Reflex Chess

Basic checkmate practice

Being a rook up is not the same as winning. Here are the five endings where you have just enough to force mate, against a king that defends instead of walking into it.

This trainer needs JavaScript. The rest of the page -- the technique for each ending, the move budgets and why stalemate happens -- works without it.

Rook and king Moves 0 / 30 Box 0 Best

White to play.

The five endings, and what each one costs

Every ending below is a forced win from any legal position: with correct play there is no defence, only a delay. The middle column is that delay -- the longest a perfectly defending king can survive from the worst starting position it can find, with White playing perfectly too. Those figures are not quoted from anywhere. They were computed for this page by building a complete retrograde tablebase for each ending, which is to say by working backwards from every checkmate position that exists until every position with those pieces has an exact answer.

EndingWorst case, perfect playYour budget hereTechnique
King and two rooks7 moves16How to checkmate with two rooks
King and queen10 moves20How to checkmate with queen and king
King and rook16 moves30How to checkmate with rook and king
King and two bishops19 moves34How to checkmate with two bishops
King, bishop and knight33 moves55How to checkmate with bishop and knight

Read the last row before you start it. Bishop and knight is genuinely hard. It needs a specific technique that has to be learned rather than worked out at the board, it can take two thirds of the fifty moves you are allowed even played well, and plenty of strong club players cannot do it. Anybody telling a beginner it is easy is describing a page they have not tested. The first four are all learnable in an evening.

Why this is the gap

Tactics training teaches you to win material. Almost nothing teaches you to cash it in, and those are different skills that fail at different times. The pattern is familiar to anyone who has watched beginner games: a player wins a rook on move twenty, plays on for another sixty moves, shuffles until the fifty-move rule or their own clock takes the point away, and never finds out what they did wrong.

These endings are also the cheapest points in chess to buy. There are five of them, they never change, they cannot be prepared against, and they come up in a real proportion of decided games. Learn them once and they are yours permanently -- which is the opposite of opening theory.

The one thing that ruins all of them

Stalemate. A king with no legal move that is not in check is a draw, whatever else is on the board. It is the reason "how to checkmate with queen and king without stalemate" is one of the phrases people actually type, and the queen is the worst offender because it takes away so many squares at once that removing the last one is easy to do by accident.

The trainer above is built around this. It counts the defending king's remaining squares after every move you make, and when there is only one left it says so, on the board, before you can throw the game away. If you stalemate anyway it names the squares your move took away, states that the king was not in check, and hands you the move back to play again. That is the whole lesson in one interaction, and it is worth more than any amount of prose about it.

The habit that replaces it is short. Before any quiet move, count the enemy king's squares. If the answer is one, your move has to be a check.

The box, and why the trainer draws it

Shade the box in the trainer and you can see the only thing that matters in these endings. The shaded region is every square the defending king could still walk to if you stood completely still -- not the squares it can reach this move, but everywhere it could eventually get to. That number is technique made visible.

It is a trend, not a rule, and it is worth being straight about that. Perfect play does not shrink the box on every move: a rook stepping off the line it was cutting on opens the king's room for exactly one move before closing it a rank nearer, and a tablebase will happily do that because it can already see the finish. What matters is the floor. Beginners driving a king with a rook will spend six moves checking it around the board while the number never gets below where it started, and watching it not fall is the fastest way to understand why the checks were not the technique.

One ending is different, and the guide pages say so where it applies: bishop and knight barely confines the king statically at all until the very end, because two minor pieces never build the standing wall a rook does. That is one of the reasons it has to be learned rather than felt out.

Two things follow from it that are worth saying plainly. The first is that your king is not a spectator. In four of the five endings the mate is impossible without it, and a rook or a queen on its own can shrink the box only so far before it needs the king to come and take the last squares. The second is that mate happens on an edge or in a corner in every one of these endings, because the edge is where the box runs out of room.

How to practise these properly

  1. Start with two rooks. It teaches cutting the king off in the purest form, because your own king never has to take a single step. If the ladder is clear, the idea behind rook and king is already half learned.
  2. Then rook and king, until it is boring. This is the one that decides real games. Do it until you can do it without thinking about it, because in a game you will be doing it tired and short of time.
  3. Then the queen, watching the square count. The technique is quicker than the rook. The discipline is the whole exercise.
  4. Two bishops when the first three are automatic. A rarer ending, but the idea -- two pieces making a wall the king cannot cross -- transfers to a lot of other positions.
  5. Bishop and knight last, or never. It is a genuinely different problem and it is fine to decide it is not worth your evening. If you do want it, learn one method properly rather than three partially.

Use the move budget as the test rather than the clock. Getting there in forty moves is not the same skill as getting there in fifteen, and only one of them survives a real game with a real opponent and a real fifty-move counter.

Questions people ask

What are the basic checkmates?

The endings where one side has only a king and the other has just enough material to force mate: king and queen, king and rook, king and two rooks, king and two bishops, and king with bishop and knight. They are called basic because no pawns are involved and the result is decided entirely by technique. Every one of them is a forced win, and every one of them is a draw if you cannot do it inside fifty moves.

How do you checkmate with just a king and rook?

You cut the enemy king off with the rook, bring your own king up to stand directly opposite it, and then use the rook to cut it off again one rank nearer the edge. The rook draws the line and the king does the pushing. Mate arrives when the enemy king is on the edge with your king facing it and the rook checks along that edge. A rook cannot do any of this alone, which is why the most common failure is shuffling the rook while the king stays at home. The full technique, step by step.

Why do I keep stalemating with a queen?

Because a queen takes away so many squares at once that it is easy to take away the last one without giving check, and a king with no legal move and no check is stalemate. The habit that fixes it is to count the enemy king's remaining squares before every quiet move. If the answer is one, your move must either give check or leave that square alone. Keeping the queen a knight's move away from the enemy king does this automatically. The queen technique and the trap.

Can you checkmate with two knights?

Not by force. Mate with two knights against a bare king exists as a position but cannot be compelled, because the only way to take away the last square also relieves the stalemate you needed. That is why two knights is not on this page: every ending here is a forced win and that one is not.

How many moves do you get to checkmate?

Fifty. If fifty moves pass with no capture and no pawn move, either player can claim a draw under the fifty-move rule, and in these endings nothing is ever captured, so the counter runs from the moment the last piece came off. Every ending here can be won inside fifty moves from any legal starting position, but bishop and knight uses so much of that allowance that a slow start really can run it out.

Which basic checkmate should I learn first?

Two rooks, then rook and king. Two rooks teaches the idea of cutting the king off with the smallest amount of technique, because your own king never has to move. Rook and king is the one that actually turns up in games and it is the one that costs beginners real half points. Queen after that, mostly to learn the stalemate habit. Two bishops and bishop with knight are rare enough to leave until the first two are automatic.

What if I only have a bishop, or only a knight?

Then it is a draw and there is nothing to practise. King and one minor piece against a lone king is insufficient material: no sequence of legal moves reaches checkmate, so the game is drawn immediately. It is worth knowing before you spend twenty moves trying.

Where this fits in the course

Reflex Chess: 87 skills, 10,440 real positions The trainer on this page teaches conversion. The course teaches the part before it -- winning the material in the first place. Free, no ads, works offline. Open the app

What the trainer does and does not do

The positions are generated at random and then checked before you see one. Each candidate is parsed by the same rules engine the app's lessons run on, and it is thrown away unless the material is exactly right, the position is legal, it is not already checkmate or stalemate or a dead draw, and nothing of White's is standing next to the black king undefended. The defending king always starts in the middle sixteen squares, because a lone king that starts on the edge is already half mated and would hand you the first two thirds of the technique for free.

The defending king is not perfect and is not pretending to be. It takes any piece you leave hanging, it refuses to step into mate in one when it has any alternative, and otherwise it runs for the middle, keeps away from your king and keeps as many squares as it can. Perfect defence would need the full tablebase, which is tens of megabytes and belongs in a build script rather than on your phone. What this defender guarantees is the thing that matters: it will not walk into your mate, so every move it survives is a move your technique failed to take away from it.

It also has no stalemate avoidance, deliberately. If you take away its last square without giving check, it will happily accept the draw -- because hiding that would remove the most useful thing on this page.