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Pin

Tactics · also: absolute pin, relative pin

A pin is when a piece can’t move (or shouldn’t) because a more valuable piece sits directly behind it along the line of attack.

The bishop on g5 pins the knight on f6 to the queen on d8 — if the knight moves, the queen is lost, so it’s stuck.

Only line pieces — bishops, rooks and queens — can pin, because the pin runs along a straight line: attacker, pinned piece, and the bigger piece behind it.

An absolute pin is against the king — the pinned piece literally cannot move, because that would expose the king to check (which is illegal). A relative pin is against a piece (often the queen): moving is legal but loses material.

A pinned piece is a weak piece. Pile more attackers onto it, or push a pawn to win it — it can’t run.

Frequently asked

What’s the difference between an absolute and a relative pin?

An absolute pin is against the king — the pinned piece can’t legally move at all. A relative pin is against a more valuable piece; moving is legal but would lose material.

How do you exploit a pin?

Attack the pinned piece again — with a pawn or another piece — since it can’t move to safety. Or use the fact that it can’t defend its usual squares.

Related terms

Fork
Tactics
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Skewer
Tactics
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