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Mate in 3: queen to d6

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Shuffle Rating 1395Theme: Mate in 3: a forced sequence that ends in checkmate.
White to move — find the best continuation

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The tactical motive

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

Difficulty 1395 ShuffleRating — club-player level.

White 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 h1, queen b8, rook f1, bishop d3, pawn c2 g3 e5.

Black: king d8, queen h5, rook c8 h8, knight h2, pawn g4 d5 e6 f7.

7 white and 9 black pieces are on the board; the puzzle position arises after move 36.

The position in numbers

Black are ahead by 6 points of material (20 against 26; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on h1, the black king on d8.

It is White to move on move 36, with 36 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): a, b, h — natural highways for the rooks and queen. Half-open for White: d, f.

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

Solution & explanation

Main line

36. Qd6+ Ke8 37. Bb5+ Rc6 38. Bxc6#

Why it works

  • Great move! queen to d6 keeps the pressure (#2).
  • Well found: bishop to b5 (#1).
  • Strong! bishop to c6 is the sharp choice (#).
  • The line ends in a forced mate in 3.
  • If instead Ke8, then Bb5+ and you stay on top.

Move by move

  • 36. Qd6+ — queen to d6 with check
  • Ke8 — king to e8
  • 37. Bb5+ — bishop to b5 with check
  • Rc6 — rook to c6
  • 38. Bxc6# — bishop to c6 (capture) and it is checkmate

Types in this puzzle

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.

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.

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.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 010

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