Mate in 3: rook to e1 (h1)
c9-23015naming 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 1630 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 f2, queen g7, rook h1 b6, bishop d3, pawn a2 d2 g2 h2 f3.
Black: king e6, rook b8, bishop g8, knight d8, pawn d4 h4 c6 b7.
10 white and 8 black pieces are on the board; the puzzle position arises after move 25.
The position in numbers
White are ahead by 12 points of material (27 against 15; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on f2, the black king on e6.
It is White to move on move 25, with 53 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 5 pawns, Black 4. Files fully open (no pawns of either colour): e — natural highways for the rooks and queen. Half-open for White: b, c.
The White king has 4 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
25. Re1+ Kd6 26. Qe7+ Kd5 27. Re5#
Why it works
- Best move. rook to e1 is exactly what the engine plays (#2).
- Spot on — queen to e7 (#1).
- Precise: rook to e5 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead Kd6, then Qe7+ and you stay on top.
Move by move
- 25. Re1+ — rook to e1 with check
- Kd6 — king to d6
- 26. Qe7+ — queen to e7 with check
- Kd5 — king to d5
- 27. Re5# — rook to e5 and it is checkmate
Types in this puzzle
Ladder mate
Two heavy pieces climb line by line, cutting off every retreat.
The ladder mate uses two heavy pieces climbing rung by rung: one cuts the king off along a line, the other checks on the next line, driving him toward the edge. It is the classic two-rook technique — check, the king retreats one rank, the other rook checks, until mate on the last rank. The only danger is the king creeping close enough to attack one of your rooks. If it does, simply slide that rook to the far side of the same line.
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.
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.
About this position
These pieces come from starting position #398.
SP-398 · ThroneGuard — The king starts in the middle of the back rank, on d or e, and neither knight begins in a corner.
The king starts on e1, the rooks on b1 and h1, the queen on a1.
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.
The bishops stand on f1 and g1; their long diagonals reach a6 and a7 once the e- and f-pawns step aside.
One second-rank pawn starts with no defender at all: c2.
The setup belongs to the ThroneGuard family; read right to left it becomes position 756.
The engine's main line opens with e4, putting a pawn straight into the centre.
Morozov Balance Index: 51 of 100 — class B — balanced. Engine evaluation of the starting position: +26 centipawns for White (depth 50, 400 000 000 nodes).
Explore position #398Provenance
Mined from the project's engine self-play games.
Pack 012 · SP-398
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