Mate in 2: knight to g6 (h4·4)
li-02nlinaming 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 1543 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, queen f4, rook a1 f1, knight h4, pawn a2 b2 c2 f2 g2 h2 d4 e5.
Black: king h8, queen d8, rook a8 g8, knight d7 g7, pawn d5 f5 c6 a7 b7 h7.
13 white and 12 black pieces are on the board; the puzzle position arises after move 19.
The position in numbers
Black are ahead by 1 points of material (30 against 31; 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 h8.
It is White to move on move 19, with 34 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 8 pawns, Black 6. No file is fully open, so the heavy pieces have to be pried in.
The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
19. Ng6+ hxg6 20. Qh6#
Why it works
- Great move! knight to g6 keeps the pressure (#1).
- Well found: queen to h6 (#).
- The line ends in a forced mate in 2.
- If instead hxg6, then Qh6# and it is mate.
Move by move
- 19. Ng6+ — knight to g6 with check
- hxg6 — pawn to g6 (capture)
- 20. Qh6# — queen to h6 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 011
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