Checkmate
Rules
In Chess, if the player on turn is in check and cannot make a valid move, is called to be in checkmate. In this case the game ends, the checkmated player loses, and the opponent (the checkmater) wins.
Examples:
1-0
Black is checkmated. The king cannot move and can neither capture the queen as it is defended by the white king.
0-1
Fool's mate, two moves after beginning.
0-1
White is checkmated. The bishop cannot block the path of the queen as then it would expose the king to check from the rook.
0-1
Checkmate in the center.
1-0
Smothered mate: the king is blocked by its own pieces.
0-1
Not a checkmate yet, because the bishop can be intervened, but after capturing it, the position is a back-rank mate. The king's escape fields are blocked by its own pawns.
There are three possible ways to escape from check (see the check-rule), so checkmate occurs when none of these three is possible:
When giving checkmate, be careful to avoid stalemate: it occurs when a player cannot make a valid move, but is not in check. In such cases, the game ends in a draw. For example:
½-½
White's turn: stalemate, because no valid move is possible, but the king is not in check.