Chess960 tactic on f6 (d8)
c9-10638naming 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: 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 e1, queen d8, rook c1 h1, bishop a2 f2, knight d3, pawn b2 g2 h2 f3 a4 d6.
Black: king f8, queen e8, bishop a7 g8, pawn h4 a5 b6 e6.
13 white and 8 black pieces are on the board; the puzzle position arises after move 27.
The position in numbers
White are ahead by 15 points of material (34 against 19; 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 f8.
It is White to move on move 27, with 50 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 4. Files fully open (no pawns of either colour): c — natural highways for the rooks and queen. Half-open for White: e.
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
27. Qf6+ Bf7 28. Qh8+ Bg8 29. Qh6+ Kf7 30. Ne5#
Why it works
- Best move. queen to f6 is exactly what the engine plays (#3).
- Spot on — queen to h8 (#2).
- Precise: queen to h6 is the top choice (#1).
- Best move. knight to e5 is exactly what the engine plays (#).
- The line ends in a forced mate in 4.
- If instead Bf7, then Qh8+ and you stay on top.
Move by move
- 27. Qf6+ — queen to f6 with check
- Bf7 — bishop to f7
- 28. Qh8+ — queen to h8 with check
- Bg8 — bishop to g8
- 29. Qh6+ — queen to h6 with check
- Kf7 — king to f7
- 30. Ne5# — knight to e5 and it is checkmate
Types in this puzzle
Knight mate
The knight lands the killing blow from its unique angle.
In a knight mate the final blow comes from the knight — the only piece whose check can never be blocked. That makes it lethal against a cramped king: only a king move or capturing the knight itself can help. The sign: the squares around the king are occupied or covered, and there is a hop from which the knight checks while staying untouchable. Bring the knight over early — it is slower than the long-range pieces, but its strike cannot be parried.
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 #428.
SP-428 · BastionGuard — A c- or f-file king and two knights on inner files (b–g).
The king starts on f1, the rooks on a1 and h1, the queen on d1.
Castling ends where it always does: king to g1 and rook to f1 on the short side, king to c1 and rook to d1 on the long one.
The bishops stand on b1 and g1; their long diagonals reach h7 and a7 once the c- and f-pawns step aside.
One second-rank pawn starts with no defender at all: b2.
The setup belongs to the BastionGuard family; read right to left it becomes position 732.
The engine's main line opens with f3.
Morozov Balance Index: 86 of 100 — class A — most balanced. Engine evaluation of the starting position: +15 centipawns for White (depth 50, 400 000 000 nodes).
Explore position #428Provenance
Mined from the project's engine self-play games.
Pack 015 · SP-428
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