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Fool's mate was named and described in The Royal Game of Chess-Play, a 1656 text by Francis Beale that adapted the work of the early chess writer Gioachino Greco. [2]Prior to the mid-19th century, there was not a prevailing convention as to whether White or Black moved first; according to Beale, the matter was to be decided in some prior contest or decision of the players' choice. [3]
Alekhine scored 9–0 on first board for France at the 3rd Chess Olympiad (Hamburg, 1930), and Dragoljub Čirić scored 8–0 as second reserve (the sixth player on his team) for Yugoslavia at the 17th Olympiad (Havana, 1966), but each played only about half of the possible games. [62]
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. The verb form is tsumu (詰む) "to checkmate
Three basic checkmate positions are possible via the two bishops checkmate. [34] The first is a checkmate in the corner. The second position is a checkmate on a side square next to the corner square (this position can theoretically occur anywhere along an edge, but can only be forced adjacent to a corner).
Possible checkmate positions for Black. If White runs out of time with one of these combinations of material, Black wins because of the possible checkmate. In a sudden death time control, however, if White can convince the arbiter before the time is up that Black is merely stalling to win on time, the game is nevertheless declared a draw.
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 ...
Philidor's mate, also known as Philidor's legacy, is a checkmating pattern that ends in smothered mate. This method involves checking with the knight forcing the king out of the corner of the board, moving the knight away to deliver a double check from the queen and knight, sacrificing the queen to force the rook next to the king, and mating with the knight.
It is possible to check or checkmate two or three players with a single move. A bare king may remain on the board in opposition to the other players in an effort to increase its ranking. In a timed game, a bare king can move faster than its opponent, therefore it may attempt to win the game by forcing its opponent to run out of time.