Mate in 2: knight to f7 (e5·2)
li-02HX9naming tag (square·N)Opens in the app if installed, otherwise downloads the APK.
The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1257 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 c1, rook g1, knight e5 h5, pawn b2 c2 a3.
Black: king h8, rook a8 g8, knight b8, pawn d4 e6 h6 a7 b7 f7.
7 white and 10 black pieces are on the board; the puzzle position arises after move 27.
The position in numbers
Black are ahead by 5 points of material (14 against 19; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on c1, the black king on h8.
It is White to move on move 27, with 31 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 3 pawns, Black 6. Files fully open (no pawns of either colour): g — natural highways for the rooks and queen. Half-open for White: d, e, f, h.
The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
27. Nxf7+ Kh7 28. Nf6#
Why it works
- Great move! knight to f7 keeps the pressure (#1).
- Well found: knight to f6 (#).
- The line ends in a forced mate in 2.
- If instead Kh7, then Nf6# and it is mate.
Move by move
- 27. Nxf7+ — knight to f7 (capture) with check
- Kh7 — king to h7
- 28. Nf6# — knight to f6 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 009
Similar puzzles
In your browser or in the Android app. Nothing to install · Free, no ads