Learn
Weak squares & outposts
A square no pawn can ever guard.
A hole is a square one side's pawns have permanently given up. Once a pawn advances past a square, no pawn can ever guard it again — pawns don't move backward, so the weakness never heals. A piece (especially a knight) parked on that square becomes an outpost: it can't be chased by a pawn, and from a central hole like d5 it radiates pressure across the whole board.
The Imbalance Scan: when you size up a position, hunt for holes in the enemy camp. A central hole that you can occupy and the opponent can't undermine is a lasting trump — often worth steering the whole game toward, even when the material is level.
- A hole is a square the opponent's pawns can never control again.
- Holes appear when a pawn advances (or is traded) and leaves squares behind.
- An outpost = a piece on a hole, supported and unkickable. Knights love them.
- A permanent outpost is a long-term advantage — don't trade the piece that wants it.
What makes a square a true 'hole' for the opponent?
Answer the question to keep going!