Pin: bishop to h6 (g7·2)
li-05r44naming tag (square·N)Opens in the app if installed, otherwise downloads the APK.
The tactical motive
Pin: a piece can't move without exposing something more valuable behind it.
Difficulty 1567 ShuffleRating — club-player level.
Black 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 c1, queen d2, rook d1 h1, bishop e2 f2, knight c3 f3, pawn a2 b2 c2 g2 h2 e5.
Black: king g8, queen d8, rook a8 f8, bishop g7 c8, knight f5 d7, pawn e6 g6 a7 b7 f7 h7.
14 white and 14 black pieces are on the board; the puzzle position arises after move 14.
The position in numbers
Material is level — 37 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).
The white king stands on c1, the black king on g8.
It is Black to move on move 14, with 35 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: c.
The Black king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
14... Bh6 15. g4 Bxd2+
Why it works
- Great move! bishop to h6 keeps the pressure (+2.5).
- A brilliant blow: bishop to d2, and you stand better (+2.5).
- You win a piece — the queen.
- If instead g4, then Bxd2+ and you win the queen.
Move by move
- 14… Bh6 — bishop to h6
- 15. g4 — pawn to g4
- Bxd2+ — bishop to d2 (capture) with check
Types in this puzzle
Win the pinned piece
The pinned piece cannot run — attack it again and win it.
A pinned piece cannot flee, which means you can win it outright by attacking it one more time. Count attackers against defenders: if you outnumber them, the piece is yours. The best extra attacker is a pawn, since it costs less than anything it might capture. Do not rush the capture — build up the pressure first, then harvest.
Queen trap
The strongest piece ventures too far — and cannot come back.
A queen trap catches the strongest piece after it ventures too far and finds no way home. The usual story is a queen grabbing a distant pawn — the classic poisoned pawn. The warning signs: the queen has few retreat squares, and enemy minor pieces cut them off one by one, gaining tempo with every move. Before your queen snacks on a pawn in enemy territory, count her escape routes — fewer than two means stay home.
Quiet move
No check, no capture — yet this modest move decides the game.
A quiet move gives no check and takes nothing — yet it decides the game by creating an unstoppable threat or stealing the king's last square. This is the hardest class of moves: the eye hunts for loud blows while a modest shift does the winning. The clue: every forcing try runs into a defense, so seek the move that strengthens the threat or takes squares away. Train yourself to ask: what if I neither capture nor check, but quietly improve?
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 011
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