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Mate in 3: rook to e6

c9-25953
Shuffle Rating 1630Theme: 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 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 g2, queen f8, rook e1 f1, pawn a2 h2 c3 d3 f3 g3.

Black: king g6, rook f7, pawn c5 d5 g5 h5.

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

The position in numbers

White are ahead by 16 points of material (25 against 9; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on g2, the black king on g6.

It is White to move on move 33, with 39 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 6 pawns, Black 4. Files fully open (no pawns of either colour): b, e — natural highways for the rooks and queen.

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. Re6+ Rf6 34. Rxf6+ Kh7 35. Rh6#

Why it works

  • Best move. rook to e6 is exactly what the engine plays (#2).
  • Spot on — rook to f6 (#1).
  • Precise: rook to h6 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Rf6, then Rxf6+ and you win the rook.

Move by move

  • 33. Re6+ — rook to e6 with check
  • Rf6 — rook to f6
  • 34. Rxf6+ — rook to f6 (capture) with check
  • Kh7 — king to h7
  • 35. Rh6# — rook to h6 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.

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.

Counter-strike

Don't defend — answer the threat with a bigger one.

The counter-strike: instead of defending against the threat, you answer with a bigger threat of your own. While your opponent grabs a pawn, you deliver mate — the arithmetic favors you. Look for a counter when direct defenses fail: do you have a check, an attack on the queen, a mating threat? The beginner's error is meeting every threat with a reflexive defense without checking the counterattacking resources first.

About this position

These pieces come from starting position #787.

SP-787 · 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 d1, the rooks on b1 and f1, the queen on c1.

The kingside rook already stands on f1, so castling short moves only the king, from d1 to g1.

A bishop starts in the corner on a1: it has a single diagonal, which the b-pawn unlocks, running out to h8.

The second rank carries 2 pawns with no defender at all: a2, h2.

The setup belongs to the ThroneGuard family; read right to left it becomes position 163.

The engine's main line opens with b4.

Morozov Balance Index: 75 of 100 — class B — balanced. Engine evaluation of the starting position: +19 centipawns for White (depth 45, 400 000 000 nodes).

Explore position #787

Provenance

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

Pack 012 · SP-787

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