Mate in 3: rook to d7 (d1·7)
c9-13810naming 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 in 3: a forced sequence that ends in checkmate.
Difficulty 1860 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 h2, rook d1 f4, bishop g8, knight f6, pawn a2 b2 e2 e3 h4.
Black: king e7, knight f7, pawn h5 a7.
10 white and 4 black pieces are on the board; the puzzle position arises after move 32.
The position in numbers
White are ahead by 16 points of material (21 against 5; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on h2, the black king on e7.
It is White to move on move 32, with 43 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 5 pawns, Black 2. Files fully open (no pawns of either colour): c, d, f, g — natural highways for the rooks and queen.
The White king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
32. Rd7+ Ke6 33. Bxf7+ Ke5 34. Rd5#
Why it works
- Best move. rook to d7 is exactly what the engine plays (#2).
- Spot on — bishop to f7 (#1).
- Precise: rook to d5 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead Ke6, then Bxf7+ and you win the knight.
Move by move
- 32. Rd7+ — rook to d7 with check
- Ke6 — king to e6
- 33. Bxf7+ — bishop to f7 (capture) with check
- Ke5 — king to e5
- 34. Rd5# — rook to d5 and it is checkmate
Types in this puzzle
Ladder mate
Two heavy pieces climb line by line, cutting off every retreat.
The ladder mate uses two heavy pieces climbing rung by rung: one cuts the king off along a line, the other checks on the next line, driving him toward the edge. It is the classic two-rook technique — check, the king retreats one rank, the other rook checks, until mate on the last rank. The only danger is the king creeping close enough to attack one of your rooks. If it does, simply slide that rook to the far side of the same line.
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.
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 #86.
SP-86 · ThroneScout — The king starts on d or e while at least one knight begins in a corner.
The king starts on e1, the rooks on d1 and g1, the queen on h1.
The queenside rook already stands on d1, so castling long moves only the king, from e1 to c1.
The bishops stand on c1 and f1; their long diagonals reach h6 and a6 once the d- and e-pawns step aside.
One second-rank pawn starts with no defender at all: a2.
The setup belongs to the ThroneScout family; read right to left it becomes position 870.
The engine's main line opens with d4, putting a pawn straight into the centre.
Morozov Balance Index: 57 of 100 — class B — balanced. Engine evaluation of the starting position: +34 centipawns for White (depth 47, 400 000 000 nodes).
In 50 self-play games White scored 50.0% (95% CI 36.6–63.4%).
Explore position #86Provenance
Mined from the project's engine self-play games.
Pack 013 · SP-86
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