~ Checkmates ~

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Avatar of HighEldar

Here is a list of checkmates unique to 4PC and their respective definitions. Virtually all checkmate positions from classical chess may still apply in 4PC games. For a list of classical checkmate positions, please click here.


Double Checkmate

A double checkmate is a position in which a players King is in checkmate via means of being in double check without any squares in which to escape to. A player whose King is in double check must move the King on their turn as neither check can be legitamately blocked nor can the checking pieces be captured by the checked players own pieces other than by his King if the checking pieces are unprotected. The following is a list of possible double checkmate classes; though highly unlikely to actually occur, the double checkmates involving pawns have been included.

  • Two Queens Double Checkmate
  • Two Rooks Double Checkmate
  • Two Bishops Double Checkmate
  • Two Knights Double Checkmate
  • Two pawns Double Checkmate
  • Queen-Rook Double Checkmate
  • Queen-Bishop Double Checkmate
  • Queen-Knight Double Checkmate
  • Queen-pawn Double Checkmate
  • Rook-Bishop Double Checkmate
  • Rook-Knight Double Checkmate
  • Rook-pawn Double Checkmate
  • Bishop-Knight Double Checkmate
  • Bishop-pawn Double Checkmate
  • Knight-pawn Double Checkmate

Supported Double Checkmate

A "supported" double checkmate (or assist-mate) is a double checkmate in which at least one of the checking pieces is defended by the other checking piece; this ensures that it cannot be captured by the checked players King.

Two Queens Assist-mate
A Two Queens Double Checkmate where the Queens support each other such that they are directly adjacent to that King and cannot be captured by the King due to the protection they place on each other. This can occur in one of three ways:

  • The Queens are directly next to each other on adjacent squares.
  • The Queens are on the same rank or file as each other with a vacant square in between them.
  • The Queens sit with the enemy King in between them and they support each other via x-ray.

Two Rooks Assist-mate
A double checkmate in which two Rooks, on the same rank or file, place an enemy King in check where at least one of the Rooks is protected from being captured via x-ray protection.

Two Bishops Assist-mate
A double checkmate in which two Bishops on the same diagonal place an enemy King in check where at least one of the Bishops is protected from being captured via x-ray protection.

Queen-Knight Assist-mate
A Queen-Knight double checkmate such that the Queen is directly adjacent to the enemy King and is supported from being captured via the Knights protection.


Single Minor Piece Checkmate
In 4PC it is possible to gain checkmate even when the only (non-King) piece on the board is a Knight or a Bishop. This is because of the multiplicity of Kings that can enable the blocking of squares that a checkmated King would otherwise be able to escape to. As such, there must be at least 3 Kings on the board for this kind of checkmate to play out.

Single Bishop Checkmate
A checkmate in which a singular Bishop is used to check the King whilst the Kings escape squares are blocked by the opponent Kings and edges of the board.

Single Knight Checkmate
A checkmate in which a singular Knight is used to check the King whilst the Kings escape squares are blocked by the opponent Kings and edges of the board.


Teams

4PC Fool's mate
If Red, Yellow and Green all open with their Kings pawn and Blue does not intervene by providing a check on Yellow, then Green becomes checkmated via the fastest possible checkmate possible in 4PC. Red will capture Green's Queen with 2. Qxn8+, and Yellow will then defend Red's queen with 2. -- Bm7#. There are 3568 different combinations of Fool's mate characterised by the moves:

1. (h3, h4) ~ (g12, g11) (l7, k7)
2. QxQn8+ (/Qg13, Qh14, Bh13) Bm7 #

4PC Scholar's mate
Red opens with his Kings pawn, Yellow moves his Queen pawn two steps to h11 and Green also opens with his Kings pawn. Red then captures Greens Queen with 2. Qxn8+, Yellow plays Qh12 and Green must capture the Queen on n8 with his King. Provided Blue does not intervene by checking Yellow at any point or blocking the path of Yellow's Queen on the third move, Yellow can now deliver Scholar's mate with 3. -- Qxn6#.

1. (h3, h4) ~ h11 (l7, k7)
2. QxQn8+ (/Qg13, Bh13) Qh12 KxQn8
3. ~ (/Qxg13, Bh13, QxQh12, Qi11, Qj10, Qk9, Ql8) QxBn6 #

King move mate
A checkmate in which the player right of the checkmated need only move his King in order for the next player to be checkmated.


FFA & Solo

[Contributions needed].

Avatar of icystun

Bishop and Knight checkmates.

Avatar of icystun

I think you misunderstood. Single bishop and single knight...

Avatar of HighEldar

Hey, I was just updating right now, current schema I was going for was first defining Double checkmates, then defining "assisted"/"support" mates - where at least one of the checking pieces is defended by the other checking piece. So far I've only concentrated on Double checkmates, but did you mean checkmates with only one piece?

Avatar of icystun

yes

Avatar of HighEldar

I might be biased, in my head I think of these as positions usually obtainable in classical chess; can you think of any scenarios that would make it unique to 4pc?

Avatar of HighEldar

Ok, it's a bit simple and could do with some improvent, but I think it is okay for now.

I'm not overly keen on the definition of Kings move mate partially because in some scenarios a waiting move can still lead to checkmate even if the King cannot move and the scenario in which a Kings move might be absolutely necessary (say to ensure a discovered attacked that gives the checkmate). This is partially why I came up with the idea of a Wait mate as it doesn't depend on the King but it encapsulated the idea of a waiting move being the pre-requisite condition for the final checkmate to be delivered.

Avatar of icystun

In classical chess single bishop and single knight is a draw by default. In 4pc it is checkmate because we have two kings. So these checkmates are unique to 4pc.

Avatar of HighEldar

Oh snap, I've not seen these before, I will write it up pronto

Avatar of HighEldar

okay, done, I think these definitions work...

Avatar of tommerrall949

4PC Scholar's mate is not what you think it is. The variation you posted is the  delayed fool's mate, although it never happens because it's not a great opening for yellow. 

 

Scholar's mate is:

 

1 r. h3 c8 g12 -

Bxa9 Kxa9 Qxa7 -

- #

Avatar of HighEldar

I sourced Scholars mate from the wikibook (here), but this is exactly why we have the University - (to study and) so we can clarify and make official once and for all what everything is called, so I am glad you brought this up.
And yes! I know what you are talking about there, although I didn't know what it was called so I was calling that sequence (to myself) The Blue Monday, since it is a Blunder from Blue - or rather, I was calling 1. (h3, h4) (c8, d8) The Blue Monday, since that move itself is a blunder that can lead to a number of traps, the bare minimum of which being the loss of a Rook and Bishop for B/G. I'll open a dialogue on this shortly.

Another mating trap that needs certifying is what I've been temporarally calling "Sicilian Fools Mate".
1. (h3, h4) ~ (i12, i11) (l7, k7)
2. QxQn8+ (/Qxg13, Bxh13) Qxm9 #

Avatar of icystun

Isn't c8 sort of fool's mate because it wouldnt be checkmate if the opponent didn't move?

Avatar of HighEldar

Its a foolish-mate if Blue captures Reds Bishop instead of Yellows Queen. If after say:

1. h3 c8 g12 (/L7, k7)
2. Qxn8

Capturing the Red Bishop will lead to a trivial checkmate by Yellow with the Queen capture. Any other move that does not block the Queen-Queen (a7, h14) diagonal will lead to a fools-mate eseque scenario on Blue but with Yellows Queen capturing Blues Queen and Reds Bishop defending Yellow Queen with Bb8.

Note: (/L7, k7) = any move except L7 or k7 since these moves would lead to a different scenario which is still losing for BG.

I've been meaning to write about this blunder from Blue to discuss the theory and traps that result from this terrible move. I'll start something up shortly.