I've played a lot of Hearthstone over the years and it has a concept similar to putting someone in check in Chess: Reducing their health to where one or two hits can kill them. Minions in Hearthstone can attack the opponent's minions or the opponent themselves - and most decks try to do the former efficiently (value-trade) and only attack (the opponent's) 'face' if they can't (either because all enemy minions are gone or there are no good trades to be had). The reason for this is that each player starts with a pretty big pool of health, so bringing that down to 0 must be a long term goal and going for that too greedily will cause you to lose board control and never get there. Only the most aggressive decks break this rule ('face is the place' goes the aggro motto). But interestingly one of the skills of the best players when playing slower decks is to know when to 'break character' and just go for 'face damage' instead even if it only puts the opponent low on health rather than outright killing them. At that point, the opponent is forced to make any trade they can in order to protect the little life they have left - they are in check. You 'reframe the conversation' by putting your opponent on their back heel.
Anyways, reading about Zugzwang made me wonder if there is a similar concept in Hearthstone too. And coincidentally, the latest expansion comes with a card that kinda fits the bill [1]. It generates powerful minions for you whenever you take damage, but is itself a minion with a lot of health, so it's hard to take down. When played against an aggressive deck with a lot of small minions, they get the choice of 1) Doing what they normally would do - attack your face - resulting in building you an army that would win you the game in a turn our two 2) Trading into the big minion to try to get rid of it - these are very inefficient trades and likely to not even succeed this turn or 3) Do nothing - which is probably the last thing they want to do, as the window of opportunity for an aggro deck to win gets smaller over time.
Obviously having this as a specific card isn't as elegant as the way this can be generated from the existing rules with a specific board state in chess, but I find it interesting to see how many of these more advanced game concepts can be put into a more casual game.
[1] https://hearthstone.gamepedia.com/Zzeraku_the_Warped