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Chess960 tactic on g3 (h3)

Shuffle Rating 2400Theme: 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: 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 d1, queen f5, rook b1 h3, bishop f1 e3, pawn d2 g2 f3 a4 h4 d5 d6.

Black: king h7, queen a8, rook g6 c8, knight b7, pawn c4 h5 a6 d7 g7.

13 white and 10 black pieces are on the board; the puzzle position arises after move 25.

The position in numbers

White are ahead by 5 points of material (32 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 d1, the black king on h7.

It is White to move on move 25, with 47 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 7 pawns, Black 5. Files fully open (no pawns of either colour): b, e — natural highways for the rooks and queen. Half-open for White: c.

White hold the bishop pair, an edge in open lines. 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

25. Rg3 Kg8 26. Qxg6 Kf8 27. Qxg7+ Ke8 28. Qe7#

Why it works

  • Great move! rook to g3 keeps the pressure (#3).
  • Spot on — queen to g6 (#2).
  • Precise: queen to g7 is the top choice (#1).
  • Best move. queen to e7 is exactly what the engine plays (#).
  • The line ends in a forced mate in 4.
  • If instead Kg8, then Qxg6 and you win the rook.

Move by move

  • 25. Rg3 — rook to g3
  • Kg8 — king to g8
  • 26. Qxg6 — queen to g6 (capture)
  • Kf8 — king to f8
  • 27. Qxg7+ — queen to g7 (capture) with check
  • Ke8 — king to e8
  • 28. Qe7# — queen to e7 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.

Absolute pin

A piece is pinned against its king — it cannot legally move.

An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.

About this position

These pieces come from starting position #398.

SP-398 · 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 e1, the rooks on b1 and h1, the queen on a1.

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 f1 and g1; their long diagonals reach a6 and a7 once the e- and f-pawns step aside.

One second-rank pawn starts with no defender at all: c2.

The setup belongs to the ThroneGuard family; read right to left it becomes position 756.

The engine's main line opens with e4, 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 50, 400 000 000 nodes).

Explore position #398

Provenance

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

Pack 015 · SP-398

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