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Pin: rook to d6 (d1)

Shuffle Rating 1946Theme: Pin: a piece can't move without exposing something more valuable behind it.
White 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 1946 ShuffleRating — for advanced tacticians.

White 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 f5, rook d1, knight f6, pawn a2 b2 h2 c3.

Black: king g7, queen e7, pawn b5 e5 g5 h5 a6 d6.

7 white and 8 black pieces are on the board; the puzzle position arises after move 36.

The position in numbers

Black are ahead by 3 points of material (12 against 15; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on f5, the black king on g7.

It is White to move on move 36, with 29 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 4 pawns, Black 6. Files fully open (no pawns of either colour): f — natural highways for the rooks and queen. Half-open for White: d, e, g.

The White king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

36. Rxd6 e4 37. Rd7 Qxd7+ 38. Nxd7

Why it works

  • Great move! rook to d6 keeps the pressure (+4.5).
  • Well found: rook to d7 (+4.8).
  • Strong! knight to d7 is the sharp choice (+5.3).
  • You win a piece — the queen.
  • If instead e4, then Rd7 and you stay on top.

Move by move

  • 36. Rxd6 — rook to d6 (capture)
  • e4 — pawn to e4
  • 37. Rd7 — rook to d7
  • Qxd7+ — queen to d7 (capture) with check
  • 38. Nxd7 — knight to d7 (capture)

Types in this puzzle

Overload

One defender guards two things — it cannot do both jobs.

Overloading exploits a defender with two jobs at once — guarding a piece and covering a mating square, for instance. It cannot do both: your first strike forces it to handle one duty and abandon the other. Find the overworked piece by asking what happens to each of its charges if it gets distracted. Then hit one target and collect the other — an overloaded defender only pretends to defend.

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.

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.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 014

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