7
Attacking the King · Yatish Chandra Shukla

When to Attack

Count before you charge

In this lesson you will learn

  • The three signals that an attack on the king is justified
  • How to count attackers and defenders around the king
  • Why a closed centre helps the attacker — and an open one hurts
  • When to stop attacking and play normally

Every board on this page is live. Move the pieces by tapping or dragging, click any move in the lines to see that position, and press ↺ to start again.

7.1 Attack Is Not a Mood

Every chess player loves to attack, but an attack that starts at the wrong moment usually fails. The pieces that rush towards the enemy king leave the centre and the queenside, the pawns that storm forward leave holes behind them, and when the attack runs out of steam the attacker is simply worse.

Strong players attack only when the position asks for it. In this chapter we learn to read the signals. The question is never "Do I want to attack?" but "Does the position allow me to attack?"

7.2 The Three Signals

1. More attackers than defenders. Count the pieces that can reach

the squares around the enemy king. If your attackers clearly outnumber the defenders, an attack is likely to work.

2. A weakened shelter. Pawns that have moved in front of the king

(g6, h6, f6) create holes and lines. Every pawn move near the king is a possible target.

3. A safe centre. If the centre is closed or under your control, your

opponent cannot hit back there. If it is open and unstable, a flank attack is dangerous for the attacker.

NoteWhen all three signals are present, attack with everything you have. When only one is present, prepare first: bring more pieces, fix the centre, or provoke a new weakness.

7.3 How to Count

Draw an imaginary area around the enemy king: the king's square and the squares up to two steps away. Now list your pieces (not pawns and not the king) that attack at least one square of this area. Then list the defender's pieces that stand in it or protect one of its squares. The count is not exact science — a queen is worth more than a knight, and a piece that defends two key squares does more than one that defends a corner. But it is a fast and honest test. Most successful attacks in master games start with at least one more attacker than defender, and often two.

LessonBefore a sacrifice, count. If the attackers do not outnumber the defenders, the sacrifice is usually just a loss of material.

7.4 Removing a Defender Changes the Count

The count changes with every exchange. When you exchange a defending piece — for example the knight on f6, which guards h7 and g8 — the defender loses one piece in the box while you often keep yours nearby. That is why attackers love to trade the defender's best defensive piece and avoid trading their own attackers. Chapter 10 is devoted to this idea.

The defender should do the opposite: trade attacking pieces, especially the attacker's queen. Without the queen most attacks die. We return to this in Part 3.

7.5 Worked Examples

In each example, first look at the enemy king: how many of your pieces can reach it quickly, and how well is it defended? Then find the move that starts the decisive attack.

Diagram 7.1Black to move

Example 7.1

Black to move. How should the attack continue?

Find the key move.

Diagram 7.2Black to move

Example 7.2

Black to move. How should the attack continue?

Find the key move.

Diagram 7.3White to move

Example 7.3

White to move. How should the attack continue?

Find the key move.

Diagram 7.4White to move

Example 7.4

White to move. How should the attack continue?

Find the key move.

Diagram 7.5Black to move

Example 7.5

Black to move. How should the attack continue?

Find the key move.

Diagram 7.6White to move

Example 7.6

White to move. How should the attack continue?

Find the key move.

Remember

  1. Attack when the position asks for it, not when you feel like it.
  2. Three signals: more attackers than defenders, a weakened shelter, a safe centre.
  3. Count the pieces around the king before every sacrifice.
  4. Trade the defenders, keep your attackers. The defender should do the opposite.

Exercises · Lesson 7

In every position one side has the chance to attack the king. Count attackers and defenders, then find the strongest continuation.

Solve these 24 exercises on the boardCreate a free account to check your moves, open hints and solutions, and save your progress.
Exercise 7.1★★ · Mate in 3
Black to move

Find the strongest move.

Exercise 7.2★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.3★★ · Find the move
White to move

Find the strongest move.

Exercise 7.4★★ · Mate in 2
White to move

Find the strongest move.

Exercise 7.5★★ · Mate in 1
White to move

Find the strongest move.

Exercise 7.6★★ · Find the move
White to move

Find the strongest move.

Exercise 7.7★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.8★★★ · Mate in 1
White to move

Find the strongest move.

Exercise 7.9★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.10★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.11★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.12★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.13★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.14★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.15★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.16★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.17★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.18★★★ · Mate in 1
White to move

Find the strongest move.

Exercise 7.19★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.20★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.21★★★ · Find the move
White to move

Find the strongest move.

Exercise 7.22★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.23★★★ · Find the move
Black to move

Find the strongest move.

Exercise 7.24★★★ · Find the move
White to move

Find the strongest move.