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Pin: bishop to h3

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Shuffle Rating 1477Theme: Pin: a piece can't move without exposing something more valuable behind it.
Black to move — find the best continuation

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The tactical motive

Pin: a piece can't move without exposing something more valuable behind it.

Difficulty 1477 ShuffleRating — club-player level.

Black to move — find the best continuation

How to recognize this tactic

A pin freezes a piece in front of a more valuable one behind it. Scan the ranks, files and diagonals your bishop, rook or queen controls: if an enemy piece cannot move without exposing its king or queen, it is pinned and can be piled on or bypassed.

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, queen d4, bishop f1, pawn a2 b3 f3 h3 c5.

Black: king h7, rook e1 e8, bishop f5, pawn b4 g6 h6.

8 white and 7 black pieces are on the board; the puzzle position arises after move 37.

The position in numbers

White are ahead by 1 points of material (17 against 16; 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 h7.

It is Black to move on move 37, with 36 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 5 pawns, Black 3. Files fully open (no pawns of either colour): d, e — natural highways for the rooks and queen. Half-open for Black: a, c, f.

The Black king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

37... Bxh3 38. Kh2 Bxf1

Why it works

  • Great move! bishop to h3 keeps the pressure (+3.3).
  • Well found: bishop to f1 (+3.8).
  • You win a piece — the bishop.
  • If instead Kh2, then Bxf1 and you win the bishop.

Move by move

  • 37… Bxh3 — bishop to h3 (capture)
  • 38. Kh2 — king to h2
  • Bxf1 — bishop to f1 (capture)

Types in this puzzle

Absolute pin

A piece is pinned against its king — it cannot legally move.

An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.

Queen endgame

Queens on an open board — precision above all.

Queen endgames are treacherous: the queen reaches everywhere, and one slip turns a win into perpetual check. The signs are few pawns, exposed kings, and checks hanging in the air. Tuck your king away early, and use your own checks to bring the queen closer or push your passer with tempo. The typical mistake is grabbing pawns while leaving your king exposed to endless checks.

Trapped piece

The attacked piece has no safe square — it is caught.

Trapping a piece means the attacked piece has no safe square left — it simply perishes. Do not chase it around; build a cage instead: cut off the escape squares with pawns and pieces first, and attack last. The typical victim has wandered deep into your camp or is stuck at the edge of the board, where its mobility is tiny. And always check the way home for your own raiders — or the trapped piece will be yours.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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