Mate in 3: pawn to f7 (g6)
c9-23491naming 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 g3, rook e8, bishop d3, knight d8, pawn a2 e2 b3 g6.
Black: king g7, queen f7, pawn b5 h6.
8 white and 4 black pieces are on the board; the puzzle position arises after move 37.
The position in numbers
White are ahead by 4 points of material (15 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 g3, the black king on g7.
It is White to move on move 37, with 29 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 4 pawns, Black 2. Files fully open (no pawns of either colour): c, d, f — natural highways for the rooks and queen. Half-open for White: h.
The White king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
37. gxf7 Kf6 38. f8=Q+ Kg5 39. Re5#
Why it works
- Best move. pawn to f7 is exactly what the engine plays (#2).
- Spot on — pawn to f8 (#1).
- Precise: rook to e5 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead Kf6, then f8=Q+ and you win the queen.
Move by move
- 37. gxf7 — pawn to f7 (capture)
- Kf6 — king to f6
- 38. f8=Q+ — pawn to f8 with check
- Kg5 — king to g5
- 39. Re5# — rook to e5 and it is checkmate
Types in this puzzle
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.
Promotion
The pawn reaches the last rank and becomes a queen — decisively.
Promotion turns a pawn on the last rank into a queen and rewrites the evaluation on the spot. In tactics the passer rarely walks in for free — usually a sacrifice clears its path. Count the tempi: how many moves does the pawn need, and can the defender stop it in time? And watch the promotion square itself — it must be out of enemy reach or won by force in your combination.
Promotion race
Both sides push passers — win the race by a tempo.
A promotion race is a sprint between two passed pawns: both sides push toward the last rank, and victory goes to whoever queens first or queens with check. You will recognize it when both players have far-advanced passers that neither king can catch. Count the tempi literally, move by move, all the way to promotion. The classic mistake is spending a tempo on a "useful" move — in a race, almost any non-pawn move loses.
About this position
These pieces come from starting position #680.
SP-680 · 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 d1, the rooks on c1 and h1, the queen on a1.
Castling long simply swaps the two pieces: the king on d1 and the rook on c1 trade places.
The bishops stand on b1 and e1; their long diagonals reach h7 and a5 once the c- and d-pawns step aside.
One second-rank pawn starts with no defender at all: g2.
The setup belongs to the ThroneGuard family; read right to left it becomes position 477.
The engine's main line opens with Nf3, bringing the knight out to f3.
Morozov Balance Index: 11 of 100 — class D — largest edge. Engine evaluation of the starting position: +42 centipawns for White (depth 45, 400 000 000 nodes).
Explore position #680Provenance
Mined from the project's engine self-play games.
Pack 012 · SP-680
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