Reflex Chess

How to checkmate with queen and king

Two or three moves of technique and one habit. The habit is the whole page, because the way this ending gets thrown away is not running out of moves -- it is stalemate.

Practise this against a king that defends A fresh position every time, generated and verified. The defending king takes anything you hang and will not step into mate in one, so the only thing that finishes the game is your technique. Open the trainer

What the mate looks like

Start at the end. Every basic mate happens on an edge or in a corner, and it is worth knowing the finished picture before learning the moves that produce it.

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Checkmate. The black king on d1 is in check from the queen on f1. It has five squares to try and none of them work: c1, e1 and e2 are covered by the queen on f1; c2 and d2 are covered by the king on d3.
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Where it started, 7 moves earlier. The shaded squares are the box: everywhere the black king could still walk to if White stood still. There are 23 of them. Making that number fall is the entire ending.

The idea

A queen takes squares away faster than anything else on the board, which makes this the shortest of the basic mates: the worst case with perfect play is 10 moves. It also makes it the one people draw. Take away too many squares at the wrong moment and the enemy king has no legal move and is not in check, and a game you were winning by a queen is a draw.

So the technique here is not really about mating. It is about confining a king with a piece that is dangerously good at it.

The method

  1. Put the queen a knight's move away from the enemy king. Not next to it. A knight's move -- two squares one way and one the other.
  2. Every time the king moves, put the queen a knight's move away again. That is the entire first phase. The king has no choice but to be walked backwards towards an edge, and while the queen is a knight's move away it is impossible to stalemate, because the king always has the square it came from.
  3. Stop when the king reaches the edge. This is the moment the method changes and the moment people lose the game. Do not move the queen again yet.
  4. Walk your king up. Bring it to the square facing the enemy king with one square between them, or to any square that defends the mating square.
  5. Mate. With your king in place, put the queen next to the enemy king on the edge -- your king defends it, the enemy king cannot take it, and every square is covered. Or check along the edge rank from a distance if your king covers the escape squares.

The stalemate that catches everybody

This is it. Not a puzzle, not a rare accident -- the natural confining move against a king in the corner, and the game is over.

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Queen on b6: stalemate. The black king on a8 is not in check, and every square it could step to is covered by the queen. That is not a win, it is a draw.
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Queen on b7: checkmate. The queen on b7 gives check, defended by the king on c6, and the king has nowhere to go.

One square. That is the entire margin between winning with a queen and drawing with one, and it is why the rule is worth making automatic: before a quiet move, count the enemy king's squares. If the answer is one, the move has to be a check. The trainer on the practice page counts them for you and says so before you can do it.

A worked example, move by move

The position on the right above, played out. This is not a line somebody typed in: it is the shortest forced mate that exists from that position, taken from a tablebase built for this page, with Black defending as well as it is possible to defend.

The box columns are the squares the black king could still walk to if White stood still. It starts at 23 and the mate is played when it is one. It does not fall smoothly: two of White's 7 moves here leave the king more room than it had, not less. That is real and it is worth understanding. A tablebase plays the shortest mate it can find rather than the most teachable one, and it can afford a move that opens the box because it can already see the finish. You cannot, which is why the method above trades a few moves for a box that mostly only shrinks. A queen changes the picture so much with a single move that the number jumps about more here than anywhere else. Watch the floor rather than the step.

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After 3 moves. The box is 37 squares, more than the 23 it started with. That is not an error in the line -- it is the fastest mate there is -- and it is the honest reason the box is a trend rather than a rule. See below.
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Mate on move 7. The box is one square, the king is standing on it, and it is in check.
Show the whole line
WhiteBoxBlackBox
1.Kc423Ke423
2.Qf613Ke313
3.Qh437Ke237
4.Qf423Kd123
5.Kd32Ke12
6.Qf511Kd111
7.Qf1#1

Replayed through the same rules engine the app runs on. The final position is called checkmate because isCheckmate() says it is.

What goes wrong

How long you actually have

Fifty moves. Under the fifty-move rule a game is drawn on request once fifty moves pass with no capture and no pawn move, and in an ending like this one nothing is ever captured, so the count runs from the moment the last piece came off the board.

Working backwards from every checkmate position that exists with these pieces until every position has an exact answer gives the real worst case: 10 moves with perfect play on both sides from the least convenient starting position there is. You will almost never come close to it. The queen ending is not lost on the clock, it is lost to stalemate.

Practise it

Reading the method is the easy half. The trainer below the fold on the practice page gives you a fresh generated position, a defending king that does not help you, a live count of the box, and a move budget of 20 for this ending -- 10 more than perfect play would need.

How to checkmate with queen and king, for real Free, no sign-up, works offline. It warns you before you stalemate and explains it if you do. Practise queen and king

Questions people ask

How do you checkmate with a queen and king?

Keep the queen a knight's move away from the enemy king and copy its moves. The king is forced backwards to the edge of the board and cannot be stalemated while the queen is a knight's move away. Once it reaches the edge, stop moving the queen, walk your own king up to face it, and then mate with the queen beside the enemy king, defended by yours.

How do you checkmate with a queen without stalemate?

By counting. Before every quiet move, count the squares the enemy king has left. If the answer is one, the move you play must be a check or it must leave that square alone. The knight's-move method does this automatically, which is why it is worth learning as a rule rather than improvising each time.

What is the queen and king stalemate trap?

The commonest version puts the enemy king in a corner and the queen two squares away on the diagonal, covering every square around it without attacking the king itself. There is no check and there is no legal move, so it is a draw. The diagram on this page is that exact position, verified by the same rules engine the trainer runs on.

Can a queen checkmate on its own?

Not against a king in the middle of the board. A queen can confine a lone king all the way to the edge unaided, but the mate itself needs the attacking king to cover escape squares or to defend the queen. King and queen against king is a forced win; queen alone with no king is not a position that exists.

How many moves does the queen mate take?

From the worst starting position with perfect play on both sides, 10 moves. That figure was computed for this page by working backwards from every checkmate with these pieces until every position had an exact answer. In practice, most positions are done in six or seven.

The other basic mates

Five endings, one page each, all of them forced wins.

Elsewhere on the site: endgame tactics from real games, mate in one for seeing a mate before forcing one, stalemate and the opposition in the glossary, and free printable worksheets for clubs and classrooms.