Chess Tactics

Mastering Chess Tactics: How to Use Pins, Forks, and Skewers to Win Games

By the ChessDada Team • Published 8 August 2026 • 13 min read
Three chess board diagrams side by side showing a pin, a fork and a skewer: a white bishop on b5 pinning a black knight on c6 to the king on e8; a white knight on g5 heading to f7 to fork the black king on h8 and queen on d8; and a white rook on a1 heading to a8 to skewer the black king on d8 and rook on h8.
The three tactics that win the most material in chess. Every diagram in this guide was checked with Stockfish 16 at search depth 22–24.
Short answer

A pin freezes an enemy piece because something more valuable sits directly behind it on the same line. A fork is one move that attacks two or more enemy pieces at once, so only one of them can be saved. A skewer is a pin in reverse: the valuable piece is in front, you attack it, it must move, and you capture what it was shielding. All three win material by creating two problems with a single move, and all three come down to noticing that two enemy pieces are standing on the same rank, file or diagonal.

What's inside this article

  1. How to read the diagrams
  2. The Pin: freezing a piece in place
  3. The Fork: two threats, one move
  4. The Skewer: the pin in reverse
  5. Pin vs Fork vs Skewer: the comparison table
  6. Common mistakes players make with these tactics
  7. How to practise them
  8. Frequently asked questions

Tactics are the part of chess where games are actually decided. At club level, a game is far more often lost because somebody left two pieces on the same diagonal than because of a subtle strategic error thirty moves earlier. The good news is that the overwhelming majority of those moments come from three patterns, and all three can be learned in an afternoon.

This guide covers the pin, the fork and the skewer: what each one is, the different types, worked examples on real boards, and — the part most guides skip — how to defend against them.

How to read the diagrams

Every board in this article is a legal, engine-checked position. The coloured squares mean the same thing every time:

One number you need throughout: the standard relative values are queen 9, rook 5, bishop 3, knight 3, pawn 1. Tactics are arithmetic — you are always trading something cheap for something expensive. If those numbers are new to you, start with chess piece values explained.

The Pin: Freezing a Piece in Place

What is a pin in chess?

A pin is an attack on a piece that cannot move away, because a more valuable piece stands directly behind it on the same rank, file or diagonal. The pinned piece is stuck: moving it would either be illegal, or would hand your opponent the bigger piece behind it.

Only three pieces can pin: the bishop, the rook and the queen. A pin needs an attacker that works along an unbroken line, so a knight, a pawn or a king can never pin anything — a fact worth remembering when you are checking whether your own pieces are safe.

Types of pin: absolute and relative

The distinction matters because it changes what the pinned piece is legally allowed to do.

There is also a useful informal category, the situational pin, where the piece behind is not more valuable but the square behind is critical — a mating square, or a square that holds a whole defence together.

Example 1: a relative pin from 1750

Chess position after 1.e4 e5 2.Nf3 d6 3.Bc4 Bg4. The black bishop on g4 is highlighted in blue, the white knight on f3 in red, and the white queen on d1 in amber, with a red arrow along the g4-f3-e2-d1 diagonal showing the relative pin.
After 1.e4 e5 2.Nf3 d6 3.Bc4 Bg4. The bishop on g4 pins the knight on f3 against the queen on d1. Because the piece behind is the queen and not the king, this is a relative pin — the knight may legally move.

This exact position leads to the oldest famous tactic in chess, played by Legall de Kermur against Saint Brie in Paris, traditionally dated to around 1750. Most players look at f3 and conclude the knight is glued there. Legall did not. After 4.Nc3 g6, he played 5.Nxe5!, moving the pinned knight and apparently just losing his queen.

If Black grabs it with 5…Bxd1, the finish is 6.Bxf7+ Ke7 7.Nd5# — checkmate, which we confirmed is a genuine mate rather than chess folklore. Black's best reply is actually 5…dxe5, declining the queen; Stockfish still rates White close to two pawns better after 6.Qxg4, so the piece sacrifice was sound even against correct defence.

The lesson. A relative pin is a strong suggestion, not a law. Before you assume a piece is frozen, check what actually happens if it moves anyway. This is the single most common blind spot in club chess.

Example 2: an absolute pin in a mainstream opening

Chess position after 1.e4 e5 2.Nf3 Nc6 3.Bb5 d6 in the Steinitz Defence. The white bishop on b5 is highlighted blue, the black knight on c6 red and the black king on e8 amber, with a red arrow along the b5-c6-d7-e8 diagonal showing the absolute pin.
The Steinitz Defence to the Ruy Lopez: 1.e4 e5 2.Nf3 Nc6 3.Bb5 d6. Now that the d7-pawn has moved, the bishop on b5 pins the knight on c6 straight to the king on e8. This is an absolute pin — the knight is legally unable to move.

This is worth studying because of a trap in the move order. After 3.Bb5 on its own there is no pin at all: a black pawn still sits on d7, blocking the line. Plenty of beginners are taught that the Ruy Lopez "pins the knight", and it simply does not until Black plays a move like 3…d6 that clears d7. The defence is named after Wilhelm Steinitz, the first official World Champion (1886–1894).

Example 3: how to cash a pin in — pile on

Creating a pin wins nothing by itself. The pinned piece is only a liability once you attack it more times than it can be defended, and it cannot run.

Chess position after 4.d4 in the Steinitz Defence. The white bishop on b5 and the white pawn on d4 are highlighted blue, the pinned black knight on c6 red and the black king on e8 amber, with arrows showing the pin on the b5-e8 diagonal and the pawn hitting e5.
After 4.d4. White strikes at e5 — the pawn that the pinned knight on c6 is supposed to be defending. Because the knight cannot move, Black has to resolve the tension in the centre immediately.

That is the whole technique. Attack the pinned piece again, or attack whatever the pinned piece is defending. A pinned defender is a defender that cannot step aside, so anything relying on it becomes weak too. Stockfish's preference here is 4…exd4, releasing the tension before White can add more attackers, which tells you the pressure is real.

How to spot a pin, and how to escape one

Spotting one: scan for enemy pieces standing on the same line as their own king or queen with nothing in between. Every time your opponent castles kingside, the diagonal to h7 and the file through f7 are worth a glance. Every time their queen sits on the same diagonal as a knight, look at whether one of your bishops can reach that diagonal.

Escaping one — five methods, roughly in order of how often they work:

  1. Move the piece behind. Get the king or queen off the line and the pin disappears instantly. Usually the cleanest answer.
  2. Block the line. Interpose a cheaper piece between the pinner and the pinned piece.
  3. Capture the pinner. Obvious, and regularly overlooked.
  4. Attack the pinner. A pin costs nothing if the pinning bishop has to spend a move retreating. In the Ruy Lopez, …a6 does exactly this.
  5. Create a bigger threat. If your opponent is dealing with a check, they have no time to collect your pinned knight.
Defensive habit worth building: when a piece of yours gets pinned, do not immediately defend it more. Ask first whether you can simply move the piece behind. Adding a defender to a pinned piece keeps the problem; moving the king or queen off the line ends it.

The Fork: Two Threats, One Move

What is a fork in chess?

A fork is a single move that attacks two or more enemy pieces at the same time. Your opponent gets one move to respond, so they can save one piece and only one. The other is yours.

Unlike the pin and the skewer, every piece on the board can fork, including the king and the pawn. It requires no line and no alignment — just one square that happens to hit two targets.

Types of fork

Example 1: the royal fork

Chess position with a white knight on g5 highlighted in blue, the f7 square marked, the black king on h8 in red and the black queen on d8 in amber. A red arrow points from g5 to f7 showing the coming royal fork.
White to move. The knight on g5 has a route to f7 — a square from which it attacks both the black king on h8 and the black queen on d8. Stockfish confirms 1.Nf7+ as the best move here by a very wide margin.
The same chess position after 1.Nf7 check. The white knight now stands on f7 highlighted blue, with two red arrows showing it attacking the black king on h8 and the black queen on d8 simultaneously.
After 1.Nf7+. Both black pieces are hit at once, and no black piece can capture the knight on f7. Black must answer the check with 1…Kg8, and White plays 2.Nxd8, winning the queen for a knight.

Two details make this work, and both are worth copying. First, the fork comes with check, which removes every defensive resource Black might have had. Second, f7 is not defended — a fork on a square the opponent controls is not a fork, it is a donation. Always check the landing square before you jump.

Example 2: the pawn fork, in a real opening idea

Chess position after 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Nc3 Nxe4 5.Nxe4 d5, the fork trick. The black pawn on d5 is highlighted blue with two red arrows attacking the white bishop on c4 and the white knight on e4, both highlighted in red.
The fork trick: 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Nc3 Nxe4 5.Nxe4 d5. Black gave up a knight one move ago, and now a single pawn attacks both the bishop on c4 and the knight on e4. Only one of them can be saved.

This is a genuine, named opening idea rather than an invented puzzle, and it shows why the pawn is such a nasty forking piece: it is worth one point, so neither the bishop nor the knight can consider capturing it. White's best is 6.Bd3 dxe4 7.Bxe4, after which Black has recovered the piece and Stockfish evaluates the position as dead level. Black's temporary sacrifice was fully sound — because of the fork.

Example 3: the queen fork

Endgame chess position with a white queen on d1 highlighted blue, the d5 square marked, the black king on g8 in red and an undefended black rook on a8 in amber, with a red arrow from d1 to d5 showing the queen fork.
White to move plays 1.Qd5+, hitting the king on g8 along the d5–g8 diagonal and the loose rook on a8 along the fifth rank and the long diagonal. Black must move the king, and 2.Qxa8+ follows. Stockfish rates the position as completely winning after this.

Queen forks nearly always work the same way: a check on one line plus an undefended piece on another. Which is why the practical advice is not "look for queen forks" but "stop leaving pieces undefended". A loose piece is what makes the fork possible in the first place.

How to spot a fork, and how to avoid one

Spotting one: look for two enemy pieces that are a knight's move apart from a common square — with practice this becomes instant recognition rather than calculation. Look hardest when the enemy king and queen are both on the same colour square, because that is exactly what a single knight can hit. And check every enemy piece that is currently undefended, because those are the second target in almost every fork.

Avoiding one:

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The Skewer: The Pin in Reverse

What is a skewer in chess?

A skewer attacks a valuable piece that has a less valuable piece directly behind it on the same line. The front piece is forced to move, and you capture whatever it was shielding. It is the pin with the two victims swapped around, which is why it is sometimes called a reverse pin or a thrust.

As with the pin, only the bishop, rook and queen can skewer, because the tactic depends on attacking along a line.

Types of skewer

Example 1: the rook skewer on the back rank

Rook endgame chess position with a white rook on a1 highlighted blue, the a8 square marked, the black king on d8 in red and the black rook on h8 in amber, with a red arrow up the a-file showing the coming skewer on the eighth rank.
White to move plays 1.Ra8+. The black king on d8 and the black rook on h8 are on the same rank, so the check forces the king off the eighth rank and 2.Rxh8 wins a whole rook. Stockfish confirms this is the only move that wins here — everything else is a draw.

That last detail is the point of the example. Every other first move in this position evaluates as level. One move wins a rook. This is what tactical alertness is actually worth in an endgame.

Example 2: the bishop skewer

Endgame chess position with a white bishop on g3 highlighted blue, the h4 square marked, the black king on f6 in red and the black rook on d8 in amber, with a red arrow from g3 to h4 showing the bishop skewer along the h4-d8 diagonal.
1.Bh4+ lines the bishop up on the h4–d8 diagonal, with the black king on f6 in front and the rook on d8 behind. The king must step off the diagonal and 2.Bxd8 follows. Stockfish rates White as clearly winning after Bh4+, and as slightly worse after anything else.

Notice what had to be true for this to work: no black piece could interpose on g5 or e7. A skewer is defeated by a block just as easily as a pin is, so before you play one, check every square on the line between the two enemy pieces.

How to spot a skewer, and how to avoid one

Spotting one: the trigger is an enemy king or queen with anything at all lined up behind it. In endgames, get into the habit of checking every rank, file and diagonal that the enemy king stands on. Skewers hide in plain sight because most players scan for what is in front of a piece, not what is behind it.

Avoiding one:

Pin vs Fork vs Skewer: The Comparison Table

Two chess diagrams side by side on the same a4-e8 diagonal. On the left, a pin: a white bishop on a4 attacks a black knight on d7 with the black king behind on e8. On the right, a skewer: the same bishop on a4 attacks the black king on d7 with a black rook behind on e8.
The same bishop, the same diagonal, the same two enemy pieces — only the order is different. Cheap piece in front is a pin. Valuable piece in front is a skewer. That single swap is the entire distinction.
  Pin Fork Skewer
What happens A piece is frozen because something more valuable is behind it One move attacks two or more pieces at once A valuable piece is attacked and forced to move, exposing what was behind it
Which pieces can do it Bishop, rook, queen only Every piece, including king and pawn Bishop, rook, queen only
Piece order on the line Cheap in front, valuable behind No line needed at all Valuable in front, cheap behind
Typical material won Often nothing immediately — you must pile on. Then the pinned piece The smaller of the two attacked pieces, usually 3 to 9 points The piece behind, immediately. Often a full rook or queen
Wins straight away? No, it sets up the win Usually yes, on the next move Usually yes, on the next move
How to defend Move the piece behind, block, capture or attack the pinner, or counterattack Cover the forking square, defend loose pieces, keep king and queen on different colours Block the line, or avoid lining up king and rook in the first place
Where it shows up most Openings and middlegames Everywhere, especially tactical middlegames Endgames, where lines are open

Common Mistakes Players Make With These Tactics

How to Practise Pins, Forks and Skewers

Tactical vision is pattern recognition, and pattern recognition is built by repetition, not by reading. Three things work, in this order:

  1. Short daily puzzle sessions. Fifteen minutes every day beats two hours once a week, because you are training recall rather than understanding. Our daily chess puzzles are a place to start, and Lichess Puzzles has a free, enormous, rating-adjusted database if you want volume.
  2. Play slow games and check every move. Before you release a piece: does this line two of my pieces up? Does this leave anything loose? Where can their knights jump? Blitz will not build this habit — longer time controls will.
  3. Review your losses. Find the exact move where material went, and name the tactic that took it. After twenty games you will notice you keep losing to the same one, and that is the pattern to drill.

Once the patterns are automatic, the natural next step is putting them to work in real games. If you are tracking progress, what counts as a good chess rating gives a realistic picture of where tactical improvement usually shows up on the scoreboard, and the best chess openings for beginners covers getting to a playable middlegame in the first place.

♟ Put it into practice now

Play live against real people, work through puzzles, or take on the computer at your own level. Everything below is free.

Frequently Asked Questions

What is the difference between a pin and a skewer?

They use exactly the same geometry — an attacker, and two enemy pieces lined up behind each other on one rank, file or diagonal. The only difference is which one stands in front. In a pin the less valuable piece is in front and is frozen by the more valuable piece behind it. In a skewer the more valuable piece is in front: you attack it, it has to move, and you take what it was shielding. That is why a skewer is sometimes called a reverse pin.

What is an absolute pin in chess?

An absolute pin is one where the piece behind is the king. Moving the pinned piece would expose the king to check, which is illegal, so it genuinely cannot move. A relative pin has a queen or rook behind instead — moving is legal there, it just usually costs material.

Which pieces can create a pin or a skewer?

Only the sliding pieces: bishop, rook and queen. Both tactics need an attacker working along an unbroken line, so a knight, a pawn or a king can never pin or skewer anything. Forks are different — every piece on the board can deliver one.

Which piece is the most dangerous forker?

The knight. Its jump cannot be blocked, and it always attacks squares of the opposite colour to the one it is standing on, which is why defenders keep missing them. A knight fork hitting the king and queen together is a royal fork. The pawn is a close second: it attacks two squares diagonally and costs one point, so a pawn fork against two pieces nearly always wins material outright.

How do I get out of a pin?

Five options: move the valuable piece behind out of the line, block the line with a cheaper piece, capture the pinning piece, attack the pinning piece so it must retreat, or create a bigger threat elsewhere. In an absolute pin the first is usually the only reliable one, because the pinned piece itself cannot legally move.

Can a king be forked?

Yes, and it is the most dangerous version. When a fork hits the king and another piece, the check has to be answered first, which hands the attacker a free move to take the second piece. That is why forks delivered with check are so much stronger than forks without.

Are pins, forks and skewers enough to improve my rating?

Below roughly 1500 they matter more than anything else. Most club games are not decided by an opening novelty or a deep endgame plan — they are decided when one side drops a piece to a tactic. Recognising these three patterns instantly, and checking for them before every move, removes a large share of those losses.

How do I practise spotting tactics?

Solve puzzles in short daily sessions rather than long weekly ones, because you are training recall. Then add a check to your own games: before you release a piece, ask whether the move lines two of your pieces up on one line, and whether any enemy knight has a square that hits two things at once.

Sources and further reading

Method note: every position in this article was set up as a legal board, checked for pins with the python-chess library, and analysed with Stockfish 16 at search depth 22–24. Where the text says a move wins material or is the best move, that is the engine's assessment of the position shown, not an estimate.

Final Thoughts

Pins, forks and skewers are not advanced chess. They are the vocabulary of the game, and the reason they win so many points is that most players below master level are only half-looking for them — hunting for their own tactics while forgetting to check for their opponent's.

The two habits worth taking away are small. Before you move, look at your own pieces and ask whether any two of them are lined up on the same rank, file or diagonal. Then look at your opponent's and ask the same thing. That is where every pin and every skewer starts. Add "where can their knights go next" and you have covered the fork too.

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