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Mate in 2: queen to f1 (d3·2)

Shuffle Rating 1622Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Black 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 1622 ShuffleRating — for advanced tacticians.

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 h1, queen g5, rook g2, pawn f2.

Black: king h7, queen d3, bishop e5, pawn c3 d6 e7.

4 white and 6 black pieces are on the board; the puzzle position arises after move 47.

The position in numbers

Material is level — 15 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).

The white king stands on h1, the black king on h7.

It is Black to move on move 47, with 29 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 1 pawns, Black 3. Files fully open (no pawns of either colour): a, b, g, h — natural highways for the rooks and queen. Half-open for Black: f.

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

47... Qf1+ 48. Rg1 Qh3#

Why it works

  • Great move! queen to f1 keeps the pressure (#1).
  • Well found: queen to h3 (#).
  • The line ends in a forced mate in 2.
  • If instead Rg1, then Qh3# and it is mate.

Move by move

  • 47… Qf1+ — queen to f1 with check
  • 48. Rg1 — rook to g1
  • Qh3# — queen to h3 and it is checkmate

Types in this puzzle

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.

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.

Queen endgame

Queens on an open board — precision above all.

Queen endgames are treacherous: the queen reaches everywhere, and one slip turns a win into perpetual check. The signs are few pawns, exposed kings, and checks hanging in the air. Tuck your king away early, and use your own checks to bring the queen closer or push your passer with tempo. The typical mistake is grabbing pawns while leaving your king exposed to endless checks.

Provenance

Derived from the Lichess puzzle database (CC0).

Verified by Stockfish at depth 20+.

Solution forcedness confirmed (verified).

Pack 012

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