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Have you ever seen a check,
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but wondered whether or not
you should play it?
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This is one of the biggest
mistakes that ChessKids make,
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and today, we're going to solve this
mystery once and for all!
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I'm going to show you when to
make a check, and when to ignore it.
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I know it seems like it's
halfway to checkmate, but
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only the Masters know
when to give check.
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Here, if you're White, you might be
considering the move Bb5+.
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A lot of kids play this move.
Let's take a look at it.
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If we play Bb5+,
what would Black do?
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He's probably not
going to move his king.
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He's probably going to block
with something.
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And you know what?
If Black blocks with his bishop,
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we're probably going to
end up taking that bishop.
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And when Black takes back,
you know what just happened?
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We just threw a move
in the trash can!
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That's right! Our bishop moved twice,
his bishop moved once.
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And since they're both
off the chessboard, it's like
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giving one move
to our opponent for free.
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Black is actually
caught up in development.
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Black had another good option:
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he could have also
blocked with his pawn,
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and when he does that,
our bishop has to run away,
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and we just gave Black
another free move!
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Sure, this pawn move is not
a whole lot, but it is a freebie!
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That pawn IS aiming at the center!
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The Black queen DOES have
a new way to come out!
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So, you don't want to go giving your
opponent free moves, do you?
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No, I didn't think so!
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Let's take a look now
at all the times in chess
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that you SHOULD give check.
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I can think of four examples.
#1...
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#2...
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#3...
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and finally...
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Don't believe me? Well,
stick around and I'll explain!
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Let's take a look
at that first example.
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Here, we're going to look at
the exact same check.
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The bishop could still come all the
way up the board to this square b5.
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But, you'll notice the difference:
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Black no longer has
a pawn that can block,
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nor does he have a
bishop that can block!
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What's the only legal move for Black?
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Well, unfortunately for him,
he's gotta block with his queen,
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and by now you know the bishop is
worth way less than the queen--
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this is a great trade for White.
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So be on the lookout for checks
that win material by force!
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Now, the second example,
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which is very common
at the beginning of the game,
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is to give a check if you
prevent your opponent from castling.
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In this position, White has castled,
and Black has not.
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But if we give Black one extra move,
his king is going to castle
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behind that wall of pawns,
and he's going to feel safe.
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But we're not going to
let him do that!
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Notice the e-file has no pawns--
that's an open file.
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Rooks and Queens love open files,
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but I would say Rooks love them
even more than Queens!
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Let's put the rook on the open file.
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That actually prevents Black
from blocking with his queen.
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If we had checked with our queen,
he could have offered a trade.
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But because we checked with the
rook, Black would be really silly
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to put his queen in the way--
we'd be very happy to capture.
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And unfortunately, Black has
no other good way to block;
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if he blocks with the knight, well...
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I count two attackers,
and I only count one defender,
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and we've already seen a video
explaining why 2 is better than 1!
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So unfortunately for Black,
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in this position he has
to move his king,
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and he will no longer be allowed
to castle for the rest of the game.
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That was a pretty useful check!
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Now, I'm going to show you
an example of a check
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that's going to save you
from losing material.
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Let's give Black the next move.
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Notice here White's
actually ahead by a knight,
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but Black's about to
get that knight back!
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The move pawn to d4
forks the rook and the knight!
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Pretty cool chess move! But, if
you know about the power of check,
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you'll be able to save
both of your pieces.
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Why don't you pause your video
and see if you can figure out how
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White can give check
to save all of his pieces?
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Well, there's actually two answers!
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Most of you probably saw Rg7+.
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Now, we're not going to
win anything by this move;
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it's just buying us time!
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(Wouldn't that be cool
if you could buy time?!)
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When the black king moves
somewhere, that gives us time
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to now save our knight,
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and White was able to save all of
his army; he's still ahead a knight.
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There was one more example:
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the knight could've also given check,
and when the king moves,
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now you can save your rook!
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Notice your knight's
actually in danger.
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So you might want to move your
rook to a square like e5,
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or even b3 would've worked,
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and now your rook and your knight
are both safe!
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So, sometimes you can give check
to buy yourself some time
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to save your whole army!
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And lastly...
this has nothing to do with check,
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but a quick review:
we could've played Rd3;
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that would've pinned the pawn,
and if he takes our knight,
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we could've captured his rook.
So,
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bonus points if you were
able to see that move, too.
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And, in our final example,
I'm going to show you how
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the power of check can
save you from losing the game.
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Here, if it were Black's turn,
he would checkmate easily.
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He's got a battery coming
down the a-file,
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so notice the move
Qa1 is checkmate.
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He can also do the queen-and-helper
checkmate--remember that one?
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This time, the pawn
would be the helper.
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But we're going
to make it White's move.
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And if White checks
in just the right way,
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he'll be able to save himself!
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This check is the beginning
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of a series of checks
that will save the game.
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No matter which way the king goes,
we're going to bring the knight back
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to give another check!
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He's got to return,
because our rook is safe,
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and we just keep giving check!
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And there's a rule in chess that says
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if you get in the same
position 3 times, it's a tie!
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We'll cover that more
in a future video. But hey!
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A tie is a lot better than losing!
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Now, if he tries to run this way,
we're going to give check again,
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and notice if he goes back to f8,
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it will actually be the
3rd occurrence of the position;
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it will be a draw!
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If he tries to go to the corner
to get away,
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well, that would be
really sad for Black,
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because now, for the first time all
video, we get to play a checkmate!
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All right, kids. I hope our ideas are
going to help you learn
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whether or not to
play a check in your games.
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Review this one, because this
is a super important idea
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that comes up many times a game.
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Know when to give check!