Pin: bishop to g4
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The tactical motive
Pin: a piece can't move without exposing something more valuable behind it.
Difficulty 1386 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 d1, queen f3, bishop b3 f4, knight c3 d6, pawn a2 b2 c2 g2 e5.
Black: king b8, queen g7, bishop f5 h8, knight a6 e7, pawn c6 a7 b7.
11 white and 9 black pieces are on the board; the puzzle position arises after move 21.
The position in numbers
White are ahead by 2 points of material (26 against 24; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on d1, the black king on b8.
It is Black to move on move 21, with 34 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, f, h — natural highways for the rooks and queen. Half-open for Black: e, g.
The Black king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
21... Bg4 22. Kc1 Bxf3
Why it works
- Great move! bishop to g4 keeps the pressure (+4.3).
- Well found: bishop to f3 (+4.8).
- You win a piece — the queen.
- If instead Kc1, then Bxf3 and you win the queen.
Move by move
- 21… Bg4 — bishop to g4
- 22. Kc1 — king to c1
- Bxf3 — bishop to f3 (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.
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.
Quiet move
No check, no capture — yet this modest move decides the game.
A quiet move gives no check and takes nothing — yet it decides the game by creating an unstoppable threat or stealing the king's last square. This is the hardest class of moves: the eye hunts for loud blows while a modest shift does the winning. The clue: every forcing try runs into a defense, so seek the move that strengthens the threat or takes squares away. Train yourself to ask: what if I neither capture nor check, but quietly improve?
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 010
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