Chess RU

Part II · Tactics Chapter 16 of 40

Overloading and removing the defender

A piece is defended, and you cannot take it. But remove the defender and it hangs. And if the defender has two jobs at once, a single exchange is enough for it to fail at both. We look at both techniques and learn to see them on the board.

Amateur 40 minutes
  • tactics
  • combinations

What to know first: 15 · Deflection and decoy

What you will learn

  • find the only defender of a piece or square and remove it by capture, exchange or sacrifice
  • spot a piece with two jobs and use the fact that it cannot do both
  • check the count of attackers and defenders, knowing that one defender may be counted twice

A game on lichess.org, 2014. Black to move, and Black is in check: the white queen on e4 hits the king on h7 along the diagonal. The black queen on c6 is also looking at the queen on e4, along a different diagonal, and the black rook on d8 looks down the file at the white rook on d1. Both white pieces are defended, and the same rook on e1 defends them both: the queen along the file, the rook on d1 along the rank.

One rook holds two pieces. As long as nothing happens, it copes. But if it has to capture something, the other piece is left undefended. Find how to answer the check so as to use this.

Black to move, a game on lichess.org, 2014. The rook on e1 defends both the queen on e4 and the rook on d1.

…Qxe4: a queen trade. White takes back, Rxe4, and the rook leaves the first rank. Now the rook on d1 is undefended, and …Rxd1+. Had Black simply stepped out of check with the king, the white queen would have taken the queen on c6, and White would have been the one winning. Full game.

The defender did not leave of its own will here; nobody lured it with a sacrifice or checked it. It simply had to do two things at once, and in chess you get one move. That is overloading. But first let us look at an even simpler technique: you do not have to overload a defender, you can just take it.

Getting rid of the defender

In chapter 8 you learned to count attackers and defenders: if a piece is attacked twice and defended once, you can win it. If there are as many defenders as attackers, the piece holds. The techniques in this chapter change that count not on the square where the target stands, but somewhere else on the board. You do not add attackers; you take away defenders.

Removing the defender means simply taking the defender. Sometimes you give a piece of equal value for it, sometimes you sacrifice something more valuable: the target is worth it. What matters is that after the capture, whatever it was defending can no longer be saved.

Overloading means one piece has two jobs: it defends two squares, two pieces, or a piece and a square. As long as nobody presses on it, it copes. Make it carry out one duty, a capture or a block, and the other is left unattended.

The difference from deflection is subtle, and in real games the techniques often merge. With deflection the defender is lured away: it leaves, and everything it was holding falls. With overloading the defender leaves because it is doing its own job, just one of its two. And when you remove the defender, it does not leave at all; it is simply gone. The names are not there for arguments about classification, but to make you ask the right question when you look at a position: who defends, how many jobs do they have, and can they be removed.

Why are pieces left with only one defender in the first place? Because there are few pieces and many jobs. Every piece in a game defends something, and players economise: if the queen already defends a rook, why put a second piece next to it? While the opponent threatens nothing, the economy goes unnoticed. But every time you see an enemy piece with a single defender, you have a target, even if you cannot take it right now.

Removing the defender

The most common case looks like this. You attack an enemy piece, and exactly one piece defends it. If you take that defender, especially with check, the opponent has no time to save what has been left undefended. The check matters here: it stops the opponent from answering your threat with a threat of their own or moving the attacked piece away.

White to move, a game on lichess.org, 2014. The queen on d1 attacks the queen on d4 along the file. Only the knight on c6 defends it.

Bxc6+: the bishop takes the defender with check along the c6–e8 diagonal. If Black blocks with the knight on d7, the queen on d4 is still undefended, and blocking with the queen itself means giving it to the bishop. Black takes the bishop, …bxc6, and Qxd4. White gave a bishop for a knight and a queen. Full game.

Bishop for knight is an even trade, and the whole gain is that afterwards the queen on d4 is undefended. It is almost always like this: taking the defender wins nothing by itself, and the win comes on the next move. So when you look at such an exchange, calculate one move further.

There are three ways to get rid of a defender, and you already know all three separately. Take it, as the bishop took the knight on c6. Trade it off: offer an exchange the opponent cannot refuse. Or chase it away: attack the defender with a cheaper piece, most often a pawn, so that it has to move. The last way is close to deflection from the previous chapter, and there is no point arguing about what to call it. It matters more to remember the general order of thought: first the target, then its defender, then a move against the defender.

White to move, a game on lichess.org, 2014. The queens on e2 and e4 stand on the same file. If White takes the queen straight away, the knight on f6 takes back.

Nxf6+: the knight takes the defender with check to the king on g8. The pawn takes the knight, …gxf6, and the queen on e4 is no longer defended by anything: Qxe4. Had the king gone to h8, the queen would have fallen all the same. Full game.

You cannot always take the defender with check. Then you trade it off. Here an exchange works as a forced move: if you offer a queen trade, the opponent has to take, or they will be left without a queen. And if that queen was the only defender of something else, after the trade that something is left hanging.

White to move. The bishop on e2 attacks the black knight on g4. Which black piece defends the knight?

The queen on g5 stands next to the knight on the g-file. If White takes the knight with the bishop, Bxg4, the queen takes the bishop, …Qxg4, and it is a plain trade of bishop for knight. There is one defender. That is what has to be removed.

White to move, a game on lichess.org, 2014. Remove the defender of the knight on g4.

Qxg5: the queen on d5 trades itself along the fifth rank for the queen on g5. Black has to take, …hxg5, or be left without a queen. The pawn from h6 has gone to g5, and the knight on g4 has lost its only defender: Bxg4. White has won a knight. Full game.

Squares are defended as well as pieces. If the opponent's mating square is covered by one piece, remove it and the mate gets through. For that it is worth giving a rook or even the queen: mate pays any price.

Black to move, a game on lichess.org, 2014. The queen on c6 looks down the long diagonal at g2, where the pawn on h3 supports it. Only the knight on e1, which covers g2, is in the way. Mate in two.

…Rxe1+: the rook takes the knight with check along the first rank. There is nothing to block on f1, and the king cannot move: the queen on c6 covers h1, the pawn on h3 covers g2. All that is left is to take the rook with the queen, Qxe1. The defender of g2 is gone, and …Qg2#. Full game.

Notice how the calculation works here. Black gave up a rook, and after Qxe1 White is a rook up. Had there been no mate, the sacrifice would have been a mistake. So before you remove a defender with a sacrifice, check that the blow after it really lands: mate, winning the queen, or at least more than you gave. The calculation is short, only two or three moves, but miss one of the opponent's replies and you are a piece down.

Most often this is how the defender of the back rank is removed. In chapter 5 you saw the back-rank mate: the king is shut in by its own pawns, and a rook or queen mates it on its first rank. The opponent knows this and keeps a rook on the back rank. If that rook can be taken, the mate comes back.

Black to move, a game on lichess.org, 2014. The white king is shut in by the pawns on f2, g2 and h2. The rook on c1 holds the first rank.

…Qxc1+: the queen gives itself up for the rook. White can only take with the bishop, Bxc1, but a bishop on c1 does not cover d1. …Rd1#: the rook from d3 comes down to the first rank, and the king has nowhere to go. Full game.

The rook on c1 was not overloaded here: it had one job, and it was simply taken. The price did not matter either: for the queen, Black got mate.

Overloading

You look for overloading differently. Here you do not need to take the defender: you need to find a piece with two jobs and press on one of them. You saw the clearest case at the start of the chapter: a rook defends two pieces, one along the file, the other along the rank. Trade off one of those pieces, the rook takes back, and the other is left bare.

Overloading is easy to confuse with a double attack, but you have to look at it from the other side. A double attack is your piece hitting two targets at once. Overloading is an enemy piece defending two targets at once. You can attack them with different pieces, as the queen and the rook did in the first puzzle of the chapter.

White to move. One of the black pieces here has two jobs. Which one?

The rook on d8 defends the queen on d5 along the file and the rook on e8 along the rank. The white queen on d4 attacks the queen. The white rook on e4 is pinned for now: the queen on d5 stands on one diagonal with it and the king on g2. But as soon as the black queen disappears, the rook on e4 will be able to take on e8. One rook holds off both blows.

White to move, a game on lichess.org, 2014. Use the fact that the rook on d8 is overloaded.

Qxd5: a queen trade. The rook on d8 takes, …Rxd5, and leaves the eighth rank. The black queen that pinned the rook on e4 has gone as well. Rxe8+: the rook on e8 was left undefended. If Black takes the rook on e4 instead of the queen, White takes the rook on d8 with check and then the rook on e4 with the rook from e1: Black is left without a single piece. Full game.

The same pattern turns up all the time, only the pieces change places. Look for it like this: find two enemy pieces under attack that are defended by the same piece. Then start with the capture that forces a reply, most often a queen trade or a check. That leaves the defender no time to choose.

The pieces most often overloaded are the queen and the rooks. They are long-range, and it is convenient to defend several pieces from afar with them. A knight or a bishop can be overloaded too, but less often: their reach is shorter, and two jobs pile up for them only when the opponent's pieces stand close together. If the opponent has several weakly defended pieces and one long-range piece defends them all, take a closer look: there is most likely a blow.

Black to move, a game on lichess.org, 2014. The rook on d6 is attacked by the rook on d8, the queen on f4 by the queen on e5. Find what ties them together.

The rook on d4 defends both the queen on f4 along the fourth rank and the rook on d6 along the file. …Qxf4+: a queen trade with check. White takes back, Rxf4, and the rook on d4 leaves the d-file. …Rxd6: Black wins a rook. You cannot start with …Rxd6: White answers Qxe5 and takes the queen first. Full game.

The king can be overloaded too. It defends the squares next to it and the pieces beside it, and in the endgame or after the queens come off the whole defence often rests on it. But the king, like any piece, moves once. If it has to take one thing, the other thing it was defending stays behind.

Black to move, a game on lichess.org, 2014. The white queen on d2 is attacked by the black queen on b2. Only the king on e2 defends it. The king also defends the pawn on f2.

…Rxf2+: the rook takes the pawn with check. If the king does not take the rook and moves away, Black takes the queen on d2 and keeps the rook as well. The king takes, Kxf2, and leaves the queen undefended. …Qxd2+: Black gave a rook for a pawn and the queen. Full game.

Overloading hits hardest when one of the defender's duties is to stop mate. A rook that stands on the back rank and also defends a pawn in front of the king is the classic example. Such a rook must not capture: if it does, the back rank opens.

White to move, a game on lichess.org, 2014. The rook on f8 defends both the pawn on f7 and the square e8 on the back rank. The queen on e7 and the bishop on c4 attack the pawn on f7. Mate in two.

Qxf7+: the queen gives itself up on f7. If the king goes to h8, the queen takes the rook on f8, and that is mate. The rook takes, …Rxf7, and leaves f8. Re8#: the rook on f7 cannot block on f8, because the bishop on c4 pins it. Full game.

Three ideas work at once in this puzzle. The rook on f8 is overloaded: it defends f7 and the back rank. The queen sacrifice decoys the rook to f7. And the bishop on c4 pins it there, so the rook cannot go back. That is what combinations usually look like: techniques do not come one at a time, they add up to a single blow.

A count with a catch

Overloading hides in the count of attackers and defenders. When you check an enemy piece, you count its defenders, and if there are enough, you move on. The mistake is counting the same defender for two pieces. In the puzzle above the rook on d8 honestly defended both the queen and the rook on e8. Taken one by one, both pieces were defended. Together they were not, because you cannot defend two squares with one move.

Count that position by the rules of chapter 8. The queen on d5: the white queen attacks it, the rook on d8 defends it. One against one, the queen holds. The rook on e8: the rook on e4 attacks it as soon as it is unpinned, and the same rook on d8 defends it. One against one again. Both counts add up, and Black seems to be fine. Now cross the rook on d8 off one of the lists, because it can only recapture once. At once you see that one of Black's pieces falls.

So it helps to ask the question differently. Not "is this piece defended?" but "what else is its defender busy with?" Go through the enemy pieces that hold the defence, and for each one list what it defends. If there are two items on the list, it is a candidate for overloading. If there is one, but that defender can be taken, traded off or chased away, it is a candidate for removing the defender. If there are two defenders, the techniques of this chapter usually do not work, and you have to look for the blow elsewhere.

Ask the same question about your own pieces. Overloading is not only a blow but a weakness. If your queen defends a rook and the rook holds the back rank, you are standing on one leg, and the opponent only needs to find the right exchange. A simple rule helps here: an important square or piece should have two defenders if one of them has other work. Better still, remove the cause itself: put the rook under protection, give the king luft, move a piece out of the line of fire in advance.

Finally, remember the move order. In the puzzle with the rook on d4, the trade …Qxf4+ won, while …Rxd6 lost, although both moves took something the overloaded rook was holding. The difference is that the queen trade with check forced White to reply, while taking the rook gave White time to take the queen on e5. Start with the move that leaves the opponent the fewest replies: a check, a queen capture, a threat of mate. Start with the wrong one, and the opponent will make their own strong move.

In the puzzle with …Rxf2+, which white piece turned out to be overloaded?

The king on e2 had two jobs. By taking the rook on f2 it did one of them, and the queen on d2 was left undefended. Any piece can be overloaded, and the king is no exception.

What's next

In every puzzle of this chapter the opponent's move was forced: they had to take, or lose more. But a forced move is not always as forced as it looks. Sometimes, instead of taking, you can first play another move, with check or a threat, and only then take. Such a move is called an in-between move. It wrecks calculations, and a missed in-between move is one of the main causes of blunders. That is the subject of the next chapter.