Winning blow: knight to e1 (f3·3)
c9-27081naming 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.
Winning tactic: there is a move that gains a decisive advantage — find it.
Difficulty 1200 ShuffleRating — club-player level.
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.
This position hides a concrete tactic that wins material or mates. Start with the most forcing candidate moves — checks, captures and threats — and calculate each to a clear end before choosing; the winning line is usually the one the opponent cannot meet.
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 g1, queen d2, bishop f4, knight b3 f3, pawn a2 b2 g2 h3.
Black: king g8, queen e1, rook b8 e8, knight g6, pawn h4 b6 a7 f7 g7.
9 white and 10 black pieces are on the board; the puzzle position arises after move 23.
The position in numbers
Black are ahead by 5 points of material (22 against 27; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on g1, the black king on g8.
It is White to move on move 23, 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 4 pawns, Black 5. Files fully open (no pawns of either colour): c, d, e — natural highways for the rooks and queen. Half-open for White: f.
The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
23. Nxe1 Nxf4 24. Qxf4 Rxe1+ 25. Kh2 Rbe8 26. Qxh4
Why it works
- Great move! knight to e1 keeps the pressure (+3.6).
- Spot on — queen to f4 (+3.9).
- A natural move: king to h2.
- Best move. queen to h4 is exactly what the engine plays (+3.5).
- You win a piece — the queen.
- If instead Nxf4, then Qxf4 and you win the queen.
Move by move
- 23. Nxe1 — knight to e1 (capture)
- Nxf4 — knight to f4 (capture)
- 24. Qxf4 — queen to f4 (capture)
- Rxe1+ — rook to e1 (capture) with check
- 25. Kh2 — king to h2
- Rbe8 — rook to e8
- 26. Qxh4 — queen to h4 (capture)
Types in this puzzle
Overload
One defender guards two things — it cannot do both jobs.
Overloading exploits a defender with two jobs at once — guarding a piece and covering a mating square, for instance. It cannot do both: your first strike forces it to handle one duty and abandon the other. Find the overworked piece by asking what happens to each of its charges if it gets distracted. Then hit one target and collect the other — an overloaded defender only pretends to defend.
Only move
Everything else loses — find the only move that holds.
An only move is a position where everything loses except one single continuation. You cannot play "by hand" here: run through fundamentally different defenses — run away, block, trade, counterattack — and discard the ones that fail. The hallmark of these puzzles is that the obvious moves lose quickly while the solution often looks strange. First understand exactly what the threat is — then the one saving move reveals itself.
Remove the defender
Capture the guard first — then take what it protected.
Removing the defender is the straightforward plan: capture the guard first, then take what it guarded. Unlike deflection, the defender is not lured away — it is traded off or destroyed on the spot. Stare at the target you crave and ask who defends it, and whether that defender can be profitably eaten. Count the whole capture sequence, not just the first move — the trade must pay off at the end.
About this position
These pieces come from starting position #133.
SP-133 · RampartScout — A wing-file king (b or g) and at least one corner knight: the rarest of the six families, just 72 positions.
The king starts on g1, the rooks on b1 and h1, the queen on e1.
The king already stands on its castled square, so castling short moves only the rook, from h1 to f1.
The bishops stand on c1 and d1; their long diagonals reach h6 and h5 once the d- and e-pawns step aside.
One second-rank pawn starts with no defender at all: a2.
The setup belongs to the RampartScout family; read right to left it becomes position 826.
The engine's main line opens with d4, putting a pawn straight into the centre.
Morozov Balance Index: 40 of 100 — class C — noticeable edge. Engine evaluation of the starting position: +29 centipawns for White (depth 45, 400 000 000 nodes).
Explore position #133Provenance
Mined from the project's engine self-play games.
Pack 008 · SP-133
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