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Mate in 3: rook to e1 (h1·3)

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 d1, queen c6, rook h1, bishop b2 a6, pawn g2 f3 b4 d5 h6.

Black: king b8, queen g3, rook e1, bishop b6, pawn d4 d6 g6 a7 f7 h7.

10 white and 10 black pieces are on the board; the puzzle position arises after move 29.

The position in numbers

White are ahead by 2 points of material (25 against 23; 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 b8.

It is White to move on move 29, with 3 legal replies to weigh — only the line that keeps the advantage solves the puzzle. White are in check right now, so every reply must answer the check.

White keeps 5 pawns, Black 6. Files fully open (no pawns of either colour): c, e — natural highways for the rooks and queen. Half-open for White: a.

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

29. Rxe1 Qxe1+ 30. Kxe1 d3 31. Qb7#

Why it works

  • Great move! rook to e1 keeps the pressure (#2).
  • Spot on — king to e1 (#1).
  • Precise: queen to b7 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Qxe1+, then Kxe1 and you win the queen.

Move by move

  • 29. Rxe1 — rook to e1 (capture)
  • Qxe1+ — queen to e1 (capture) with check
  • 30. Kxe1 — king to e1 (capture)
  • d3 — pawn to d3
  • 31. Qb7# — queen to b7 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.

Winning exchange

A forced series of captures on one square ends in your favour.

A winning exchange is a forced series of captures on one square that leaves you ahead in material. It is pure arithmetic: count the attackers and defenders of the square and note the value of every piece in the queue. Capture in the right order — cheap pieces first, expensive ones later — or a winning trade turns into a losing one. The classic error is stopping the count halfway and missing the opponent's final recapture.

About this position

These pieces come from starting position #704.

SP-704 · 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 e1.

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

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

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 447.

The engine's main line opens with b3.

Morozov Balance Index: 43 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +28 centipawns for White (depth 45, 400 000 000 nodes).

Explore position #704

Provenance

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

Pack 012 · SP-704

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