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Mate in 3: rook to b7 (b8·3)

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 e5, rook g1 b8, bishop d2, knight e1, pawn g2 h2 c3 d3 e3 a4.

Black: king d7, rook f2, knight e7, pawn d5 h5.

12 white and 5 black pieces are on the board; the puzzle position arises after move 22.

The position in numbers

White are ahead by 21 points of material (31 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 d7.

It is White to move on move 22, with 44 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 6 pawns, Black 2. Files fully open (no pawns of either colour): b, f — natural highways for the rooks and queen.

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

22. Rb7+ Kd8 23. Qxe7+ Kc8 24. Qd7#

Why it works

  • Great move! rook to b7 keeps the pressure (#2).
  • Spot on — queen to e7 (#1).
  • Precise: queen to d7 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kd8, then Qxe7+ and you win the knight.

Move by move

  • 22. Rb7+ — rook to b7 with check
  • Kd8 — king to d8
  • 23. Qxe7+ — queen to e7 (capture) with check
  • Kc8 — king to c8
  • 24. Qd7# — queen to d7 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.

Skewer

A line attack forces the valuable piece to move, exposing the one behind it.

A skewer is a pin turned inside out: the valuable piece stands in front and something cheaper hides behind it. The big piece must step aside, and you collect the one that was sheltering in its shadow. Scan for the enemy king or queen sharing a file, rank or diagonal with another enemy piece. The deadliest version comes with check — the king moves, the rook behind it dies.

About this position

These pieces come from starting position #820.

SP-820 · 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 d1, the rooks on a1 and g1, the queen on f1.

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 b1 and c1; their long diagonals reach h7 and h6 once the c- and d-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 142.

The engine's main line opens with c3.

Morozov Balance Index: 10 of 100 — class D — largest edge. Engine evaluation of the starting position: +43 centipawns for White (depth 46, 400 000 000 nodes).

Explore position #820

Provenance

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

Pack 013 · SP-820

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