Mate in 2: knight to g6 (h4)
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1023 ShuffleRating — club-player level.
White 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, queen b3, rook a1 e4, bishop d2, knight h4, pawn a2 b2 f2 h2 c3 g3.
Black: king h8, queen d8, rook e7 f8, bishop d6, knight d3, pawn d4 c5 b6 f6 a7 g7 h7.
12 white and 13 black pieces are on the board; the puzzle position arises after move 22.
The position in numbers
Black are ahead by 1 points of material (31 against 32; 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 h8.
It is White to move on move 22, with 47 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 7. Files fully open (no pawns of either colour): e — natural highways for the rooks and queen. Half-open for White: d.
The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
22. Ng6+ hxg6 23. Rh4#
Why it works
- Great move! knight to g6 keeps the pressure (#1).
- Well found: rook to h4 (#).
- The line ends in a forced mate in 2.
- If instead hxg6, then Rh4# and it is mate.
Move by move
- 22. Ng6+ — knight to g6 with check
- hxg6 — pawn to g6 (capture)
- 23. Rh4# — rook to h4 and it is checkmate
Types in this puzzle
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.
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.
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.
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 006
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