Pin: rook to f7
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The tactical motive
Pin: a piece can't move without exposing something more valuable behind it.
Difficulty 1993 ShuffleRating — for advanced tacticians.
White to move — find the best continuation
How to recognize this tactic
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 g1, queen g6, rook f4, bishop d2, pawn a2 b2 g2 h2 c3 d4.
Black: king g8, queen d8, rook e3 c8, bishop b7 g7, pawn b6 h6 a7.
10 white and 9 black pieces are on the board; the puzzle position arises after move 25.
The position in numbers
Black are ahead by 5 points of material (23 against 28; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on g1, the black king on g8.
It is White to move on move 25, with 45 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 6 pawns, Black 3. Files fully open (no pawns of either colour): e, f — natural highways for the rooks and queen.
Black hold the bishop pair, an edge in open lines. The White king has 3 empty squares to step to right now — the fewer they are, the closer a mating net.
Solution & explanation
Main line
25. Rf7 Qf8 26. Rxf8+ Rxf8 27. Bxe3
Why it works
- Great move! rook to f7 keeps the pressure (+4.9).
- Well found: rook to f8 (+5.3).
- Strong! bishop to e3 is the sharp choice (+5.3).
- You win a piece — the queen.
- If instead Qf8, then Rxf8+ and you win the queen.
Move by move
- 25. Rf7 — rook to f7
- Qf8 — queen to f8
- 26. Rxf8+ — rook to f8 (capture) with check
- Rxf8 — rook to f8 (capture)
- 27. Bxe3 — bishop to e3 (capture)
Types in this puzzle
Absolute pin
A piece is pinned against its king — it cannot legally move.
An absolute pin freezes a piece on the line between its own king and your long-range attacker: moving it is simply illegal. The pattern is three units on one straight line — your bishop, rook or queen, an enemy piece, and the enemy king behind it. A pinned piece neither attacks nor defends anything: treat it as if it were off the board. Pile up on it, ideally with a pawn, because running away is against the rules.
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.
Quiet move
No check, no capture — yet this modest move decides the game.
A quiet move gives no check and takes nothing — yet it decides the game by creating an unstoppable threat or stealing the king's last square. This is the hardest class of moves: the eye hunts for loud blows while a modest shift does the winning. The clue: every forcing try runs into a defense, so seek the move that strengthens the threat or takes squares away. Train yourself to ask: what if I neither capture nor check, but quietly improve?
Provenance
Derived from the Lichess puzzle database (CC0).
Pack 014
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