Chess RU

Part I · First steps Chapter 9 of 40

First checkmates

King and rook against a lone king is a win, but only for the player who knows the plan. We mate with two rooks, with a queen and with a single rook against an engine that defends at full strength, and never once give stalemate.

Novice 45 minutes
  • checkmate
  • endgames
  • practice

What to know first: 5 · Check, checkmate and stalemate 8 · Piece values and trades

What you will learn

  • give mate with two rooks or a queen against any defence without stalemating
  • drive a king to the edge with a rook and king: the box, the opposition, the waiting move
  • mate well inside the fifty-move rule, with moves to spare

White has a king on a1 and a rook on b2. Black has a lone king, right in the centre, on e5. White wins, but not quickly: even with the best play, mate comes only on move 16. It cannot take longer. Among the positions of king and rook against king, this is one of the longest.

How can we be so exact? The part of the game when few pieces are left on the board is called the endgame, or the ending. There are comparatively few positions with three or four pieces, so they can all be worked out in advance, every one of them. The engine of this course has done exactly that. It has endgame tablebases for thirteen such endings: for every position they record how it ends with best play from both sides and in how many moves. Queen against king and rook against king are among them.

Sixteen moves is not many. The fifty-move rule allows more than three times that, because the count starts again after the last capture. But a tablebase knows the move, and a person needs a plan. Without one, the opponent's king runs about the board and the fifty moves melt away. Two chapters ended on this promise, the one on mate and stalemate and the one on piece values: to learn to give checkmate to a lone king by a plan, without hoping for a mistake and without stalemating.

We go from the strong to the weak: two rooks, then a queen, then one rook. Each time there are fewer pieces and more work for the White king. Two rooks do not need it at all, the queen needs it only at the very end, and with one rook it works from almost the first move. At the end of each section you give the mate yourself. The engine defends. With the queen and with one rook it plays from the tablebases, so better than any human, and against two rooks it calculates the lines itself, at the level of a strong grandmaster.

Two rooks: the king rests

Let's start with something you have already seen. In the second chapter two rooks built a ladder: one holds a rank, the other checks on the next one, and the king retreats step by step towards the edge until some check turns out to be mate. The white king took no part, and that is no accident. Each rook shuts off a whole line, and together they take one rank away from the king with every move.

The ladder breaks in only one case: when the black king walks towards the rooks. A king attacks the squares next to it, and an unprotected rook beside it is lost. But a king moves one square and a rook moves across the whole board. If the king comes up to a rook, take the rook to the other end of the same line. It still holds the line, and the king again needs several moves to reach it.

White to move. The rook on a4 holds the fourth rank, the rook on b5 holds the fifth, and the ladder is climbing. But the black king has come up to the rook on b5. How do you continue?

Rh5: the rook goes to the other end of the fifth rank and holds it just as before. To attack the rook again the king needs four moves, and meanwhile the ladder goes on. Rg5 is just as good: the king is far from g5 too.

Where should you drive the king? A check along its rank leaves the choice to the king itself: it can retreat both up and down. If you want to choose the side yourself, first use one rook to shut off the rank on the side where the king must not go, and then check with the other. Usually you drive the king to the nearer edge: the fewer ranks between the king and the edge, the fewer checks you need.

Now it is your turn. Imagine that all the other pieces have been traded and the rooks stand where they did at the start of the game, on a1 and h1. The black king has gone to the centre. Two rooks do not need any help from the king, so you can forget about the white king.

White to move. Give mate with two rooks. With the best defence it takes 5 moves. You have 10: a reserve for the rooks' retreats.

You can start with a check along the fifth rank, Ra5+ or Rh5+. Wherever the king goes, up or down, the second rook checks on the next rank, and in a few moves the king runs out of board. If the king comes up to a rook, take that rook to the other end of its line.

The queen: a knight's move from the king

By value two rooks are stronger than a queen: ten points against nine. But for mate something else matters. There is only one queen, and one piece cannot hold a line and check on the next one at once. Without its own king, the queen cannot mate a lone king at all. We have been through all 364 positions in which a king and a queen mate a lone king, and in every one the white king stands two steps from the black one: it either defends the queen or takes squares from the king itself. So the king is needed. But not at once.

First the queen alone shuts the king in. Everything depends on where you put it: a knight's move away from the black king. From such a square the queen gives no check, because a knight's move is not along any line the queen attacks. And the king cannot take it, because the square is two steps away. Yet of the eight squares around a king in the middle of the board, the queen takes five and cuts off a whole part of the board.

The part of the board where the king is shut in, let's call it the box. The king retreats, the queen follows and again stands a knight's move away, and the box gets smaller with every move. You need no checks for this: a check forces the king to move but does not say where, and the king picks the roomier side itself.

White to move. After which queen move will the black king have the fewest squares, wherever it goes?

Qf5 gives no check, but it puts the queen a knight's move from the king on d6. The fifth rank and the f-file are closed, and the king is left with a box of 12 squares in the upper left corner, wherever it goes. After a check the king chooses for itself and goes where there is more room: 16 squares after Qf6+ or Qd3+, 24 after Qf8+. Qf6+ is also a good move, by the tablebase even a move faster. But a box you can squeeze move after move is built by a quiet move.

Here is how it looks. Black defends as stubbornly as possible: all their moves are the best by the tablebase. The white king stays on b1 for now.

The king on d6 has almost half the board: the queen on f1 and the king on b1 are far away. After 1.Qf5 the king has a box of 12 squares: the fifth rank and the f-file are closed. The king stepped to c6, and the queen follows to e5: a knight's move away again. The box has 9 squares. King b7, queen c5. Four squares are left: a6, a8, b7 and b8. King b8, queen c6. Two squares: a7 and b8. The queen on b5 holds the b-file. The king is left with a7 and a8. Five queen moves, and the king is shut in on two squares. The white king has not taken a step yet. The queen's work is done.

Now comes the most dangerous place in the whole queen mate. A box of two squares at the edge is very nearly stalemate. One more queen move like that, and the king has no squares at all while there is no check. You saw such a position at the very start of chapter 5: queen on g6 against king on h8.

White played Qb6: the queen again stands a knight's move from the king, as in the five moves before. But the king on a8 now has no squares, and there is no check.

The rule is simple: once the box has shrunk to two squares at the edge, the queen stops moving. The opponent's king can only go back and forth, since it has to move, and meanwhile your king comes to help.

The queen on b5 holds the b-file, and the black king can only move between a8 and a7. The white king sets off towards the black one. King c4. Black plays a8, a7, a8: they have no other moves. The king on c6 stands next to b7. Now the queen can come right up to the black king: your own king will protect it. Mate: the queen on b7 gives check, the king cannot take it, and a8, b8, a6 and b6 are under attack too.

The king took the shortest road to the opponent, and you remember from chapter 3 that going diagonally is no longer for a king than going straight. Five steps with the king, one queen move, and it is mate.

Queen mates are usually of two kinds. The first you have just seen: the queen stands right next to the king, and your own king protects the queen. In the second the queen checks from far away, along the edge of the board, while the white king stands opposite the black one with one square between them and takes three squares of the next line. Find a mate of the second kind, but remember stalemate.

White to move. Mate in 2 moves, and no stalemate.

1.Kb6! The king takes a7 and b7, but it also closes the b-file for the queen, and the black king gets the square b8. Black has one move, 1...Kb8, and then 2.Qh8#: the queen checks along the eighth rank, and the king on b6 stands opposite. The trap: 1.Qb6. The king on a8 has nowhere to go, and there is no check. That is stalemate.

It is worth recognising the final blow in these mates at once, without counting. For that there is the "Mate in one" trainer from chapter 5: its first level is a queen and rooks against a lone king, and it is also on the "Practice" page.

And now all of it, from start to finish. The queen and king are on their starting squares again, and the black king is in the centre. First the queen a knight's move away and the box squeezed, then the king, then mate. And until the queen is in place, check every move for stalemate.

White to move. Give mate with the queen and king. By the tablebase, mate here takes 7 moves, and you have 16.

The first move by the plan is 1.Qd7: the queen stands a knight's move from the king on e5, and this is also the best move by the tablebase. Then the queen follows the king until it is left with two squares at the edge. Then the queen freezes, and the king comes up and helps to give mate in one of the two ways. When the king is already at the edge, the "knight's move" square may give stalemate: check it.

One rook: the king does the work

One rook is the hardest. The queen alone shut the king in by standing a knight's move away, but a rook does not attack along diagonals. If it stands next to the king without protection, the king takes it. But a rook has two lines, a rank and a file. With the edges of the board they form a rectangular box, and while the rook holds both lines the king cannot get out: books say that the rook has cut the king off. The plan is the same as with the queen: squeeze the box. But the rook cannot squeeze it all the way.

The rook on h4 attacks the fourth rank and the h-file. The king on d5 is shut in the rectangle a5–g8, 28 squares. After 1.Rg4 the rook still holds the fourth rank, and its file, the side wall of the box, has come up to g. The box has 24 squares. The king moved away from the wall to d6, and the rook rose to the fifth rank. The king is far from g5. 18 squares are left. Once more: the king went to d7, and the rook to g6. The box has 12 squares, the seventh and eighth ranks. The king on e7 stands right against the wall, and the rook has nowhere to rise: after Rg7+ the king would go down to the sixth rank. We cannot do without the king now, and it steps forward. The black king attacked the rook on g6. The rook goes to the other end of its rank. The box has grown a little, it is now b7–h8, but the rook is safe, and the king is far from a6. The white king came up under the wall, to e5. Now everything depends on where the kings stand.

The rook has squeezed the box to two ranks and can go no further: the king stands right against the wall, and any attempt to rise lets it out downwards. To push it back one more line, you need a check after which it cannot go down. That is possible when the kings face each other on one file, with one square between them. This position is called the opposition. You saw it back in the chapter on the king, only without the name: neither king can enter the square between them.

If it is White's move in the opposition, the rook checks along the black king's rank. The king cannot go down: the white king attacks the three squares below it. It can only retreat to the edge, to the next rank, and the box becomes a whole rank lower.

White to move. The kings on e4 and e6 face each other. Which move pushes the black king back to the seventh rank at once?

Ra6+: the king must leave the sixth rank, and d5, e5 and f5 are attacked by the white king. That leaves d7, e7 and f7. The box is now the last two ranks. By the tablebase Rd5 is just as good: the rook, protected by the king on e4, shifts the side wall. But a check in the opposition is a method that works every time the kings stand like this.

Black, of course, will not walk into the opposition by choice. Usually its king stands diagonally from the white one, a knight's move away. A check is then useless: the king goes down, round the white king. You can put your own king opposite, but then it is Black's move, and they simply step aside. The rook helps: it makes a move along its own wall, away from the king, and changes nothing except whose turn it is: now Black has to move. This is a waiting move. The black king must move: either into the opposition, and then comes the check, or sideways, and then the white king follows. Let's go on from a similar position.

The kings on e5 and d7 are a knight's move apart. The check Ra7+ would achieve nothing: the king would go down to c6. The waiting move 1.Rh6: the rook has gone to the other end of the same rank. The walls are in place, and now it is Black's move. The king stepped to c7, the white king followed to d5, and Black came back to d7. The kings face each other, and it is White's move. Check. The king cannot go down: c6, d6 and e6 are attacked by the king on d5. It is left with the eighth rank. The white king has come to e6, and the black king on d8 is a knight's move from it. Another waiting move, 5.Rg7, and the side wall has come up to the g-file as well. The black king ran to the corner, and the white king followed along the sixth rank: d6, c6, b6. From a8 the black king has one move, to b8, right opposite the white king. Mate: the kings face each other, the rook checks along the edge of the board, and there is nowhere to run.

Look at the last move once more. This is how a rook mate on the edge of the board looks: the kings stand in the opposition, and the rook checks along the edge. If the opponent's king does not walk into the opposition itself, you can force it to.

White to move. Mate in 2 moves. The black king is on the edge, but the kings do not face each other. Get the opposition.

1.Re1! The rook takes e7 and e8, and the white king attacks c7 and d7. Black has one move, 1...Kc8, right opposite the king on c6, and then 2.Re8#.

The danger is the same as with two rooks: the king attacks the rook. In a corner this happens especially often.

White to move. Mate in 3 moves. The king on a8 has attacked the rook on b7.

1.Rc7: the rook goes along the seventh rank and still holds it. After 1...Kb8 the white king stands opposite, 2.Kb6, Black is left with 2...Ka8, and then 3.Rc8#.

Now give the mate yourself, starting from the edge. The rook already holds the seventh rank, and the opponent's king is on the eighth. Bring up your king, catch the opposition, and when there is none, make a waiting move.

White to move. Give mate with the rook and king. By the tablebase, mate here takes 6 moves, and you have 12.

The best first move is 1.Kd5: the king goes towards the black king. After that come the three rules of this section: if the kings are a knight's move apart, the rook makes a waiting move; if they are in the opposition, it checks; if the king has attacked the rook, it goes to the other end of its rank.

It remains to put it all together. First the rook builds the box and squeezes it until the opponent's king stands right against the wall or attacks the rook itself. Then your king comes up and stands under the wall. If the rook is attacked, it goes to the other end of its line. If the kings face each other, the rook checks, and the box becomes a rank lower. If the kings are a knight's move apart, the rook makes a waiting move. In this way the opponent's king is driven to the edge, and there a check in the opposition turns out to be mate.

By the tablebase, a rook and king mate a lone king in 16 moves at most, as in the position at the start of the chapter. This plan takes a few moves more than the tablebase, but fifty is a long way off. The last position of the chapter is set up as it was for two rooks and for the queen: pieces on their starting squares, the opponent's king in the centre.

White to move. Give mate with the rook and king. By the tablebase, mate here takes 14 moves, and you have 25.

The rook on a1 holds the first rank and the a-file. Squeeze the box while the opponent's king stands to one side of it, bring your king under the wall, and then use the opposition, the check and the waiting moves, as in the two examples above. The engine defends stubbornly, and if the rook comes under attack, save it first.

What's next

Now you can bring a won ending to mate when you have a queen, a rook or two rooks against a bare king. Against the best defence two rooks mate in five moves from the centre, a queen in seven and a single rook in fourteen, and with the plan you will fit into fifty moves with plenty to spare. There are harder mates. A bishop and a knight can also mate a lone king, but it may take 33 moves and needs a special technique. It is covered in chapter 37. The opposition returns in the chapter on pawn endings: there it decides whose king gets through. And mates where many pieces are still on the board, with names and patterns of their own, are collected in chapter 18.

But first you have to reach a bare king. A game starts on a full board, and mistakes in the first moves cost the most: you can be mated before you have brought out your pieces. Chapter 10 tells how to start a game: why to fight for the centre, bring out your pieces and castle. And how not to fall for Scholar's Mate.