Spot the Threat
After every opponent move, ask one question: what does this threaten?
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Black to move — your opponent. Start with their checks, because a check forces your answer. Black has four: Nf3+, Nb3+, Rf2+ and c3+. Now ask what each one attacks besides the king. From f3 the knight hits the king on d2 and the rook on e5 at the same time — a fork. White has to move the king, and the rook on e5 is lost.
The knight checks the king on d2 and attacks the rook on e5 in the same move. White must move the king, and then Nxe5 takes the rook — Black wins a whole rook.
Alternative Moves
The rook checks along the fifth rank, where the king on e5 and the rook on a5 both stand. The king cannot take on f5 — the pawn on g6 guards that square — so it must step off the rank, and Rxa5 wins the rook for nothing. A check that lines up the king with a piece behind it is a skewer.
Alternative Moves
Checks first — and this check is checkmate. From g8 the rook covers the whole back rank, so a8 and c8 are gone; the black king on c6 takes away b7 and c7; and White's own pawn on a7 blocks the last square. Rg8# ends the game. Before you play any move, this is the threat you must have seen.
Alternative Moves
Not every threat is a check or a capture. Look at White's queen on g4 and king on g1: they share the g-file with nothing between them. A black rook landing on g6 would pin the queen — it could not leave the file without exposing the king, so White would have to give it up for the rook. When you scan your opponent's moves, look for a line like this: your king and queen on one file, rank or diagonal is an invitation.
A quiet move, and the strongest on the board. The rook pins the queen to the king: the queen cannot step off the g-file, so White's best is Qxg6+ Kxg6 — a queen for a rook, and Black is four points of material ahead.
Alternative Moves
White has just put the queen on d5. Your opponent moves next — what does Black threaten?
Your opponent has just moved. What is the first thing to do?
Spotting comes first. Here White can no longer save the queen on d5 — the moment to see the pawn on e6 was one move earlier, before the queen landed there. Once you do see a threat in time, defending is usually simple: move the piece, guard the square, block the line, or answer with a bigger threat of your own. That is the next unit. For now, make the question automatic: after every opponent move, "what does this threaten?" — their checks, their captures, and the shapes you now know: a fork square, a pin on the king or queen, a skewer, a mate in one, a piece left hanging.
Key Takeaways
- Every opponent move changes what they can do next — check their checks, captures and attacks before you think about your own plan.
- Checks first: a check forces your answer, and some checks are forks, skewers or mate.
- Quiet threats count too — a pin or a hanging piece wins as much material as a check.
- Spotting comes before defending: a threat you see one move early is usually easy to meet.
Now play it through
Step through every move on a real board, try the wrong ones, and ask Knighty why they fail.
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