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Mate in 3: rook to h7 (h5·4)

Shuffle Rating 1760Theme: 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 3: a forced sequence that ends in checkmate.

Difficulty 1760 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 d1, queen c7, rook c1 h5, bishop a6, pawn a2 b2 d2 g2 d4.

Black: king e7, rook e8, bishop d7, pawn e6 a7.

10 white and 5 black pieces are on the board; the puzzle position arises after move 26.

The position in numbers

White are ahead by 17 points of material (27 against 10; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on d1, the black king on e7.

It is White to move on move 26, with 58 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 5 pawns, Black 2. Files fully open (no pawns of either colour): c, f, h — 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

26. Rh7+ Kf8 27. Qf4+ Kg8 28. Qf7#

Why it works

  • Best move. rook to h7 is exactly what the engine plays (#2).
  • Spot on — queen to f4 (#1).
  • Precise: queen to f7 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kf8, then Qf4+ and you stay on top.

Move by move

  • 26. Rh7+ — rook to h7 with check
  • Kf8 — king to f8
  • 27. Qf4+ — queen to f4 with check
  • Kg8 — king to g8
  • 28. Qf7# — queen to f7 and it is checkmate

Types in this puzzle

Supported queen mate

The queen delivers mate face to face, protected by a friend.

The supported queen mate is the most common pattern of all: the queen lands next to the king and mates because a friendly piece or pawn protects her. The king is helpless — capturing is impossible, and the queen covers every neighboring square herself. Hunt for a protected square beside the enemy king: a knight, bishop or pawn eyeing it turns her invasion into mate. Verify one thing — that the square really is defended, or the king eats her.

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.

Royal fork

A fork with check: the king must move, and the second piece is lost.

A royal fork is a fork with check — one of the two targets is the king itself. The check must be answered first, so nobody is left to rescue the second piece. Look for squares where your piece gives check and simultaneously attacks an undefended queen or rook. It is the most reliable fork of all, because your opponent literally has no choice.

About this position

These pieces come from starting position #314.

SP-314 · ThroneScout — The king starts on d or e while at least one knight begins in a corner.

The king starts on d1, the rooks on c1 and g1, the queen on b1.

Castling long simply swaps the two pieces: the king on d1 and the rook on c1 trade places.

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 357.

The engine's main line opens with c4.

Morozov Balance Index: 7 of 100 — class D — largest edge. Engine evaluation of the starting position: +46 centipawns for White (depth 47, 400 000 000 nodes).

Explore position #314

Provenance

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

Pack 013 · SP-314

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