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  1. I Fork Myself, Or Let The Fork Happen
    Canonical self-fork:
    1. Alice moves a piece where it can be taken by a pawn. 2. Bob doesn't take it.
    3. Alice moves a 2nd piece where it is forked by that same pawn. 4. Bob can't take them both.

    Partial self-fork:
    1.5 Bob moves a pawn to attack Alice's piece.
    2.5 Alice doesn't retreat the piece; goto 3.

    13 games, 1950-2015

  2. It's Still Mutual Threat!
    Pattern triggers:
    1. R2-D2 attacks Chewbacca's Q (and not with its own Q).

    2. Chewbacca counterattacks R2-D2's Q (and not using his own Q). This indirectly offers to trade Qs (without either side playing QxQ).

    Pattern payoff:
    3. R2-D2's Q makes any desperado capture, regardless of self-peril, because Chewbacca's Q is still under attack.

    It's <still> mutual threat!

    12 games, 1857-2014

  3. Puns I've Submitted
    8 games, 1864-2015

  4. The Double-Double, or Fork of Weight 2
    Pattern elements:
    1. 1st line-mover (usually an R) attacks 1st target with weight 1, defended once. (The target can be an empty square.)

    2. 2nd line-mover (usually a B) attacks 2nd target with weight 1, defended once.

    3. Move your Q onto the intersection of #1 and #2. This reduces to a simple fork, as if the R+B + both defenders were not present.

    click for larger view

    As the Q must generally be behind the R and in front of the B, this further necessitates:

    4. an R lift

    5. a B thing (develop + retreat) or fianchetto

    Astronomy: Epsilon Lyrae, an easy binocular/spotter scope double (208.2"), of which each "star" is itself a tight double (~2.5"). Splitting all 4 stars simultaneously (in the same field) is a canonical test of your optics and collimation.

    9 games, 1923-2016

  5. The Right of Refusal Trade
    Pattern elements:
    1. Alice discovers or forks Bob's piece of higher value (usually Bob's Q), often as a zwieschenzug.

    2. Bob looks deeper, sees enough compensation, and takes the piece instead of retreating his Q.

    Bob trades Q for 2 pieces + dynamic factors, and wins.

    23 games, 1899-2016

  6. The Swinging Gate: Push That P to 6 or 3!
    Pattern triggers:
    0. enemy Kh8/Kh7 (so that the Q entry is with check) 1. a P on 6 or 3 (usually h)
    2. an R behind it (for discovered check)
    3. a double on g7/g2 (so that the P will be defended)

    click for larger view

    Key move: Q(g7,g2)+ for a pawn double-check. This converts to a triangle mate at h8/h1, with the protected-P providing the role of the diagonal-mover, instead of the usual (B,Q)f6/f3.

    Benefit: Double-check trumps any overprotection of g7/g2.

    Mnemonic: Push that P to 6 or 3!

    22 games, 1909-2015

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