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Mate in 3: knight to a2

li-03R9f
Shuffle Rating 2073Theme: Mate in 3: a forced sequence that ends in checkmate.
Black to move — find the best continuation

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The tactical motive

Mate in 3: a forced sequence that ends in checkmate.

Difficulty 2073 ShuffleRating — expert level — few solve it at first try.

Black to move — find the best continuation

How to recognize this tactic

In a mate in three every move must be forcing; the defender should never get a free tempo. Find the check or threat that herds the king, calculate the single defence to each, and confirm the net closes on the third move.

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 c1, rook e7, knight c6, pawn c2 b7.

Black: king f2, rook b5, knight c3, pawn a5 d6.

5 white and 5 black pieces are on the board; the puzzle position arises after move 47.

The position in numbers

Material is level — 10 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).

The white king stands on c1, the black king on f2.

It is Black to move on move 47, with 26 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 2 pawns, Black 2. Files fully open (no pawns of either colour): e, f, g, h — natural highways for the rooks and queen. Half-open for Black: b, c.

The Black king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

47... Na2+ 48. Kd2 Rd5+ 49. Nd4 Rxd4#

Why it works

  • Great move! knight to a2 keeps the pressure (#2).
  • Well found: rook to d5 (#1).
  • Strong! rook to d4 is the sharp choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kd2, then Rd5+ and you stay on top.

Move by move

  • 47… Na2+ — knight to a2 with check
  • 48. Kd2 — king to d2
  • Rd5+ — rook to d5 with check
  • 49. Nd4 — knight to d4
  • Rxd4# — rook to d4 (capture) and it is checkmate

Types in this puzzle

Mate in 3

A forced checkmate in three moves.

Mate in three is a forced staircase: each of your moves narrows the opponent's choices, and the third one ends the game. Look for the start among checks and sacrifices — quiet first moves are rare in mating problems, but deliciously sneaky. Keep the tree in your head: every defense gets its own branch. Do not stop calculating after move two — see the final mating picture with your own eyes.

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.

Endgame tactic

Tactics live in the endgame too — strike while material is scarce.

Tactics do not retire when the queens come off: forks, pins and double attacks live on in the endgame. With so little material left, every tactical loss is almost always decisive. The signs are the usual ones — undefended pieces, king and piece on one line, a pawn about to promote. Even in a "technical" ending, scan for a shot before every move, both yours and your opponent's.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 015

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