CHESMAYNE
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 +
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.