Mate in 2: rook to a6 (a1)
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1335 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, rook a1 c7, bishop b6, knight d7, pawn b3 e6.
Black: king a8, queen f4, rook h8, bishop b7, pawn g2 b5 f5 a6 e7.
7 white and 9 black pieces are on the board; the puzzle position arises after move 35.
The position in numbers
Black are ahead by 4 points of material (18 against 22; 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 a8.
It is White to move on move 35, with 30 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 2 pawns, Black 5. Files fully open (no pawns of either colour): c, d, h — natural highways for the rooks and queen. Half-open for White: a, f, g.
The White king has 0 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
35. Rxa6+ Bxa6 36. Ra7#
Why it works
- Great move! rook to a6 keeps the pressure (#1).
- Well found: rook to a7 (#).
- The line ends in a forced mate in 2.
- If instead Bxa6, then Ra7# and it is mate.
Move by move
- 35. Rxa6+ — rook to a6 (capture) with check
- Bxa6 — bishop to a6 (capture)
- 36. Ra7# — rook to a7 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 010
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