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Basic Endgame Checkmates

Updated: Aug 1

Today we learned about simple checkmates that everyone should know and opposition in the endgame.


Queen & King vs. King

Goal:

Force the enemy king to the edge of the board, then trap it there and deliver a checkmate.


Step-by-step Guide:

1. Cut off the king

  • Use your queen to limit the enemy king’s movement.

  • Place the queen far enough away to avoid stalemates but close enough to push the king.

    • Example: If the enemy king is in the center, put your queen on a rank or file that splits the board (like Qd5 to control the 5th rank).


2. Use your king to help

  • Bring your king closer—slowly but surely.

  • Your king is needed to guard escape squares for the final checkmate.


3. Box in the king

  • Keep shrinking the box the enemy king is stuck inside.

  • Move your queen one rank or file closer when the king can't escape it.

  • Be careful not to accidentally stalemate (when the king can't move but isn't in check).


4. Deliver checkmate

  • Once the enemy king is stuck on the edge or in the corner:

  • Put your queen one square away from the enemy king to give check.

  • Your king should cover the escape squares.

    • Example: Enemy king is on h8, your queen goes to g7, and your king is on f6 or f7.


Top 7 Tips

1. Keep your queen a knight’s move away from the enemy king

  • This means the queen is close, but not so close that the king can attack it.

    • Example: Enemy king is on e4 → place your queen on c3, f2, g3, etc.


2. Avoid stalemate!

  • Don’t put the enemy king in a position where it has no legal moves and isn’t in check.

  • Always double-check before making your move.


3. Control space with your queen

  • Use your queen to cut off ranks or files, forcing the king into a smaller area.

    • Example: Put your queen on the 5th rank to control all of it.


4. Bring your king in

  • The queen can’t checkmate alone—your king must help.

  • Move it closer every few moves.


5. Don’t check too early

  • Random checks waste time. Focus on pushing the king to the edge before giving checks.


6. Be patient

  • You have 50 moves to checkmate before a draw is declared by the 50-move rule.

  • Think of it like herding the king to the edge, then into a corner.


7. Use this checkmate pattern

  • Enemy king in corner (e.g. h8)

  • Your king two squares diagonally (f6)

  • Queen one square away from enemy king (g7)

    • → Play Qg7#


Ladder Mate:

Ladder mate (also called rook roller) is a classic checkmate pattern using two major pieces — usually two rooks, or a queen and a rook.


What Is a Ladder Mate?

It’s called a ladder because your pieces take turns giving check, pushing the king up or down the board like steps on a ladder — until checkmate!


How It Works:

  • One piece checks the king along a rank or file.

  • The king is forced to move one step in one direction.

  • The other piece moves in to give another check.

  • Repeat until the king is trapped at the edge.

  • Final checkmate happens when the king is on the edge, and both pieces cut off escape squares.


With Two Rooks:

Example:

  • Rook A checks on rank 6 → king moves to rank 7

  • Rook B checks on rank 7 → king moves to rank 8

  • Rook A checks on rank 8 → checkmate

If one of the rooks is attacked, then move them to the other side


With Queen and Rook:

  • Same idea!

  • Queen checks on rank 6

  • Rook checks on rank 7

  • Queen checks on rank 8 → checkmate


Tips:

  • Keep your queen/rooks far enough apart so they don’t block each other.

  • Always control the escape squares above or below the king.

  • You don’t need your king’s help unless something blocks the ladder.


Rook & King vs. King

Goal:

Push the enemy king to the edge of the board (rank 1/8 or file a/h), and then trap it there with your rook and king.


Step 1: Cut off the enemy king

Use your rook to control a rank or file.


Example:

If the enemy king is in the center, play Rook to 5th rank (Rook e5) to block it from crossing.


Step 2: Bring your king closer

  • You need your king to help cover escape squares later.

  • Keep your rook safe and far from the enemy king (2+ squares).


Step 3: Shrink the box

  • Each time your king gets closer, move the rook one rank/file closer to tighten the "box."

  • Keep repeating until the enemy king is stuck on a back rank or side file.


Step 4: Deliver checkmate

  • Once the enemy king is on the edge:

  • Put your king in front of the enemy king, but one square away (opposition).

  • Then bring your rook behind the enemy king to deliver a checkmate.


Final Setup Example:

  • Enemy king: h8

  • Your king: g6

  • Your rook: h6

  • You play Rh6# → Checkmate!


The rook checks the king.

Your king covers g7 and g8, so the king can’t escape.


Tips to Remember:

  • Don't stalemate! Make sure the king always has at least one legal move until checkmate.

  • Keep your rook far enough away so it’s not attacked.

  • Learn the idea of "opposition" — placing your king two squares away so it controls escape squares.

  • Don’t rush—use calm, safe moves. You have 50 moves to deliver mate before a draw is declared.


Goal:

Use your two bishops and king to force the enemy king into a corner, then deliver a checkmate when the enemy king is trapped.


Two Bishops Checkmate:

Step 1: Push the king to the edge

Work together with your bishops to control diagonals.

Bring your king closer to help trap the enemy king.

Slowly shrink the space the enemy king can move in.


Step 2: Guide the king into the correct corner

  • The checkmate only works in a corner that matches your bishops' colors.

  • If your bishops are on light and dark squares, any corner works.

  • Use the bishops to push the king toward one of the corners.


Step 3: Trap the king in the corner

  • Place your bishops so they control the diagonals around the king.

  • Use your king to block escape squares.

  • This forms a “triangle” that forces the king into the final position.


Step 4: Checkmate

Once the king is in the corner (e.g., h8):

  • Put one bishop on g7

  • Put the other bishop on f6

  • Your king should be on f7

  • The king is trapped and in check = Checkmate!


Tips for Success

  • Be patient – it can take time to maneuver everything into place.

  • Keep your bishops coordinated—they protect each other by covering opposite colors.

  • Don’t rush with checks. Control space and limit the king’s movement first.

  • Practice the "W-method" — bishops and kings form a zigzag path that pushes the enemy king.


Types of Opposition:

The opposition, or direct opposition, is a situation where both kings face each other with only one square between them—either on a rank or a file.

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The diagonal opposition is similar to direct opposition. The only difference is that the square between the two kings is on a diagonal.

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Distant opposition occurs when there's an odd number of squares between the two kings, with that number being greater than one.

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