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A method for checkmate applicable when the lone king is in the corner of the opposite color from the bishop (the "wrong" corner, where checkmate cannot be forced), was given by François-André Danican Philidor in the 1777 update [5] to his famous 1749 treatise, L'Analyse des Échecs. [6]
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.
Fianchetto – moving the pawn in front of the knight and placing the bishop on that square. Permanent brain – thinking when it is the opponent's turn to move. Prophylaxis – move that prevents some tactical moves by the opponent. First-move advantage in chess – theory that White's having the first move gives him an advantage.
Two basic checkmate positions are shown with a bishop and a knight, or the bishop and knight checkmate. [40] The first position is a checkmate by the bishop, with the black king in the corner. The bishop can be on other squares along the diagonal, the white king and knight have to be on squares that attack g8 and h7.
Left to right: king, rook, queen, pawn, knight, bishop. The rules of chess (also known as the laws of chess) govern the play of the game of chess. Chess is a two-player abstract strategy board game. Each player controls sixteen pieces of six types on a chessboard. Each type of piece moves in a distinct way.
The pin is unnecessary to the checkmate, because even if the pawn were not pinned, it would still not be able to capture the attacking bishop or to interpose in the bishop's line of attack. If, after 1.Bd5#, the white queen were removed from the board, the position would still be a checkmate.
Created Date: 8/30/2012 4:52:52 PM
) without succumbing to a checkmate in two moves, 5...Nxe5 would win the white knight (for the pawn) and protect the bishop on g4. Instead, with 5.h3, White "puts the question" to the bishop which must either retreat on the c8–h3 diagonal, capture the knight, be captured, or as in this game, move to an insecure square.