Mate in 2: pin on h5
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Pin: a piece can't move without exposing something more valuable behind it.
Difficulty 1811 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.
A pin freezes a piece in front of a more valuable one behind it. Scan the ranks, files and diagonals your bishop, rook or queen controls: if an enemy piece cannot move without exposing its king or queen, it is pinned and can be piled on or bypassed.
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 h2, queen d5, rook h1, knight f3, pawn a2 b2 f2 g2 g3 d4.
Black: king g7, queen g6, rook c1, bishop d6, pawn g5 b6 h6 a7 f7.
10 white and 9 black pieces are on the board; the puzzle position arises after move 30.
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 h2, the black king on g7.
It is Black to move on move 30, with 45 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 5. Files fully open (no pawns of either colour): c, e — natural highways for the rooks and queen. Half-open for Black: d.
The Black king has 5 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
30... Qh5+ 31. Nh4 Qxh4#
Why it works
- Great move! queen to h5 keeps the pressure (#1).
- Well found: queen to h4 (#).
- The line ends in a forced mate in 2.
- If instead Nh4, then Qxh4# and it is mate.
Move by move
- 30… Qh5+ — queen to h5 with check
- 31. Nh4 — knight to h4
- Qxh4# — queen to h4 (capture) and it is checkmate
Types in this puzzle
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.
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.
Counter-strike
Don't defend — answer the threat with a bigger one.
The counter-strike: instead of defending against the threat, you answer with a bigger threat of your own. While your opponent grabs a pawn, you deliver mate — the arithmetic favors you. Look for a counter when direct defenses fail: do you have a check, an attack on the queen, a mating threat? The beginner's error is meeting every threat with a reflexive defense without checking the counterattacking resources first.
Provenance
Derived from the Lichess puzzle database (CC0).
Pack 013
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