In chess, a found position is an open move that appears on the board when any two pieces move in the same direction. Found positions can be very strong, because the single piece that moved will create a powerful threat on its own without the other piece being moved. For example, let's say you are at an echelon with your opponent and you quickly take your opponent's middle piece with a check. Your opponent then takes your important center piece with a similar check, leaving you with a weakened position. In this situation, you would usually want to play a check for fear of being taken by the same pattern, and if you see that your opponent did not check, you could proceed with the attack.
However, in this situation, what you really want to do is cast a check that could potentially force a player into a position in which he has lost a piece. You could accomplish this by checking a stone or a pawn onto the board; or, you could cast a double or triple check, thereby taking two or three opposing pieces with your one open piece. If you successfully discover check after check, your opponent may not be aware of your intentions and may not realize that he has lost a piece. This is why some experienced players use a double or triple check, in hopes of causing an opponent to misperceive their plan.
One variation of the double check is to cast a check that covers all of a player's squares. A player could simply leave one or two open squares and leave the rest of the squares unmarked; however, if the opponent checks at the right squares, he must leave one of those squares unmarked. In this case, it will become extremely difficult for the player to realize that he is being checked, and his initial plan may not have been effective.
One variation of the triple check is to cast a double check, covering all three squares but leaving one square unmarked. In theory, your opponent should still be guessing where you will be placing your pieces, so he won't know whether you have a pawn, rook, or bishop. However, your rook, pawn, or bishop will be moving, so you will have already checked with your bishop. This means that your opponent will immediately be alerted that you have a piece in the opposite corner. If your opponent makes the slightest mistake and places his rook, pawn, or bishop in the wrong square, you will have the opportunity to take your rook, pawn, or bishop out of play, eliminating your competitor's entire piece column. Your opponent will then have to figure out where his rook, pawn, or bishop is and whether he wants to place his piece into a check, a diagonal move, or a forward move.
Another variation of the double and triple white check involves the player making a single check and leaving one square that does not contain a checkmate piece to his opponent. If your opponent chooses to make such a check, he must first ensure that there are no other white pieces in the opposing field. Then, your player can follow up with any number of castling moves, depending on which square your opponent chose to leave his checkmate piece in.
Double and triple white check are less popular than their single white counterpart, but they are still important to learn. The double and triple white check allow players to “steal” a pawn from their opponents by placing their checkerboard in a checkmate field and then sacrificing it when the time comes. While this may seem to open up the game for some strategic maneuvers, it also often results in losing a piece due to the checkmate being moved to a square that your player does not control. Players need to be aware that they can sacrifice a rook or a bishop for nothing more than a couple castled Rooks or a few knights, though. Castling is often very tricky in these games because your opponent may have a piece in a checkmate field and simply move it to another square on the opposite side of your board!
Because some players like to castling before the turn, it is important to find out at the beginning of the game whether or not your opponent will do the same. This can often mean the difference between a losing and winning move. If you have an excellent idea of whether your opponent will do a check before the turn, try to take control of your pieces early and often.
Once you know how to discover check, you can use this knowledge later in the game to make massive gains or even end the game in a hurry. For example, it can be very threatening if your opponent is checking to your King and you take your queen with a checkmate move – not only does he get to remove your King and Queen, but you take control of the whole game. Of course, once you have taken control of a square, there is no stopping you from moving your entire crew to that square and taking all your opponent's pieces with you. Check is very useful in Chess as well as in many other competitive games.
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