Mate in 1: pin on g3 (h5)
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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 1204 ShuffleRating — club-player level.
Black 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 h1, queen d1, rook a1 f1, bishop d2 c4, knight c3 f4, pawn b2 c2 g2 h2 a3 d3 e4.
Black: king g8, queen h4, rook a8 f8, bishop b6 c8, knight h5 c6, pawn h6 a7 b7 c7 d7 f7 g7.
15 white and 15 black pieces are on the board; the puzzle position arises after move 13.
The position in numbers
Material is level — 38 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).
The white king stands on h1, the black king on g8.
It is Black to move on move 13, with 38 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 7 pawns, Black 7. No file is fully open, so the heavy pieces have to be pried in. Half-open for Black: e.
The Black king has 2 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
13... Ng3#
Why it works
- Great move! knight to g3 keeps the pressure (#).
- The line ends in a forced mate in 1.
Move by move
- 13… Ng3# — knight to g3 and it is checkmate
Types in this puzzle
Knight mate
The knight lands the killing blow from its unique angle.
In a knight mate the final blow comes from the knight — the only piece whose check can never be blocked. That makes it lethal against a cramped king: only a king move or capturing the knight itself can help. The sign: the squares around the king are occupied or covered, and there is a hop from which the knight checks while staying untouchable. Bring the knight over early — it is slower than the long-range pieces, but its strike cannot be parried.
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.
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.
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 008
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