Mate in 2: queen to f2 (f7·2)
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1975 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 g3, queen d1, rook a1 e1, bishop c1, knight e6, pawn b2 g2 h3 a4.
Black: king g8, queen f7, rook a8, knight g4 d5, pawn a6 d6 h6 b7 c7 g7.
10 white and 11 black pieces are on the board; the puzzle position arises after move 22.
The position in numbers
White are ahead by 3 points of material (29 against 26; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on g3, the black king on g8.
It is Black to move on move 22, with 41 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): e, f — natural highways for the rooks and queen.
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
22... Qf2+ 23. Kxg4 Nf6#
Why it works
- Great move! queen to f2 keeps the pressure (#1).
- Well found: knight to f6 (#).
- The line ends in a forced mate in 2.
- If instead Kxg4, then Nf6# and it is mate.
Move by move
- 22… Qf2+ — queen to f2 with check
- 23. Kxg4 — king to g4 (capture)
- Nf6# — knight to f6 and it is checkmate
Types in this puzzle
Knight mate
The knight lands the killing blow from its unique angle.
In a knight mate the final blow comes from the knight — the only piece whose check can never be blocked. That makes it lethal against a cramped king: only a king move or capturing the knight itself can help. The sign: the squares around the king are occupied or covered, and there is a hop from which the knight checks while staying untouchable. Bring the knight over early — it is slower than the long-range pieces, but its strike cannot be parried.
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).
Pack 014
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