Winning blow: pawn to e4 (e3·5)
c9-14569naming 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.
Winning tactic: there is a move that gains a decisive advantage — find it.
Difficulty 1110 ShuffleRating — club-player level.
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 position hides a concrete tactic that wins material or mates. Start with the most forcing candidate moves — checks, captures and threats — and calculate each to a clear end before choosing; the winning line is usually the one the opponent cannot meet.
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, rook d1 f1, bishop b3, knight c2, pawn a2 b2 g2 e3 d4.
Black: king e6, rook d5 f8, bishop b8, knight h8, pawn g4 f5 b6 c6 g6 b7 e7.
10 white and 12 black pieces are on the board; the puzzle position arises after move 19.
The position in numbers
Black are ahead by 2 points of material (21 against 23; 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 e6.
It is White to move on move 19, with 23 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 5 pawns, Black 7. Files fully open (no pawns of either colour): h — natural highways for the rooks and queen. Half-open for White: c, f.
The White king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
19. e4 Kf6 20. exd5
Why it works
- Great move! pawn to e4 keeps the pressure (+3.5).
- Well found: pawn to d5 (+3.8).
- You win a piece — the rook.
- If instead Kf6, then exd5 and you win the rook.
Move by move
- 19. e4 — pawn to e4
- Kf6 — king to f6
- 20. exd5 — pawn to d5 (capture)
Types in this puzzle
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.
Trapped piece
The attacked piece has no safe square — it is caught.
Trapping a piece means the attacked piece has no safe square left — it simply perishes. Do not chase it around; build a cage instead: cut off the escape squares with pawns and pieces first, and attack last. The typical victim has wandered deep into your camp or is stuck at the edge of the board, where its mobility is tiny. And always check the way home for your own raiders — or the trapped piece will be yours.
Quiet move
No check, no capture — yet this modest move decides the game.
A quiet move gives no check and takes nothing — yet it decides the game by creating an unstoppable threat or stealing the king's last square. This is the hardest class of moves: the eye hunts for loud blows while a modest shift does the winning. The clue: every forcing try runs into a defense, so seek the move that strengthens the threat or takes squares away. Train yourself to ask: what if I neither capture nor check, but quietly improve?
About this position
These pieces come from starting position #316.
SP-316 · ThroneScout — A knight starts on the edge (a/h) and the king sits centrally on d or e; the mirror twin stays in this family too.
The king starts on e1, the rooks on d1 and f1, the queen on c1.
The kingside rook already stands on f1, so castling short moves only the king, from e1 to g1.
The bishops stand on b1 and g1; their long diagonals reach h7 and a7 once the c- and f-pawns step aside.
One second-rank pawn starts with no defender at all: g2.
The setup belongs to the ThroneScout family; read right to left it becomes position 364.
The engine's main line opens with f4.
Morozov Balance Index: 2 of 100 — class D — largest edge. Engine evaluation of the starting position: +56 centipawns for White (depth 44, 400 000 000 nodes).
Explore position #316Provenance
Mined from the project's engine self-play games.
Pack 007 · SP-316
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