♚Open in the app

Chess960 tactic on g6 (g5·2)

Shuffle Rating 2400Theme: Chess960 twist: use the unusual starting setup of the pieces.
White to move — find the best continuation

Solve in the app

The tactical motive

Chess960 twist: use the unusual starting setup of the pieces.

Mate: a forcing sequence that ends the game — the king has no escape.

Mate in 4: a forced checkmate in four moves — every reply is covered.

Difficulty 2400 ShuffleRating — expert level — few solve it at first try.

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.

This is a forced mating attack. Start from the enemy king: which of its squares are already covered, and which move takes away the rest while keeping the king in check? Forcing moves — checks and captures — are what turn an attack into mate.

A mate in four is a longer forced net: each of your moves is a check or an irresistible threat, and the king is driven step by step to a square where it is finally trapped. Verify that the defender has exactly one reply at every branch.

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 d1, queen d5, rook c1 g1, knight d7, pawn c2 e2 f2 a3 d3 g5 f6.

Black: king g8, queen h8, rook b2 e8, pawn d4 a6 b7 f7 h7.

12 white and 9 black pieces are on the board; the puzzle position arises after move 24.

The position in numbers

White are ahead by 5 points of material (29 against 24; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on d1, the black king on g8.

It is White to move on move 24, with 43 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 7 pawns, Black 5. No file is fully open, so the heavy pieces have to be pried in. Half-open for White: b, h.

The White king has 4 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

24. g6 hxg6 25. Rxg6+ Qg7 26. Rxg7+ Kh8 27. Qh5#

Why it works

  • Great move! pawn to g6 keeps the pressure (#3).
  • Spot on — rook to g6 (#2).
  • Precise: rook to g7 is the top choice (#1).
  • Best move. queen to h5 is exactly what the engine plays (#).
  • The line ends in a forced mate in 4.
  • If instead hxg6, then Rxg6+ and you stay on top.

Move by move

  • 24. g6 — pawn to g6
  • hxg6 — pawn to g6 (capture)
  • 25. Rxg6+ — rook to g6 (capture) with check
  • Qg7 — queen to g7
  • 26. Rxg7+ — rook to g7 (capture) with check
  • Kh8 — king to h8
  • 27. Qh5# — queen to h5 and it is checkmate

Types in this puzzle

Ladder mate

Two heavy pieces climb line by line, cutting off every retreat.

The ladder mate uses two heavy pieces climbing rung by rung: one cuts the king off along a line, the other checks on the next line, driving him toward the edge. It is the classic two-rook technique — check, the king retreats one rank, the other rook checks, until mate on the last rank. The only danger is the king creeping close enough to attack one of your rooks. If it does, simply slide that rook to the far side of the same line.

Mate in 4+

A long forced mating combination.

Mate in four or longer is a marathon of forcing moves where the grip must never loosen. The tools are the same: checks, double threats and sacrifices that deny the opponent a single free tempo. Do not juggle the whole tree at once — walk the main line all the way to mate first, then verify the side branches. If somewhere the defender finds one quiet move that holds, your very first move was wrong.

Corner mate

Driven into the corner, the king runs out of squares.

The corner mate catches a king driven into the corner, where it has only three neighboring squares — all of them taken away or blocked. The corner is the worst home for a king, because the attacker needs to control the fewest squares there. Herd the king toward the corner with checks and never let it slip back toward the center. Cut off the escape routes before the final check, and the mate practically assembles itself.

About this position

These pieces come from starting position #90.

SP-90 · ThroneScout — King on a central file (d/e) with a knight starting on the rim (a/h).

The king starts on d1, the rooks on c1 and g1, the queen on h1.

Castling long simply swaps the two pieces: the king on d1 and the rook on c1 trade places.

The bishops stand on e1 and f1; their long diagonals reach a5 and a6 once the d- and e-pawns step aside.

The second rank carries 2 pawns with no defender at all: a2, b2.

The setup belongs to the ThroneScout family; read right to left it becomes position 869.

The engine's main line opens with g4.

Morozov Balance Index: 34 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +31 centipawns for White (depth 45, 400 000 000 nodes).

Explore position #90

Provenance

Mined from the project's engine self-play games.

Pack 015 · SP-90

Similar puzzles

In your browser or in the Android app. Nothing to install · Free, no ads

Embed

Copy this code to embed the board on your site: