Winning blow: bishop to h5 (f3·4)
c9-17616naming 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 1390 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 e1, queen f5, rook c4, bishop f3, knight d1 b6, pawn a2 e2 h2 b3 g3 d4 c5.
Black: king e8, queen b8, rook f7 d8, bishop h8, knight b4 e6, pawn e3 a5 c6 b7 d7 e7.
13 white and 13 black pieces are on the board; the puzzle position arises after move 20.
The position in numbers
Black are ahead by 4 points of material (30 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 e1, the black king on e8.
It is White to move on move 20, with 43 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): f — natural highways for the rooks and queen.
The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
20. Bh5 Ng5 21. Qxg5 Kf8 22. Bxf7 Kxf7 23. Nxe3
Why it works
- Great move! bishop to h5 keeps the pressure (+5.4).
- Well found: queen to g5 (+5.3).
- Precise: bishop to f7 is the top choice (+5.8).
- Best move. knight to e3 is exactly what the engine plays (+5.7).
- You win a piece — the rook.
- If instead Ng5, then Qxg5 and you win the knight.
Move by move
- 20. Bh5 — bishop to h5
- Ng5 — knight to g5
- 21. Qxg5 — queen to g5 (capture)
- Kf8 — king to f8
- 22. Bxf7 — bishop to f7 (capture)
- Kxf7 — king to f7 (capture)
- 23. Nxe3 — knight to e3 (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.
Remove the defender
Capture the guard first — then take what it protected.
Removing the defender is the straightforward plan: capture the guard first, then take what it guarded. Unlike deflection, the defender is not lured away — it is traded off or destroyed on the spot. Stare at the target you crave and ask who defends it, and whether that defender can be profitably eaten. Count the whole capture sequence, not just the first move — the trade must pay off at the end.
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.
About this position
These pieces come from starting position #111.
SP-111 · ThroneGuard — Both knights start on inner files (b–g) while the king sits centrally on d or e — one of 204 positions filed here.
The king starts on e1, the rooks on c1 and f1, the queen on a1.
The kingside rook already stands on f1, so castling short moves only the king, from e1 to g1.
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 848.
The engine's main line opens with b4.
Morozov Balance Index: 5 of 100 — class D — largest edge. Engine evaluation of the starting position: +49 centipawns for White (depth 48, 400 000 000 nodes).
Explore position #111Provenance
Mined from the project's engine self-play games.
Pack 010 · SP-111
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