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
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.
Related
Terms:
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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