two ways of getting out of check. One of these is to interpose a man between the King and the attacking piece, and the other to move the King out of the line of attack. In Diagram 5 Black could give check by moving the Bishop to c5. In answer to this White has four moves at his disposal. He may either move the King to f1 or h1 or h2, or he may interpose his Rook on e3. The latter would be very unwise as Black would simply take the Rook with his Bishop, again checking White's King. The situation would then not have changed at all except that White would have lost his Rook. White's King could not move to f2, for this would leave him still attacked by the Bishop.
Instead of checking on c5 Black could have attacked White's King on h2. But in this case the King would have simply captured the Bishop.
If it were White's move he could give check with the Rook on e8. But Black could take the Rook with the Knight. He would naturally do this instead of either moving out with the King to h7 or interposing the Bishop on f8.
If a King is in Check and there is no move with which to get him out of it he is said to be "checkmate" and the game is ended. Diagram 6 shows an example in which either player can give checkmate on the move.
If it were White's move he would take the Pawn on g6 with his Queen. Now Black's King is in check as White's Queen threatens to take him on the next move. The King cannot move to either g7 or h7, for these two squares are also commanded by White's Queen.
+---------------------------------------+ 8 | | | | ^R | | #Kt| #K | #R | |---------------------------------------| 7 | #P | #B | #P | | | #P | | | |---------------------------------------| 6 | | #P | #Q | #B | | | #P | | |---------------------------------------| 5 | | | | | | | | | |---------------------------------------| 4 | | | | | | ^Kt| ^Kt| | |---------------------------------------| 3 | | ^B | | ^Q | | | | ^P | |---------------------------------------| 2 | ^P | ^P | ^P | | | | ^P | ^K | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 6.
Moreover, the latter cannot be taken by the Pawn on f7 as the black King would be in check by the Bishop on b3. The Pawn is "pinned" by the Bishop. Black's Knight cannot take White's Queen either as he is pinned by White's Rook. Finally, there is no piece available which may be interposed between White's Queen and Black's King; in other words: Black is checkmate, his game is lost.
If it were Black's move he would take the Pawn g2 with the Queen. Now White's King is in check as Black's Queen threatens to take him on the next move. He may not take the Queen as he would then be captured by the Bishop b7. Neither may the Knight f4 take the Queen as he is pinned by the Bishop d6. Moreover, the King may not escape to g1, h1 or g3, these three squares lying in the rangeof Black's Queen; and so there is no move on the board with which to get White's King out of check: He is checkmate, White loses the game.
Stalemate
If a player, without being in check, cannot make any move which would not get his King into check, he is said to be STALEMATE. In this case the game is considered a draw. Diagram 7 shows an example.
White on the move, although his forces are much inferior, can draw the game by checking with the Rook on f3. Black cannot very well make a move with his King in reply, as then White's Rook would take the Queen. Black, therefore, must capture the Rook with the Queen and with this move he stalemates White, as the latter has no move left which would not bring his King into check.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | | | | | | | | | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | | | | | | | | |---------------------------------------| 4 | | | | | | | | | |---------------------------------------| 3 | | | | #Q | | | | #K | |---------------------------------------| 2 | | | | | | ^R | | | |---------------------------------------| 1 | | | | | #R | ^Kt| ^K | | +---------------------------------------+ a b c d e f g h
DIAGRAM 7.
If it were
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