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吃掉无保护的马(d8)

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Shuffle Rating 2240主题: 悬子:对方有棋子无人保护——吃掉它。
黑方走棋——找出最佳续着

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战术主题

悬子:对方有棋子无人保护——吃掉它。

解救棋子:你的棋子正受攻击——找到最佳解救方法。

难度2240 ShuffleRating——专家水平——很少有人一次解出。

黑方走棋——找出最佳续着

How to recognize this tactic

A hanging piece is one that is attacked and not defended, or defended too few times. Count attackers against defenders on each enemy unit; where attackers win, take it — often with an in-between move or a check to gain the extra tempo.

Here the task is defensive: one of your pieces is under attack and must be rescued without losing more. Look for a move that saves it with tempo — a counter-check, an equal counter-attack or an interposition — rather than a passive retreat.

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 h2, 车 d8, 兵 a2 b2 f2 h7。

黑方:王 f4, 马 f7, 兵 d2 e4 f5 b6 b7。

棋盘上有6枚白棋和7枚黑棋;该题局面出现在第50回合之后。

The position in numbers

White are ahead by 1 points of material (9 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 h2, the black king on f4.

It is Black to move on move 50, with 16 legal replies to weigh — only the line that keeps the advantage solves the puzzle.

White keeps 4 pawns, Black 5. Files fully open (no pawns of either colour): c, g — natural highways for the rooks and queen. Half-open for Black: a, h.

The Black 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

50... Nxd8 51. h8=Q d1=Q 52. Qh6+ Ke5

为何奏效

  • 好棋!马到d8保持压力(+4.6)。
  • 好棋!兵到d1保持压力(+4.8)。
  • 好棋!王到e5保持压力(+4.9)。
  • 你赢得一子——车。
  • 若改走h8=Q,则d1=Q,你赢得车。

Move by move

  • 50… Nxd8 — 马 to d8 (capture)
  • 51. h8=Q — 兵 to h8
  • d1=Q — 兵 to d1
  • 52. Qh6+ — 后 to h6 with check
  • Ke5 — 王 to e5

本题的题型

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。

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。

救子

被攻击的子不但能救,还能顺手赚一笔。

救子:你的棋子被攻击,任务是别白白送掉它。办法有几种:带节奏地撤退、加以保护、垫挡攻击,或制造更凶的对攻威胁。机械后撤之前,先找带反击的撤退——既救了子又赚了时间。典型错误是惊慌失措逃到随便一个格子,结果棋子又被抓住。

来源

源自 Lichess 题库(CC0)。

题包 015

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