Chess960 tactic on f7 (g7·2)
c9-12788naming 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 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 e1, queen g1, rook h3 g7, bishop a1 f1, knight d6, pawn a2 g2.
Black: king f8, rook c2, knight h4, pawn b5 a6 f6 c7.
9 white and 7 black pieces are on the board; the puzzle position arises after move 24.
The position in numbers
White are ahead by 18 points of material (30 against 12; 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 24, with 50 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 2 pawns, Black 4. Files fully open (no pawns of either colour): d, e, h — natural highways for the rooks and queen. Half-open for White: b, c, f.
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
24. Rf7+ Kg8 25. Rg3+ Ng6 26. Rxg6+ Kh8 27. Bxf6#
Why it works
- Best move. rook to f7 is exactly what the engine plays (#3).
- Spot on — rook to g3 (#2).
- Precise: rook to g6 is the top choice (#1).
- Best move. bishop to f6 is exactly what the engine plays (#).
- The line ends in a forced mate in 4.
- If instead Kg8, then Rg3+ and you stay on top.
Move by move
- 24. Rf7+ — rook to f7 with check
- Kg8 — king to g8
- 25. Rg3+ — rook to g3 with check
- Ng6 — knight to g6
- 26. Rxg6+ — rook to g6 (capture) with check
- Kh8 — king to h8
- 27. Bxf6# — bishop to f6 (capture) 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 #546.
SP-546 · ThroneGuard — King on a central file (d/e) with both knights on inner files — the classic-type setup.
The king starts on d1, the rooks on b1 and h1, the queen on g1.
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.
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 d2 is defended by the king alone — the same soft spot f2 is in the classical setup.
The setup belongs to the ThroneGuard family; read right to left it becomes position 503.
The engine's main line opens with f3.
Morozov Balance Index: 51 of 100 — class B — balanced. Engine evaluation of the starting position: +26 centipawns for White (depth 44, 400 000 000 nodes).
Explore position #546Provenance
Mined from the project's engine self-play games.
Pack 015 · SP-546
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