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Winning blow: pawn to g3 (h2·16)

Shuffle Rating 2120Theme: Chess960 twist: use the unusual starting setup of the pieces.
White to move — find the best continuation

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The tactical motive

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

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

Winning tactic: there is a move that gains a decisive advantage — find it.

Difficulty 2120 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.

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.

This position hides a concrete tactic that wins material or mates. Start with the most forcing candidate moves — checks, captures and threats — and calculate each to a clear end before choosing; the winning line is usually the one the opponent cannot meet.

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 e1, queen d7, rook c1 g7, bishop e2, knight b1, pawn d2 h2 e3 c4 f4 h4.

Black: king c5, queen g3, rook b3, pawn f5 e6 a7 h7.

12 white and 7 black pieces are on the board; the puzzle position arises after move 30.

The position in numbers

White are ahead by 13 points of material (31 against 18; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on e1, the black king on c5.

It is White to move on move 30, with 4 legal replies to weigh — only the line that keeps the advantage solves the puzzle. White are in check right now, so every reply must answer the check.

White keeps 6 pawns, Black 4. Files fully open (no pawns of either colour): b, g — natural highways for the rooks and queen. Half-open for White: a.

The White king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

30. hxg3 Rb6 31. Qxa7 e5 32. Rc7+ Kb4 33. Qa3#

Why it works

  • Best move. pawn to g3 is exactly what the engine plays (#3).
  • Spot on — queen to a7 (#2).
  • Precise: rook to c7 is the top choice (#1).
  • Best move. queen to a3 is exactly what the engine plays (#).
  • The line ends in a forced mate in 4.
  • If instead Rb6, then Qxa7 and you win the queen.

Move by move

  • 30. hxg3 — pawn to g3 (capture)
  • Rb6 — rook to b6
  • 31. Qxa7 — queen to a7 (capture)
  • e5 — pawn to e5
  • 32. Rc7+ — rook to c7 with check
  • Kb4 — king to b4
  • 33. Qa3# — queen to a3 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 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.

Absolute pin

A piece is pinned against its king — it cannot legally move.

An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.

About this position

These pieces come from starting position #294.

SP-294 · ThroneScout — King on a central file (d/e) with a knight starting on the rim (a/h).

The king starts on e1, the rooks on d1 and g1, the queen on a1.

The queenside rook already stands on d1, so castling long moves only the king, from e1 to c1.

The bishops stand on c1 and f1; their long diagonals reach h6 and a6 once the d- and e-pawns step aside.

The second rank carries 2 pawns with no defender at all: c2, h2.

The setup belongs to the ThroneScout family; read right to left it becomes position 374.

The engine's main line opens with c4.

Morozov Balance Index: 24 of 100 — class D — largest edge. Engine evaluation of the starting position: +35 centipawns for White (depth 46, 400 000 000 nodes).

Explore position #294

Provenance

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

Pack 015 · SP-294

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