Lesson 18 of 20 · Endgame · 7 min

Mate Threats and Brinkmate

Endgames are races, and a quiet mate threat that cannot be stopped often wins faster than any check.

  • Tell a mate threat from a check and play quiet threats.
  • Find brinkmates that no defense can stop.
  • Count the endgame race to decide whether to attack or defend.

A mate threat (tsumero) is a move that threatens checkmate next turn. It does not give check, but if the opponent ignores it, they lose.

A brinkmate (hisshi) is a mate threat that cannot be stopped. Whatever the opponent does, mate follows. In the endgame, a brinkmate usually wins even if you are behind in material.

🔒 2 more cards and 2 more practice positions continue in the app — this lesson is free there.

Try the first practice

Opponentno pieces in hand
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You

Practice 1 of 1

No mate yet. Make a quiet move that threatens mate.

Remember: A mate threat says 'mate next move'; a brinkmate is a threat with no defense. In the endgame, count the race and prefer quiet threats that the opponent cannot stop.

The game begins when the pieces start falling, child.

Finish “Mate Threats and Brinkmate” in the app

4 cards and 3 practice positions, with hints after every wrong try. Then put it to work against Gen and get the game explained in plain English.

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