The Fork: Attacking Two Pieces at Once

A fork is a single move that attacks two or more enemy pieces at the same time, so the opponent can only save one of them.

How a fork works

Your opponent gets one move to answer your threats. If one move creates two threats, one of them usually survives. That is the whole idea behind the fork: one piece lands on a square from which it hits two targets, and the defender can only deal with one.

The strongest forks include a check. A check must be answered immediately, so the second target never gets a chance to move or find a defender. When one of the targets is the king and the other is the queen, players call it a royal fork; a knight hitting king, queen and rook together is often called a family fork.

A fork only wins material if the targets are worth more than the forking piece, or if they are undefended. A knight forking two defended pawns wins nothing. A knight forking a king and an unprotected bishop wins a piece.

Which pieces fork best

The knight is the classic forking piece. It attacks in a pattern no other piece shares, so a knight can hit a queen or rook that cannot hit it back. Knight forks also tend to be the easiest to overlook, because the attacked pieces do not line up in any obvious way.

The queen forks constantly because she attacks in eight directions. A queen check that also hits a loose piece on the far side of the board is one of the most common ways games are decided at club level. Pawns fork too: a pawn pushed between two pieces wins one of them, since nothing is cheaper than a pawn. Kings, bishops and rooks can fork as well, especially in endgames.

How to find forks

Start with loose pieces. "Loose pieces drop off" is a saying worth taking literally: every undefended piece, and the king, is a potential fork target. Once you know the targets, look for a square that attacks two of them at once.

For knight forks, work backwards. Picture the squares a knight would need to stand on to attack the king, then check whether any of those squares also attacks another target. Squares a knight can reach with check are the ones to examine first.

Forks are often set up by a forcing move first: a capture or check that drags an enemy piece onto a forkable square. If two targets are almost in a fork, ask what would push one of them the last step. The forks you miss in your own games are the ones worth drilling.

How to spot it

  • List every undefended enemy piece, plus the king.
  • Look for a single square that attacks two of those targets.
  • Check every square your knight can reach with check.
  • Prefer forks that give check, so the second target cannot escape.
  • Make sure the forking square is safe, or that the gain outweighs the loss.

Try these

Work it out from the diagram first, then play it on the board or open the solution.

Example 1

Black to move and win a piece.

Show solution

10...Qa5+ 11.Bd2 Qxb5

Qa5+ checks the king on e1 along the a5-e1 diagonal and attacks the bishop on b5 along the fifth rank. Nothing defends that bishop, and every way out of check (Bd2, Qd2, Ke2 or Kf1) leaves it hanging. After Bd2, Qxb5 wins a clean piece.

Position from a real game, via the Lichess puzzle database.

Example 2

Black to move and win the queen.

Show solution

20...Ng4+ 21.Kf3 Nxe3

Ng4+ is a knight fork of the king on f2 and the queen on e3. White must answer the check with a king move, and the queen could not have escaped anyway: Black's queen on c5 pins it to the king along the c5-f2 diagonal. After Kf3, Nxe3 wins the queen for a knight.

Position from a real game, via the Lichess puzzle database.

Related patterns

More tactics