Real positions from rated games. Narrow them by motif, difficulty or rating, then solve or print each one.
3322 real-game Pin puzzles in this collection
What is a pin?
A pin freezes an enemy piece on a line because moving it would expose a more valuable piece behind it. An absolute pin, against the king, makes moving the pinned piece illegal; a relative pin merely makes it losing.
How to spot it
Trace every bishop, rook and queen line through enemy pieces toward the king or queen. When two enemy units share a line with your long-range piece, a pin is on the board or one move away.
What this set trains
Pin puzzles teach you to pile pressure on an immobilized target and to notice when a defender that looks solid is actually frozen.
How the solutions work · counted by a rules engine
What a typical pin solution looks like
Sample: 18,239 pin puzzles (5% of all 364,981).
4.8% need 1 solver move, 51.3% need 2 solver moves, 32% need 3 solver moves, 8.4% need 4 solver moves, 3.5% need 5 or more solver moves. Median rating: 1284 for the shortest solutions, 2378 for the longest.
30.9% open with a rook move. The first move captures in 38.9% and gives check in 48.5%; 15.2% end in checkmate, 32.3% involve a sacrifice, 52.2% have White to move.
38.9%first move captures
48.5%first move gives check
15.2%end in checkmate
32.3%involve a sacrifice
How many moves does the solver need?
1 solver move
4.8% · median rating 1284
2 solver moves
51.3% · median rating 1456
3 solver moves
32% · median rating 1846
4 solver moves
8.4% · median rating 2113
5+ solver moves
3.5% · median rating 2378
Which piece plays the key move?
Key move by a rook
30.9%
Key move by a queen
23.8%
Key move by a knight
19.4%
Key move by a bishop
18.2%
Key move by a pawn
6%
Key move by the king
1.8%
What does the solver win?
Most valuable capture: queen
42.1%
Most valuable capture: rook
19%
Most valuable capture: pawn
12.4%
Captures nothing along the line
11.7%
Most valuable capture: bishop
8.1%
Most valuable capture: knight
6.8%
Material balance along the whole line, counting every capture by both sides (pawn 1, minor piece 3, rook 5, queen 9):
No material gained (mating or positional)
23.2%
Up to 2 pawns’ worth
14.3%
3–4 points (about a minor piece)
23.1%
5–8 points (a rook or more)
25.3%
9 or more points (a queen’s worth)
14.1%
How much is left on the board?
28 or more pieces on the board
4.9%
21–27 pieces
41.2%
13–20 pieces
48.7%
12 pieces or fewer
5.2%
How it is counted: every puzzle in the sample is replayed move by move with a chess rules engine. A sacrifice means a piece that is captured on the very next ply and was worth more than what it captured itself (pawn 1, minor piece 3, rook 5, queen 9). Sample of 18,239 puzzles. Percentages are shares of the sample.
Where it happens
Where the key move lands
Where the solver’s first move ends, drawn from their own side (rank 1 is their back rank). Busiest squares: f6 (7.9%), h6 (6.2%), g6 (5.7%), e6 (4.6%), f7 (3.3%).
1.2
1.1
1.8
2.6
2.8
1.5
1.2
8
1
1.1
1.5
1.9
3.3
1.7
1.6
7
1.2
1.9
2.6
4.6
7.9
5.7
6.2
6
2.1
1.1
3.3
2.9
3.2
2.8
2.5
5
2.7
1.4
1.6
1.3
2.3
4
1.2
1.3
3
2
1.1
1
a
b
c
d
e
f
g
h
Counted from the same 18,239-puzzle sample. Squares under 1% are left blank.
In the chess glossary
What the glossary says
Pin
When a piece is attacked but cannot legally move, because doing so would expose the player's own king to the attack ("absolute pin"); or when a piece is attacked and can legally move out of the line of attack, but such a move would expose a more valuable piece (or an unprotected piece) to capture ("relative pin").
Absolute pin
A pin against the king is called absolute since the pinned piece cannot legally move out of the line of attack (as moving it would expose the king to check).Cf. relative pin.
Relative pin
A pin where it is legal to move the pinned piece out of the line of attack. The piece is not pinned therefore to the king, but instead to some other piece. Contrast with absolute pin where the pinned piece is not permitted to move, because the piece it is pinned to is the king.
Where this page comes from
The text above is adapted from
“Glossary of chess” on Wikipedia,
by its contributors. We kept only the definitions of the terms listed, removed citations, diagrams and navigation templates, and left the wording otherwise unchanged — nothing here was written or rewritten by AI.
The original is published under
CC BY-SA 4.0,
so this section is published under the same licence. You may share and
adapt it, including commercially, as long as you credit the original and keep the same
licence.
Puzzle positions, ratings and move sequences on this page come from real rated games (CC0 data), not from Wikipedia; theme write-ups and difficulty guides
elsewhere on this site are Chess Puzzle Print's own original work and are not covered by
this licence.
Study positions
The most-solved pin puzzles, from each difficulty level. Play each one on the board, then open the answer for the full line.
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White to move · rating 1003 · solved 15,507 times
· 2 solver moves to find. The solver captures a queen.Reveal line
Opponent's last move: Kg7
Solution: Nf5+ → Kh8 → Nxe7
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Black to move · rating 1061 · solved 5,121 times
· 2 solver moves to find. The solver captures a queen.Reveal line
Opponent's last move: Ng5
Solution: Nc3+ → Kc1 → Nxe2+
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Black to move · rating 1184 · solved 6,536 times
· 3 solver moves to find. It gives up the bishop (Bg4) on the way. The solver captures a queen.Reveal line
Opponent's last move: Qf3
Solution: Qg1+ → Ke2 → Bg4 → Qxg4 → Qxg4+
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Black to move · rating 1298 · solved 5,298 times
· 3 solver moves to find. The solver captures 2 pieces (pawn, queen).Reveal line
Opponent's last move: hxg4
Solution: Qxg4+ → Qg3 → Ne2+ → Kh2 → Nxg3
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White to move · rating 1433 · solved 5,718 times
· 2 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: Kg6
Solution: Qh5+ → Kf6 → Rf1
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White to move · rating 1436 · solved 5,680 times
· Mate in 2. It ends in checkmate on g7 with the queen. The solver captures 2 pieces (pawn, bishop).Reveal line
Opponent's last move: Qd5
Solution: Qxh6+ → Kg8 → Qxg7#
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White to move · rating 1484 · solved 5,588 times
· 2 solver moves to find. A quiet solution: no capture and no mate.Reveal line
Opponent's last move: Be6
Solution: d7 → Bxd5 → d8=Q
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White to move · rating 1680 · solved 2,550 times
· Mate in 2. It ends in checkmate on h7 with the queen.Reveal line
Opponent's last move: Qxb3
Solution: Nf6+ → Kh8 → Qh7#
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White to move · rating 1750 · solved 2,403 times
· Mate in 2. It ends in checkmate on e8 with the queen.Reveal line
Opponent's last move: Nf4
Solution: Ng5+ → Kh8 → Qe8#
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White to move · rating 1823 · solved 4,651 times
· Mate in 5. It ends in checkmate on f8 with the queen. The solver captures 3 pieces (bishop, pawn, rook).Reveal line
White to move · rating 2019 · solved 1,033 times
· 2 solver moves to find. The solver captures a pawn.Reveal line
Opponent's last move: hxg3
Solution: Bh3 → gxf2+ → Kxf2
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White to move · rating 2088 · solved 1,058 times
· Mate in 2. It ends in checkmate on h4 with the queen. It gives up the rook (Rxh5+) on the way. The solver captures a pawn.Reveal line
Opponent's last move: Kh6
Solution: Rxh5+ → Kxh5 → Qh4#
Positions and move sequences come from real rated games (CC0 data). Engine evaluations, where shown, are stored evaluations of the position (CC0).
Background reading
Pin (chess)
In chess, a pin is a tactic in which a defending piece cannot move out of an attacking piece's line of attack without exposing a more valuable defending piece. Moving the attacking piece to effect the pin is called pinning; the defending piece restricted by the pin is described as pinned. Only a piece that can move any number of squares along a horizontal, vertical, or diagonal line (i.e. a bishop, rook, or queen) can pin. Any piece can be pinned except the king. The pin is one of the most powerful chess tactics. The inverse of a pin is a skewer, in which a more valuable piece under direct attack may move to expose a less valuable piece to an attack.
Absolute pin
An absolute pin is one where the piece shielded by the pinned piece is the king. In this case it is illegal to move the pinned piece out of the line of attack, as that would place one's king in check (see diagram). A piece pinned in this way can still give check or defend another piece from capture by the opposing king.
Relative pin
A relative pin is one where the piece shielded by the pinned piece is a piece other than the king, but typically is more valuable than the pinned piece. Moving such a pinned piece is legal but may not be prudent, as the shielded piece would then be vulnerable to capture if the pinned piece moving does not put the opponent’s king in check.
Partial pin
Independently of whether it is absolute or relative, a pin might be a partial pin, in which the pinned piece can still move along the line of the pin, and it might be able to capture the piece that is pinning it, but it cannot leave that line. For example, a rook or queen can be partially pinned along a file or rank, or a bishop or queen can be partially pinned along a diagonal. Capturing the pinning piece can still be advantageous to the pinning player, as in the example diagram (the pinning rook is defended, so capturing it with the queen would lose material). A queen can only ever be partially pinned, as she can move in any linear direction, while a knight can only be completely pinned due to its unique movement. The pawn is a more complex case; due to its limited and conditional movement, whether a pin on a pawn is partial depends on the line and direction of the pin and on whether there are opposing pieces available for it to capture. It is possible for two opposing pieces to be partially pinning each other.
Situational pin
Sometimes a piece may be considered to be in a situational pin. Like a relative pin, a situational pin does not legally restrict the piece from moving, but moving the pinned piece out of the line of attack can result in some detriment to the player (e.g. checkmate, immediate loss of the game, occupation of a critical square by the opponent, etc.). Consider the diagrammed position with White to move. The black bishop on d5 is unprotected and White can capture it with 1.Nxd5; however, White should not play the capture or otherwise move the knight, due to the skewer attack 1...Rb1+ winning White's rook (the king is forced to move, then 2...Rxh1). It can be said that the white knight is "pinned to the b1-square" rather than pinned to a piece.
Cross-pin
A cross-pin consists of two or more pins, of any type, on the same piece. As there is only one king per side, only one of the pins can be absolute, but there are otherwise no restrictions on the types of pins involved.
Where this page comes from
The text above is adapted from
“Pin (chess)” on Wikipedia,
by its contributors. We removed reference markers, infoboxes, templates and embedded
media, and kept the prose sections otherwise intact — nothing here was written or
rewritten by AI.
The original is published under
CC BY-SA 4.0,
so this section is published under the same licence. You may share and
adapt it, including commercially, as long as you credit the original and keep the same
licence.
Puzzle positions, ratings and move sequences on this page come from real rated games (CC0 data), not from Wikipedia; theme write-ups and difficulty guides
elsewhere on this site are Chess Puzzle Print's own original work and are not covered by
this licence.