Mate in 2: rook to e1 (e8·3)
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1364 ShuffleRating — club-player level.
Black to move — find the best continuation
How to recognize this tactic
Mate in two usually opens with a forcing move — a check, a capture or an unstoppable threat — that strips the king of squares or defenders, so the follow-up mate becomes unavoidable. Look for the first move that leaves the opponent only losing replies.
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 c3 d4, pawn b2 g2 h2 a3 f3 f6.
Black: king b7, rook e8, bishop b5, pawn f4 h5 a6 b6.
9 white and 7 black pieces are on the board; the puzzle position arises after move 35.
The position in numbers
White are ahead by 4 points of material (16 against 12; 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 b7.
It is Black to move on move 35, with 26 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 4. Files fully open (no pawns of either colour): c, d, e — natural highways for the rooks and queen. Half-open for Black: g.
The Black king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
35... Re1+ 36. Kf2 Rf1#
Why it works
- Great move! rook to e1 keeps the pressure (#1).
- Well found: rook to f1 (#).
- The line ends in a forced mate in 2.
- If instead Kf2, then Rf1# and it is mate.
Move by move
- 35… Re1+ — rook to e1 with check
- 36. Kf2 — king to f2
- Rf1# — rook to f1 and it is checkmate
Types in this puzzle
Mate in 2
A forced checkmate in two moves.
Mate in two: your move, any reply, then the mating blow. Start with the most forcing first moves — checks and sacrifices that shrink the opponent's options to almost nothing. Against every single reply you must have a mate ready, so check them all without exception. The common failure is analyzing the pretty defense and forgetting the boring one.
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.
Endgame tactic
Tactics live in the endgame too — strike while material is scarce.
Tactics do not retire when the queens come off: forks, pins and double attacks live on in the endgame. With so little material left, every tactical loss is almost always decisive. The signs are the usual ones — undefended pieces, king and piece on one line, a pawn about to promote. Even in a "technical" ending, scan for a shot before every move, both yours and your opponent's.
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 010
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