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Mate in 2: knight to g3 (h5·2)

Shuffle Rating 1133Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Black 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 1133 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 h1, queen e2, rook c1 d1, bishop d2 c4, knight c3, pawn a2 b2 g2 h2 f3 e4.

Black: king c8, queen g5, rook d8 e8, bishop d4 c6, knight h5, pawn a6 g6 b7 c7 f7 h7.

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

The position in numbers

Material is level — 34 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 c8.

It is Black to move on move 19, with 54 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

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

19... Ng3+ 20. hxg3 Qh5#

Why it works

  • Great move! knight to g3 keeps the pressure (#1).
  • Well found: queen to h5 (#).
  • The line ends in a forced mate in 2.
  • If instead hxg3, then Qh5# and it is mate.

Move by move

  • 19… Ng3+ — knight to g3 with check
  • 20. hxg3 — pawn to g3 (capture)
  • Qh5# — queen to h5 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.

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.

Counter-strike

Don't defend — answer the threat with a bigger one.

The counter-strike: instead of defending against the threat, you answer with a bigger threat of your own. While your opponent grabs a pawn, you deliver mate — the arithmetic favors you. Look for a counter when direct defenses fail: do you have a check, an attack on the queen, a mating threat? The beginner's error is meeting every threat with a reflexive defense without checking the counterattacking resources first.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 007

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