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Mate in 3: rook to h7 (g7)

Shuffle Rating 1507Theme: Mate in 3: a forced sequence that ends in checkmate.
White to move — find the best continuation

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The tactical motive

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

Difficulty 1507 ShuffleRating — club-player level.

White 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 g2, rook f3 g7, bishop f7, pawn b2 a3 d3 c4 f6.

Black: king h8, queen e1, rook f8, knight b6, pawn b3 a4 c5 d6 h7.

9 white and 9 black pieces are on the board; the puzzle position arises after move 48.

The position in numbers

Black are ahead by 4 points of material (18 against 22; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on g2, the black king on h8.

It is White to move on move 48, with 22 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

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

The White king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

48. Rxh7+ Kxh7 49. Rh3+ Qh4 50. Rxh4#

Why it works

  • Great move! rook to h7 keeps the pressure (#2).
  • Well found: rook to h3 (#1).
  • Strong! rook to h4 is the sharp choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kxh7, then Rh3+ and you stay on top.

Move by move

  • 48. Rxh7+ — rook to h7 (capture) with check
  • Kxh7 — king to h7 (capture)
  • 49. Rh3+ — rook to h3 with check
  • Qh4 — queen to h4
  • 50. Rxh4# — rook to h4 (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.

Sacrifice attack

Give up material to unleash a decisive attack.

A sacrificial attack gives up material on purpose to rip the king's shelter open and launch a decisive assault. The sac is sound when you get concrete assets in return: open lines to the king, tempi, pieces ready to pour in. The signs: a poorly sheltered king, your forces aimed at its home, defenders stranded far away. The iron rule is to calculate, not hope — once the material is gone, there is no way back.

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.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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