CHESMAYNE

Midi: That’s What Friends Are For - Melody: “If U Don’t Know Me By Now

 

 

Pin :pn

 

A MP or mp is pinned if it obstructs an attack on a MP or even the KI - such a MP/mp is immobilized or pinned-down.   A pin occurs when a lower value unit is unable to move due to the potential threat to a higher value MP/mp situated behind.   This higher value MP is often the KI.  The pin is one of the most powerful tactical elements.   A MP/mp pinned is a paralyzed MP/mp.   An example of this is BS1 pinning KT2 against the KI.    KT2 dare not move as the KI would then be in +CH.    More than one pin can be in effect at the same time.   Another way of immobilizing is by a pin.   The MP/mp is unable to move off the threatened file/rank/diagonal because to do so would put the KI in +CH.   Sometimes the pinning MP itself will give the death-blow and at other times a mp will be the executioner.   A MP or mp suffers an absolute :pn only when the MP/mp protected is the KI.   All other types of :pn are more or less relative and can at any time lose their effectiveness as a result of tactical measures.  French: a pin - un clouage.    

Dentistry: pinledge, pinlay (inlay or onlay which is held in place partly by a pin or pins inserted in the tooth). 

PINS IN CHESS

A pin occurs when an attacked piece moving would expose a piece

behind it to danger of being captured

In the following animation,the white bishop pins the black queen

to the black king,the queen can't move to safety because the king

would be in check,so next move,the bishop captures the queen..

If the queen were to capture the bishop, the white knight would

capture the queen...so...a bishop for a queen,NOT A BAD TRADE !!!

This is an example shows the power of a pin.

          When a MP/mp cannot move without exposing another MP/mp (often the KI) to attack.  A :pn is when one MP/mp is shielding a more valuable MP/mp from enemy attack and therefore cannot move.   You should acquaint yourself with the strategic range of the pin motif.   A :pn is composed of the following factors:

01 The pinning MP/mp (the pinning). 

02 The pinned enemy MP/mp (the pinned). 

03 The figurant standing behind the pinned MP/mp (the screened). 

04 The space between the pinning and pinned MPs is called the ‘corridor’. 

05 The space between the pinned and the screened MPs is also called the ‘corridor’.   Therefore, you can have two corridors in a :pn. 

          Summary: The pinning attacks the screened across the pinned.   The pinned MP stands in the way of the capture of the MP/mp behind it by the pinned MP.   The screened MP is usually of high calibre and of noble blood (KI or QU).   The three MPs/mps usually stand on the same D$ or F$ (not so often on the same R$).   If the mobility of the MP/mp is zero (absolute), it is said to be totally/wholly pinned.   If the MP/mp has a cell or cells to move to in the line of the pin, the MP/mp is said to be only ‘half-pinned’.   A pinned MP/mp is considered crippled and immobile.   A MP/mp may be placed ‘en prise’ to a pinned MP/mp (your MP/mp cannot be captured!).   What usually happens is that the pinned MP/mp is captured.   Sometimes you will prevent its unpinning (in this case its mobility would be restored).   Sometimes the :pn can be multiplied by attacking it with a PA.   A MP can only evade an attack by a PA by moving away (flight).   If the MP is pinned (flight is denied), the MP is defenceless against the attacking PA and is subsequently executed by this mp. 

          Unpinning can be brought about by bringing more characters into the drama (calling up your reserves).   Ignoring the :pn threat (leaving the :pn in effect for a prolonged period).   To achieve this you will need technical skill.    By inputting a MP/mp in one of the ‘corridors’ mentioned above you can alleviate a :pn.   Another simple way is to remove the screened MP/mp away from the line of the :pn.   At other times you can give the screened MP/mp suitable protection. 

05 French: Clouage.   06 German: Fesselung.   07 Italian: Inchiodatura.   08 Spanish: Clavada. 

Chesmayne Symbol

09 :pn.   :Pns against MPs/mps other than the KI. 

10 :pn-KI.   :Pns against a KI (the pinned MP/mp is immobilized). 

11 :pn-KI+CH 

12 :pn++CM 

13 :pn++ST 

Example game…….

01A PA4-D02/D04 PA4-C03/A01

01B KT1-G08/F06 KT1-D16/B07

02A PA3-C02/C04 PA3-C02/B12 

02B PA4-E07/E06 PA4-C13/B08

03A KT1-B01/C03 KT1-D02/B01 

03B BS1-F08/B04-pn-KI BS1-D17/C19-pn-KI 

Set-up the board and play through the moves as listed above (Level-1).   In this example KT1 is :pn by BS1 on move 03B.   If KT1 moved the KI would be exposed to +CH (therefore, KT1 cannot be moved ie, KT1 is :pn).   It would be illegal to move KT1 on $C03 in this position.  The :pn is one of the strongest tactical devices in the game of chess.  There are two types of :pn…

Set-up the board as follows:

 A-KI on $D04

B-KI on $A08

A-QU1 on $B04

B-KT2 on $A07

The XY notation is shown on the left.   The acentric notation is indicated on the right.  

01A QU1-B04/A05-pn-KI   -  QU1-C19/D25-pn-KI

01B KI-A08/B08    -   KI-D22/D21

 

Set-up the board and play the move as shown above.   This is a :pn-KI on $A08.   If KT2 could move to $C06 he would give a ‘Family Check’, which is a :fk-pn on QU1 and KI at the same time.  Set-up the board as follows: 

KI on $B01

KI on $B08

QU1 on $F01

QU1 on $E08

RO1 on $A04

RO2 on $C08

RO2 on $C01

BS1 on $C05

BS2 on $G02

KT1 on $E04

PA1 on $A03

PA5 on $D06

PA2 on $B02

PA6 on $C07

PA3 on $C03

PA7 on $B08

PA8 on $A08

 

Set-up the board as shown above.   In this example B-KT1 is :pn by A-QU1.   If B-KT1 moves A-QU1 will capture B-PA7 and ++CM the B-KI.   However, if :B moves 01B KT1-$E04/D02-pn-KI+CH (+CHs the A-KI and wins QU1/family check)! 

 

01A QU1-F01/F03-pn   -  QU1-D06/B04-pn

01B KT1-E04/D02-pn-KI+  -  KT1-A02/C03-pn-KI+

02A KI-B01/A02  -  KI-D02/D28

02B KT1-D02*F03-QU1  -  KT1-C03*B04-QU1

03A BS2-G02*F03-KT1  -  BS2-C06*B04-KT1

03B QU1-E08/F07+CH  -  QU1-D18/C12+CH

04A PA3-C02/C04  -  PA3-C02/B12

04B QU1-F07*F03-BS2  -  QU1-C12*B04-BS2

 

Set-up the board as follows:-

KI on $A01

KI on $A08

QU1 on $E04

QU1 on $D05

RO1 on $F02

RO2 on $D08

PA1 on $A02

PA1 on $H07

PA4 on $D03

PA2 on $G06

PA7 on $G07

PA5 on $D04

PA8 on $H08

PA6 on $C05

PA8 on $A07

 

01A RO1-F02/F08-pn-KI  -  RO1-C05/D17-pn-KI

01B QU1-D05*E04-QU1  -  QU1-A04*A02-QU1

02A RO1-F08*D08-RO2+CH  -  RO1-D17*D19+CH

02B KI-A08/B07  -  KI-D22/C16

03A PA4-D03*E04-QU1  -  PA4-B02*A02-QU1

03B ?

 

Set-up the board and play through the moves as shown above.   Notice in this position that A-QU1 :pns B-QU1 to B-KI.   On move 01A, RO1 :pns RO2 to the KI.   The result of this exchange is that :A is ahead by a RO on move 03A. 

 

01A PA4-D02/D04  -  PA4-C03/A01

01B PA4-E07/E06  -  PA4-C13/B08

02A PA3-C02/C04  -  PA3-C02/B12

02B BS1-F08/B04+CH  -  BS1-D17/C19+CH

03A BS1-C01/D02-pn-KI  -  BS1-D03/C03-pn-KI

03B ?

 

 

Set-up the board and play through the moves as shown above.   In this example BS1 is :pn against the KI. 

 

01A PA5-E02/E04  -  PA5-C04/A02

01B PA4-E07/E05  -  PA4-C13/A03

02A KT2-G01/F03  -  KT1-D07/B04

02B PA5-D07/D06  -  PA5-C14/B09

03A PA4-D02/D04  -  PA4-C03/A01

03B BS2-C08/G04-pn  -  BS2-D20/C08-pn

  

Set-up the board and play through the moves as shown above.   In this example A-KT2 is :pn against QU1.   Set-up the board as follows: 

KI on $A01

KI on $F02

RO2 on $E07

QU1 on $G07

BS1 on $G06

BS1 on $H08

PA2 on $B02

BS2 on $E06

PA3 on $C03

PA5 on $E04

PA6 on $F07

 

01A PA5-E04/E05 PA5-A02/A03

01B QU1-G07*E05-PA5 QU1-C11*A03-PA5

02A PA6-F07/F08#-QU2+ PA6-C12/D17#-QU2+

02B KI-F02/G01 KI-C05/D07

03A PA3-C02/C03 PA3-C02/B01

03B QU1-E05/E01+CH QU1-A03/D05+CH

04A BS1-G06/B01 BS1-C10/D02

04B QU1-E01*C03-PA3 QU1-D05*B01-PA3

05A RO2-E07/G07+CH RO2-C13/C11+CH

05B BS1-H08*G07-RO2 BS1-D15*C11-RO2

06A QU1-F08/F07+CH QU1-D17/D06+CH

06B KI-G01*F01-QU2 KI-D07*D06-QU2

07A BS1-B01-D03+CH BS1-D02/B02+CH

07B KI-F01/E01 KI-D06/D05

08A PA2-B02*C03-QU1 PA2-C01*B01-QU1

08B KI-E01/D02 KI-D05/C03

09A BS1-D03/C02 BS1-B02/C02

09B KI-D02/C01 KI-C03/D03

10A BS1-C02/B03 BS1-C02/C20

10B BS2-E06*B03-BS1- BS2-B08*C20-BS1-

pn++ST pn++ST

++DR for :A ++DR for :B

 

On :L01 (traditional chess) ++ST is considered a ++DR.   Set-up the board and play through the moves as shown above. :pn++ST occurs on move 10B in this example. Notice that on move 01A that PA6 is promoted to QU2 and gives +CH to B-KI.  Set-up the board as follows:-

 

KI on $C03

KI on $F07

QU1 on $D03

QU1 on $B06

BS2 on $H03

RO2 on $D07

PA4 on $D05

PA2 on $G06

PA5 on $E05

 

 

01A PA5-E05/E06-fk+CH PA5-A03/B08-fk+CH

01B KI-F07/G08 KI-C12/C11

02A PA5-E06*F07-RO2 PA5-B08*C14-RO2

02B PA2-G06/G05 PA2-C10/C09

03A QU1-D03/D04-pn+CH QU1-B02/A01-pn+CH

03B QU1-B06/F06-pn QU1-C17/B07-pn

04A PA5-D07/D08#-QU2 PA5-C14/D20#-QU2

04B QU1-F06*D04-QU1 QU1-B07*A01-QU1

05A KI-C03*D04-QU1 KI-B01*A01-QU1

05B KI-G07/G06 KI-C11/C10

6A KI-D04/E05 KI-A01/A03 06B ++RS ++RS

++WN for :A ++LS for :B

Set-up the board and play through the moves as shown above. 

 

 

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