The four tactics that decide games under 1500
Fork, pin, skewer, trap. Four shapes, and between them they account for most of the material that changes hands in club chess.
- 4 motifs
- 480 positions
- Section Tactics
All four work the same way underneath: one move that creates two problems, when the opponent only gets to solve one. A fork attacks two things at once. A pin and a skewer attack two things through each other. A trap attacks one thing that has nowhere to go, which is the same idea with the second problem already built into the position.
Learn them in this order. Forks are the most common and the easiest to see. Pins and skewers are the same geometry read in two directions and are much easier as a pair than separately. Trapped pieces come last because they need you to already see the first three.
Every motif in Tactics
- ForksOne piece, two targets
- PinsThe piece that dare not move
- SkewersThe pin, backwards
- Trapping PiecesAttack what cannot run
Other sections
- First MovesMate in one, free pieces
- Checkmate PatternsBack rank, smothered, mate in two
- Sharper TacticsDiscovered attacks, deflection, x-ray
- Sacrifices and Quiet MovesSacrifices, zwischenzug, zugzwang
- EndgamesPawn, rook, queen, minor piece
- AttackingKingside, queenside, mating attacks
- OpeningsTactics from real openings
- Blind SpotsNo hint, and the rule nobody sees
- The Ladder1200 to 2400, four rungs
- Open Games1.e4 e5, and the argument over f7
- Ruy Lopez LinesMorphy, Exchange, Berlin
- Sicilian SystemsAnti-Sicilians and main lines
- French VariationsAdvance, Exchange, Tarrasch, Winawer
- Caro-Kann VariationsExchange, Advance, Classical
- Sidelines and SurprisesGambits that should not work