Winning blow: rook to c6 (c1·7)
c9-22283naming 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 1200 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 g1, rook c1 f1, bishop d6, knight b3, pawn b2 e2 h2 a3 d4 e5.
Black: king c8, rook a4 e8, bishop g6 c7, knight d7, pawn g4 h5 b6 c6.
11 white and 10 black pieces are on the board; the puzzle position arises after move 28.
The position in numbers
Black are ahead by 1 points of material (22 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 g1, the black king on c8.
It is White to move on move 28, with 36 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 4. Files fully open (no pawns of either colour): f — natural highways for the rooks and queen. Half-open for White: c, g.
Black 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
28. Rxc6 Ra7 29. Rfc1 Be4 30. Rxc7+ Rxc7 31. Rxc7+
Why it works
- Great move! rook to c6 keeps the pressure (+5.1).
- rook to c1 develops smoothly.
- Precise: rook to c7 is the top choice (+5.5).
- Best move. rook to c7 is exactly what the engine plays (+5.4).
- You win a piece — the rook.
- If instead Ra7, then Rfc1 and you stay on top.
Move by move
- 28. Rxc6 — rook to c6 (capture)
- Ra7 — rook to a7
- 29. Rfc1 — rook to c1
- Be4 — bishop to e4
- 30. Rxc7+ — rook to c7 (capture) with check
- Rxc7 — rook to c7 (capture)
- 31. Rxc7+ — rook to c7 (capture) with check
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.
Only move
Everything else loses — find the only move that holds.
An only move is a position where everything loses except one single continuation. You cannot play "by hand" here: run through fundamentally different defenses — run away, block, trade, counterattack — and discard the ones that fail. The hallmark of these puzzles is that the obvious moves lose quickly while the solution often looks strange. First understand exactly what the threat is — then the one saving move reveals itself.
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 #235.
SP-235 · ThroneScout — A central king (d or e), but with a knight posted out on the a- or h-file.
The king starts on d1, the rooks on b1 and g1, the queen on c1.
Castling ends where it always does: king to g1 and rook to f1 on the short side, king to c1 and rook to d1 on the long one.
A bishop starts in the corner on h1: it has a single diagonal, which the g-pawn unlocks, running out to a8.
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 625.
The engine's main line opens with c4.
Morozov Balance Index: 80 of 100 — class A — most balanced. Engine evaluation of the starting position: +17 centipawns for White (depth 45, 400 000 000 nodes).
Explore position #235Provenance
Mined from the project's engine self-play games.
Pack 008 · SP-235
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