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Win the hanging queen on e1

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Shuffle Rating 1486Theme: Hanging piece: your opponent left a piece undefended — take it.
Black to move — find the best continuation

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The tactical motive

Hanging piece: your opponent left a piece undefended — take it.

Difficulty 1486 ShuffleRating — club-player level.

Black to move — find the best continuation

How to recognize this tactic

A hanging piece is one that is attacked and not defended, or defended too few times. Count attackers against defenders on each enemy unit; where attackers win, take it — often with an in-between move or a check to gain the extra tempo.

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 a6, rook a1 e1, bishop c1 g2, knight d4, pawn f2 g3 a4 h4.

Black: king b8, queen b4, rook d8 h8, knight g4 g6, pawn h5 b6 e6 c7 f7 g7.

11 white and 12 black pieces are on the board; the puzzle position arises after move 20.

The position in numbers

White are ahead by 1 points of material (32 against 31; 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 b8.

It is Black to move on move 20, with 46 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 4 pawns, Black 6. Files fully open (no pawns of either colour): d — natural highways for the rooks and queen. Half-open for Black: a.

White hold the bishop pair, an edge in open lines. The Black king has 0 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

20... Qxe1+ 21. Qf1 Qxf1+

Why it works

  • Great move! queen to e1 keeps the pressure (+4.9).
  • Well found: queen to f1 (+4.9).
  • You win a piece — the queen.
  • If instead Qf1, then Qxf1+ and you win the queen.

Move by move

  • 20… Qxe1+ — queen to e1 (capture) with check
  • 21. Qf1 — queen to f1
  • Qxf1+ — queen to f1 (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.

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.

Mate defense

Mate is threatened — parry it and stay on top.

Mate defense: your opponent is one move from mating you — but it is your turn, and that changes everything. Find the defense that kills the mating threat while keeping your advantage: often a check or a counter-threat that leaves no time for the mate. First name the exact square where the mate would land — otherwise you are defending blind. The mistake is playing a "defensive" move that does not actually remove the threat.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 011

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