Mate in 2: rook to h6 (h4·2)
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The tactical motive
Mate in 2: the first move creates an unstoppable threat, the second delivers mate.
Difficulty 1815 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 h1, rook f1 h4, bishop g5 g6, pawn c2 g2 h2 d3 f7.
Black: king h8, rook a7 f8, bishop b2 e6, pawn c3 b5 a6 h6 g7.
10 white and 10 black pieces are on the board; the puzzle position arises after move 30.
The position in numbers
Material is level — 21 points of pieces on each side (pawn = 1, knight and bishop = 3, rook = 5, queen = 9).
The white king stands on h1, the black king on h8.
It is White to move on move 30, with 38 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 5 pawns, Black 5. Files fully open (no pawns of either colour): e — natural highways for the rooks and queen. Half-open for White: a, b.
The White king has 1 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
30. Rxh6+ gxh6 31. Bf6#
Why it works
- Great move! rook to h6 keeps the pressure (#1).
- Well found: bishop to f6 (#).
- The line ends in a forced mate in 2.
- If instead gxh6, then Bf6# and it is mate.
Move by move
- 30. Rxh6+ — rook to h6 (capture) with check
- gxh6 — pawn to h6 (capture)
- 31. Bf6# — bishop to f6 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.
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.
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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