Mate in 3: rook to h6 (g6)
c9-26333naming 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 f2, rook g1 g6, bishop d2, knight f5, pawn h2 c3 f3 d4 f4.
Black: king h8, rook c7 f8, bishop b2 g8, pawn b4 h5 f6 e7.
10 white and 9 black pieces are on the board; the puzzle position arises after move 34.
The position in numbers
White are ahead by 1 points of material (21 against 20; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on f2, the black king on h8.
It is White to move on move 34, with 40 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 5 pawns, Black 4. Files fully open (no pawns of either colour): a, g — natural highways for the rooks and queen. Half-open for White: b, e.
Black hold the bishop pair, an edge in open lines. The White king has 6 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
34. Rh6+ Bh7 35. Rg7 bxc3 36. Rhxh7#
Why it works
- Great move! rook to h6 keeps the pressure (#2).
- Well found: rook to g7 (#1).
- Precise: rook to h7 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead Bh7, then Rg7 and you stay on top.
Move by move
- 34. Rh6+ — rook to h6 with check
- Bh7 — bishop to h7
- 35. Rg7 — rook to g7
- bxc3 — pawn to c3 (capture)
- 36. Rhxh7# — rook to h7 (capture) and it is checkmate
Types in this puzzle
Ladder mate
Two heavy pieces climb line by line, cutting off every retreat.
The ladder mate uses two heavy pieces climbing rung by rung: one cuts the king off along a line, the other checks on the next line, driving him toward the edge. It is the classic two-rook technique — check, the king retreats one rank, the other rook checks, until mate on the last rank. The only danger is the king creeping close enough to attack one of your rooks. If it does, simply slide that rook to the far side of the same line.
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.
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.
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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