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Mate in 2: queen to h5 (g6)

Shuffle Rating 1092Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
White 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 1092 ShuffleRating — club-player level.

White 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 g1, queen g6, rook a1 f1, bishop c4, knight h2, pawn b2 c2 f2 g2 a3 h3 d4.

Black: king h8, queen d8, rook a8 f8, bishop b7 g7, knight d7, pawn e4 f5 a6 b6 c7.

13 white and 12 black pieces are on the board; the puzzle position arises after move 19.

The position in numbers

Black are ahead by 1 points of material (32 against 33; 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 19, with 47 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 7 pawns, Black 5. No file is fully open, so the heavy pieces have to be pried in. Half-open for White: e.

Black hold the bishop pair, an edge in open lines. 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

19. Qh5+ Bh6 20. Qxh6#

Why it works

  • Great move! queen to h5 keeps the pressure (#1).
  • Well found: queen to h6 (#).
  • The line ends in a forced mate in 2.
  • If instead Bh6, then Qxh6# and it is mate.

Move by move

  • 19. Qh5+ — queen to h5 with check
  • Bh6 — bishop to h6
  • 20. 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 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.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 007

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