Tactics
Learn the patterns that win material
Hanging Pieces
Find the piece nobody is defending — the cheapest material in chess.
Mate in One
Train the eye that ends the game: one move, king trapped, nothing to be done.
The Fork
One piece, two targets. The tactic that wins more material than any other.
The Pin
Freeze a piece against something more valuable behind it, then attack it again.
The Skewer
A pin in reverse: hit the big piece in front and take the one behind it.
Spot the Threat
After every opponent move, ask one question: what does this threaten?
Discovered Attack
Move one piece out of the way and let the one behind it do the damage.
Back-Rank Mate
The king castled, the pawns never moved — and the last rank became a trap.
The Attack on f7
Before castling, one pawn next to the king is guarded by the king alone. Learn how a bishop, a knight or a queen hits it — and what the hit wins.
Mate in Two
Force the king to the square you want, then finish it.
Trapped Pieces
A piece with nowhere to go is already lost — you only have to walk over and take it.
Deflection and Decoy
Drag a defender away from its job — or lure a piece onto the square you need.
Clearance and Interference
Lines decide tactics: open one of your own, or cut one of theirs.
Double Check and Smothered Mate
Two checks at once cannot be blocked — and a king boxed in by its own pieces cannot survive one.
Mating Patterns
Three moves deep: recognise the shape, then force your opponent through it.
Intermezzo and Quiet Moves
Two moves that break the rhythm: the one you insert, and the one that makes no noise.
Sacrifice and King Attack
Give up material to strip the pawns off a castled king — then mate it.
The Queenside Attack
Find the weak square in front of a king that castled long, remove its defender, and land on it.
Defensive Resources
Won positions are lost by ignoring the other side. Find the move that stops their idea.
Calculate the Line
List the forcing moves, follow one candidate to its end, and verify the final position before you move.
Mate in Four
Two shapes: the quiet move that shuts the door, and the sacrifice that drags the king out.
Mate in Five
Read the mating net before the first check: the flight squares, the piece to deflect, the order of checks.
Checkmate patterns
Opera Mate
A rook gives mate on the back rank and a bishop guards it from a distance along a diagonal, so the king cannot take the rook and its own pawns close the rest.
Pillsbury's Mate
A rook gives mate on an open file or rank beside the king while a bishop on the long diagonal takes away the escape squares — rook and bishop working as a pair.
Boden's Mate
Two bishops on crossing diagonals mate a king that castled long — one checks from a6 to c8, the other covers b8 and c7, and a queen sacrifice on c6 opens the way.
Double Bishop Mate
Two bishops on neighbouring diagonals mate a king in the corner: one checks along the long diagonal to h8, the other covers g8, and the king's own pawn on h7 blocks the last square.
Hook Mate
A rook mates next to the king, a knight protects the rook, and a pawn protects the knight — three pieces hooked together, with the pawn also covering an escape square.
Corner Mate
A knight gives the final check to a king in the corner while a rook or queen on the neighbouring file or rank takes away every escape square — the knight checks, the rook holds.
Anastasia's Mate
A knight on e7 takes g8 and g6 away from a king on the h-file, and a rook mates along that file — the king's own pawns close the cage.
Arabian Mate
A knight on f6 covers the corner squares g8 and h7, and a rook mates on h7 next to a king on h8 — just two pieces.
Dovetail Mate
A protected queen stands diagonally next to the king, and the king's own pieces fill the two squares she does not cover — the dovetail.
Kill Box Mate
A rook checks along the edge while the queen, two squares from the king, seals the squares in front of it — together they draw a box the king cannot leave.
Vukovic Mate
A protected rook stands right next to the king on the edge while a knight covers the two squares the rook cannot reach — rook and knight against a king with no way out.