Mate in 2: pawn to f3
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1013 ShuffleRating — club-player level.
Black 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 g2, rook h8, pawn f2 h2.
Black: king g4, rook a3, pawn f4 g5.
4 white and 4 black pieces are on the board; the puzzle position arises after move 46.
The position in numbers
Material is level — 7 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).
The white king stands on g2, the black king on g4.
It is Black to move on move 46, with 16 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): a, b, c, d, e — natural highways for the rooks and queen. Half-open for Black: h.
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
46... f3+ 47. Kf1 Ra1#
Why it works
- Great move! pawn to f3 keeps the pressure (#1).
- Well found: rook to a1 (#).
- The line ends in a forced mate in 2.
- If instead Kf1, then Ra1# and it is mate.
Move by move
- 46… f3+ — pawn to f3 with check
- 47. Kf1 — king to f1
- Ra1# — rook to a1 and it is checkmate
Types in this puzzle
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.
Rook endgame
The most common endgame — activity decides everything.
The rook endgame is the most common of all: rooks and pawns on the board. Its first law is activity — a rook behind a passed pawn beats a rook passively babysitting one. The sign of a correct plan is that your rook is attacking something, not guarding something. The typical error is locking your rook into defense: it is often better to give up a pawn and keep your rook and king active.
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 006
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