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Deflection: bishop to g2

li-03JUH
Shuffle Rating 1080Theme: Deflection: force the defender to abandon its post.
Black to move — find the best continuation

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The tactical motive

Deflection: force the defender to abandon its post.

Difficulty 1080 ShuffleRating — club-player level.

Black to move — find the best continuation

How to recognize this tactic

Deflection drags a defender away from its duty. Identify the enemy piece that guards a key square or mate, then force it to move — with a check, a capture or a threat it must answer — and strike where it no longer defends.

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 c4, rook d1 g1, pawn a2 c2 g2 h2.

Black: king a8, queen d2, rook h8, bishop b7, pawn b6 d6 g6 a7 e7 h7.

8 white and 10 black pieces are on the board; the puzzle position arises after move 24.

The position in numbers

Material is level — 23 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 a8.

It is Black to move on move 24, with 40 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 Black: c.

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

24... Bxg2+ 25. Rxg2 Qxd1+

Why it works

  • Great move! bishop to g2 keeps the pressure (+5.2).
  • Well found: queen to d1 (+5.3).
  • You win a piece — the rook.
  • If instead Rxg2, then Qxd1+ and you win the rook.

Move by move

  • 24… Bxg2+ — bishop to g2 (capture) with check
  • 25. Rxg2 — rook to g2 (capture)
  • Qxd1+ — queen to d1 (capture) with check

Types in this puzzle

Win the pinned piece

The pinned piece cannot run — attack it again and win it.

A pinned piece cannot flee, which means you can win it outright by attacking it one more time. Count attackers against defenders: if you outnumber them, the piece is yours. The best extra attacker is a pawn, since it costs less than anything it might capture. Do not rush the capture — build up the pressure first, then harvest.

Counter-strike

Don't defend — answer the threat with a bigger one.

The counter-strike: instead of defending against the threat, you answer with a bigger threat of your own. While your opponent grabs a pawn, you deliver mate — the arithmetic favors you. Look for a counter when direct defenses fail: do you have a check, an attack on the queen, a mating threat? The beginner's error is meeting every threat with a reflexive defense without checking the counterattacking resources first.

Check chase

Every move is a check — the king is chased into losing ground.

In a check chase every one of your moves is a check, so the opponent never gets a free second. The king is herded across the board until it loses a piece or walks into a decisive blow. Such lines are the easiest to calculate: each check allows only a handful of replies, so try them all. Make it a habit to start calculating any sharp position with the checks — they are the most forcing moves on the board.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 007

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