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Mate in 2: knight to h6 (f5·5)

Shuffle Rating 1440Theme: 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.

Mate in 2: the first move creates an unstoppable threat, the second delivers mate.

Difficulty 1440 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.

Mate in two usually opens with a forcing move — a check, a capture or an unstoppable threat — that strips the king of squares or defenders, so the follow-up mate becomes unavoidable. Look for the first move that leaves the opponent only losing replies.

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 e1, queen f6, rook b1 g1, bishop d5, knight f5, pawn c2 d2 e2 h2 g3 a4 f4 b6.

Black: king g8, queen a8, rook e7 b8, bishop c8, knight c6 e6, pawn c5 g5 h5.

14 white and 10 black pieces are on the board; the puzzle position arises after move 17.

The position in numbers

White are ahead by 2 points of material (33 against 31; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on e1, the black king on g8.

It is White to move on move 17, with 57 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 8 pawns, Black 3. No file is fully open, so the heavy pieces have to be pried in.

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

17. Nh6+ Kh7 18. Be4#

Why it works

  • Best move. knight to h6 is exactly what the engine plays (#1).
  • Well found: bishop to e4 (#).
  • The line ends in a forced mate in 2.
  • If instead Kh7, then Be4# and it is mate.

Move by move

  • 17. Nh6+ — knight to h6 with check
  • Kh7 — king to h7
  • 18. Be4# — bishop to e4 and it is checkmate

Types in this puzzle

Mate in 2

A forced checkmate in two moves.

Mate in two: your move, any reply, then the mating blow. Start with the most forcing first moves — checks and sacrifices that shrink the opponent's options to almost nothing. Against every single reply you must have a mate ready, so check them all without exception. The common failure is analyzing the pretty defense and forgetting the boring one.

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 #487.

SP-487 · ThroneGuard — A central king (d or e) and two knights tucked onto inner files: the family that holds the standard array, SP-518.

The king starts on e1, 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.

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: c2.

The setup belongs to the ThroneGuard family; read right to left it becomes position 562.

The engine's main line opens with b4.

Morozov Balance Index: 31 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +32 centipawns for White (depth 47, 400 000 000 nodes).

Explore position #487

Provenance

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

Pack 011 · SP-487

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