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Pin: queen to c6

li-0516t
Shuffle Rating 1305Theme: Pin: a piece can't move without exposing something more valuable behind it.
White to move — find the best continuation

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The tactical motive

Pin: a piece can't move without exposing something more valuable behind it.

Difficulty 1305 ShuffleRating — club-player level.

White to move — find the best continuation

How to recognize this tactic

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 a1, queen f3, rook b2, bishop g2, knight g3, pawn a2 h3 d4 f4 h5.

Black: king b8, queen c4, rook e8, knight c6 c7, pawn f5 e6 a7 b7 g7.

10 white and 10 black pieces are on the board; the puzzle position arises after move 44.

The position in numbers

Material is level — 25 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).

The white king stands on a1, the black king on b8.

It is White to move on move 44, with 36 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): c — natural highways for the rooks and queen. Half-open for White: b, e, g.

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

44. Qxc6 Qxc6 45. Bxc6

Why it works

  • Great move! queen to c6 keeps the pressure (+5.4).
  • Well found: bishop to c6 (+5.3).
  • You win a piece — the queen.
  • If instead Qxc6, then Bxc6 and you win the queen.

Move by move

  • 44. Qxc6 — queen to c6 (capture)
  • Qxc6 — queen to c6 (capture)
  • 45. Bxc6 — bishop to c6 (capture)

Types in this puzzle

Absolute pin

A piece is pinned against its king — it cannot legally move.

An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.

Simplification

Trade the heavy pieces and steer into a won endgame.

Simplification is how you convert an advantage: by trading queens and rooks you extinguish the counterplay and steer the game into a won endgame. The rule is simple — the side with extra material trades pieces but keeps pawns. Look for exchanges once the material is already won and your opponent is still rattling threats. The mistake is avoiding the queen trade and letting him muddy the water forever.

Winning exchange

A forced series of captures on one square ends in your favour.

A winning exchange is a forced series of captures on one square that leaves you ahead in material. It is pure arithmetic: count the attackers and defenders of the square and note the value of every piece in the queue. Capture in the right order — cheap pieces first, expensive ones later — or a winning trade turns into a losing one. The classic error is stopping the count halfway and missing the opponent's final recapture.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 009

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