Mate in 2: fork on f2 (h4)
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The tactical motive
Fork: one piece attacks two targets at once — they can't both be saved.
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1830 ShuffleRating — for advanced tacticians.
Black to move — find the best continuation
How to recognize this tactic
A fork is one piece attacking two targets at once. Look for a knight, pawn or queen move that lands where it hits the king (or a bigger piece) and a second undefended unit on the same turn — the opponent can save only one.
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 g1, queen f5, rook a1 e1, bishop c1, knight f4, pawn a2 c2 f2 g2 b3 e4.
Black: king c6, queen h4, rook h8, knight g4, pawn b5 d6 f7 g7 h7.
12 white and 9 black pieces are on the board; the puzzle position arises after move 19.
The position in numbers
White are ahead by 9 points of material (31 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 c6.
It is Black to move on move 19, with 34 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 5. No file is fully open, so the heavy pieces have to be pried in. Half-open for Black: a, c, e.
The Black king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
19... Qxf2+ 20. Kh1 Qxe1#
Why it works
- Great move! queen to f2 keeps the pressure (#1).
- Well found: queen to e1 (#).
- The line ends in a forced mate in 2.
- If instead Kh1, then Qxe1# and it is mate.
Move by move
- 19… Qxf2+ — queen to f2 (capture) with check
- 20. Kh1 — king to h1
- Qxe1# — queen to e1 (capture) 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.
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 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.
Provenance
Derived from the Lichess puzzle database (CC0).
Verified by Stockfish at depth 20+.
Solution forcedness confirmed (verified).
Pack 013
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