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Mate in 2: rook to h6 (h1·2)

Shuffle Rating 1873Theme: Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
White 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 1873 ShuffleRating — for advanced tacticians.

White 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 f2, rook h1, bishop e6 c7, knight g5, pawn a2 b3 f4 g4.

Black: king h8, rook c3 a8, bishop e8, knight b4 e7, pawn b5 h6 a7 g7.

9 white and 10 black pieces are on the board; the puzzle position arises after move 31.

The position in numbers

Black are ahead by 5 points of material (18 against 23; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on f2, the black king on h8.

It is White to move on move 31, with 38 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

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

White hold the bishop pair, an edge in open lines. The White king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.

Solution & explanation

Main line

31. Rxh6+ gxh6 32. Be5#

Why it works

  • Great move! rook to h6 keeps the pressure (#1).
  • Well found: bishop to e5 (#).
  • The line ends in a forced mate in 2.
  • If instead gxh6, then Be5# and it is mate.

Move by move

  • 31. Rxh6+ — rook to h6 (capture) with check
  • gxh6 — pawn to h6 (capture)
  • 32. Be5# — bishop to e5 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 014

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