Mate in 3: knight to h6 (f5·2)
c9-05801naming tag (square·N)Opens in the app if installed, otherwise downloads the APK.
The tactical motive
Chess960 twist: use the unusual starting setup of the pieces.
Mate in 3: a forced sequence that ends in checkmate.
Difficulty 1860 ShuffleRating — for advanced tacticians.
White to move — find the best continuation
How to recognize this tactic
In Chess960 the pieces start on unfamiliar squares, so tactics appear earlier and from unusual angles. Do not trust classical patterns — read the actual lines of the bishops, the rooks and the queen from where they really stand in this position.
In a mate in three every move must be forcing; the defender should never get a free tempo. Find the check or threat that herds the king, calculate the single defence to each, and confirm the net closes on the third move.
General method: before you move, list the forcing candidates — every check, every capture, every direct threat — and calculate those first. The solution to a tactic is almost always among them.
Position on the board
White: king g1, queen f3, rook a1 h1, bishop b1 e1, knight d3 f5, pawn a2 b2 f2 g2 c3 h4 e5.
Black: king f8, queen d8, rook a8 h8, bishop b8 e8, knight b6 e6, pawn a3 d5 h5 c6 b7 e7 g7.
15 white and 15 black pieces are on the board; the puzzle position arises after move 14.
The position in numbers
Material is level — 38 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).
The white king stands on g1, the black king on f8.
It is White to move on move 14, with 34 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 7 pawns, Black 7. No file is fully open, so the heavy pieces have to be pried in. Half-open for White: d.
The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
14. Nh6+ Nf4 15. Qxf4+ Bf7 16. Qxf7#
Why it works
- Great move! knight to h6 keeps the pressure (#2).
- Well found: queen to f4 (#1).
- Strong! queen to f7 is the sharp choice (#).
- The line ends in a forced mate in 3.
- If instead Nf4, then Qxf4+ and you win the knight.
Move by move
- 14. Nh6+ — knight to h6 with check
- Nf4 — knight to f4
- 15. Qxf4+ — queen to f4 (capture) with check
- Bf7 — bishop to f7
- 16. Qxf7# — queen to f7 (capture) and it is checkmate
Types in this puzzle
Supported queen mate
The queen delivers mate face to face, protected by a friend.
The supported queen mate is the most common pattern of all: the queen lands next to the king and mates because a friendly piece or pawn protects her. The king is helpless — capturing is impossible, and the queen covers every neighboring square herself. Hunt for a protected square beside the enemy king: a knight, bishop or pawn eyeing it turns her invasion into mate. Verify one thing — that the square really is defended, or the king eats her.
Mate in 3
A forced checkmate in three moves.
Mate in three is a forced staircase: each of your moves narrows the opponent's choices, and the third one ends the game. Look for the start among checks and sacrifices — quiet first moves are rare in mating problems, but deliciously sneaky. Keep the tree in your head: every defense gets its own branch. Do not stop calculating after move two — see the final mating picture with your own eyes.
Win the pinned piece
The pinned piece cannot run — attack it again and win it.
A pinned piece cannot flee, which means you can win it outright by attacking it one more time. Count attackers against defenders: if you outnumber them, the piece is yours. The best extra attacker is a pawn, since it costs less than anything it might capture. Do not rush the capture — build up the pressure first, then harvest.
About this position
These pieces come from starting position #424.
SP-424 · RampartGuard — Both knights begin on inner files while the king sits on the wing (b/g); mirror twins stay together in this family.
The king starts on g1, the rooks on a1 and h1, the queen on d1.
The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.
The bishops stand on b1 and e1; their long diagonals reach h7 and a5 once the c- and d-pawns step aside.
One second-rank pawn starts with no defender at all: b2.
The setup belongs to the RampartGuard family; read right to left it becomes position 733.
The engine's main line opens with e4, putting a pawn straight into the centre.
Morozov Balance Index: 42 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +23 centipawns for White (depth 46, 400 000 000 nodes).
In 50 self-play games White scored 56.0% (95% CI 42.3–68.8%).
Explore position #424Provenance
Mined from the project's engine self-play games.
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 013 · SP-424
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