Chess960 tactic on a2
c9-10929Opens 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 2250 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 g2, rook d1 f3, pawn e3 g3 h3 b4.
Black: king e6, queen e5, pawn c5 g6 h6 a7 b7.
8 white and 7 black pieces are on the board; the puzzle position arises after move 28.
The position in numbers
White are ahead by 9 points of material (23 against 14; 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 e6.
It is White to move on move 28, with 36 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 4 pawns, Black 5. Files fully open (no pawns of either colour): d, f — natural highways for the rooks and queen. Half-open for White: a, c.
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
28. Qa2+ c4 29. Qxc4+ Qd5 30. Qxd5+ Ke7 31. Qf7#
Why it works
- Best move. queen to a2 is exactly what the engine plays (#3).
- Spot on — queen to c4 (#2).
- Precise: queen to d5 is the top choice (#1).
- Best move. queen to f7 is exactly what the engine plays (#).
- The line ends in a forced mate in 4.
- If instead c4, then Qxc4+ and you stay on top.
Move by move
- 28. Qa2+ — queen to a2 with check
- c4 — pawn to c4
- 29. Qxc4+ — queen to c4 (capture) with check
- Qd5 — queen to d5
- 30. Qxd5+ — queen to d5 (capture) with check
- Ke7 — king to e7
- 31. Qf7# — queen to f7 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.
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 #188.
SP-188 · ThroneScout — The king starts on d or e while at least one knight begins in a corner.
The king starts on e1, the rooks on c1 and f1, the queen on h1.
The kingside rook already stands on f1, so castling short moves only the king, from e1 to g1.
The bishops stand on b1 and g1; their long diagonals reach h7 and a7 once the c- and f-pawns step aside.
The pawn on d2, e2 is defended by the king alone — the same soft spot f2 is in the classical setup.
The setup belongs to the ThroneScout family; read right to left it becomes position 780.
The engine's main line opens with f4.
Morozov Balance Index: 37 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +30 centipawns for White (depth 45, 400 000 000 nodes).
Explore position #188Provenance
Mined from the project's engine self-play games.
Pack 015 · SP-188
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