The PIN


Opening - Middlegame - Endgame



      

Rule: Release all pins immediately.


Q? - What is a pin?   (See Diagram 1)


The position in Diagram 1 comes from the following moves: 1.e2-e4 e7-e5 2.Ng1-f3 Nb8-c6 3.Bf1-b5 d7-d6

Diagram 1
absolute pin against c6-Knight

Diagram 1 shows an "absolute pin". In an absolute pin, the piece that is pinned (the c6-Knight here) cannot move because the Bishop at b5 would put the Black King in check.



The position in Diagram 2 comes from adding the moves: 4.d2-d3 Ng8-f6 5.Bc1-g5

Diagram 2
new pin against f6-Knight

White has moved his Bishop to g5 to put Blacks Knight on f6 in another "pin". Here, the Knight can move, but if it does, the White Bishop will capture Blacks Queen which is behind the Knight (f6).




The position in Diagram 3 comes from adding the move: 5. .... d7-d6? This move is bad because it violates the opening rules, but it also makes d5 an attack point. BEFORE Black made this move, Black should count how many of Whites pieces attack d5 AND how many Black has defending d5. White has a Knight (c3) and a pawn (e4) attacking d5. Black thinks he has two protecting d5 - the Queen (d8) and the Knight (f6). This is WRONG. If the Knight (f6) moves, White will play Bg5xd8 capturing the Black Queen.

Diagram 3
Look at d5 atttack point.

Essentially, a pin is a lower valued piece preventing the movement of an equal valued piece (and in some cases a higher valued piece) because behind it is a piece of even higher value. There are some exceptions where a side will move the piece (and lose the Queen), but checkmate his opponent.


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