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Mate in 1: pin on h6

li-03URI
Shuffle Rating 1526Theme: Mate in 1: find the move after which the enemy king has no escape.
White to move — find the best continuation

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The tactical motive

Mate in 1: find the move after which the enemy king has no escape.

Pin: a piece can't move without exposing something more valuable behind it.

Difficulty 1526 ShuffleRating — club-player level.

White to move — find the best continuation

How to recognize this tactic

A mate in one hides among forcing checks. Run through every check you can give: does it cover all the king's escape squares, is the checking piece safe or supported, and can nothing block or capture it? If yes, that is the mate.

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 g1, queen g6, rook f1, bishop b2, knight g4, pawn a2 f2 g2 b3 h3.

Black: king h8, queen d6, rook g5 g8, knight d8, pawn c4 e6 h6 a7 b7 g7.

10 white and 11 black pieces are on the board; the puzzle position arises after move 31.

The position in numbers

Black are ahead by 3 points of material (25 against 28; 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 31, with 41 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 5 pawns, Black 6. Files fully open (no pawns of either colour): d — natural highways for the rooks and queen. Half-open for White: c, e.

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

31. Qxh6#

Why it works

  • Great move! queen to h6 keeps the pressure (#).
  • The line ends in a forced mate in 1.

Move by move

  • 31. Qxh6# — queen to h6 (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.

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 1

Checkmate in a single move — find it.

Mate in one: the combination is over, only the final precise shot remains. The method is simple — list every check you have and test the three escapes against each: king moves, blocks, and capturing the checker. If none of them works, it is mate. The classic blunder is falling in love with the first check you see and missing the one escape hatch.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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