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An independence problem (or unguard [2]) is a problem in which, given a certain type of chess piece (queen, rook, bishop, knight or king), one must find the maximum number that can be placed on a chessboard so that none of the pieces attack each other. It is also required that an actual arrangement for this maximum number of pieces be found.
Because it has only four pieces, queen versus rook was one of the first endings to be solved by endgame tablebases. [1] Just after the ending was fully analysed by computers, a challenge was issued to Grandmaster Walter Browne in 1978, where Browne would have the queen in a difficult position, defended by Belle using the queen versus rook ...
The triangle mate involves a queen, supported by a rook on the same file two squares away, delivering checkmate to a king that is either at the edge of the board or whose escape is blocked by a piece; the queen, rook, and king together form a triangular shape, hence the name of the mating pattern.
The rook moves horizontally or vertically, through any number of unoccupied squares. The rook cannot jump over pieces. The rook may capture an enemy piece by moving to the square on which the enemy piece stands, removing it from play. The rook also participates with the king in a special move called castling, wherein it is transferred to the ...
In a few cases, the superior side gives up their rook in order to promote the pawn, resulting in a winning queen versus rook position (see Pawnless chess endgame § Queen versus rook). A rule of thumb (with exceptions) is: if the king on the side without the pawn can reach the queening square of the pawn, the game is a draw ; otherwise it is a ...
Jump chess: The rook, bishop and queen may move from one side of any piece (friend or foe) to the other side in their normal direction of movement. No change for the King and Knight. Jump move is exactly two squares, and can be used to give check or to capture. Jump moves are notated using '^'.
The example here is a study by Henri Rinck first published in La Stratégie in 1920. It is White to play and win. Normally, Black would be able to sacrifice his rook for the white bishop, leaving a drawn position (sacrificing it for a knight would be no good, since it is possible to force mate with bishop and knight), but in this case it turns out that the rook is dominated, and its capture ...
Moves as Rook but when capturing must move on square away from captured piece in the same direction. It can be described as a Marine Rook or Triton (see Compound pieces) Rookhopper: RH ^n+: gR: Fairy Chess problems: Grasshopper confined to horizontal and vertical lines.