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What Is a Pin in Chess?

The line-tactic that freezes an enemy piece against a higher-value target behind it. Absolute vs relative, the six pin patterns every 1200 needs to know, how to pile up attackers, and the five mistakes that give up free material. No signup. No paywall.

TL;DR — Pin in 5 Bullets

  • A pin attacks a piece along a line (file, rank, or diagonal) with a more valuable target behind it. The pinned piece cannot move without exposing the target.
  • Absolute pin = king behind. The pinned piece is literally illegal to move. Relative pin = valuable piece behind. Moving is legal but costs material.
  • Only bishops, rooks, queens can pin. Knights, pawns, and kings cannot — pinning requires attacking along a straight line.
  • The two most-seen pins in every 1.e4 / 1.d4 game: Bb5 pinning Nc6 (Ruy López) and Bg5 pinning Nf6 (Queen's Gambit / Trompowsky / Italian).
  • Break a pin by: moving the king, blocking, capturing the pinner, counter-pinning, or creating a bigger threat elsewhere (zwischenzug).

Pin — Definition and Origin

A pin is a chess tactic in which one piece attacks along a line (file, rank, or diagonal) and an enemy piece on that line cannot move because a more valuable enemy piece sits behind it. The visual metaphor is a pin holding a butterfly to a display board — the front piece is fixed in place, unable to escape without dropping the piece pinned behind it. The English term dates to the early-1800s London chess clubs, replacing the earlier “stitching” used in Renaissance Italian chess writing. Every major language uses a similar metaphor — French clouage (“nailing”), German Fesselung (“binding”), Russian svyazka (“tying”).

The mechanical rule that makes pins work: if moving a piece would leave your own king in check, the rules of chess forbid that move. This creates the absolute pin — the pinned piece is not just discouraged from moving, it's literally illegal. For pins where the piece behind isn't the king, moving is legal but costs material, which creates the strategic pressure. See our tactical pattern guide for pins for puzzle-by-puzzle pattern training.

Every Piece That Can Pin

Only three of the six chess pieces — bishop, rook, and queen — can create a pin. Knights, pawns, and kings cannot, because pinning requires attacking two pieces on the same straight line.

Bishop pin — the diagonal pin

Bishops pin along diagonals — the most frequent pinning geometry in the opening because both players' minor pieces develop early and bishops slide onto long diagonals with tempo. The two textbook bishop pins every beginner will meet: Bg5 pinning a Black knight on f6 against the queen on d8 (Queen's Gambit, Ruy López Berlin, Italian Game — comes up in roughly 40 % of 1.d4 and 1.e4 games), and Bb5 pinning a Black knight on c6 against the king on e8 (the Ruy López itself — the entire opening is named for this pin). Bishop pins are usually relative early on (queen behind, not king) but become absolute the moment the queen swaps positions with the king via castling.

Rook pin — the file & rank pin

Rooks pin along files and ranks. The two classic rook pins: the open-file pin — a rook on e1 pinning an enemy knight on e6 against the queen on e8 or the king on e8; and the back-rank pin — a rook on the 8th rank pinning a piece against a boxed-in king that has no luft. Rook pins are worth more than bishop pins on average because rooks are worth five points to the bishop's three — the pinner survives even a full trade for a minor piece that was pinned. The famous Alekhine's Gun (three heavy pieces stacked on the same file — usually Q + R + R) is the ultimate rook-pin battery: no defender can hold the pinned target against three attackers piled up.

Queen pin — the eight-direction pinner

The queen pins on files, ranks, AND diagonals — the only piece that can create a pin from any of the eight compass directions. Queen pins are most powerful in the endgame, where the board is opened up and the queen's range is unblocked. The classic queen pin: Qd5 pinning a Black bishop on e6 against the rook on f7, or a diagonal Qh4 pinning a knight on f6 against the king on g8 (a common attacking pattern after the enemy castles kingside with an early g-pawn push). Queen pins are also strategically expensive — losing the queen to break a pin costs nine points, so defenders often let the pinned piece die instead.

What CANNOT pin — knights, pawns, kings

Only sliding pieces can create pins, because a pin is a line-tactic — the pinning piece attacks along a straight line, with the pinned piece and the more valuable target both on that line. Knights move in L-jumps that skip squares, so a knight can never simultaneously attack two pieces on the same line — knights fork, they do not pin. Pawns attack only two diagonal squares one square in front of them; they cannot see past the piece they attack. Kings attack every adjacent square but only one square deep, so there is no 'piece behind' for the king to pin against. The three pinners are bishop, rook, queen — nothing else.

Absolute, Relative, Partial, Cross

Chess literature distinguishes four pin categories. The vocabulary matters because each type has a different forcing guarantee:

Absolute pin (king behind)

The strongest pin in chess: the target behind the pinned piece is the king. Because moving the pinned piece would expose the king to check, the pinned piece is literally illegal to move — the rules of chess forbid making a move that leaves your own king in check. Absolute pins are unbreakable except by (a) blocking the pinner's line with another piece, (b) capturing the pinner, or (c) moving the king first to remove the pin condition. The pinned piece is completely inert — it defends nothing, attacks nothing, and cannot recapture. Absolute pins are the single most valuable line-tactic in chess because the pinned piece becomes a free target for pile-up attackers.

Relative pin (valuable piece behind)

The target behind the pinned piece is valuable but not the king — usually the queen, sometimes a rook or a piece defending a critical square. Moving the pinned piece is legal but costs material (the defender chooses to lose the pinned piece rather than the higher-valued one behind it). Relative pins are breakable — the defender can move the pinned piece anyway if the tactical justification (a check, a counter-fork, a bigger threat) outweighs the material cost. The classical relative pin is Bg5 vs Nf6 pinning against the queen on d8: Black can play …Ne4 breaking the pin, at the cost of losing the queen if White's queen defends the bishop, or gaining tempo if not.

Partial pin (relative pin with defence)

A relative pin where the pinned piece is itself defended by another of the pinner's pieces, so capturing back is possible but the exchange favours the pinner. Example: White plays Bg5 pinning Nf6 against Qd8; Black plays …h6 attacking the bishop; White plays Bxf6, and after …gxf6 or …Qxf6, White has traded a bishop for a knight but permanently damaged Black's kingside pawn structure. The classical Ruy López Bb5 pin is a partial pin because Black can play …a6 forcing the bishop to decide: retreat to a4, capture on c6 with damage, or accept the tempo loss.

Cross-pin (two pins from different pieces)

A single piece pinned in two different directions at once — usually along a diagonal by a bishop AND along a file/rank by a rook. Cross-pinned pieces are completely lost: whichever direction they try to move exposes a target on the other axis. Cross-pins are rare but instantly decisive. The famous example is Marshall vs Chigorin 1903: White plays Rd7 pinning a bishop on d3 against the king on d8 (file pin), while a bishop on h7 pins the same bishop against a rook on b1 (diagonal pin). The bishop cannot move without losing material on one axis or the other — a forced win.

Six Famous Pin Patterns

These six patterns cover roughly 80 % of pins seen in tournament games. Learn them all and you will spot pinning opportunities in almost every position.

Ruy López Bb5 pin (1.e4 e5 2.Nf3 Nc6 3.Bb5)

The most famous pin in chess. White's bishop on b5 pins Black's knight on c6 against the king on e8 (relative pin — the queen defends the c6 knight, so it's not immediately absolute, but the entire opening's strategy revolves around exploiting the pinning geometry). The Ruy López has been the highest-scoring open-games system for White since the 1600s, and the pin is the reason. Black's standard reply — 3…a6 (the Morphy Defence) — attacks the bishop and forces it to declare intent: retreat to a4 (main line), capture on c6 (Exchange Variation), or step back to c4. The pin never fully goes away — Bb5–a4 preserves it, and White will replay Bxc6 at the right moment to permanently double Black's pawns.

Bg5 pinning Nf6 (1.d4, Ruy López Berlin, Italian Game)

The second-most-common bishop pin — Bg5 attacking Black's knight on f6 pinned against the queen on d8. Appears in the Queen's Gambit Declined, the Trompowsky Attack (2.Bg5 straight away), the Torre Attack, and half the Italian Game / Ruy López Berlin sub-lines. Black's antidote is …h6 (attacking the bishop and forcing it to declare: retreat to h4 maintaining the pin, or capture on f6 damaging Black's pawn structure). The pin is relative — Black can play …Ne4 breaking it — but doing so surrenders the central knight and opens the diagonal, so top players usually break the pin only when they have a concrete follow-up.

Back-rank pin (the endgame killer)

A rook or queen on the 8th rank pinning a piece against the enemy king trapped behind its own pawn shield (a king with no luft — no escape square on the 7th rank). Once the pin is set, the pinned piece cannot move without dropping the king to a back-rank checkmate. Back-rank pins turn every 'safe' minor piece near the king into a lost piece: a rook on e1 vs a bishop on e7 with a Black king on g8 and pawns on f7-g7-h7 is a winning pin — Black cannot move the bishop, and eventually the rook plus a helper delivers mate. The single most common tactical motif in club endgames.

Réti's pin (the 1927 immortal)

Richard Réti's famous pin against Alekhine at Baden-Baden 1925 — a diagonal pin from a bishop on the a1–h8 long diagonal against a piece defending a mating square. Réti's pin is the archetype of the 'positional pin' — the pinned piece cannot move without collapsing the defensive structure, even though the immediate material cost of moving looks acceptable. Master games are full of Réti-style pins in modern hypermodern openings (Réti Opening, King's Indian Attack, Catalan) where the fianchettoed bishop pins from long range and paralyses the enemy centre.

Alekhine's Gun (Q + R + R stacked on a file)

The heaviest pinning battery in chess — queen behind two rooks on the same file, first demonstrated by Alexander Alekhine vs Aron Nimzowitsch at San Remo 1930. When the file bears down on a pinned piece defended by only one or two attackers, the defender cannot possibly hold — after each exchange the next attacker fires, and the pinned piece falls with material cascade behind it. The mnemonic 'Alekhine's Gun' is now standard tactical vocabulary: any Q+R+R (or R+R+Q) file battery is called an Alekhine's Gun in modern chess literature.

Fried Liver aftermath pin (1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Ng5)

The Bishop pin that follows the Fried Liver knight sacrifice. After 4.Ng5 d5 5.exd5 Nxd5 6.Nxf7!, Black's king is dragged to e6, and White plays 7.Qf3+ pinning the knight on d5 against the king. The pin is absolute — Black's knight cannot move without dropping the king to checkmate. The Fried Liver's entire attacking scheme relies on this final pin: once the king is on e6 and the knight is pinned on d5, White wins material or delivers mate within four moves. Every beginner learning the Italian Game should study this attacking-pin combination.

Pin vs Skewer vs Fork — Side by Side

The three big two-piece tactics all attack multiple targets, but the mechanism is completely different. Get them straight or you'll pick the wrong defensive response:

PropertyPinSkewerFork
MechanismLine — front piece can't moveLine — front piece forced to moveOne piece attacks two
Valuable piece isBehindIn frontEither / both
Best pinner / forkerBishop, rook, queenBishop, rook, queenKnight
DefenceMove king, block, capture pinnerMove front piece with tempoMove one, defend the other

How to Exploit a Pinned Piece

Four techniques that convert a pin into material at every level from beginner to master:

Pile up attackers on the pinned piece

The pinned piece cannot move — so any additional attacker you throw at it (a second bishop, a rook lift, a queen swing, a pawn push) can capture with impunity. Count the current attackers vs defenders on the pinned piece. If you have one more attacker than the defender has defenders, the pinned piece falls. Add attackers one move at a time (Nd5, Rd1, Qd3) until you win the count. The classical example: after Bg5 pins Nf6, White plays Nd5 attacking the pinned knight a second time — the knight cannot move away, so Black must add a defender (…Bd7, …Nbd7) or lose the piece.

Push a pawn to attack the pinned piece

The cheapest way to attack a pinned piece is with a pawn — the pawn costs only one point, but it wins a piece worth three or five if the pin is absolute. The classical example: after Bg5 pins Nf6, White plays h3 followed by g4 preparing g5 pushing the knight — the knight cannot move (pin), so it dies to the pawn advance. Pawn attacks against pinned pieces are decisive because the pinned piece has no escape square.

Attack the defender of the pinned piece

The pinned piece often has one defender — a pawn, a knight, a bishop. Remove the defender (capture it, drive it away, deflect it with a counter-threat) and the pinned piece is now undefended AND immobilised. The classical example: Bb5 pins Nc6 against Ke8; White plays Bxc6 followed by Nxe5 winning a pawn — the c6 pawn (formerly defending e5) is gone, so the e5 pawn dies to the knight capture. Undermining the defender is the most surgical way to convert a pin into material.

Combine the pin with a check on the target

If the piece behind the pinned piece is the king (absolute pin), sometimes a check on that king wins the pinned piece by force — the defender must respond to check first, then the pinner captures next move. The classical example: Bb5 pins Nc6 against Ke8; White plays Nxe5 (attacking c6 a second time — the knight cannot recapture because it's pinned). Combining the pin with a discovered attack, a fork, or a battery check turns 'holding the pin' into 'winning material outright'.

How to Break a Pin

Five defensive resources that cover almost every pin situation. Pick the one that fits the position:

Move the king (breaks an absolute pin)

The simplest defensive resource: move the king off the pin line, and the absolute pin becomes a normal pin-free position. In the Ruy López, Black often plays …Nge7 supporting the c6 knight and later …Kf8 or …O-O to remove the king from the b5-e8 diagonal. Castling breaks pins particularly cleanly because it moves the king two squares AND brings a rook into play in one move. The catch: king moves cost tempo, so this only works when you have the time to spend.

Block the pin line

Interpose a piece between the pinned piece and the target behind it. Blocking downgrades an absolute pin into a relative pin (the pinner now attacks a different piece, which can move), and often downgrades a relative pin into no-pin (the interposing piece equally defends the original target). The classical example: Bg5 pins Nf6 vs Qd8; Black plays …Be7 blocking the diagonal on e7. Now the bishop on g5 attacks the bishop on e7, not the knight on f6 — the knight is free to move, and White must choose between trading bishops or retreating.

Capture the pinner

If the pinner is undefended or under-defended, just take it. The most common way to break the Ruy López Bb5 pin is …a6 followed by …b5 driving the bishop away — one pawn move often destroys weeks of preparation for the pinner. Capturing the pinner ends the pin permanently and often gains material (e.g., a knight or a pawn for a bishop). Always check: can I remove the pinner with a piece the defender cannot recapture with equal value? If yes, the pin is a temporary annoyance, not a lasting problem.

Counter-pin the pinner

A pin against the pinner. If the pinner attacks your knight, and your bishop can pin the pinner against something valuable behind IT, the two pins cancel out — neither piece can move without losing the pin battle. The classical example: White plays Bg5 pinning Nf6 vs Qd8; Black plays …Bb4+ pinning the White queen against the White king (both bishops now pin the opposing side's minor piece, and neither can move without dropping material). Counter-pins are advanced but decisive — they turn the pin situation into a mutual standoff that favours whoever has more piling-up power.

Create a bigger threat elsewhere (zwischenzug)

If the pin is unavoidable and painful, look for a stronger threat elsewhere — a check, a mate threat, a bigger fork — that forces the pinner to abandon the pin to defend. The classical zwischenzug break: opponent plays Bg5 pinning your knight; you play …Bxh2+! forcing Kxh2 first, then dealing with the pin from a better position (one pawn up and having removed the enemy's attacking bishop). Zwischenzug breaks don't always work, but they're often the only way to break a pin that would otherwise cost material.

Common Beginner Mistakes

The same five pin errors come up in every player's first 100 games. Here are the fixes:

Treating an absolute pin as if the pinned piece could still defend

An absolute pin makes the pinned piece completely inert — it defends NOTHING. Beginners often count the pinned piece as a defender of an adjacent square when calculating captures, but the pinned piece cannot move to recapture (that would expose the king). If a knight on d7 is absolutely pinned by a bishop on g4 against the king on e8, that knight does NOT defend f6, e5, or any other square. When counting attackers and defenders on a pinned piece's control squares, remove the pinned piece entirely from your defender count.

Trying to hold an absolute pin without a plan to unpin

The pinned piece will be attacked again and again by pawns, knights, and pile-up pieces. Without a concrete unpin plan (king move, blocker, counter-attack, capture the pinner within 2-3 moves), the pinned piece will fall. Common beginner mistake in the Ruy López Bb5 line: 3…Nf6 4.O-O Be7 (passive) instead of 3…a6 (active) — the passive setup keeps the pin alive for 20+ moves and Black slowly loses the c6 knight to eventual Bxc6 + Nxe5.

Missing the Bg5 / Bb5 pin because it 'looks harmless'

Bg5 pinning a knight on f6 looks passive — the bishop just sits there. But it's setting up …h6 tempo, …Bxf6 doubled-pawn damage, or the Nd5 pile-up. The most-missed pin at 800–1400 rating is Bg5 in the Queen's Gambit Declined and the Ruy López Berlin — beginners let the pin sit and get overwhelmed by move 15. Every game with a bishop on b5/g5/b4/g4 should trigger an automatic 'am I pinned?' scan.

Breaking a pin at the wrong time

Breaking a relative pin often surrenders position or material — moving the pinned piece drops the higher-valued piece behind it. But not breaking a pin lets the pinner slowly pile up until the pinned piece falls anyway. The rule of thumb: break the pin ONLY when (a) the pinner is under-defended and you can capture it, or (b) you have a concrete counter-threat (check, fork, mate) that outweighs the pin cost, or (c) the target behind the pinned piece has moved. Otherwise, keep the pinned piece defended and slowly reinforce.

Confusing a pin with a skewer

A pin freezes the front piece (the more valuable piece is BEHIND). A skewer forces the front piece to move (the more valuable piece is IN FRONT). Same line-tactic geometry, opposite value ordering. Beginners mislabel skewers as pins and vice versa, and defence patterns are completely different — you break a pin by moving the king or blocking; you break a skewer by moving the front piece with tempo or accepting the loss of the back piece. Get the two straight or you'll pick the wrong defensive response.

Practise Pin Tactics for Free

The fastest way to internalise pin patterns is to drill the six famous shapes (Ruy López Bb5, Bg5 vs Nf6, back-rank, cross-pin, Alekhine's Gun, Fried Liver aftermath) on repeat until you spot them automatically. Three free, no-signup options:

Frequently asked questions

Everything beginners ask about chess pins — absolute vs relative, why knights can't pin, whether a pinned piece can still give check, castling out of a pin, cross-pins, Alekhine's Gun, and where to practise.

What is a pin in chess?

A pin is a tactic in which one piece attacks along a line (file, rank, or diagonal), and an enemy piece on that line cannot move because a more valuable enemy piece sits behind it. Moving the pinned piece would expose the piece behind it to capture. If the piece behind is the king, the pin is absolute — the pinned piece is literally illegal to move because the rules forbid exposing your own king to check. If the piece behind is any other piece (usually queen or rook), the pin is relative — moving the pinned piece is legal but costs material.

What is the difference between an absolute pin and a relative pin?

An absolute pin has the king behind the pinned piece. The pinned piece is illegal to move because the rules of chess forbid making a move that exposes your own king to check. A relative pin has a valuable piece (queen, rook, or a piece defending a critical square) behind the pinned piece. Moving the pinned piece is legal but costs material — the defender chooses to lose the pinned piece rather than the higher-valued piece behind it. Absolute pins are unbreakable except by moving the king, blocking the pin line, or capturing the pinner. Relative pins are breakable when the counter-benefit outweighs the material loss.

Which pieces can pin?

Only bishops, rooks, and queens can pin — the three sliding pieces that attack along straight lines. Bishops pin on diagonals. Rooks pin on files and ranks. Queens pin on all three (files, ranks, and diagonals). Knights cannot pin because their L-shaped jump skips squares — they cannot attack two pieces on the same line. Pawns cannot pin because they attack only two diagonal squares one square in front of them and cannot see past the piece they attack. Kings cannot pin because they attack only one square deep, so there is no piece behind for the king to pin against.

What is the most famous pin in chess?

The Ruy López pin (1.e4 e5 2.Nf3 Nc6 3.Bb5) — White's bishop on b5 pins Black's knight on c6 against the king on e8. The Ruy López (also called the Spanish Opening) has been the highest-scoring open-game system for White since the 1600s, and the entire opening's strategic logic revolves around this pin. Black's mainline reply is 3…a6 (the Morphy Defence) attacking the bishop, but the pin never fully goes away — White retreats Ba4 preserving the pin, and typically replays Bxc6 at the right moment to permanently double Black's queenside pawns.

What is a cross-pin?

A cross-pin is a single piece pinned in two different directions at once — usually along a diagonal by a bishop AND along a file or rank by a rook. Cross-pinned pieces are completely lost because whichever direction they try to move exposes a target on the other axis. Cross-pins are rare but instantly decisive. The most famous example is Marshall vs Chigorin 1903: a bishop is pinned along both the d-file and the h7-b1 diagonal simultaneously, and the bishop cannot move without losing material on one axis or the other.

How do you break a pin in chess?

Five main techniques: (1) move the king off the pin line — the fastest way to break an absolute pin; (2) block the pin line by interposing a piece between the pinned piece and the target behind it; (3) capture the pinner directly, ending the pin permanently; (4) counter-pin the pinner against something valuable of its own, creating a mutual standoff; (5) create a bigger threat elsewhere (a zwischenzug like a check or mate threat) that forces the pinner to abandon the pin to defend. If none of these work, the pinned piece will eventually fall to pile-up attackers.

What is Alekhine's Gun?

Alekhine's Gun is the heaviest pinning battery in chess — queen behind two rooks on the same file (Q+R+R or R+R+Q). Named after Alexander Alekhine's famous game vs Aron Nimzowitsch at San Remo 1930, where the battery decided the position. When Alekhine's Gun bears down on a pinned piece defended by only one or two attackers, the defender cannot possibly hold — after each exchange the next attacker fires, and the pinned piece falls with material cascade behind it. Any Q+R+R or R+R+Q file battery is now called an Alekhine's Gun in modern chess literature.

Can a pinned piece give check?

It depends on the pin type. An absolutely pinned piece (king behind) CAN still deliver check — the pin only prevents movements that would expose your own king, but a check is not a move at all in the enemy piece's own turn. So a pinned rook still attacks the same squares it would normally attack, and if one of those squares contains the enemy king, that enemy king is in check. Common trap: beginners assume a pinned piece 'does nothing', but the pinned piece still controls all its normal squares — you cannot walk your king into a square attacked by a pinned piece, and you cannot ignore the fact that a pinned piece is threatening captures.

What is the difference between a pin and a skewer?

A pin attacks a piece with a more valuable piece BEHIND it — the pinned front piece cannot move without exposing the back piece. A skewer attacks a valuable piece directly (the front piece IS the valuable one) — when the front piece moves to safety, a less valuable piece BEHIND it is captured. Same line-tactic geometry, opposite value ordering. Memory aid: in a pin, the valuable piece is behind; in a skewer, the valuable piece is skewered first. Defence patterns differ too: you break a pin by moving the king or blocking; you break a skewer by moving the front piece with tempo (a check or capture) that both saves the front piece and defends the back piece.

How do you exploit a pinned piece?

Four techniques cover 90 % of pin-exploitation. First: pile up more attackers on the pinned piece than the defender has defenders — the pinned piece cannot move, so it dies once you win the count. Second: attack the pinned piece with a pawn (cheapest attacker, biggest reward). Third: remove the defender of the pinned piece by capturing or deflecting it. Fourth: combine the pin with a check on the target behind the pinned piece — the defender must respond to check first, letting you capture the pinned piece next move. Master these four and you'll convert nearly every pin into material.

What is a back-rank pin?

A back-rank pin is a rook or queen on the 8th rank (for pinning Black pieces) or 1st rank (for pinning White pieces) that pins an enemy piece against a king trapped behind its own pawn shield with no luft (no escape square on the 7th or 2nd rank). Once the pin is set, the pinned piece cannot move without dropping the king to back-rank checkmate. Back-rank pins turn every 'safe' minor piece near the king into a lost piece. The single most common tactical motif in club endgames — always give your king luft (a pawn push on h3/h6, g3/g6, or f3/f6) to prevent back-rank tactics.

Can you castle out of a pin?

You can castle to remove a pin — castling moves the king (breaking an absolute pin) and brings the rook into play in one move. This is one of the cleanest anti-pin resources in chess. The catch: you cannot castle THROUGH a check, so if the pinning piece is checking your king, castling is illegal that move. And you cannot castle OUT OF check either. But if your king is only in a pin (not currently in check), and neither the king's starting square, ending square, nor the square the king passes through is attacked, you can castle to break the pin and often win the pinning piece by attacking it with the newly-developed rook.

Where can I practise pin tactics for free?

Browse our free tactical-pattern guide for pin puzzles by difficulty, then load any of your own games into chess.rodeo with free Stockfish analysis to see every missed pin. The post-game review flags every move where a pin was available and you missed it — including the Bg5 / Bb5 opening pins, back-rank pins, and every endgame pinning opportunity. No account, no signup, no daily limit on analysis. Pair with our free Tactics Trainer and PGN Viewer for unlimited pin-pattern repetition. Every pin exercise is free — no premium tier, no paywall, no signup wall.

Spot every pin — let Stockfish flag the ones you missed

Upload any of your blitz or classical games to chess.rodeo, hit Analyze, and Stockfish highlights every missed Bg5 pin, back-rank pin, and endgame pinning opportunity. Free, no account, no paywall.