Find the strongest move.
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.
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.
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.
Example 7.1
Black to move. How should the attack continue?
Find the key move.
Solution. 1...♕c3+ 2.♔f1 ♕xa1+ 3.♗d1 ♕xd1+ 4.♘e1 ♖xf2+ 5.♔g1 ♕xe1+ and mate.
Example 7.2
Black to move. How should the attack continue?
Find the key move.
Solution. 1...♕xh4+ 2.♗h3 ♕xh3#
Example 7.3
White to move. How should the attack continue?
Find the key move.
Solution. 1.h5 ♕h7 2.♘d6+ ♔d7 3.♘xf7 — White wins material and keeps the attack.
Example 7.4
White to move. How should the attack continue?
Find the key move.
Solution. 1.♖xf5+ ♔g6 2.♖xf7 ♖a8 3.♖xb7 — White wins a rook.
Example 7.5
Black to move. How should the attack continue?
Find the key move.
Solution. 1...gxh1=♕ 2.♘xg3 ♖xg3 3.♕e1 ♕f3+ — Black wins the queen and the attack goes on.
Example 7.6
White to move. How should the attack continue?
Find the key move.
Solution. 1.♕xf3 gxf6 2.♘xf6+ ♘xf6 3.♕xf6 — White wins material and keeps the attack and the attack goes on.
Remember
- Attack when the position asks for it, not when you feel like it.
- Three signals: more attackers than defenders, a weakened shelter, a safe centre.
- Count the pieces around the king before every sacrifice.
- 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.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.
Find the strongest move.