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Mate in 3: pawn to d7 (d6·3)

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 e5, rook a1 e1, bishop g5, knight d2 f5, pawn a2 b2 f2 g2 c3 h3 d6.

Black: king b8, rook a8 d8, pawn e4 a5 b7 g7 h7.

14 white and 8 black pieces are on the board; the puzzle position arises after move 23.

The position in numbers

White are ahead by 20 points of material (35 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 d1, the black king on b8.

It is White to move on move 23, with 58 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 7 pawns, Black 5. No file is fully open, so the heavy pieces have to be pried in. Half-open for White: e.

The White king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

23. d7+ Ka7 24. Qxa5+ Kb8 25. Bf4#

Why it works

  • Best move. pawn to d7 is exactly what the engine plays (#2).
  • Spot on — queen to a5 (#1).
  • Precise: bishop to f4 is the top choice (#).
  • The line ends in a forced mate in 3.
  • If instead Ka7, then Qxa5+ and you stay on top.

Move by move

  • 23. d7+ — pawn to d7 with check
  • Ka7 — king to a7
  • 24. Qxa5+ — queen to a5 (capture) with check
  • Kb8 — king to b8
  • 25. Bf4# — bishop to f4 and it is checkmate

Types in this puzzle

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.

Royal fork

A fork with check: the king must move, and the second piece is lost.

A royal fork is a fork with check — one of the two targets is the king itself. The check must be answered first, so nobody is left to rescue the second piece. Look for squares where your piece gives check and simultaneously attacks an undefended queen or rook. It is the most reliable fork of all, because your opponent literally has no choice.

Discovered check

The moving piece opens a check — and is free to grab anything meanwhile.

With a discovered check the moving piece unmasks a check from the piece standing behind it. While the king deals with the check, the piece that moved grabs whatever it likes, free of charge. Look for your long-range piece on a line with the enemy king, with exactly one of your own pieces in between. The rule: among all the ways to step aside, pick the one that captures or attacks the most expensive loot.

About this position

These pieces come from starting position #886.

SP-886 · 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 e1, the queen on b1.

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: h2.

The setup belongs to the ThroneScout family; read right to left it becomes position 70.

The engine's main line opens with c3.

Morozov Balance Index: 3 of 100 — class D — largest edge. Engine evaluation of the starting position: +58 centipawns for White (depth 48, 400 000 000 nodes).

In 50 self-play games White scored 55.0% (95% CI 41.3–67.9%).

Explore position #886

Provenance

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

Pack 012 · SP-886

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