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Mate in 2: rook to h1 (g1)

Shuffle Rating 1122Theme: 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 1122 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 h6, rook d2, pawn a2 g7.

Black: king f6, rook g1, pawn d3.

4 white and 3 black pieces are on the board; the puzzle position arises after move 49.

The position in numbers

White are ahead by 1 points of material (7 against 6; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on h6, the black king on f6.

It is Black to move on move 49, with 18 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 2 pawns, Black 1. Files fully open (no pawns of either colour): b, c, e, f, h — natural highways for the rooks and queen. Half-open for Black: a, g.

The Black king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

49... Rh1+ 50. Rh2 Rxh2#

Why it works

  • Great move! rook to h1 keeps the pressure (#1).
  • Well found: rook to h2 (#).
  • The line ends in a forced mate in 2.
  • If instead Rh2, then Rxh2# and it is mate.

Move by move

  • 49… Rh1+ — rook to h1 with check
  • 50. Rh2 — rook to h2
  • Rxh2# — rook to h2 (capture) 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.

Win the pinned piece

The pinned piece cannot run — attack it again and win it.

A pinned piece cannot flee, which means you can win it outright by attacking it one more time. Count attackers against defenders: if you outnumber them, the piece is yours. The best extra attacker is a pawn, since it costs less than anything it might capture. Do not rush the capture — build up the pressure first, then harvest.

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 007

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