Mate in 2: queen to f2 (h4·2)
li-05Pzcnaming tag (square·N)Opens in the app if installed, otherwise downloads the APK.
The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1136 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 g1, queen d1, rook a1 e1, bishop c1 d3, knight h2 c3, pawn a2 b2 g2 e3 f3 d4.
Black: king g8, queen h4, rook a8 f8, bishop c8, knight e4 b8, pawn d5 f5 c6 a7 b7 g7 h7.
14 white and 14 black pieces are on the board; the puzzle position arises after move 13.
The position in numbers
White are ahead by 2 points of material (37 against 35; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on g1, the black king on g8.
It is Black to move on move 13, with 41 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 7. No file is fully open, so the heavy pieces have to be pried in. Half-open for Black: e.
White hold the bishop pair, an edge in open lines. 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... Qf2+ 14. Kh1 Ng3#
Why it works
- Great move! queen to f2 keeps the pressure (#1).
- Well found: knight to g3 (#).
- The line ends in a forced mate in 2.
- If instead Kh1, then Ng3# and it is mate.
Move by move
- 13… Qf2+ — queen to f2 with check
- 14. Kh1 — king to h1
- 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 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.
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 007
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