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Mate in 2: queen to h3 (g3·3)

Shuffle Rating 1461Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Black to move — find the best continuation

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The tactical motive

Mate in 2: the first move creates an unstoppable threat, the second delivers mate.

Difficulty 1461 ShuffleRating — club-player level.

Black 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 h1, queen c6, rook a1 g1, pawn g2 h3 a4 b4 d4.

Black: king g8, queen g3, rook e2 e3, pawn d5 a7 f7 g7 h7.

9 white and 9 black pieces are on the board; the puzzle position arises after move 28.

The position in numbers

Material is level — 24 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).

The white king stands on h1, the black king on g8.

It is Black to move on move 28, with 42 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

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

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

28... Qxh3+ 29. gxh3 Rxh3#

Why it works

  • Great move! queen to h3 keeps the pressure (#1).
  • Well found: rook to h3 (#).
  • The line ends in a forced mate in 2.
  • If instead gxh3, then Rxh3# and it is mate.

Move by move

  • 28… Qxh3+ — queen to h3 (capture) with check
  • 29. gxh3 — pawn to h3 (capture)
  • Rxh3# — rook to h3 (capture) 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.

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.

Winning exchange

A forced series of captures on one square ends in your favour.

A winning exchange is a forced series of captures on one square that leaves you ahead in material. It is pure arithmetic: count the attackers and defenders of the square and note the value of every piece in the queue. Capture in the right order — cheap pieces first, expensive ones later — or a winning trade turns into a losing one. The classic error is stopping the count halfway and missing the opponent's final recapture.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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