Figure 4.3.1.10[White to move]

Examine every check. White has three with his queen that cause it to be lost without creating plausible offsetting benefits. (Checks that lose the queen usually can be dismissed quickly unless they lead to mate or other enormous gains.) But then consider Bh7+, which requires Black to play KxB, moving his king onto the seventh rank. (If Black plays Kf8, White looks for his next check and finds Qh8#.) With the king moved to a new rank, White looks to see whether any other Black pieces might now find themselves pinned. He sees that the pawn on f7 would be paralyzed. Next he asks what the pawn protects—or protected—and sees that the bishop on e6 would have become loose. So he can play QxB, winning back his bishop and gaining a winning position with his queen and rook both trained on the loose f7 pawn. Again, the critical point is to study the checks you can give and whether they cause movements by the enemy king, or interpositions in front of it, that create pins; and then to ask whether any pins that result leave other enemy pieces underprotected.