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Pin

From WikiChess

A pin is a situation in the game of chess wherein a piece must remain in its current position to prevent the capture of a more powerful piece behind it. This type of force is most effective when the pinned piece is protecting a king, an absolute pin.

Image:chess zhor 26.png
Image:chess zver 26.png a8 b8 c8 d8 e8 kd f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 nd f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 pd h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 nl g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 kl d1 e1 rl f1 g1 h1
Image:chess zhor 26.png
The rook on e1 pins the knight on e6 to its king.

For example, see the position to the right. Black's king resides on its starting square, e8. A Black knight on e6. White has played rook to e1, threatening to take the knight. This prevents Black from bringing his knight further into play, by pinning it to the king. Moving it would be an illegal move.

Pinning, as can be seen from the diagram, can be put to good use removing a piece (usually defending) as a factor in the game, until the piece behind it has been moved. So, the pawn on g5 having previously been defended by black's Knight, is now undefended, as the Knight could no longer retake without breaking the rules of the game.

Note however that relative pins, in which the piece behind the pinned piece is not the king, must be considered carefully for tactical soundness. As it remains legal for the pinned piece to move, although at material cost, in some cases a surprise sacrifice is possible that can completely turn the tables on the player who relied on the pin. The Legal sacrifice is a famous example of such a pin-breaking maneuver.

Only queens, rooks, and bishops can pin a piece, due to the knight's ability to move over other pieces. Pawns and kings cannot simply because they can't move far enough that they would be able to threaten a piece more than one square away.

See also: skewer.