1-99 Flashcards
Black to Move
10…Bb4+ unleashes a Double Discovered Check. After either 11. Kf1 or Kd1 Black mates with 11…Re1#.
White to move
25.Nxd5 Rxd5 26.Qxd5 cxd5 27.Rxc7 Rxc7 28.Rxc7 wins a piece for White, taking advantage of the pinned c pawn and the battery of Rooks on the c file.
Black to move
10…Nf3# is a smothered mate often seen in the trappy Blackburne Shilling Gambit variation of the Italian game.
Black to move
13…Re8 pins the White Queen to the King. 14.Be4 f5 wins the Bishop.
White to move
27.Qe8+!! leads to checkmate after 27…Rxe8 28.Rxe8+ Kg7 29.Bf8+ Kg8 (or Kh8) 30. Bh6#
Black to move
30…Rxc4 discovers an attack on the White Bishop on b6. After 31.bxc4 Bxb6 Black has two Bishops for the Rook. If 31.Bxd8 Rd4+ 32.Ke2 Rxd8
White to move
26.Qxd5 wins the under defended pawn that was defended once, and attacked twice, and also attacks the undefended Rook on a8. If Black recaptures with 26…Qxd5 White forks the King and Rook with 27.Bxd5
White to move
25.Nd7 forks the two Rooks. If 25…Qxd7 26.Bxe5+ causes a lot of problems for Black, who has to give up their Queen to get out of check with either 26…Qg7 or 26…dxe5 (the d pawn is now pinned to the Black Queen). White either wins the exchange (Knight for Rook), or more.
Black to move
23…Qxc1+!! a nice X-ray 24.Rxc1 Rxc1+ 25.Qf1 Rxf1+ which wins a rook for Black.
Black to move
49…Bc7 blocks the attack from the Rook on c8 on the runaway c pawn, and clears a path so that pawn can advance.
White to move
24.Rc3 puts the Queen between a rock and a hard place. The only safe square for the Queen is g5, but this allows for 25.Rg1 pinning and winning the Queen.
Black to move
47…Rc3+ forces a trade of Rooks, leading Black to an easily won endgame.
White to move
19.Rxg6+ gets the Rook away from the f pawn that is attacking it, and wins a pawn due to the fact that the f pawn is pinned by the Bishop. The f pawn being pinned to the Black King by White’s light square Bishop is a pattern that comes up frequently and is good to memorize. 19.Rd6 forking the Queen and Bishop is also a good move.
Black to move
20…Nxg3!! takes a piece, while uncovering a discovered attack on the hanging White Queen on c2. White took the bait, 21.Qxg6 and was mated with the beautiful 21…Nfe2#. White has no way to save his Queen, and stop the mate threat.
Black to move
36…Rh3+ leads to mate 37.Kg1 Rh1#
White to move
52.Be5+ forks the King and Rook
Black to move
7…Nd3 was a winning move that was missed in the game. It attacks and will win the e5 pawn. If this pawn moves forward with e6, then Nc5+ forks the King and Pawn. If the pawn does nothing, Black just takes it. The e pawn is won either way.
Black to move
11…Bg4#
White to move
25.Qh6+ sets up a good mating pattern to know. 25…Kg8 26.Be6#
Black to move
18…e4, which was missed in the game, blocks the Bishop’s defense of the Knight on f5, and attacks it at the same time. White cannot save both, and will soon lose a piece.
White to move
16.Bf5 skewers the Black Queen and Rook.
White to move
41.Rd8+ sets up 41…Kh7 42.Qe4+ forking the King and Knight, if 42…Nf5 43.Rd5 forking the pinned Knight and the Queen. Black will lose the Knight.
Black to move
41…Nd4+ forks the King and Queen. White blundered with 41.e4?? on the previous move allowing this fork.
White to move
10.Qc6+ deflects the Black Queen from her protection of the Rook on a8. 10…Qd7 is the only way to get out of check, but allows 11.Qxa8+ which wins the Rook.
White to move
13.Ne5+ unpins itself from the White Queen, and forks the King and Bishop.
White to move
17.Qg7# checkmating on Black’s weak dark squares.
Black to move
22…Nxe4 wins a pawn that is hanging, centralizes the Knight, which was hanging, and double attacks the Queen on f2 and pawn on c3. Nothing tricky about this one.
White to move
12.Bg5 pins the Knight to the Queen. Black cannot add a second defender to this piece.
Black to move
11…Ne2# is an example of Anastasia’s mate.
White to move
48.Qh5+ skewers the King and Queen. Black cannot get out of check and still protect the Queen.
Black to move
13…Qh2# is a typical mating pattern in the Fishing Pole attack variation of the Ruy Lopez.
Black to move
16…Na3# is a cute checkmate.
Black to move
38…Ng3 threatens the Queen on e2 and a deadly “hook mate” pattern with Rf1+. For example if White moves the Queen with 39.Qd3 - now black has a mate with 39…Rf1+ 40.Kh2 Rh1#.
Black to move
17…Ng4 creates a discovered attack on the White Queen, which cannot move and still defend both the Bishop on e3 and the Knight on a4. If 18.e5 blocking the attack from the Bishop 18…Nxe3 19.Qxe3 Rxa4 and Black is up a piece, taking advantage of the overloaded Queen.
If 18.Qxb6, which was played in the game, 18…Qc2 traps the White Knight.
White to move
32.Nb8!! adding a third attacker to the pinned Black Rook on d7 in an unusual manner. After 32…Kxb8 33.Rxd7 White has won a Rook for a Knight.
Black to move
12…Rh1+ Is a typical crazy position from the Fishing Pole attack. Black has given up a piece for the attack, and continues the “sac, sac, mate” with 12…Rh1+ 13.Kxh1 Qh4+ 14.Kg1 g3 15.Nd6+ Kf8 16.Qh5 Qxh5 17.Re1 Qh2+ 18.Kf1 Qh1#.
This variation is long, because White has some checks, and gives up his Queen to delay mate, but the pattern is a good one to know.
Black to move
16…Qh7 creates a battery that cannot be stopped, only delayed.
White to move
5.Qxf7# is a good old fashioned Scholar’s Mate.
White to move
16.Bc5 attacks the Knight on b4 and sets up a discovered check with Nxc8 on the next move. Black cannot stop both threats at the same time.