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Video explaining the bishop and knight checkmate using the W manoeuvre; Video explaining the bishop and knight checkmate using Delétang's triangle method; A remarkable diploma thesis in Spanish about the bishop and knight checkmate with many game examples in the annex (Trabajo Final del Diplomado Fundamentos Científicos y Metodológicos del ...
The bishop and knight mate is one of the four basic checkmates and occurs when the king works together with a bishop and knight to force the opponent king to the corner of the board. The bishop and knight endgame can be difficult to master: some positions may require up to 34 moves of perfect play before checkmate can be delivered.
The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops (on opposite-colored squares), or a bishop and a knight, a king and two knights cannot force checkmate against a lone king (however, the superior side can force stalemate [1] [2]).
In a chess game, each player begins with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The object of the game is to checkmate the opponent's king, whereby the king is under immediate attack (in "check") and there is no way to remove or defend it from attack, or force the opposing player to forfeit.
In the endgame, the two rooks are somewhat more powerful. With no other pieces on the board, two rooks are equal to a queen and a pawn; A rook versus two minor pieces In the opening and middlegame, a rook and two pawns are weaker than two bishops; equal to or slightly weaker than a bishop and knight; and equal to two knights
Black has gained the bishop pair at the cost of a weakened pawn structure, having doubled pawns on c6 and c7. White aims to reach an endgame with a superior pawn structure, which may become an important factor. Thus, Black is compelled to strive for an active position, generally avoiding piece exchanges.
In practice, the fifty-move rule comes into play because more than fifty moves are often required to either checkmate or reduce the endgame to a simpler case: two bishops and a knight versus a rook (requires up to 68 moves); and two rooks and a minor piece versus a queen (requires up to 82 moves for the bishop, 101 moves for the knight).
Tsume problems usually present a situation that might occur in a shogi game (although unrealistic artistic tsume shogi exists), and the solver must find out how to achieve checkmate. It is similar to a mate-in-n chess problem. The term tsumi (詰み) means the state of checkmate itself.