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Winning blow: bishop to c3 (e1·5)

Shuffle Rating 1750Theme: 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.

Winning tactic: there is a move that gains a decisive advantage — find it.

Difficulty 1750 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.

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, queen a2, rook g1 d4, bishop e1 h1, knight g3, pawn b2 c2 f2 h2 e3 a4 g4.

Black: king f6, queen a8, rook c8 g8, bishop e8, knight b8 f8, pawn a5 g5 b7 c7 f7 h7.

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

The position in numbers

White are ahead by 1 points of material (35 against 34; 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 f6.

It is White to move on move 13, with 48 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): d — natural highways for the rooks and queen.

White hold the bishop pair, an edge in open lines. The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

13. Bc3 Ng6 14. Re4+ Ne5 15. Rxe5

Why it works

  • Great move! bishop to c3 keeps the pressure (#5).
  • Spot on — rook to e4 (#5).
  • Precise: rook to e5 is the top choice (#4).
  • You win a piece — the knight.
  • If instead Ng6, then Re4+ and you stay on top.

Move by move

  • 13. Bc3 — bishop to c3
  • Ng6 — knight to g6
  • 14. Re4+ — rook to e4 with check
  • Ne5 — knight to e5
  • 15. Rxe5 — rook to e5 (capture)

Types in this puzzle

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.

Development punish

Half the army still asleep — the attack breaks through.

Punishing lazy development: half of your opponent's army is asleep on its starting squares, which means you outnumber him where the fight is. Count not the pieces on the board but the pieces in play — if five or more of his pieces have never moved, look for a forcing attack. The sign is a development lead plus open lines toward his king. Strike immediately: give him two quiet moves and the advantage evaporates.

Discovered check

The moving piece opens a check — and is free to grab anything meanwhile.

With a discovered check the moving piece unmasks a check from the piece standing behind it. While the king deals with the check, the piece that moved grabs whatever it likes, free of charge. Look for your long-range piece on a line with the enemy king, with exactly one of your own pieces in between. The rule: among all the ways to step aside, pick the one that captures or attacks the most expensive loot.

About this position

These pieces come from starting position #203.

SP-203 · 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 d1, the rooks on c1 and g1, the queen on a1.

Castling long simply swaps the two pieces: the king on d1 and the rook on c1 trade places.

A bishop starts in the corner on h1: it has a single diagonal, which the g-pawn unlocks, running out to a8.

The pawn on e2 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 657.

The engine's main line opens with d4, putting a pawn straight into the centre.

Morozov Balance Index: 10 of 100 — class D — largest edge. Engine evaluation of the starting position: +43 centipawns for White (depth 44, 400 000 000 nodes).

Explore position #203

Provenance

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

Pack 013 · SP-203

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