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Mate in 3: rook to h2 (h3)

Shuffle Rating 1565Theme: Mate in 3: a forced sequence that ends in checkmate.
Black to move — find the best continuation

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The tactical motive

Mate in 3: a forced sequence that ends in checkmate.

Difficulty 1565 ShuffleRating — club-player level.

Black to move — find the best continuation

How to recognize this tactic

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 g2, rook e2 e5, pawn b3 f3 a4 c4 g4 d5.

Black: king f6, rook h3 h7, pawn f4 a5 g5 b6 c7.

9 white and 8 black pieces are on the board; the puzzle position arises after move 46.

The position in numbers

White are ahead by 1 points of material (16 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 g2, the black king on f6.

It is Black to move on move 46, with 21 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

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

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

46... Rh2+ 47. Kf1 Rh1+ 48. Kf2 R7h2#

Why it works

  • Great move! rook to h2 keeps the pressure (#2).
  • Well found: rook to h1 (#1).
  • Strong! rook to h2 is the sharp choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kf1, then Rh1+ and you stay on top.

Move by move

  • 46… Rh2+ — rook to h2 with check
  • 47. Kf1 — king to f1
  • Rh1+ — rook to h1 with check
  • 48. Kf2 — king to f2
  • R7h2# — rook to h2 and it is checkmate

Types in this puzzle

Ladder mate

Two heavy pieces climb line by line, cutting off every retreat.

The ladder mate uses two heavy pieces climbing rung by rung: one cuts the king off along a line, the other checks on the next line, driving him toward the edge. It is the classic two-rook technique — check, the king retreats one rank, the other rook checks, until mate on the last rank. The only danger is the king creeping close enough to attack one of your rooks. If it does, simply slide that rook to the far side of the same line.

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.

Rook endgame

The most common endgame — activity decides everything.

The rook endgame is the most common of all: rooks and pawns on the board. Its first law is activity — a rook behind a passed pawn beats a rook passively babysitting one. The sign of a correct plan is that your rook is attacking something, not guarding something. The typical error is locking your rook into defense: it is often better to give up a pawn and keep your rook and king active.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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