Mate in 3: rook to d7 (d5)
c9-23295naming 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 f3, rook d5 c6, bishop h4, pawn a2 h2 b3.
Black: king g7, rook e2 g2, knight b2, pawn e3 b4 a7 h7.
7 white and 8 black pieces are on the board; the puzzle position arises after move 41.
The position in numbers
Black are ahead by 1 points of material (16 against 17; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on f3, the black king on g7.
It is White to move on move 41, with 40 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 3 pawns, Black 4. Files fully open (no pawns of either colour): c, d, f, g — natural highways for the rooks and queen. Half-open for White: e.
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
41. Rd7+ Kh8 42. Rc8+ Rg8 43. Bf6#
Why it works
- Best move. rook to d7 is exactly what the engine plays (#2).
- Spot on — rook to c8 (#1).
- Strong! bishop to f6 is the sharp choice (#).
- The line ends in a forced mate in 3.
- If instead Kh8, then Rc8+ and you stay on top.
Move by move
- 41. Rd7+ — rook to d7 with check
- Kh8 — king to h8
- 42. Rc8+ — rook to c8 with check
- Rg8 — rook to g8
- 43. Bf6# — bishop to f6 and it is checkmate
Types in this puzzle
Corner mate
Driven into the corner, the king runs out of squares.
The corner mate catches a king driven into the corner, where it has only three neighboring squares — all of them taken away or blocked. The corner is the worst home for a king, because the attacker needs to control the fewest squares there. Herd the king toward the corner with checks and never let it slip back toward the center. Cut off the escape routes before the final check, and the mate practically assembles itself.
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.
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.
About this position
These pieces come from starting position #148.
SP-148 · RampartScout — A knight in the corner and the king out on the wing (b/g); like every family, it is closed under mirror twins.
The king starts on g1, the rooks on d1 and h1, the queen on f1.
The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.
The bishops stand on b1 and c1; their long diagonals reach h7 and h6 once the c- and d-pawns step aside.
Every pawn on the second rank is defended from the very first move.
The setup belongs to the RampartScout family; read right to left it becomes position 814.
The engine's main line opens with e4, putting a pawn straight into the centre.
Morozov Balance Index: 13 of 100 — class D — largest edge. Engine evaluation of the starting position: +41 centipawns for White (depth 47, 400 000 000 nodes).
Explore position #148Provenance
Mined from the project's engine self-play games.
Pack 012 · SP-148
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