100-199 Flashcards
Black to move
46…Ng5+ forks the King and Rook
Black to move
48…Ra1+ 49.Kd2 Rd3+ skewers the King and Rook on d1.
Black to move
43…Rg2+ leads to mate. If 44.Kf1 Qe2#. If 44.Kh1 Qe1+ 45.Rf1 Qxf1+ 46.Qg1 Qxg1#.
White to move
22.Bxd5 wins a valuable pawn, and attacks the Black rook on c4 and the pinned e6 pawn.
White to move
30.Re1 Skewers the Queen and the backward pawn on e6. If the Black Queen moves, for example, 30…Qd3 31.Rxe6+ and Black is in big trouble, 31…Kf8 32.Qxd7 and White is easily winning.
White to move
39.Rf7# is a midfield version of the “hook mate” with all three minor pieces working nicely together.
Black to move
22…Qg5# is another example of the Queen and Knight working nicely together to deliver mate. Sometimes longer range Queen checks are hard to see.
Black to move
32…Bh3 adds a second attacker to the pinned Bishop on f1. White can defend against mate, but will have to give up their material advantage to do so.
White to move
12.Bc7 seals in the Black King, and prevents him from castling Queenside, and threatens 13.Qh5# on the next move. Black is in a lot of trouble because of all the weak squares around him. If 12…h5 13.Qg3 threatening 14.Qg6#.
Black to move
16…Qf4+ double attacks the White King and the Bishop on c4, which is now attacked twice, and only defended once. Black wins a piece.
White to move
30.Bd6+ Ke8 31.Qc6+ forking the Rook and King.
Black to move
7…Qxh3 takes a piece that is hanging.
Black to move
17…a6 removes the defender of the Bishop on d4, so Black can play 18…Qg4+ on the next move, forking the King and Bishop on d4.
White to move
13.Nd6+ has many forks.
Black to move
8…d5 attacks the White Bishop 9.Bb3 d4 forks the White Bishop and Knight. This is a good trick to know, and comes up often. White does not have time to retreat the bishop and prevent the pawn forks.
White to move
19.Nf6+ Not 19.Nc7+, which is a more common forking square, but in this case wins less material thanforking the King and Queen. When you see a good move, look for a better one!
White to move
13.Qh5!! Sets up a Blackburne mate pattern.
If 13…gxh5 14.Bxh7#. If 13…h6 14.Bxg6 Qxg5 15.Bxf7+ Kh7 16.Qxg5 hxg5 17.Bxe8 winning the Black Rook, which is what happened in the game.
White to move
41. Rb2!! Forces a stalemate. The Black Rook is pinned, and White has no moves.
Black to move
34…Qxd3!! wins a piece. Black cannot recapture because of 35.Rxd3 a1=Q+
White to move
14.Ne5 is a discovered attack on the Queen on h5 and adds a second attacker to the pinned Knight on d7. Black cannot meet both threats.
Black to move
11…Nd3# This type of smothered mate is very common in the Budapest Gambit, and is known as the Kieninger Trap.
White to move
36.Qxh4!! Black cannot recapture because of 36…gxh4 37.Rxg8 and Black cannot stop 38.R1g7#
Black to move
10…Qxe4 forks the White Rook on h1 and Knight on d5. Rooks in the corners can be vulnerable to attacks by the Queen, when the fianchetto pawn is pushed, but the Bishop hasn’t been developed yet.
Black to move
28…Rxd3+ forks the King and Queen, and puts the Queen on the same file as the King for the follow up move 29.Qxd3 Nf2+ forking the White King and Queen.
White to move
28.Bc4 adds a second attacker to the backward e6 pawn. There is no way for Black to add a second defender, so the pawn will fall.
Black to move
52…Qb2+ Forks the King and Bishop on c2, winning a piece.
Black to move
6…Qh4+ punishes White right out of the opening. After 7.g3 (only way to get out of check) Black mates with either 7…Qxg3 8.hxg3 Bxg3# or 7…Bxg3 8.hxg3 Qxg3#. Be really careful when playing opening that include an early push of the f pawn like The Bird, Kings Gambit, Stonewall Attack, Dutch Defense, etc.
White to move
7.Qb3 creates multiple threats at the same time (the key to many successful tactics). It attacks the weak b7 pawn, adds a second attacker to the knight on g8 threatening 8.Bxg8, and threatens 8.Bf7+ Ke7 (…Kd7) 9.Qe6#. Black cannot meet all these threats at the same time.
Black to move
12…Bxh3+ keeps it simple, and picks up a hanging piece with check, and will mate after 13.Kg1 Ne4+ 14.Be3 Qxe3#.
White to move
16.Bb6 discovers an attack on the hanging Knight on e4. Black cannot save his Queen and the Knight both, so will lose material.
Black to move
33…f5 is the first move of a two move combo. After the Knight moves, Black can play 34…e4 doing a discovered attack on the White Knight on f3 and the Rook on b2 at the same time. Such pawn wave attacks can be hard to see in advance.
White to move
19.Qxh7# is a common checkmate using the powerful battery of light square Bishop and Queen, with the White Knight helping cover the f7 escape square.
White to move
16.Ne7+ and Black has to give up their Queen to avoid an Anastasia’s mate. The game continued 16…Kh8 17.Qxh7+!! Kxh7 18.Rh3+ [18…Qh4 19.Rxh4#].
White to move
10.Bxh6 removes one of the defenders of the f7 pawn, and clears the way for the battery of Queen and Rook on the f file. Black cannot replace this defender, and recapture at the same time, and is in big trouble.
Black to move
23…Qb2 attacks both the Rook on c1 and the Bishop on e2. If 24.Re1 Nc3 adds two more attackers to the Bishop on e2, and White cannot meet all the threats.
White to move
14.Qh5+ and mate after 14…Kd7 (only move) 15.Qf7+ Qe7 16.Qxe7#.
Black to move
13…Nb6 is a discovered attack on both Bishops. White cannot save both.
Life Master Brian Wall pointed out a cute variation which does NOT win a piece: 13…Bh6 14.Ng5 f6 15.Bf7#.
Black to move
22…Kg7 holds down the fort, preventing moves such as Rf6, which would be devastating. Black is up a piece, but needs to survive first.
White to move
15.Nxf6+ checks the King, and discovers an attack on the h7 square. After either 15…Qxf6, 15…gxf6 or 15…Kh8 White plays 16.Qxh7#
Black to move
11…Nxe5 wins a dangerous piece that is under defended. 12.Bxg4 Nxg4 13.Qxg4 Bxc3 14.bxc3 Qxb1+
or
12.Bxe5 Bxe2 13.Qxe2 Bxe5
11…Bxe2 looks logical, but then White has 12.Qxd7+