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Mate in 3: double attack on h6

li-0KuxT
Shuffle Rating 2115Theme: Double attack: one move creates two threats at once.
White to move — find the best continuation

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The tactical motive

Double attack: one move creates two threats at once.

Mate in 3: a forced sequence that ends in checkmate.

Difficulty 2115 ShuffleRating — expert level — few solve it at first try.

White to move — find the best continuation

How to recognize this tactic

A double attack threatens two things at once so the opponent cannot parry both. Look for a single move — often a queen or knight — that creates two separate threats, such as a check plus an attack on a loose piece.

In a mate in three every move must be forcing; the defender should never get a free tempo. Find the check or threat that herds the king, calculate the single defence to each, and confirm the net closes on the third move.

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 c1, queen h5, rook d1 h1, knight b1 h4, pawn b2 c3 d4 f4 g4 e5.

Black: king h7, queen d8, rook a1 g8, bishop b7 e7, knight d7, pawn b3 c4 d5 e6 h6 f7.

12 white and 13 black pieces are on the board; the puzzle position arises after move 26.

The position in numbers

Black are ahead by 3 points of material (31 against 34; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on c1, the black king on h7.

It is White to move on move 26, with 22 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 6 pawns, Black 6. Files fully open (no pawns of either colour): a — natural highways for the rooks and queen. Half-open for White: h.

Black hold the bishop pair, an edge in open lines. 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

26. Qxh6+ Kxh6 27. Nf5+ Kg6 28. Rh6#

Why it works

  • Great move! queen to h6 keeps the pressure (#2).
  • Well found: knight to f5 (#1).
  • Strong! rook to h6 is the sharp choice (#).
  • The line ends in a forced mate in 3.
  • If instead Kxh6, then Nf5+ and you stay on top.

Move by move

  • 26. Qxh6+ — queen to h6 (capture) with check
  • Kxh6 — king to h6 (capture)
  • 27. Nf5+ — knight to f5 with check
  • Kg6 — king to g6
  • 28. Rh6# — rook to h6 and it is checkmate

Types in this puzzle

Hook mate

Rook, knight and pawn form a hook the king cannot escape.

The hook mate is a three-piece construction: the rook mates, the knight guards the rook, and a pawn guards the knight. The rook strikes the king at close range along a line, the knight stands diagonally nearby stealing the escape squares, and the pawn anchors the chain. The pattern usually appears near the edge after a rook invasion. Build it link by link — first plant the knight under pawn protection, then crash in with the rook.

Mate in 3

A forced checkmate in three moves.

Mate in three is a forced staircase: each of your moves narrows the opponent's choices, and the third one ends the game. Look for the start among checks and sacrifices — quiet first moves are rare in mating problems, but deliciously sneaky. Keep the tree in your head: every defense gets its own branch. Do not stop calculating after move two — see the final mating picture with your own eyes.

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.

Provenance

Derived from the Lichess puzzle database (CC0).

Pack 015

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