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Garry Kasparov / 1999 / 30 min / 12+

Calculate beyond the capture

Project the board ↗
Garry Kasparov · © 2007
White · your turn1999
b . . r . . . r
k . . . . p . p
p . . q . n p .
N p p P . . . .
. . . p . Q . .
P . . . . P P B
. P P . . . . P
. K . R R . . .

Drag a piece or tap its starting and destination squares.

BEFORE THE MOVE

How would you start the king hunt?

Kasparov has White against Veselin Topalov. The black king is on a7. The white rook on d1 can reach d4, a square that looks dangerous.

Keyboard: arrow keys between squares; Enter to select.

FOR THE TEACHER

The lesson, step by step.

30 min
  1. 01Meet the story4 min

    Introduce Kasparov and place the 1999 game in his career.

  2. 02Read the board8 min

    Observe the white rooks and the black king. Each team draws a possible attacking route.

  3. 03Find your move10 min

    Reveal Rxd4. Follow …cxd4 and Re7+; pause to propose a king defence.

  4. 04Explain the idea8 min

    Explain what changed between the starting position and the continuation. Compare lines on the board.

Before you start

Notation, checks and calculation of two or three moves.

A projector or chessboard, paper and pencils. One worksheet per pair.

Build a variation and follow how a sacrifice activates another piece.

To close the lesson

What must a sacrifice achieve to be worthwhile?

If there is time

Follow the complete game and mark every square the black king visits.

Video and complete game ↗

Explore the sources

Portrait credits

Original files are preserved; framing and a paper tint are applied on screen. Displayed versions retain each portrait’s license.