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Mate in 3: knight to e7 (g6)

Shuffle Rating 1760Theme: 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 3: a forced sequence that ends in checkmate.

Difficulty 1760 ShuffleRating — for advanced tacticians.

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.

In a mate in three every move must be forcing; the defender should never get a free tempo. Find the check or threat that herds the king, calculate the single defence to each, and confirm the net closes on the third move.

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, queen g5, rook c1 d1, bishop h5, knight g6, pawn d2 f2 g2 e3 b4 c6.

Black: king g8, queen b8, rook d8 e8, bishop a8, pawn a4 a5 f6 c7 d7.

12 white and 10 black pieces are on the board; the puzzle position arises after move 28.

The position in numbers

White are ahead by 4 points of material (31 against 27; 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 g8.

It is White to move on move 28, with 42 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 6 pawns, Black 5. Files fully open (no pawns of either colour): h — natural highways for the rooks and queen. Half-open for White: a.

The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

28. Ne7+ Kh7 29. Qg6+ Kh8 30. Qh6#

Why it works

  • Great move! knight to e7 keeps the pressure (#2).
  • Spot on — queen to g6 (#1).
  • Precise: queen to h6 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kh7, then Qg6+ and you stay on top.

Move by move

  • 28. Ne7+ — knight to e7 with check
  • Kh7 — king to h7
  • 29. Qg6+ — queen to g6 with check
  • Kh8 — king to h8
  • 30. Qh6# — queen to h6 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 3

A forced checkmate in three moves.

Mate in three is a forced staircase: each of your moves narrows the opponent's choices, and the third one ends the game. Look for the start among checks and sacrifices — quiet first moves are rare in mating problems, but deliciously sneaky. Keep the tree in your head: every defense gets its own branch. Do not stop calculating after move two — see the final mating picture with your own eyes.

Counter-strike

Don't defend — answer the threat with a bigger one.

The counter-strike: instead of defending against the threat, you answer with a bigger threat of your own. While your opponent grabs a pawn, you deliver mate — the arithmetic favors you. Look for a counter when direct defenses fail: do you have a check, an attack on the queen, a mating threat? The beginner's error is meeting every threat with a reflexive defense without checking the counterattacking resources first.

About this position

These pieces come from starting position #674.

SP-674 · ThroneGuard — The king starts in the middle of the back rank, on d or e, and neither knight begins in a corner.

The king starts on d1, the rooks on c1 and h1, the queen on b1.

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

A bishop starts in the corner on a1: it has a single diagonal, which the b-pawn unlocks, running out to h8.

One second-rank pawn starts with no defender at all: f2.

The setup belongs to the ThroneGuard family; read right to left it becomes position 471.

The engine's main line opens with e3.

Morozov Balance Index: 91 of 100 — class A — most balanced. Engine evaluation of the starting position: +13 centipawns for White (depth 47, 400 000 000 nodes).

Explore position #674

Provenance

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

Pack 013 · SP-674

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