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Mate in 2: pawn to h5 (h7)

Shuffle Rating 1196Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Black to move — find the best continuation

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The tactical motive

Mate in 2: the first move creates an unstoppable threat, the second delivers mate.

Difficulty 1196 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 g4, rook e2 c7, knight e6, pawn a2 g3 h3.

Black: king g8, rook f5 e8, knight e7, pawn a7 h7.

7 white and 6 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 g4, the black king on g8.

It is Black to move on move 46, with 29 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 3 pawns, Black 2. Files fully open (no pawns of either colour): b, c, d, e, f — natural highways for the rooks and queen. Half-open for Black: g.

The Black king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

46... h5+ 47. Kh4 Ng6#

Why it works

  • Great move! pawn to h5 keeps the pressure (#1).
  • Well found: knight to g6 (#).
  • The line ends in a forced mate in 2.
  • If instead Kh4, then Ng6# and it is mate.

Move by move

  • 46… h5+ — pawn to h5 with check
  • 47. Kh4 — king to h4
  • Ng6# — knight to g6 and it is checkmate

Types in this puzzle

Knight mate

The knight lands the killing blow from its unique angle.

In a knight mate the final blow comes from the knight — the only piece whose check can never be blocked. That makes it lethal against a cramped king: only a king move or capturing the knight itself can help. The sign: the squares around the king are occupied or covered, and there is a hop from which the knight checks while staying untouchable. Bring the knight over early — it is slower than the long-range pieces, but its strike cannot be parried.

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 007

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