The Pin even in its simplest form is the single most important and effective tactic. It occurs in openings--the Ruy Lopez or Spanish Game for example--it occurs in middle games and it occurs in endgames. A piece or pawn is said to be pinned if it is prevented from moving because to do so would be illegal--i.e. a King is behind the piece-- or if it moves a piece behind it can be captured or a crucial square would be attacked. A good general rule in chess is to pin an enemy piece whenever possible and then attack it immediately. If possible the attacking piece should be a pawn, if this is not possible attack with another piece. If the piece being attacked is protected several times it may be a good idea to capture the pinned piece which is then replaced by another of the enemy's pieces, then capture this piece and the next piece and so on. Alternately one can attack the protecting piece, thus making weak the pinned piece. When used in combination with other tactics the pin alone could be enough to win the game. In the diagram we see the Pin in its simplest form with White's Bishop pinning Black's Knight. This example arises in the oopening known as the Ruy Lopez. This is an Absolute Full Pin.
There are 2 classes and 4 types of Pins. If a pinned piece can still move in one direction it is a "Half pin." If it cannot move at all it is a "Full Pin." If a piece is pinned to the King and thus it is illegal to remove this piece, it is an "Absolute pin." If a piece is pinned to another piece and to remove is legal but results in the loss of material it is a "Relative Pin." If a piece is pinned in such a way that if it were to be removed, mate would result, it is a "Terminal Pin." A "Cross Pin" is where one piece is pinned by two or more pieces. There are also "Invisible Pins" which is when a square and not a piece is threatened when the pinned piece removed. The threat is usally mate and thus these types of pins are usually "Terminal Pins" but the threat could be more subtle such as the attainment of a positional advantage.
There are many, many chess games played by the Masters that could be used as examples. Click here for examples of whole games using the pin as the winning theme.
Further Examples
See example 1
2) PINN--Pinned Knight
See example 1.
3) PINB--Pinned Bishop 4) PINR--Pinned Rook 5) PINQ--Pinned Queen B) There are only 3 pieces that can actually pin, we call these pieces pinners.
1) PINNERB--Bishop 3) PINNERQ--Queen See example 1.
C) OBJECT--The object of the pin is the piece that would be captured by the pinner if the pinned piece moves. They are each to be given special consideration.
2) OBJECTQ--The Queen is subject to special care since if we lose it, our game may also well be lost.
D) There are different kinds of pins:
1) ABSP--Absolute Pin refers to the King. When a piece is pinned to it, that piece cannot move under any circumstances. 2a) SELFPIN--Self pin Where a piece is interposed between an attacking piece and a piece being attacked thus pinnig the interposed piece. 2b)SELFPINB--Where a piece is in front of another piece and both pieces are in front of yet another piece. These pieces are aligned with an enemy's piece. When the front piece moves the rear piece becomes pinned. We call this Self Pin Type B. 2b)SELFPINC--Where a piece is in front of another piece and both pieces are in front of yet another piece. These pieces are aligned with an enemy's piece. When the rear piece moves the front piece becomes pinned. We call this Self Pin Type C. 3) 2PIN--Double Pin, a piece is pinned against two different pieces. See example 1.
E)PINMOB--Often a pinned piece can still move.
1) DIAGMOB--Diagonal Mobility: The pinned piece can move diagonally but not vertically or horizontally. 2) VERMOB--Vertical Mobility: The pinned piece can move vertically but not diagonally or horizontally.
3) HORGMOB--Horizontal Mobility: The pinned piece can move horizontally but not vertically or diagonally.
4) IMMOB--Cannot move, immobile.
F) Attacking a pinned piece. The logical thing to do to a pinned piece or pawn is to attack it!
1) PAPP--Pawn Attack on Pinned Piece. The best piece to use to attack a pinned piece is the pawn since if it has to be given up when capturing the pinned piece has the least value. 2) PIPP--Piece Attack on Pinned Piece 3) MAPP--If a pinned piece is defended several times, it may be a good idea to exchange the pinned piece with one of your own pieces, thus putting a new enemy piece in pin. This can be done several times if necessary, the idea being that the resulting final pinned piece would be weaker than the original piece.
4) NAP--The idea here is to attack a pinned piece knowing that it can be defended but in so doing the enemy's overall position is put into a defensive posture and thus compromised.
G)PIN BUSTING--Turnabout is fair play! H) Miscellaneous Ideas
PINGUARD--A piece guarding the pinned piece.
PINGUARDATT--Attacking the Pinguard is often a good idea.
5)POBJECTATTPG--Atacking the object of the Pin when it is a Pinguard is also a good idea often. Very often we can combine other ideas with the pin for devastating effect on our enemies. For example: K&F--Knife And Fork, the knight and another piece acting together. The knight forks 2 pieces, the other piece pins the pawn that would otherwise capture the knight. PINSKEWER--A piece is pinned and on the skewer at the same time! See example 1.
See example 1
See example 1.
See example 1.
See example 1
See example 2
See example 3
See example 4.
See example 2.
See example 2.
See example 1.
See example 1
See example 1.
See example 1.
Pin, Attack & Harvest Techniques
Pin Combos
See example 1
RABID--Rook and Bishop acting together on the long diagonal.
See example 1