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Deflection: pawn to h4

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Shuffle Rating 1470Theme: Deflection: force the defender to abandon its post.
White to move — find the best continuation

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The tactical motive

Deflection: force the defender to abandon its post.

Difficulty 1470 ShuffleRating — club-player level.

White to move — find the best continuation

How to recognize this tactic

Deflection drags a defender away from its duty. Identify the enemy piece that guards a key square or mate, then force it to move — with a check, a capture or a threat it must answer — and strike where it no longer defends.

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 e7, pawn a2 g2 h2.

Black: king g5, queen f6, rook b2, pawn e5 g6 a7 h7.

5 white and 7 black pieces are on the board; the puzzle position arises after move 37.

The position in numbers

Black are ahead by 6 points of material (12 against 18; 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 g5.

It is White to move on move 37, with 24 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 3 pawns, Black 4. Files fully open (no pawns of either colour): b, c, d, f — natural highways for the rooks and queen. Half-open for White: e.

The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

37. h4+ Kf5 38. g4+ Kxg4 39. Qxf6

Why it works

  • Great move! pawn to h4 keeps the pressure (+4.1).
  • Well found: pawn to g4 (+3.9).
  • Strong! queen to f6 is the sharp choice (+4.0).
  • You win a piece — the queen.
  • If instead Kf5, then g4+ and you stay on top.

Move by move

  • 37. h4+ — pawn to h4 with check
  • Kf5 — king to f5
  • 38. g4+ — pawn to g4 with check
  • Kxg4 — king to g4 (capture)
  • 39. Qxf6 — queen to f6 (capture)

Types in this puzzle

Absolute pin

A piece is pinned against its king — it cannot legally move.

An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.

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 defense

Mate is threatened — parry it and stay on top.

Mate defense: your opponent is one move from mating you — but it is your turn, and that changes everything. Find the defense that kills the mating threat while keeping your advantage: often a check or a counter-threat that leaves no time for the mate. First name the exact square where the mate would land — otherwise you are defending blind. The mistake is playing a "defensive" move that does not actually remove the threat.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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