Chess960 tactic on h4 (a4)
c9-11477naming 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 g1, rook g3 a4, bishop e3 d5, pawn c2 f2.
Black: king h8, rook c3 c7, knight d8, pawn g2 e5 h5.
7 white and 7 black pieces are on the board; the puzzle position arises after move 40.
The position in numbers
White are ahead by 2 points of material (18 against 16; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on g1, the black king on h8.
It is White to move on move 40, with 47 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 2 pawns, Black 3. Files fully open (no pawns of either colour): a, b, d — natural highways for the rooks and queen. Half-open for White: e, g, h.
White hold the bishop pair, an edge in open lines. 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
40. Rh4 Ne6 41. Bxe6 Rg7 42. Rxh5+ Rh7 43. Rg8#
Why it works
- Sensible development: rook to h4.
- Well found: bishop to e6 (#2).
- Strong! rook to h5 is the sharp choice (#1).
- Best move. rook to g8 is exactly what the engine plays (#).
- The line ends in a forced mate in 4.
- If instead Ne6, then Bxe6 and you win the knight.
Move by move
- 40. Rh4 — rook to h4
- Ne6 — knight to e6
- 41. Bxe6 — bishop to e6 (capture)
- Rg7 — rook to g7
- 42. Rxh5+ — rook to h5 (capture) with check
- Rh7 — rook to h7
- 43. Rg8# — rook to g8 and it is checkmate
Types in this puzzle
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.
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 #106.
SP-106 · 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 c1 and h1, the queen on a1.
The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.
The bishops stand on e1 and f1; their long diagonals reach a5 and a6 once the d- and e-pawns step aside.
Every pawn on the second rank is defended from the very first move.
The setup belongs to the RampartGuard family; read right to left it becomes position 853.
The engine's main line opens with d4, putting a pawn straight into the centre.
Morozov Balance Index: 51 of 100 — class B — balanced. Engine evaluation of the starting position: +26 centipawns for White (depth 46, 400 000 000 nodes).
Explore position #106Provenance
Mined from the project's engine self-play games.
Pack 015 · SP-106
Similar puzzles
In your browser or in the Android app. Nothing to install · Free, no ads