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牵制:车到a5

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Shuffle Rating 1094主题: 引离:迫使防守的棋子离开岗位。
白方走棋——找出最佳续着

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战术主题

引离:迫使防守的棋子离开岗位。

牵制:棋子一动,身后更有价值的目标就会暴露。

难度1094 ShuffleRating——俱乐部棋手水平。

白方走棋——找出最佳续着

How to recognize this tactic

Deflection drags a defender away from its duty. Identify the enemy piece that guards a key square or mate, then force it to move — with a check, a capture or a threat it must answer — and strike where it no longer defends.

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.

棋盘上的局面

白方:王 f1, 车 a7, 兵 g2 d7。

黑方:王 e5, 车 d5, 兵 a5 g5 f6。

棋盘上有4枚白棋和5枚黑棋;该题局面出现在第43回合之后。

The position in numbers

Black are ahead by 1 points of material (7 against 8; pawn = 1, knight and bishop = 3, rook = 5, queen = 9) — the tactic has to convert or outweigh that.

The white king stands on f1, the black king on e5.

It is White to move on move 43, with 15 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 2 pawns, Black 3. Files fully open (no pawns of either colour): b, c, e, h — natural highways for the rooks and queen. Half-open for White: a, f.

The White king has 4 empty squares to step to right now — the fewer they are, the closer a mating net.

解答与讲解

主要变着

43. Rxa5 Rxa5 44. d8=Q

为何奏效

  • 好棋!车到a5保持压力(+3.2)。
  • 好棋!兵到d8保持压力(+3.9)。
  • 你赢得一子——兵。
  • 若改走Rxa5,则d8=Q,你赢得兵。

Move by move

  • 43. Rxa5 — 车 to a5 (capture)
  • Rxa5 — 车 to a5 (capture)
  • 44. d8=Q — 兵 to d8

本题的题型

引入

用弃子把王或某个子引到致命的格子上。

引入是引离的镜像兄弟:你用弃子把国王或棋子拖到致命的格子上。经典手法是弃后或弃车:对方一吃,国王就落入马的捉双、闪将或杀网。先找到目标将被下一击命中的格子,再准备一份它无法拒绝的礼物。要把组合算到底:只有后续着法是强制的,引入才能成立。

升变竞赛

双方都在冲通路兵——凭一个先手赢下这场竞赛。

升变竞赛是两枚通路兵的赛跑:双方都往底线冲,谁先成后、或成后时带将军,谁就赢。识别特征:双方都有王追不上的深入通路兵。要一步一步、逐个节奏地算到升变为止。典型错误是花一个节奏走「有用」的闲着:在赛跑中,几乎任何不推兵的棋都输。

升变

兵冲到底线升变为后——一锤定音。

升变:兵抵达底线变成后,整个局面的评估瞬间改写。在战术中,通路兵很少能白白走到底——通常要靠弃子为它开路。计算节奏:兵到升变格还差几步,防守方来得及拦截吗?还要盯住升变格本身——它必须在敌子够不着的地方,或能被你的组合强行夺下。

来源

源自 Lichess 题库(CC0)。

经 Stockfish 深度 20+ 验证。

解法强制性已确认(verified)。

题包 007

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