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Winning blow: pawn to e6 (d5·23)

Shuffle Rating 1700Theme: 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 1700 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 g1, rook d2, bishop f3, pawn g2 h3 d4 d5.

Black: king g8, rook a4, knight f8, pawn e6 h6 g7.

7 white and 6 black pieces are on the board; the puzzle position arises after move 33.

The position in numbers

White are ahead by 1 points of material (12 against 11; 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 33, with 21 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 4 pawns, Black 3. Files fully open (no pawns of either colour): a, b, c, f — natural highways for the rooks and queen. Half-open for White: e.

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

33. dxe6 Nxe6 34. Bd5 Ra6 35. Re2 Kf7 36. Bxe6+

Why it works

  • Great move! pawn to e6 keeps the pressure (+4.2).
  • Well found: bishop to d5 (+4.1).
  • A natural move: rook to e2.
  • Best move. bishop to e6 is exactly what the engine plays (+5.0).
  • You win a piece — the knight.
  • If instead Nxe6, then Bd5 and you stay on top.

Move by move

  • 33. dxe6 — pawn to e6 (capture)
  • Nxe6 — knight to e6 (capture)
  • 34. Bd5 — bishop to d5
  • Ra6 — rook to a6
  • 35. Re2 — rook to e2
  • Kf7 — king to f7
  • 36. Bxe6+ — bishop to e6 (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.

Endgame tactic

Tactics live in the endgame too — strike while material is scarce.

Tactics do not retire when the queens come off: forks, pins and double attacks live on in the endgame. With so little material left, every tactical loss is almost always decisive. The signs are the usual ones — undefended pieces, king and piece on one line, a pawn about to promote. Even in a "technical" ending, scan for a shot before every move, both yours and your opponent's.

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 #586.

SP-586 · ThroneScout — A knight starts on the edge (a/h) and the king sits centrally on d or e; the mirror twin stays in this family too.

The king starts on d1, the rooks on b1 and g1, 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 e1 and f1; their long diagonals reach a5 and a6 once the d- and e-pawns step aside.

One second-rank pawn starts with no defender at all: h2.

The setup belongs to the ThroneScout family; read right to left it becomes position 277.

The engine's main line opens with b4.

Morozov Balance Index: 40 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +29 centipawns for White (depth 40, 400 000 000 nodes).

Explore position #586

Provenance

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

Pack 013 · SP-586

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