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Mate in 2: pawn to g4 (g2)

Shuffle Rating 1016Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
White 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 1016 ShuffleRating — club-player level.

White 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 f2, rook d6, pawn g2 f3 a5.

Black: king f5, rook a3, pawn c4 d4 e5 g5.

5 white and 6 black pieces are on the board; the puzzle position arises after move 34.

The position in numbers

Black are ahead by 1 points of material (8 against 9; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on f2, the black king on f5.

It is White to move on move 34, with 20 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 3 pawns, Black 4. Files fully open (no pawns of either colour): b, h — natural highways for the rooks and queen. Half-open for White: c, d, e.

The White king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

34. g4+ Kf4 35. Rf6#

Why it works

  • Great move! pawn to g4 keeps the pressure (#1).
  • Well found: rook to f6 (#).
  • The line ends in a forced mate in 2.
  • If instead Kf4, then Rf6# and it is mate.

Move by move

  • 34. g4+ — pawn to g4 with check
  • Kf4 — king to f4
  • 35. Rf6# — rook to f6 and it is checkmate

Types in this puzzle

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.

Only move

Everything else loses — find the only move that holds.

An only move is a position where everything loses except one single continuation. You cannot play "by hand" here: run through fundamentally different defenses — run away, block, trade, counterattack — and discard the ones that fail. The hallmark of these puzzles is that the obvious moves lose quickly while the solution often looks strange. First understand exactly what the threat is — then the one saving move reveals itself.

Rook endgame

The most common endgame — activity decides everything.

The rook endgame is the most common of all: rooks and pawns on the board. Its first law is activity — a rook behind a passed pawn beats a rook passively babysitting one. The sign of a correct plan is that your rook is attacking something, not guarding something. The typical error is locking your rook into defense: it is often better to give up a pawn and keep your rook and king active.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 006

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