Bishop and Knight versus King
Overview
Bishop and knight against king is a forced win, but it is the trickiest of the basic mates: from the centre it can take over thirty accurate moves. The defining constraint is that the mate must be delivered in a corner whose colour matches the bishop's diagonal — the wrong corner cannot be mated in.
The right corner and the W maneuver
First push the defending king to any edge, then walk it along the edge to the correct corner. The knight performs its famous W-shaped path — a5–b7–d6–f7 type jumps — cutting escape squares the bishop cannot reach. Every move should shrink the box; a single careless knight retreat can let the king back to the centre.
The final net
Near the corner the pieces lock in: the knight covers the escape on the edge, the bishop takes the checking diagonal, and the king closes the last file.
The knight on f6 covers g8 and h7; the dark-squared bishop lands on g7, protected by the king on g6 — mate.
Practice positions
Play each position out against the engine from the exact spot on the board — unrated, you take the strong side. Positions marked with a goal are drills: your result is recorded on your profile. Positions marked 🔍 discovery are the opposite task: theory says they are draws — try to win the strong side and let perfect defense show you why you can't.
The full drill: the king must be steered to a corner on the bishop's colour (a8 or h8 here) — allow up to 40 moves and use the fifty-move rule margin.
🎯 Checkmate within 40 moves
♞ Drill this position