Mate in 3: knight to h6 (f5·3)
c9-16751naming 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 1990 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 g1, queen c2, rook d1 h1, bishop a1 b1, knight f5 g5, pawn a2 e2 f2 h2 c4 h5.
Black: king g8, queen c8, rook e8, bishop a8 b8, knight f4 d8, pawn b3 h3 b6 a7 d7 e7 f7 g7.
14 white and 15 black pieces are on the board; the puzzle position arises after move 14.
The position in numbers
White are ahead by 3 points of material (37 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 g1, the black king on g8.
It is White to move on move 14, with 46 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 8. No file is fully open, so the heavy pieces have to be pried in. Half-open for White: b, d, g.
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
14. Nh6+ gxh6 15. Qh7+ Kf8 16. Qh8#
Why it works
- Great move! knight to h6 keeps the pressure (#2).
- Well found: queen to h7 (#1).
- Precise: queen to h8 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead gxh6, then Qh7+ and you stay on top.
Move by move
- 14. Nh6+ — knight to h6 with check
- gxh6 — pawn to h6 (capture)
- 15. Qh7+ — queen to h7 with check
- Kf8 — king to f8
- 16. Qh8# — queen to h8 and it is checkmate
Types in this puzzle
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.
Sacrifice attack
Give up material to unleash a decisive attack.
A sacrificial attack gives up material on purpose to rip the king's shelter open and launch a decisive assault. The sac is sound when you get concrete assets in return: open lines to the king, tempi, pieces ready to pour in. The signs: a poorly sheltered king, your forces aimed at its home, defenders stranded far away. The iron rule is to calculate, not hope — once the material is gone, there is no way back.
Decoy
A sacrifice lures the king or a piece onto a fatal square.
A decoy is the mirror image of deflection: you sacrifice to drag the king or a piece onto a fatal square. The classic is a queen or rook sac whose capture pulls the king into a knight fork, a discovered check or mate. Find the square where the target will be hit, then find the offer it cannot refuse. Calculate to the very end — a decoy only works when the follow-up is forced.
About this position
These pieces come from starting position #0.
SP-0 · RampartGuard — King on the wing (b/g) with both knights on inner files.
The king starts on g1, the rooks on f1 and h1, the queen on c1.
The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.
A bishop starts in the corner on a1: it has a single diagonal, which the b-pawn unlocks, running out to h8.
One second-rank pawn starts with no defender at all: e2.
The setup belongs to the RampartGuard family; read right to left it becomes position 959.
The engine's main line opens with c4.
Morozov Balance Index: 72 of 100 — class B — balanced. Engine evaluation of the starting position: +20 centipawns for White (depth 45, 400 000 000 nodes).
Explore position #0Provenance
Mined from the project's engine self-play games.
Pack 014 · SP-0
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