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Mate in 3: bishop to f5 (b1)

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 g1, rook f6 e7, bishop b1 b2, knight f2, pawn a2 b3 g3 c4.

Black: king g8, rook d8, bishop f5 b8, pawn g2 d5 b6 a7.

10 white and 8 black pieces are on the board; the puzzle position arises after move 30.

The position in numbers

White are ahead by 8 points of material (23 against 15; 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 30, with 47 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 4 pawns, Black 4. Files fully open (no pawns of either colour): e, f, h — natural highways for the rooks and queen. Half-open for White: d.

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

30. Bxf5 Bd6 31. Be6+ Kh8 32. Rh6#

Why it works

  • Great move! bishop to f5 keeps the pressure (#2).
  • Spot on — bishop to e6 (#1).
  • Precise: rook to h6 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Bd6, then Be6+ and you win the bishop.

Move by move

  • 30. Bxf5 — bishop to f5 (capture)
  • Bd6 — bishop to d6
  • 31. Be6+ — bishop to e6 with check
  • Kh8 — king to h8
  • 32. Rh6# — rook to h6 and it is checkmate

Types in this puzzle

Double-check mate

Double check leaves only king moves — and there are none.

The double-check mate ends the game with check from two pieces at once, leaving the king with nothing. Neither capturing nor blocking works against a double check — only a king move, and here there is none. Look for a discovered check where the front piece checks too: it may even land on a defended square with total impunity. That is why the double check crowns so many of the most beautiful sacrificial combinations.

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 #164.

SP-164 · BastionScout — The king starts one file off-centre, on c or f, and a knight begins in a corner.

The king starts on f1, the rooks on d1 and h1, the queen on g1.

The queenside rook already stands on d1, so castling long moves only the king, from f1 to c1.

The bishops stand on b1 and c1; their long diagonals reach h7 and h6 once the c- and d-pawns step aside.

The pawn on e2 is defended by the king alone — the same soft spot f2 is in the classical setup.

The setup belongs to the BastionScout family; read right to left it becomes position 798.

The engine's main line opens with c3.

Morozov Balance Index: 16 of 100 — class D — largest edge. Engine evaluation of the starting position: +39 centipawns for White (depth 48, 400 000 000 nodes).

Explore position #164

Provenance

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

Pack 012 · SP-164

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