Professional Documents
Culture Documents
When we talk about piece safety, we're talking about leaving pieces en prise (in take). A piece
left en prise means that it can be captured by an opponent, without a recapture. Sometimes this
is also called hanging the piece.
Look at the example to the right - White to move. In this case, the black Bishop on a6 is
unprotected (en prise). White can just capture it. The black Bishop on f6, however, is protected.
White can't capture it, because Black will simply recapture with his pawn.
4
White to move. Find the best move.
Answers
It is white to move in each exercise. Each exercise poses a potential move for white. You must
decide if the move is safe.
White is considering the aggressive move Qh5. This would threaten to capture the unprotected
black pawn on e5, and threaten Qxf7 checkmate. Is Qh5 safe?
7
White sees that she can play Ra8+ ... and it looks like checkmate too! Let's take a closer look. Is
Ra8+ safe?
Answers
Ex 1: No! 1. Qh5 hangs the Queen, leading to 1... Nxh5. White has lost his Queen for nothing!
Ex 2: No! 1. Ra8+ hangs the Rook, leading to 1... Bxa8. Black can just capture the white rook
to avoid checkmate.
Ex 3: Yes! 1. Qxb5 wins a knight.
Chess Counting
Counting is all about evaluating potential exchanges to see whether you come out ahead or
behind. This is an essential skill to develop before moving on to more difficult tactical problems.
Consider the example to the right. It's white's move. Can he play Rxd5 and safely capture the
black Pawn?
The answer is yes. Black only protects the Pawn with one piece, while white attacks the pawn
with two pieces. The exchange might go:
1. Rxd5 Rxd5
2. Bxd5
White has exchanged a Rook (5 points) for a Rook and a Pawn (6 points). He has come out
ahead by a Pawn in the trade.
Now white has an extra Rook added to the fray. White to move. Is the black pawn in the centre
safe?
As before, count the number of white pieces attacking the pawn, and the number of black pieces
defending the pawn. Also, count the value of the pieces that would be exchanged on d5.
Now black has an extra Rook. White to move. Is the black pawn in the centre safe?
Count the number of white pieces attacking the pawn, and the number of black pieces defending
the pawn. Also, count the value of the pieces that would be exchanged on d5.
4
White to move. Is the black pawn safe?
This potential exchange is more complicated - study it carefully. White to move. Is the black
pawn in the centre safe?
Count the number of white pieces attacking the pawn, and the number of black pieces defending
the pawn. Also, count the value of the pieces that would be exchanged on d5.
This position is the same as Exercise 4, except the black Queen and Rook are switched. Does this
change anything?
Count the number of white pieces attacking the pawn, and the number of black pieces defending
the pawn. Also, count the value of the pieces that would be exchanged on d5.
6
White to move. Is the black pawn safe?
This is the final exercise on this page. White to move. Is the black Pawn safe?
Answers
Ex 1: Yes, the black pawn is safe. If white were to capture the Pawn, black would recapture with
his Rook. White would win 1 point, black would win 5. Black comes out ahead 4 points. Notice
that there is one attacker and one defender. This means the pawn is equally attacked and
defended.
Ex 2: No, the black pawn is not safe. The exchange might run: 1.Rxd5 Rxd5 2.Rxd5. White
would win a rook and a pawn (6 points), black would win a rook (5 points). White comes out
ahead in the exchange. Notice that there are two attackers and one defender. This means the
pawn is under-defended.
Ex 3: Yes, the black pawn is safe. The exchange might run: 1.Rxd5 Rxd5 2.Rxd5 Rxd5. White
would win a rook and a pawn (6 points), black would win 2 rooks (10 points). Black comes out
ahead in the exchange. Notice that there are two attackers and two defenders. This means the
pawn is equally attacked and defended.
Ex 4: No, the black pawn is not safe. The exchange might run: 1.Nxd5 Qxd5 2.Rxd5 Rxd5.
White would win a Queen and a Pawn (10 points), black would win a rook and a knight (8
points). White comes out ahead in the exchange. Despite the fact that there are 2 attackers and
2 defenders, the pawn is not adequately defended! This is an important lesson: The value of the
pieces involved in the exchange matters - not just the number of attackers and defenders.
Ex 5: In this case, the black pawn is actually safe! The exchange might run: 1.Nxd5 Rxd5
2.Rxd5 Qxd5. White would win a Rook and a Pawn (6 points), black would win a Rook and a
Knight (8 points). Black comes out ahead in the exchange. This is an important lesson: The
order of the pieces involved in the exchange matters.
Ex 6: The black pawn is safe! Let's take a closer look. If the exchange played out all the way, it
would run:1.Qxd5 Rxd5 2.Rxd5 Qxd5 3.Rxd5. White would win a Pawn, Rook, and Queen (15
points), black would win a Rook and Queen (14 points). It appears that white comes out ahead.
But wait! After 1. Qxd5 Rxd5 2. Rxd5, black doesn't have to recapture on d5 again - he can
just move his Queen away! Now, white has won a Pawn and Rook (6 points), but black has won a
Queen (9 points). So black actually comes out ahead. This is an important lesson: You aren't
forced to recapture during exchanges.
This set of exercises is taken from real game situations. You'll be asked to decide whether a
certain Pawn or piece is safe.
7
It's white to move. Is the black Pawn on b5 safe? If not, with which piece should white capture
the pawn?
Exercise 8
9
White to Move. Is the black Rook on d8 safe?
Answers
Ex 7: The black Pawn is not safe. White can capture the Pawn with his Rook or Knight. Note:
Capturing with the Queen would be a terrible mistake! After 1. Qxb5 Rxb5 2. Rxb5 black does
not have to recapture with his Queen to continue the exchanges. Remember: You aren't forced
to play out exchanges right to the end.
Ex 8: No, the black Rook is not safe. If played out completely, the exchange would go: 1. Rxd8
Rxd8 2. Qxd8 Qxd8 3. Rxd8, and white comes out a Rook ahead.
Ex 9: Yes, the black Knight is safe. It's a good idea for white to get rid of the Knight by
exchanging: 1. Bxd4 cxd4. However, this is an even trade. It would be a mistake for white to
continue the exchange sequence with 2.Nbxd4 exd4 3.Nxd4. White appears to have 'won' the
exchange by making the last capture - but adding up the piece values tells a different story.
White captured 2 pawns and a Knight (5 points), but lost a Bishop and a Knight (6 points). Also,
white's d5 pawn is now unprotected!
In this course, we'll take a look at 6 of the most common tactical forms:
Forks
Knight Forks
Pins
Skewers
Discovered Attacks
Removing the Guard
White to move.
Check out the example to the right. It's white's move. Here, he can play the crushing fork 1.
Rd7+. The rook attacks the black King and the undefended Bishop at the same time! Black must
move his King away, after which white captures the Bishop.
White to move.
Any piece (including the King and Pawns) can create a fork. In the diagram to the right, it's
White's move. Do you see the fork?
The pawn thrust 1. d4 does the trick by forking black's Rook and Knight. After he moves one of
the pieces, the white Pawn will capture the other.
Knight forks are especially tricky. We'll consider those in a moment. For now, we'll just look the
other pieces. The next page presents some problems to work through.
3
White to move. Find the fork.
Answers
Ex 1: Be5+ | Ex 2: Qc1+ | Ex 3: Rb5 | Ex 4: Kb3 | Ex 5: e5
White to move.
Knight forks can often be devastating. Because the Knight moves in a unique way, it can attack
other pieces without being threatened by them. Take the example to the right. White is down in
material, and looks to be on the ropes. But he can land a crushing blow with 1. Ne7+. This
move forks the King and the Queen (also known as a Royal Fork).
Because of the way the Knight moves and attacks, the Queen is helpless to capture the
unprotected Knight on e7. The King must move out of check, and the female monarch falls.
The next page has some exercises to work through. Practice Knight forks carefully - they
commonly occur in beginner and novice games
In each problem, it is White's move. The goal is to find the best move - which will be a Knight
fork.
1
White to Play.
White to Play.
White to Play.
4
White to Play.
White to Play
Answers
Ex 1: Nf5+ | Ex 2: Nd6+ | Ex 3: Nc7+ | Ex 4: Nb5+ | Ex 5: Ne7+
The Pin
The pin is a very common motif - occurring in one form or another during most chess games. A
pin occurs when a piece is held in place (ie "pinned" in place) and can't move without giving up a
more valuable piece behind it.
White to Play.
Consider the example to the right. White can play 1. Re1, pinning the black Queen to the black
King. The black Queen can't move out of the way, because this would place the King in check. If
black captures the white Rook - 1... Qxe1 - white can recapture,2. Qxe1+. White wins a Queen
for a Rook.
White to Play.
When a piece is pinned, it is often vulnerable to attack. In the diagram to the right, the black
Knight on c6 is stuck in an absolute pin. White could play 1. Bxc6+ bxc6, trading Bishop for
Knight. However, this is an even trade.
White has a better option. By playing 1. d5, he attacks the black Knight with a pawn. Because
the Knight is in an absolute pin, it can't move!. Black can break the pin by playing 1... Bd7, but
then 2. dxc6 bxc6 wins a Knight for a Pawn.
White to Play.
In this final example, white has the crushing pin 1. Re1. The black Bishop is pinned to the black
Rook. White is attacking the Bishop twice (once with his Rook, once with his Knight). If black
responds by moving his Bishop, the Rook on e8 falls (ie 1... Bd6 2. Rxe8). If black moves his
Rook, the Bishop on e5 falls (ie 1... Rd8 2. Rxe5). Any other black move, and the Bishop will
also fall, because it is attacked twice (ie 1... Kg8 2.Rxe5 Rxe5 3.Nxe5)
When a piece is pinned to another piece of greater value (but not the King), it is called
a relative pin.
The next page will present a mix of pin problems to work on.
Pin Exercises
In each exercise, the object is to find the best move. This will involve one of the following
themes: Setting up a pin. Attacking a pinned piece. Taking advantage of a pin by
capturing another piece.
1
White to Play.
2
White to Play.
White to Play.
White to Play.
5
White to Play.
Answers
Ex 1: Ba3 | Ex 2: f4 | Ex 3: Bxf6 | Ex 4: Bxd4 | Ex 5: Rd8
The Skewer
A Skewer is an attack on two pieces that are lined up with one another. The first piece is the
more valuable piece. When it moves out of the way, the less valuable piece behind it is captured.
Two pieces of equal value can also be Skewered.
Skewers are very similar to pins. In fact, you can think of a Skewer as a flipped Pin. In a pin, the
less valuable piece is in the front. In a Skewer, the more valuable piece is in the front.
White to Play.
Here's an example. In the diagram, the black King and Queen are lined up. White can play 1.
Rd1+. This move Skewers the black King and Queen. The King is in check, and must move out
of the way. The Rook can then capture the black Queen.
White to Play.
Here's another example. The two black Rooks are lined up on a diagonal. White can skewer the
Rooks with 1. Be4. Black must defend by moving one of the Rooks. Play might continue: 1...
Rba7 2. Bxa8 Rxa8. White wins a Rook for a Bishop.
Skewer Exercises : The goal in each exercise is to find the find the skewering move
that wins material.
1
White to Play.
2
White to Play.
White to Play.
4
White to Play.
5
White to Play.
Answers
A Discovered Attack occurs when one piece moves, and uncovers an attack by another piece.
1
White to Play.
A particularly effective type of Discovered Attack is the Discovered Check. This occurs when
the uncovered piece checks the opposing King. In the diagram to the right, white has a deadly
2
plan: 1. Bd4+. This move uncovers an attack by the Rook on the King - discovered check. But
wait, there's another attack: the Bishop that moved attacks the black Queen at the same time!
Black is forced to move his King out of check. The white Bishop then captures the black Queen.
3 White to Play.
Here's an another example of a discovered attack. White can play the sacrifice 1. Bxa7+, which
uncovers an attack by the d3 Rook on the black Queen. After black captures the checking Bishop,
the black Queen will fall.
Notice the difference between these two examples. In the first, the uncovered piece checks the
King. This is a discovered check. In the second, the moving piece delivered check. This is a
discovered attack. The naming isn't really important. What matters is that you understand the
difference between the two patterns.
Discovered attacks don't have to involve check! However, cases involving check are the most
critical for beginners and novices. They will be our focus.
Discovered Attack Exercises In each exercise, the goal is to find the best move. This move will
be a discovered attack involving check.
White to Play.
White to Play.
White to Play.
4
White to Play.
White to Play.
Answers
Ex 1: Bxb6+ | Ex 2: Bxh7+ | Ex 3: Ne5+ | Ex 4: Ke5+ | Ex 5: Nxf6#
White to Play.
Consider the diagram to the right. White is attacking the black Rook, which is protected by the
d5 Bishop. If white plays 1. Rxf3, black recaptures with 1... Bxf3 - an even trade.
White has a better move. She can utilize the removal of the guard tactic by playing 1.
Rxd5+ ! After the recapture 1... cxd5, the black Rook is now undefended! White can play 2.
Rxf3. This sequence wins a Bishop + Rook for a Rook.
White to Play.
In this example, white wants to take advantage of black's weak back rank with Rd8 mate. But d8
is protected by both a Knight and Rook. How can white remove both guards?
Qxb8+ ! Now black must play 1... Nxb8 (the alternative 1... Nd8 is no better). Both defenders
have been removed, and white ends the game with 2. Rd8# - mate.
This example makes use of a Back Rank Mating Combination. We'll take a look at back rank
mates in more detail shortly.
You'll have a chance to work on some removal of the guard exercises on the next page.
Removing the Guard Exercises
There is a removal of the guard move that wins material in each exercise. Try your best to solve
the problems without looking at the answers!
This tactic can be a bit more challenging for beginners to find. We've added some extra text in
the answers to help you when required.
White to Play.
2
White to Play.
3
White to Play.
4
White to Play.
White to Play.
Answers
Because the removal of the guard tactic is a bit more challenging, we've added some additional
explanation to the answers.
Ex 1: The black Queen is protected, and so the straightforward exchange 1. Qxc3 Rxc3 is an
even trade. Look a little closer. White can remove the guard with 1. Re8+ ! Black is forced to
recapture, after which the Queen is lost: 1... Rxe8 2. Qxc3
Ex 2: Black defends the b2 Rook with a single Bishop. White can eliminate this defender with 1.
Nxe5+. After black recaptures to escape check, 1... fxe5, the Rook is undefended. The white
King lays down the final hammer: 2. Kxb2.
Ex 3: There are actually two removal of the guard possibilities here. Did you see them both? The
first is: 1. Qxc7+ Kxc7 2. Rxa7+. White traded Queens, and in doing so removed the defender
of the a7 pawn. The second option is much deadlier: 1. Rxa7+! Kxa7 2. Qxc7+. White wins a
Queen for a Rook.
Ex 4: The idea of playing Nf7+ with mate looks promising. However, f7 is guarded by the black
Knight. White removes the guard with 1. Rxd6+!. Now, if black recaptures, mate follows: 1...
cxd6 2. Nf7#. To avoid mate, black must make a different move to open up space around his
smothered King. In doing so, he forfeits the Knight.
Ex 5: The black Knight pair appear to defend each other. However, this is a notoriously weak
defensive formation. White makes the Knights look foolish with 1.c3 ! The d4 Knight is attacked
by the pawn, and the c6 Knight is attacked by the Bishop. Black can't extract the d4 Knight
without hanging the c6 Knight. One of the steeds will be lost.
The back rank checkmate is one of the most critical mating patterns for beginners and novices
to understand. The diagram to the right shows the back rank mate in it's basic form. Black's King
is hemmed in by his pawns on the back rank. The back rank is the 8th rank when referring the
black's King, the 1st rank when referring to white's King. The white Rook delivers check along
this rank. The black King can't escape, and is checkmated.
Black's King is in check on the back rank. Black to play.
Let's look at a slightly different example. In this case, the white rook delivers check on the back
rank, but black has an interposing move. He can play 1... Re8 and block the check. However,
this block doesn't help, as white can play 2. Rxe8#, completing the back rank mate.
Calculating back rank mates often requires you to use your counting skills to determine if white
has enough power to mate on the back rank. In the example to the right, can white deliver mate
on the back rank?
The answer is yes. White wins by: 1. Rxd8 Rxd8 2. Rxd8#. White was attacking the black Rook
on d8 twice, while black only had one defender.
We'll go through some exercises over the next few pages to emphasize the common patterns and
themes in back rank mates.
Exercise 1 - Ineffective Interposition
White to Play
This first exercise looks at the theme of interposition moves. Black appears to defend the back
rank with his Rook and Bishop. Can white mate on the back rank?
White to Play
Here's another example where black has several interposition moves. Can white mate on the
back rank?
Exercise 3 - Counting
White to Play
White has a huge battery set up, and is ready to drive down to the back rank. But black has
multiple defenders ready to come to his King's aid. Can white deliver checkmate?
White to Play
This time 1. Rd8+ doesn't work (calculate it out in your head to verify). Black's two Rooks both
defend the d8 square. How can white use the removal of the guard idea to checkmate on the
back rank.
Exercise 5 - Driving the King Away
White to Play
White has a tricky move to drive the black King into a vulnerable position. See if you can find it.
Answers
Ex 1: Yes. White mates with 1. Ra8+. Black has two useless interpositions: 1... Bb8 2. Rxb8+
Rc8 3. Rxc8#.
Ex 2: In this case, the answer is no. If white plays 1. Ra8+, black can successfully interpose
with 1... Rd8 or 1... Bd8. The key difference between Ex 1 and Ex 2 is that in the latter, both
black's pieces can interpose on the same square. The Rook and Bishop each provide support to
the blocking d8 square.
Ex 3: Yes. White attacks the d8 square 3 times, while black defends it twice. White wins with 1.
Rd8+ Rxd8 2. Rxd8+ Rxd8 3. Qxd8#.
Ex 4: White wins with 1. Qxb8+! Rxb8. And now white has two rooks attacking the back rank,
while black has only one. The game ends with 2. Rd8+ Rxd8 3. Rxd8#.
Ex 5: The winning move is 1. Ne7+ Kh8 driving the King back into the corner. White then mates
with 2. Rxf8#.
Chess Back Rank Checkmates - Exercises Page 2
In these next problems, we'll take a look at various game positions. In each case, white can play
a forced tactical sequence that leads to mate on the back rank. Each position will involve one or
more of the themes from the last page.
White to Play
7
White to Play
8
White to Play
Answers
Ex 6: White mates with 1. Rxb8+ Bxb8 2. Rc8#. The key here is playing Rxb8 first, before
Rc8.
Ex 7: Drive the King back and overpower the back rank. 1. Qe7+! Kg8 2. Qe8+ Rxe8 3.
Rxe8#.
Ex 8: First, remove the defending b7 Bishop. 1. Ra8+! Bxa8 (or 1... Bd8 2. Rxd8#). Now, white
can bring in his other Rook: 2. Rc8+ Bd8 (useless interposition) 3. Rxd8#.
An Elementary Checkmate occurs when a lone king is checkmated by the opposing king
combined with one or more pieces. Pawns complicate the endgame significantly, and will not be
discussed in this article. For clarity, in each example white will be taken as the attacker and black
as the defender.
This is the simplest and most intuitive of the Elementary Mates. White achieves this mate by
pushing the black king back to the edge, row by row. A Queen could be substituted for either of
the Rooks.
Unlike the previous example, the power of the white King must be employed to achieve victory.
In this case the King supports the Queen, who delivers checkmate.
The King blocks the 7th rank while the Rook delivers mate on the back rank.
King and Rook vs. King
A King and Rook can't mate in the same way as the previous example. The White King must be
used to block the squares on the 7th rank, while the rook delivers mate on the back rank. A
Queen could be substituted for the Rook.
The two Bishops fire beside each other. The King blocks exit up the side.
Two Bishops mate by working together to hem the black King into the corner. The white King
must be used to block the enemy's escape up the side of the board.
Critical mating pattern #1. The Bishop controls the corner and delivers mate. The Knight and
King block escape.
Critical mating pattern #2. The Knight delivers mate. The Bishop and King block escape.
King, Bishop and Knight vs. King
The King, Bishop and Knight vs. King endgame is the most difficult Elementary Mate to learn, as
it requires precise maneuvering. Here are the two principals of the mate:
The enemy King can only be mated in a corner that the Bishop can reach.
The Knight must be used to control the squares that the Bishop can't cover.
The exact sequence of moves required to pull off this mate is beyond the scope of this article.
The fact that this endgame is drawn can come as a surprise to novices. As the diagram shows, it
is possible to set up a position on the board in which the lone king is checkmated. In practice,
however, it is not possible to reach this situation against a reasonable defense.
Before learning specific opening lines and theory, it is important to master the basic principals.
There are three primary goals in the opening: development, centre control, king safety.
Development
The most critical component of the opening is development. Developing a piece (we're talking
about pieces here, not Pawns) simply means moving it off of its starting square. There are good
and bad developing moves.
A good developing move involves moving a piece to a safe and useful square. It's usually a
good idea to develop a piece with a threat, or to respond to a threat by developing a piece. It's
almost always a bad idea to launch attacks in the opening phase before development is
complete.
Usually, the best pieces to develop first are the Knights. This is because the best squares for the
knights are usually known from the start. The King's Knight is almost always best developed to
f3 (f6 for black). The Queen's Knight should develop to c3 or d2 (c6/d7 for black).
The Bishops should be used to help control the centre, or to pin enemy knights. Another strong
developing move is the fianchetto. This involves advancing the b or g pawn one square, and
moving the Bishop into the hole that has been created.
Rooks should be connected on the back rank and moved to open files or files that have the
potential to be opened. Connected means that there are no other pieces between the Rooks - in
other words, the Rooks protect each other. The Queen should not be brought out early in the
opening. She can be developed close to home, behind the shelter of Pawns.
Centre Control
The next most important goal in the opening is centre control. Control of the centre is a critical
component to an eventual attack on the enemy King. Attacks on the wing are usually doomed to
fail unless the centre has been secured.
Pawns should occupy the centre to exert maximum control. For this reason, the best first move is
either e4 or d4 - bringing a pawn into the centre. Also for this reason, black's best first move is
probably to respond symmetrically with e5 or d5.
Pieces best control the centre by attacking it from a distance. Knights and Bishops must not be
developed to the edge of the board, where they exert no control on central squares. An old
saying goes, "a Knight on the rim is dim"
King Safety
The final goal of the opening is King safety. In open games (where the centre is not locked
down) this is especially important. In closed games, this is less important, but must not be
overlooked.
The Middlegame begins once each player has developed most of his pieces. This means that
most of the knights, bishops, and queens are off their starting square. The kings are most likely
castled and the rooks may have been brought to central files.
The Middlegame is where the real fireworks begin. Players jockey for position while keeping a
watch out for potential tactical shots. Middlegame strategy is a very complex subject - it takes
many years of play and study to grasp some complex ideas. In this article, we'll focus on some
key principles that are essential for beginners and novices to understand.
Mobility
During the opening, you must develop your pieces from their opening squares. In the
Middlegame, the pieces begin to work together to coordinate tactical attacks. In order to bring
about tactical opportunities, you need to keep your pieces active (or mobile). An active piece is
one that has a good view of the board and attacks many potential squares.
A knight on the side of the board is inactive, and usually in a bad position (A knight on the rim is
dim!). A knight posted on a protected centre square has a much wider range of influence, and
can quickly move to action on either side of the board. This is usually a good position.
A bishop that is blocked in has poor mobility, and doesn't have much influence on the game. It's
much better to bring bishops to squares where they slice along open diagonals and aim at the
opponents weak points.
A Rook left in the corner is very inactive. Rooks should be brought to centre files that are open or
semi-open. An open file contains no pawns on it, and a semi-open file contains a single
opponent's pawn. From these vantage points, Rooks have a dangerous presence.
Trades
In the Middlegame, you'll often have the opportunity to trade pieces. The first thing to consider
in this situation is: Am I getting fair value for the trade? For example, if you can capture a Rook
while losing a Knight, this is a good trade (5 points vs 3 points). If you can capture 2 Pawns
while losing a Bishop, this is a bad trade (2 points vs 3 points).
For trades of equal material (ie Bishop for Knight or Rook for Rook), you need to assess the
situation. There are three critical times when you want to make a trade:
When you are ahead in material - this will simplify the game for you.
When you are under pressure - this will bring some relief to your situation.
When your opponent has a well placed piece that you can trade off.
These basic rules will serve you well for most trade decisions.
The three pawns in front of your castled King (the f, g and h pawns) form a protective barrier.
Moving any of these pawns creates weaknesses that can be attacked. While the board is still
congested with pieces, it is generally better to leave the pawn wall in place in front of your
castled King.
If your opponent leaves his King in a vulnerable centre position, look for tactical attacking
opportunities. Similarly, if your opponent creates weak points in front of his castled King by
moving pawns, look for potential attacks.
The Endgame begins when most of the pieces have been removed from the board. Sometimes
there are only Kings and pawns left. Other times a few scattered pieces will remain.
There are two critical concepts that beginners and novices should focus on in the end
game: King Activation and Passed Pawns.
King Activation
It is essential to bring your King into the action during the Endgame. To many beginners, this
is counter-intuitive. Part of the reason for this confusion is that in the Opening and Middlegame,
King Safety is a main concern. In the endgame, however, the King becomes a vital fighting piece.
When there are few (or none) pieces left on the board, carefully advance your King into the
action. Remember -your King is still vulnerable to checks! Be on the watch for knight
checks/forks. If the opponent has a single Bishop left, it can be helpful to keep your King on the
opposite colour as the opposing Bishop.
If you are able to bring your King into play faster than your opponent, it can mean the difference
between victory and defeat.
A Passed Pawn is one that can't be stopped from reaching the final rank by any defending
pawn (on the same or an adjacent file). One of the main goals in the endgame is to create a
Passed Pawn. You can do this by capturing enemy pawns, exchanging enemy pawns, or
sacrificing a pawn/piece (just make sure it's worth it if you make a sacrifice!).
Once you have a Passed Pawn, your job is to escort it to the final rank (and Promotion). Rooks
should be placed behind your passed pawns in order to protect them. Rooks should also be
placed behind enemy passed pawns in order to threaten them. Bishops and Knights are useful
for blockading enemy passed pawns. The King is also very useful for escorting and blocking
Passed Pawns.
#2 - Control the centre by occupying it with pawns and attacking it with pieces.
#5 - Make as few pawn moves as possible, and make pawn moves that further the development
of pieces.
#1 - Centralize and coordinate your pieces. This is when tactical opportunities will begin to
materialize.
#6 - When the opponent's king is exposed, look for tactics and combinations.
#7 - When the opponent's development is poor, look for tactics and combinations.
#9 - Occupy your opponent's weak squares. Knights are particularly good at establishing
outposts.
#10 - Don't make unnecessary pawn moves in front of your king. This weakens your position.
#7 - When you have the advantage, don't waste time promoting multiple new Queens. Press
your advantage for checkmate instead.
#8 - Activate and coordinate your pieces before making premature Pawn thrusts.
We've put together an introduction to some of the simple balanced endgames that occur
frequently in actual play. Balanced endgames are those in which neither side has a decisive
material advantage.
This article does not attempt to teach the correct play in these various situations. The intention is
only to introduce some basic endgames and serve as a spring board for future study.
King and Pawn endgame.
When there are only Kings and Pawns left on the board, it is a King and Pawn Endgame (K&P
endgame). The theme of K&P endgames is passed Pawns. A passed pawn has no opposing
Pawn ahead of it on it's file or either of the two adjacent files. Passed Pawns are particularly
valuable because they can't be blocked or captured by an enemy Pawn.
The objective in the K&P endgame is to get a passed Pawn, and escort it to promotion. It is
sometimes even worth it to sacrifice other Pawns to create a passed one. The King is a
particularly valuable attacker in the K&P endgame (this is a common theme in all endgames!).
The King should be activated (brought into the action) as soon as possible.
With only Pawns and two Queens left, it is a Queen and Pawn Endgame (Q&P Endgame).
Advanced passed Pawns are extremely important. Often, a player with less Pawns can secure a
win if he has a more advanced Pawn than his opponent. The player at a disadvantage must try to
perpetually check the opposing King. Q&P endgames can be brutally long and complicated.
Rook and Pawn endgame.
The Rook and Pawn Endgame (R&P Endgame) is one of the most common in chess. In a
balanced position, the result is usually a draw. There are several ideas that can serve as guides
in this ending:
When attacking, Rooks can devastate enemy Pawns if they can infiltrate to the seventh
rank.
When defending, Rooks are ideally placed behind enemy passed Pawns.
Rooks should be placed behind your own passed Pawns to support their advance.
The Bishop and Pawn Endgame (B&P Endgame) is divided into two categories:
Bishops of the same colour.
When the Bishops are of the same colour, the position of the Pawns becomes very important.
When a player's pawns are on the same colour squares as his Bishop, he has a bad Bishop. He
is not able to attack the opposing Pawns, and his Bishop has little mobility. When a player's
pawns are on the opposite colour squares as his Bishop, he has a good Bishop. The player with
the good Bishop will be able to attack his opponents Pawns, and control the play. This gives him
a decisive advantage.
When the Bishops are on opposite colours, they will both be either good or bad Bishops. Also, the
Bishops are not able to threaten each other in this situation. Both of these facts creates a more
balanced position, which usually leads to a draw.
The Knight and Pawn Endgame (N&P Endgame) involves delicate maneuvering. When one side is
able to create a passed Pawn, the defender must block it with his Knight. The Knight is an ideal
blocker, and this ability makes the N&P endgame drawish.
Bishop vs. Knight endgame.
The Bishop vs. Knight Endgame (BvN Endgame) is a slightly off balanced position, in that both
side controls a different piece. The Bishop is usually considered to be the stronger piece in this
situation. However, a bad Bishop can often be out-dueled by the Knight. Also, the Knight can be
stronger in extremely blocked situations. All of these advantages are only slight. The endgame is
usually drawn.
Often, players are looking for a simple, specific strategy to follow in the opening. They are not
looking for long winded variations, but rather an opening with a set of ideas and guidelines to be
followed. In this case, the best option is Opening Systems.
Opening Systems
The King's Indian Attack is a solid setup that can lead to excellent attacking chances on the
Kingside. The system has been used by Bobby Fischer, and so there is an excellent collection of
grandmaster-level games.
The asymmetrical position can lead to attacks by both players on opposite wings.
Colle System
The Colle System was developed by the Belgian Master Edgard Colle. The primary objective of
the opening is an early and violent kingside attack.
All of white's minor pieces are positioned to swing into a kingside attack.
Stonewall Attack
The Stonewall Attack is a solid formation that is difficult for black to crack. As with the other
systems, white's objective is to launch an early, devastating kingside attack.
The advanced f Pawn allows white to bring his Rook into the attack.