Mate in 3: bishop to e6 (c4·3)
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The tactical motive
Mate in 3: a forced sequence that ends in checkmate.
Difficulty 1802 ShuffleRating — for advanced tacticians.
White to move — find the best continuation
How to recognize this tactic
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 h1, rook a7, bishop c4 f4, pawn h2 c3 g3 b4.
Black: king c8, queen h3, rook h8, pawn g4 b6 c6 g7.
8 white and 7 black pieces are on the board; the puzzle position arises after move 33.
The position in numbers
Black are ahead by 3 points of material (15 against 18; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.
The white king stands on h1, the black king on c8.
It is White to move on move 33, with 35 legal replies to weigh — only the line that keeps the advantage solves the puzzle.
White keeps 4 pawns, Black 4. Files fully open (no pawns of either colour): a, d, e, f — natural highways for the rooks and queen.
White 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
33. Be6+ Kd8 34. Bg5+ Ke8 35. Ra8#
Why it works
- Great move! bishop to e6 keeps the pressure (#2).
- Well found: bishop to g5 (#1).
- Strong! rook to a8 is the sharp choice (#).
- The line ends in a forced mate in 3.
- If instead Kd8, then Bg5+ and you stay on top.
Move by move
- 33. Be6+ — bishop to e6 with check
- Kd8 — king to d8
- 34. Bg5+ — bishop to g5 with check
- Ke8 — king to e8
- 35. Ra8# — rook to a8 and it is checkmate
Types in this puzzle
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.
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.
Relative pin
A piece shields a more valuable one behind it — moving it loses material.
In a relative pin the piece shields not its king but something valuable behind it, usually the queen. Moving is legal but costly, because the piece behind falls. Look for three units on one line: your long-range piece, a cheaper enemy piece, and an expensive one hiding behind. Beware the classic trap — a relatively pinned piece can still move with check or a bigger threat, so verify before you cash in.
Provenance
Derived from the Lichess puzzle database (CC0).
Pack 013
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