Deflection: pawn to b5
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The tactical motive
Deflection: force the defender to abandon its post.
Difficulty 1952 ShuffleRating — for advanced tacticians.
Black to move — find the best continuation
How to recognize this tactic
Deflection drags a defender away from its duty. Identify the enemy piece that guards a key square or mate, then force it to move — with a check, a capture or a threat it must answer — and strike where it no longer defends.
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 a4, rook d1, knight f3, pawn a2 f2 g2 e3 h3 d4.
Black: king g8, rook c1 c3, bishop g7, knight f6, pawn b6 g6 a7 e7 f7 h7.
10 white and 11 black pieces are on the board; the puzzle position arises after move 23.
The position in numbers
White are ahead by 1 points of material (23 against 22; 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 23, with 33 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): c — natural highways for the rooks and queen. Half-open for Black: d.
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
23... b5 24. Qxb5 Rxd1+
Why it works
- Great move! pawn to b5 keeps the pressure (+4.0).
- Well found: rook to d1 (+4.3).
- You win a piece — the rook.
- If instead Qxb5, then Rxd1+ and you win the rook.
Move by move
- 23… b5 — pawn to b5
- 24. Qxb5 — queen to b5 (capture)
- Rxd1+ — rook to d1 (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.
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).
Pack 014
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