♚Open in the app

Chess960 tactic on h5 (h3·2)

Shuffle Rating 2350Theme: Chess960 twist: use the unusual starting setup of the pieces.
White to move — find the best continuation

Solve in the app

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 2350 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 h1, queen e1, rook f1 h3, bishop c3 f3, pawn g2 a4 b4 g5 e6.

Black: king h7, queen b6, bishop a8, knight d5, pawn c4 h5 g6 a7.

11 white and 8 black pieces are on the board; the puzzle position arises after move 29.

The position in numbers

White are ahead by 11 points of material (30 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 h1, the black king on h7.

It is White to move on move 29, with 38 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 5 pawns, Black 4. Files fully open (no pawns of either colour): d, f — natural highways for the rooks and queen. Half-open for White: c, h.

White hold the bishop pair, an edge in open lines. The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

29. Rxh5+ gxh5 30. Qe4+ Kg8 31. Qg6+ Kf8 32. Qf7#

Why it works

  • Best move. rook to h5 is exactly what the engine plays (#3).
  • Spot on — queen to e4 (#2).
  • Precise: queen to g6 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 gxh5, then Qe4+ and you stay on top.

Move by move

  • 29. Rxh5+ — rook to h5 (capture) with check
  • gxh5 — pawn to h5 (capture)
  • 30. Qe4+ — queen to e4 with check
  • Kg8 — king to g8
  • 31. Qg6+ — queen to g6 with check
  • Kf8 — king to f8
  • 32. 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 #33.

SP-33 · RampartGuard — King pushed to the b- or g-file, knights off the edges — 144 positions here.

The king starts on g1, the rooks on f1 and h1, the queen on e1.

The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.

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

The pawn on g2 is defended by the king alone — the same soft spot f2 is in the classical setup.

The setup belongs to the RampartGuard family; read right to left it becomes position 923.

The engine's main line opens with h4.

Morozov Balance Index: 16 of 100 — class D — largest edge. Engine evaluation of the starting position: +39 centipawns for White (depth 43, 400 000 000 nodes).

Explore position #33

Provenance

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

Pack 015 · SP-33

Similar puzzles

In your browser or in the Android app. Nothing to install · Free, no ads

Embed

Copy this code to embed the board on your site: