxg1; the king cannot take the queen because it would have been in check from the knight on h3. Having forced the rook out of a position where it was defending the f-file and into a position where it blocked the king from making any move, the black knight delivers a smothered mate by 23... Nf2#.
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A Philidor sacrifice, recommended and practiced by Philidor, is the sacrifice of a minor piece for one or two pawns for greater pawn mobility as compensation. [12] An example of this real, strategic/positional sacrifice can occur in Petrov's Defense after 1.e4 e5 2.Nf3 Nf6 3.Nxe5 d6 where White elects 4.Nxf7 Kxf7 (diagram). Another openings example is the Halloween Gambit.
6.Bxf7+ Kxf7 7.Ng5+ Kg8 8.Ne6 Qe8 9.Nxc7 Qg6 10.0-0 (10.Nxa8? Qxg2 −/+) 10...Rb8 11.dxe5 Nxe5 (11...dxe5 12.f4 =/∞) 12.Kh1 Qh5 13.f3 h6 14.Qd4 Nc6 15.Qd3 Qa5 16.N7d5 =/∞ S. Mirkovic
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.
In the game of chess, perpetual check is a situation in which one player can play an unending series of checks, from which the defending player cannot escape. This typically arises when the player who is checking feels their position in the game is inferior, they cannot deliver checkmate, and wish to force a draw.
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 Opera Game was a chess game played in 1858 at an opera house in Paris. The American master Paul Morphy played against two amateurs: the German noble Karl II, Duke of Brunswick, and the French aristocrat Comte Isouard de Vauvenargues. It was played as a consultation game, with Duke Karl and Count Isouard jointly deciding each move for the black pieces, while Morphy controlled the white pieces by himself. The game was played in a box while an opera was performed on stage. Morphy quickly checkmated his opponents following rapid development and sacrifice of material, including a queen sacrifice.
In chess, a smothered mate is a checkmate delivered by a knight in which the mated king is unable to move because it is completely surrounded by its own pieces, which a knight can jump over.
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 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, 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, compensation is the typically short-term positional advantages a player gains in exchange for typically material disadvantage. Short-term advantages involve initiative and attack.
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 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.
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.
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".
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.
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.
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: