Skewer (chess)

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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. [1] 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 (see chess piece relative value). [2] Only line pieces (i.e. bishops, rooks, and queens) can skewer; kings, knights, and pawns cannot.

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Compared to the pin, a passive action with only an implied threat, the skewer is a direct attack upon the more valuable piece, making it generally a much more powerful and effective tactic. The victim of a skewer often cannot avoid losing material ; the only question is which material will be lost. The skewer occurs less often than the pin in actual play. When it does occur, however, it is often decisive.[ citation needed ]

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The white king and queen are skewered by the black bishop.

In this diagram, with White to move, the white king and queen are skewered by the black bishop. The rules of chess compel White to get out of check (if possible). After White chooses one of the handful of legal king moves available, Black will capture the white queen.

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The black queen and rook are skewered by the white bishop.

In this diagram, with Black to move, the black queen and rook are skewered by White's bishop. If Black moves the queen to avoid capture, White can take the rook.

Examples from games

Short vs. Vaganian
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Position after 51.Be5+

In the game Nigel ShortRafael Vaganian, Barcelona 1989, [3] White sacrifices a bishop to win a queen by a skewer. White has just played 51.Be5+ (see diagram), skewering Black's king and queen. If Black responds 51...Kxe5 to avoid the immediate loss of the queen, 52.Qc3+ wins the queen by another skewer. Black resigned in this position. [4]

Defence

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Black has skewered White's rook and bishop, but White can turn the tables with the discovered attack 1.Rd8+ Kh7 2.Bxe4, winning Black’s bishop for free.

Skewers can be escaped by gaining a tempo with a credible threat. For example, if either defending piece leaves the skewer to give check, the other can be rescued on the next move. The skewer can also be reversed into a discovered attack; if the less valuable piece can attack the skewering piece, making a threat with the more valuable piece allows the defender to capture the attacker first (if the threat does not itself drive off the attacker).

If there is empty space between the skewering and the skewered pieces, it may be possible to convert the skewer into a pin by moving a lower-valued piece to intervene.

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">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 fork is a tactic in which a piece attacks multiple enemy pieces simultaneously. The attacker usually aims to capture one of the forked pieces. The defender often cannot counter every threat. A fork is most effective when it is forcing, such as when the king is put in check. A fork is a type of double attack.

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.

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 chess, a combination is a sequence of moves, often initiated by a sacrifice, which leaves the opponent few options and results in tangible gain. At most points in a chess game, each player has several reasonable options from which to choose, which makes it difficult to plan ahead except in strategic terms. Combinations, in contrast to the norm, are sufficiently forcing that one can calculate exactly how advantage will be achieved against any defense. Indeed, it is usually necessary to see several moves ahead in exact detail before launching a combination, or else the initial sacrifice should not be undertaken.

<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.

The zwischenzug is a chess tactic in which a player, instead of playing the expected move, first interposes another move posing an immediate threat that the opponent must answer, and only then plays the expected move. It is a move that has a high degree of "initiative". Ideally, the zwischenzug changes the situation to the player's advantage, such as by gaining material or avoiding what would otherwise be a strong continuation for the opponent.

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, a relative value is a standard value conventionally assigned to each piece. Piece valuations have no role in the rules of chess but are useful as an aid to assessing a 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.

<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 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 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.

<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. Brace, Edward R. (1977), An Illustrated Dictionary of Chess, Hamlyn Publishing Group, p. 261, ISBN   1-55521-394-4
  2. Reinfeld, Fred (1955). 1001 Winning Chess Sacrifices and Combinations. Wilshire Book Company. p. 151. ISBN   0-87980-111-5.
  3. "Nigel Short vs. Rafael Vaganian, Barcelona World Cup (1989)". Chessgames.com .
  4. Hooper & Whyld (1996), p. 374. skewer.

Bibliography