Part I · First steps Chapter 5 of 40
Check, checkmate and stalemate
A queen stands beside the king in the corner and the game is over. Move the queen one square and it is over too, but as a draw. We look at how to escape check, what happens when there is no escape, and how mate differs from stalemate.
What to know first: 4 · The pawn
What you will learn
- find every answer to a check and see when you cannot move away, capture or block
- tell mate from stalemate and avoid stalemating in a won position
- recognise a double check and look for stalemate when the game is lost
White has a queen and a king against a lone black king in the corner. On the first board the queen stands on g7, on the second on g6, one square lower. In the first position White won. In the second the game ended in a draw.
In both positions it is Black's move, and in both Black has nowhere to go: White's queen and king attack the three squares around the king on h8. There is one difference. The queen on g7 attacks the king, and the queen on g6 does not. The first case is called checkmate, the second stalemate, and this chapter is about telling them apart.
The first chapter mentioned check and mate briefly, and in the chapter on the pawn you met stalemate in the Saavedra position. Now you know how all six pieces move, so we can work through these rules properly: how to answer a check, what happens when there is no answer, and what happens when you have no move but are not in check.
Check
When an enemy piece attacks a king, the king is in check. In a game record, check is marked with + after the move. Any piece except a king can give check: kings, as you remember from the third chapter, never stand next to each other.
You must answer a check at once, on your very next move, and you have no other business that turn. The rules forbid any move that leaves your king in check, and the board will not let you make one. There are only three answers:
- move the king to a square the opponent does not attack;
- capture the piece that gives check;
- block: put one of your own pieces between the king and the piece that gives check.
First you have to see who is giving check. Usually it is obvious, but beginners miss a check from far away along a long diagonal all the time.
Black to move. Which white piece gives check to the king on e5?
The bishop on h2 attacks e5 along the diagonal h2–g3–f4–e5, and the squares between are empty. The rook and the knight do not attack the king, but they take squares away from it: the rook takes d4, d5 and d6, the knight takes d5 and e4, and the bishop itself also attacks f4. Of the eight squares around the king, three are left: e6, f5 and f6.
Notice that one piece gives check but three pieces do the work. That is almost always so: a check is dangerous together with the squares that other pieces have already taken from the king. This is why beginners often give check for nothing. The king steps to a free square, the checking piece stands where it has nothing to do, and a move has been wasted. Before you give check, look at what the king will have left afterwards and what your piece will do next.
Moving away
From here we work with one position, as in a laboratory: we change one detail at a time and see which answer to check appears. A white rook has come to e8 and gives check to the king on g8 along the eighth rank. You saw a similar position in the first chapter, when you gave the mate Ra8#. In front of the king stand its three pawns, f7, g7 and h7, and White has a king and three pawns at the bottom. We will see how the position ends as it stands in the section on mate. For now we move two black pawns one step forward and put a white bishop on b2.
Black to move. The rook on e8 gives check to the king on g8. Where can the king go?
One square is free, h7: neither the rook nor the bishop attacks it. The squares f8 and h8 lie on the line of check, and you cannot escape a rook along its own line. The bishop attacks g7 from the other end of the board. The board will confirm this: click on the king and it highlights the single free square.
On the line of check there is a square that is easy to take for safe: the square behind the king. While the king stands still, it shields the far part of the line from the rook, and it seems quiet back there.
Black to move. The rook on e1 gives check to the king on e5. Which square can the king not go to?
While the king stands on e5 it shields e6, e7 and e8 from the rook. But the shield is the king itself: step to e6 and the rook reaches it there too. You get out of a check along a line only by leaving the line. Of the eight squares around the king, it cannot go to e6 or e4, and the other six are free.
And one more trap. Sometimes an enemy piece cannot move because it is shielding its own king. It still attacks its squares as before, and a king cannot step under its attack. The FIDE rules say so directly: a king is in check even if the checking piece cannot move itself.
White to move. The black bishop on d5 cannot move: it shields its king on a8 from the white queen on h1. Can the white king go to f7?
On f7 the king would be in check from the bishop, even though the bishop cannot capture it. The board will not allow such a move. White has a better one: the queen takes the bishop, Qxd5+, and gives check to the king on a8. For the same reason kings never stand next to each other: each attacks the neighbouring squares, though it can never capture the other king.
Capturing
The second answer is to capture the piece that gives check. Any piece that reaches it can do so, the king included, with the proviso from the first chapter: it does not take a defended piece, because after the capture it would be under attack.
Capturing is the most profitable answer when it is possible and safe: the checking piece disappears from the board, and the threat goes with it. But sometimes a piece reaches the checking piece and still cannot capture it. More about that in the section on mate.
Blocking
The third answer is to put your own piece on the line of check, between the king and the piece that gives check. You can block with a piece that is taken at once: the check is still answered, and the game goes on. If you have a choice, block with a cheaper piece or with one that another of your pieces defends: then the opponent, if they capture it, will give up a piece of their own in return.
You cannot always block. You need a line with empty squares between the piece and the king. So you can block a rook, a bishop or a queen if they give check from a distance. You can never block a check by a knight: it attacks with a jump, and there are no squares between it and the king. We saw this in the third chapter. You cannot block a check from next door either, a pawn's included: it gives check from the neighbouring square diagonally. In such cases only two answers are left: move away or capture.
Now we put all three experiments together. Black has both the knight and the bishop, and the h7 pawn is moved to h6, so the king has a square to step to as well.
Black to move. The rook on e8 gives check to the king on g8, and Black has all three answers: move away, capture and block. Find them and choose the best.
Nxe8: the check is answered, White is left without a rook, and Black has a knight and a bishop. Moving away with Kh7 or blocking with Bf8 is also legal, but then the rook stays on the board. When there are several answers, do not choose the first that comes to mind. Choose the one that leaves you best off.
Double check
A check can come from two pieces at once. This is double check. In one move you can capture only one piece or block only one line, and the other piece will still be giving check. So against a double check there is a single defence: move the king. If it has nowhere to go, that is mate.
How do two checks arise in one move? A piece leaves a line along which another piece of the same colour looks at the enemy king, and the line opens. A check from a piece that did not move itself is called a discovered check, and chapter 14 will explain it in detail. If the piece that moved also gives check, there are two. Double check is one of the strongest attacking ideas: the opponent has no time to capture or to block, and even a queen given up for it often pays off.
Let us see how it looks on the board. The position is a teaching one: a white bishop stands on e2 and blocks its own rook's way along the e-file, and a black king stands on e8, at the end of the file.
Black's rook on b8 could have taken the bishop, and the knight on f6 could have blocked one of the lines. Check whether that would have helped.
Black to move after Bb5+. How many moves does Black have?
Every move by the rook or the knight answers only one of the two checks, and the king cannot stay under the other. Only the king can move: to d8 or to f8. It cannot go to e7 or d7: the rook attacks e7, and the bishop attacks d7.
One of the most famous double checks, from the game Réti – Tartakower (Vienna, 1910), is covered in chapter 7.
Now give a double check yourself. The rook on e1 looks at the black king through its own knight.
White to move. The knight on e4 stands on the e-file, between the rook on e1 and the king on e8. Move the knight so that both pieces give check, and it will be mate.
Nd6# or Nf6#: the page accepts both moves. The knight leaves the e-file and gives check with its jump, and the rook gives check along the file it has opened. Taking the knight with the bishop on f8 or the pawn on g7 does not help: the rook still gives check. There is nowhere to go: d8 and f8 are taken by Black's own pieces, d7 and f7 by its own pawns, and the rook attacks e7. If you move the knight to c3, c5, d2, g3 or g5, there is only one check, from the rook, and Black can block: Qe7 or Be7.
Checkmate: all three answers closed
If a king is in check and none of the three answers is available, that is checkmate. The game ends that second, and the side that delivered it wins. In a game record, mate is marked with #.
Let us go back to the laboratory, to the position with no experiments: the pawns on f7, g7 and h7 in place, no knight and no bishop.
To check whether it is mate, ask three questions in order. Where can the king go? What can capture the checking piece? What can block? You must not skip any. People go wrong on the first when they forget the square behind the king on the line of check. They go wrong on the second when they do not see that the piece that could capture is itself shielding its own king.
Black to move. Is it mate or not?
Mate. There is nowhere to go: g8 is on the rook's line, the pawn on h6 attacks g7, and on h7 stands Black's own pawn. The knight reaches both e8 and g8, but it cannot move: it shields the king from the queen on d4. A piece that shields its own king like this is said to be pinned, and chapter 12 is devoted to the pin.
Now find a mate yourself. White has several checks, and you should test each with the three questions.
White to move. Black has an extra rook, and White cannot afford to wait. Find mate in one move.
Qg7#: the queen gives check from next to the king, and the king cannot take it, because the pawn on f6 defends g7. It cannot go to f8 or h8: the queen attacks both squares. You cannot block a queen that stands next door. The other checks do not end in mate: after Qxh7+ and Qf8+ the king takes the queen, and after Qxg6+ it is taken by the pawn on f7 or h7.
Mate in one is worth looking for in every position, and the skill can be trained. The trainer shows a position where a mate exists, and you find it. Keep solving until the three questions start asking themselves.
Stalemate
Now the reverse case. There is no check, but there is nothing to move either: the opponent attacks every square next to the king, and there is no other move, with a piece or with a pawn. This is stalemate, and the game ends at once in a draw. You may not pass, you may not step under attack, and the game simply stops. However many extra pieces the opponent has, stalemate gives them no win.
Look again at the positions from the start of the chapter. With the queen on g6 the king on h8 is locked in as tightly as with the queen on g7: it has no move at all. But the queen on g6 does not attack the king. So this is not mate but stalemate.
The whole side must have no moves, not only the king. If it has even one move anywhere on the board, a pawn move on the edge included, there is no stalemate.
Black to move. Is this stalemate?
Black plays h5, and the game goes on. But if the pawn stood on h5, blocked by a white pawn on h4, Black would have no move at all. That would be stalemate.
Why is stalemate a draw and not a win for the stronger side? That was agreed, and not all at once. In England in the 17th and 18th centuries it was the other way round: whoever stalemated the opponent lost the game. There stalemate became a draw only in the early 19th century, following French and Italian custom, and today the rule is the same everywhere. In a tournament a win scores a point, a loss nothing, and a draw half a point for each player. In a game record these are 1-0, 0-1 and ½-½; there is more about this in chapter 7.
For the player who is winning, stalemate is the main danger. It happens most often at the end of a game, when the opponent has only a king left, or a king with blocked pawns. It is especially easy to stalemate with a queen: it takes many squares from the king at once, and the last one can be taken without giving check. The habit here is simple: when the opponent has almost no moves left, count before each of your moves how many will remain for them afterwards.
White to move. Which queen move gives mate?
Qb7#: the queen gives check from next to the king, protected by the king on c6, and all three squares around a8 are under attack. A queen on b6 takes the same three squares but gives no check, and instead of a win it is a draw.
Now play it out yourself, against the engine. The black king in the corner has three squares left, and the most natural queen move takes all of them at once without giving check. Before each move ask yourself: will Black have a move left?
White to move. Give mate with the queen and king, without stalemating.
The trap is Qf7: the queen attacks g8, g7 and h7, the king on h8 has nowhere to go, and there is no check. That is stalemate. First bring up the king: for example 1.Kg6, which takes g7 and h7 from Black. The black king can only shuffle between h8 and g8, and the queen gives mate on the eighth rank: 1...Kg8 2.Qf4 Kh8 3.Qf8#. There are other routes: the engine accepts any mate.
Stalemate as a rescue
If stalemate is a danger for the side that is winning, for the side that is losing it is a hope. When a game is lost, look for a way to be left with no moves at all. One of the best-known cases happened in New York, at the US Championship of 1963/64. Larry Evans played White against Samuel Reshevsky, and Black was a knight for a pawn up, in a winning position. English-speaking players call the game "the Swindle of the Century".
47.h4, and the pawn attacks the queen on g5. Black has an extra piece, a knight for a pawn, and the engine rates the position as winning for Black.49...Kg6 50.Qxg7#. Black had to take.A rook that gives itself up on every move and cannot be taken without stalemate is called a desperado, or a rampaging rook. In this game Reshevsky opened the road to stalemate himself: the move 48...Qxg3 is a blunder and earns two question marks, and the winning move was 48...Qg6: the queen leaves the pawn's attack, and Black keeps the extra knight. Now find such a rescue yourself, in a simpler position.
White to move. Black has three extra pawns, and White's game is lost. But the white king is locked in the corner: the queen on b4 attacks b1 and b2, and the pawn on a2 is blocked by the pawn on a3. Find the move after which the game ends in a draw.
Qh7+! The queen gives check from next to the king, and the king on h8 can only take it: g8 is attacked by the same queen, and g7 is occupied by Black's own pawn. After Kxh7 White has no move at all, and there is no check. Stalemate, a draw. The engine counts every other move as losing.
What's next
Now you know the three answers to check and can tell mate from stalemate. But stalemate is not the only draw. There are others: threefold repetition, the fifty-move rule, insufficient material, such as a king and a knight against a king from the third chapter. The king also has a special move, castling, and it has its own conditions: when you may castle and when you may not. All this is in the chapter "Castling and draws". How to give mate to a lone king with a queen or a rook by a plan, without hoping for an error and without stalemating, is taught in chapter 9.