Chess960 tactic on c7 (f7·2)
c9-13281naming 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 c1, queen f7, rook a1 e1, bishop g6, knight b1, pawn f2 h2 b3 c3 h3 a4 d4.
Black: king a7, rook h8, pawn f4 a5 d5 b7 c7 h7.
13 white and 8 black pieces are on the board; the puzzle position arises after move 26.
The position in numbers
White are ahead by 21 points of material (32 against 11; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on c1, the black king on a7.
It is White to move on move 26, with 42 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 7 pawns, Black 6. Files fully open (no pawns of either colour): e, g — natural highways for the rooks and queen.
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
26. Qxc7 Rc8 27. Qxc8 Ka6 28. Re7 hxg6 29. Qxb7#
Why it works
- Best move. queen to c7 is exactly what the engine plays (#3).
- Spot on — queen to c8 (#2).
- A natural move: rook to e7.
- Best move. queen to b7 is exactly what the engine plays (#).
- The line ends in a forced mate in 4.
- If instead Rc8, then Qxc8 and you win the rook.
Move by move
- 26. Qxc7 — queen to c7 (capture)
- Rc8 — rook to c8
- 27. Qxc8 — queen to c8 (capture)
- Ka6 — king to a6
- 28. Re7 — rook to e7
- hxg6 — pawn to g6 (capture)
- 29. Qxb7# — queen to b7 (capture) 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 #533.
SP-533 · ThroneGuard — King home on d or e, knights kept off the a- and h-files — the family of the standard starting array.
The king starts on e1, the rooks on a1 and h1, the queen on f1.
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.
The bishops stand on c1 and d1; their long diagonals reach h6 and h5 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 ThroneGuard family; read right to left it becomes position 522.
The engine's main line opens with e4, putting a pawn straight into the centre.
Morozov Balance Index: 16 of 100 — class D — largest edge. Engine evaluation of the starting position: +39 centipawns for White (depth 46, 400 000 000 nodes).
Explore position #533Provenance
Mined from the project's engine self-play games.
Pack 015 · SP-533
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