Mate in 3: rook to f6 (f1·2)
c9-26412naming 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 h1, queen e6, rook f1, bishop b2 c6, pawn c2 d2 h2 b4.
Black: king f8, rook d6, bishop f6, pawn d4 b5 g5 a6 c7 h7.
9 white and 9 black pieces are on the board; the puzzle position arises after move 32.
The position in numbers
White are ahead by 10 points of material (24 against 14; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on h1, the black king on f8.
It is White to move on move 32, with 52 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 4 pawns, Black 6. Files fully open (no pawns of either colour): e, f — natural highways for the rooks and queen. Half-open for White: a, g.
White hold the bishop pair, an edge in open lines. The White king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
32. Rxf6+ Kg7 33. Qf7+ Kh8 34. Qf8#
Why it works
- Best move. rook to f6 is exactly what the engine plays (#2).
- Spot on — queen to f7 (#1).
- Precise: queen to f8 is the top choice (#).
- The line ends in a forced mate in 3.
- If instead Kg7, then Qf7+ and you win the bishop.
Move by move
- 32. Rxf6+ — rook to f6 (capture) with check
- Kg7 — king to g7
- 33. Qf7+ — queen to f7 with check
- Kh8 — king to h8
- 34. Qf8# — queen to f8 and it is checkmate
Types in this puzzle
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.
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.
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 #166.
SP-166 · ThroneScout — A knight starts on the edge (a/h) and the king sits centrally on d or e; the mirror twin stays in this family too.
The king starts on e1, the rooks on b1 and h1, the queen on g1.
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.
The bishops stand on c1 and f1; their long diagonals reach h6 and a6 once the d- and e-pawns step aside.
One second-rank pawn starts with no defender at all: a2.
The setup belongs to the ThroneScout family; read right to left it becomes position 790.
The engine's main line opens with Nb3, bringing the knight out to b3.
Morozov Balance Index: 34 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +31 centipawns for White (depth 44, 400 000 000 nodes).
Explore position #166Provenance
Mined from the project's engine self-play games.
Pack 012 · SP-166
Similar puzzles
In your browser or in the Android app. Nothing to install · Free, no ads