200-299 Flashcards
Black to move
12…Qg6+ 13.Kh1 Qg2#
Black to move
83…d2 forces a trade of Rooks, leaving Black with an easily won endgame.
Black to move
86…e3+ deflects the White King from his blockade of the d pawn. 87.Kxe3 d2 88.Kxd4 d1=Q+ forks the King and Rook on h5.
White to move
32.Rxh4 nothing tricky here. It looks like White might have a mating net, and can ignore the Queen, but there is no reason to do this.
White to move
27.Nd4+!! Kg4 28.h3+ Kxh3 29.Nd1 Ng4 30.Re2 cxd4 31.Rh2+ Nxh2 32.Nf2#
or
27…cxd4 28.Re5+ Kg4 29.Kg2 dxc3 30.h3#
Black to move
63…e1=Q No need to get fancy and underpromote to a knight
Black to move
51…d2+ was missed in the game 52.Kxd2 Bxc1+ removing the defender of the White Queen 53.Kd1 Qxb3+
Black to move
23…Rxa3 Threatening 24…Ra1# on the next move (the c2 Knight is pinned).
White to move
7.Nxf6# is a cute mate, punishing Black for their unusual Kingside pawn development.
Black to move
23…Re1+ 24.Rxe1 Rxe1#
White to move
13.Qxg6 takes advantage of the f7 pawn being pinned. The Knight on g6 appeared to be defended but really wasn’t. 13. Nxf7 is also good for White, but not as deadly as 13.Qxg6.
White to move
6.exf7# is an amusing checkmate
Black to move
27…Rxg2+ if 28.Kxg2 Qg8# forks the King and Rook. If 28.Kf1 Nd2+
Black to move
23…Rd1 creating a battery on the 8th rank, double attacking the Bishop on c1, threatening 24…Qf1# and preventing development of the Knight on g1
Black to move
26…Qxh1# is a continuation of the previous problem, showing why the Knight on g1 was pinned.
White to move
19.Qxf7+ Kh8 20.Bxf6 Nxf6 21.Bxe8 wins the rook, and White is up 3 pawns. Black cannot capture on f7 because of 19…Kxf7 20.Bc4+ Nd5 21.Bxd5#
White to move
19.Bh6 builds a mating net. If 19…Rf7 20.Qe8+ Rf8 21. Qxf8#
White to move
30.Rdg1+ traps the Black King on the side of the board. After the Black King moves to the hfile 31.Bf3+ discovered check, and blocking the Black Bishop on d5, 31…Nh5 32.Rxh5#
Black to move
19…c3 and White cannot stop 20…Qb2#
Black to move
29…Qh6+ forks the King and the Bishop on h3
White to move
32.Qg8# is a simple mate in one.
Black to move
20…exd5 White got a little too fancy with in between moves. Both Queens are attacked, and so is the Knight on c5. After 20…exd5 21.Bxd8 Nb3 Black trades off the Queens, removes the attack to his Knight, forks the two Rooks, double attacks the Knight on c3, and still has an attack on the Bishop on d8.
White to move
7.Nd5 adds a third attacker to the pinned Knight on f6, which cannot be defended a third time.
White to move
14.Bg4 pins the Rook to the King
White to move
48.Nxd5 wins a pawn and adds a second attacker to the Black Knight on c7. If 48…cxd5 (or 48…exd5) 49.Bxc7 Bxc7 50.a8=Q+. If 48…Na8 blockading the pawn from Queening 49.Nxe3 stopping Black’s passed pawn.
Black to move
13…Ba4 pins and adds a second attacker to the Knight on b3, which cannot be defended a second time.
White to move
14.Bxf5 exf5 15.Nxd5 wins a pawn, and forks the Bishop and Queen. The Black Queen has no squares to move to where it can still protect the Bishop on b4. White wins a piece with 16.Nxb4.
White to move
23.Ng5+ exploits the pin on the f pawn, 23…Kg8 24.Qxh7#
Black to move
11…Nd5! adds a second attacker to the Knight on c3, and discovers an an attack on the Knight on 35 from the Black Bishop on g7, winning a piece. Black missed this followup in the game and played 11…o-o instead. If 12.Nxd5 Qxe5+
White to move
29.e7 is an unstoppable passed pawn.
White to move
48.Qd8 forks the Knight on b6 and the really bad Bishop on h8
White to move
33.Bb3+ chases the King to the corner 33…Kh8 34.Ng6+ if 34…hxg6 White mates with 35.Rh3+ Bh4 36.Rxh4# otherwise Black has to give up the Queen with 34…Qxg6 35.Rxg6
White to move
36.Bf6#
Black to move
29…Qe2 threatens mate on g2 and double attacks the Rook on f1 and the Knight on b2
Black to move
14…Ng4 creates a mating net against the White King.
White to move
24.Bxg7 removes the defender of the Knight on f6.
Black to move
21…Bxf2+ breaks up the King’s pawn defense, wins a pawn, deflects the King away from the defense of the Bishop on h2 and attacks the Rook on e1.
Black to move
46…Bb8+ and mate after 47.Kh3 Rh2#
White to move
4.Qh5# is a variation on Fool’s Mate.
Black to move
17…Nf2# is a cute mate in a position where both sides are threatening mate in one.
Black to move
13…Qg3+ 14.Kh1 Qxh3+ 15.Kg1 Nf3# a common checkmating theme in the Fishing Pole attack.
White to move
7.Qd5 and Black has no good way to defend the f7 pawn. The only reasonable response is 7…Nh6, but after 8.Bxh6 Black is still in big trouble. A good trick to know in the Scoth Gambit.
Black to move
17…Bxe4+ overloads the White Rook. 18.Rxe4 Qf1#
Black to move
14…Qh7 In the game White played 14…g4, but 14…Qh7 is much more efficient, and a common attack formation in the Fishing Pole opening. This move creates a battery on the hfile. White will have to gie up major material to avoid being mated.
Black to move
6…Bxf2+ This is a good opening trick to know the Budapest Gambit. This type of tactic is common when White declines the gambit (for example 1.d4 Nf6 2.c4 e5 3.d5). White either gets mated or loses major material after 7.Kxf2 Ne4+ 8.Ke3 Qg5+ 9.Kd3 Nf2+ forks the King and Queen. 8.Ke1 Qh4+ 9.g3 Qxg3#. 8.Kf3 Qh4 9.Ke3 Qf2+ 10.Kd3 Qd4+ 11.Kc2 Nd2+ 12.e4 Bxe4+ 13.Bd3 Qxd3#. If 7.Kd2 Ne4+ 8.Kc2 Bxg1 to set up the threat of 9…Nf2+ discovered check, winning the Queen.
Black to move
16…Qf3 and Black cannot stop …Ng4+ and …h2#
Black to move
11…Qg3 threatening …Qh2# White can only delay mate with a series of giving up pieces and spite checks. This pattern is another good one to know in the Fishing Pole attack.
Black to move
15…Bg5+ White grabbed a pawn on f7 with his Queen on his last move, but it was unsafe because of the discovered attack 15…Bg5+ When you castle Queenside instead of Kingside, your King can be more vulnerable to these types of checks.
Black to move
24…Rg1+ 25.Kh2 Qg3# and Black cashes in on the nice battery he created on the g file.
Black to move
16…Qd4+ forks the King and Rook.
White to move
Rd1 pins and wins!
Black to move
20…Bg4+ removes the White King from defending the pinned White Rook, and brings another piece into the attack with tempo (a check). After the King moves to the d file, Black plays 21…gxf2. Playing …gxf2 right away is ok too, but the Bishop check is a little more accurate.
White to move
11.Nc7+ family fork
White to move
14.Qc4+ and Black cannot stop the mate 14…Nd5 15.Qxd5+ Be6 16.Qxe6#
White to move
36.Qa6 threatening 37.Qb7# if 36…Kc7 to escape 37.Qb7+ forks the King and Bishop on b6 37…Kd6 (only move) 38.Qxb6. White now gains back the material advantage and has three passed pawns on the Queenside that are becoming very powerful.
White to move
25.Ng6+ on the previous move Black played f6 attempting to kick the White Knight from its nice outpost, but missed this move forking the King and Rook.
White to move
12.Bg5 pins and adds a second attacker to the Knight on f6. There is no way for Black to defend this piece a second time, and will lose it.
White to move
25.exd6 cxd6 26.Nf6+ forks the King and Queen. This is better than 26.Rxe7+ forking the King and Queen, which was played in the game. This trades Rook and Knight for Queen, which is worse than winning the Queen for just the Knight.
Black to move
10…Qxa5!! is a brilliant Queen sacrifice deflecting the White Queen from her protection of the c2 square, threatening 11.Nc2#. There are no safe squares for the White Queen, and she will be lost or White will be checkmated.
White to move
26.Ne7+ Kh7 27.Qh5# with a variation on the Anastasia’s Mate with a Queen instead of a Rook.
Black to move
36…Bd1+ 37.Ka3 Ra4# A forced mate missed in the game
White to move
28.Nxd6+ forks the King and Queen. The c7 pawn is pinned.
White to move
14.Nxc5 threatens the Queen on d7 and removes the defender of the Knight on f2. Black got over aggressive with 13…Nxf2 on the previous move, and will lose a piece. If 14…Nxd1 15.Nxd7 Bxd7 (15…Nxc3 16.Nxf6+ Kf7 17.bxc3) 16.Nxd1 and White is up a piece.
Black to move
38…Rxe4 39.fxe4 Rxe1 the f pawn was pinned.
Black to move
51…Nxb6 52.Kxb6 Rxa6+! Black gives up two pieces to stop White’s passed pawns, and transposes into an easily won endgame.
White to move
12.Qf7#
White to move
27.Re6 threatens the Queen and the check capture on f6.
Black to move
37…g2 there is no way for White to stop the dangerous passed pawns.
White to move
14.f6# Discovered Checkmate
White to move
22.Nxh5 gxh5 23.Qxh5. White wins a Rook and pawn for a Knight. In the game, White retreated his knight with 22.Nf3?
Black to move
25…Rxe2+ Removing the defender of the White Rook on g1
Black to move
25…Qe3+ forks the white king and bishop. 26.Kh2 Qxd3
Black to move
11…Ne2# not only wins the Queen but checkmates the King!
White to move
14.Qg3 gets the Queen out of danger, attacks the Knight and g7 pawn, and still guards the Knight on c3. Quite a lot for one move!
The move 14.Qe3? is similar, but not as good. It gets the Queen out of danger, and prepares to trap the Black Queen with Rfb1 (or Rab1) and Rb3. This move looks good, but allows 14…Qxb4.
Black to move
10…Qg3 with the threat Qh2#. The f2 pawn is pinned from the Black Bishop on c5. A common mating theme in the Fishing Pole attack. If 11.hxg4 hxg4, and now the Black Rook on h8 supports the mate on h2 or h1.
White to move
12.Re1 wins the Queen
White to move
26.Qf6+ Qg7 is the only move to block the check and then 27.Qxg7#
White to move
47.Nb3+ forks the King and Rook. White missed this move, playing Ne6+, and went on to lose the game. Even stronger players miss simple one move Knight forks, especially in fast time controls and blitz.
White to move
31.Nxf7 and if the Black King captures the White Knight, he no longer guards his own Knight.
White to move
22.Qxb5+ axb5 23.Be3 wins a piece because the Bishop is attacked twice, can’t be defended a second time, and if it moves, it exposes the Rook on a8.
White to move
12.Bxf7+ Qxf7 deflects the Black Queen away from the mate threat on g2. White can follow up with 13.Qxf7+ Kxf7 when Black has multiple pieces under attack and can’t save them all 14.dxe7 Bxe7 15.gxh3 and White is up a piece.
Black to move
17…Nf3+ and after the pawn captures the Knight on f3, the Bishop recaptures. Mate in one is then unstoppable via Rh1.
White to move
45.Kd2 and mate next move via c3 is unstoppable.
Black to move
12…Bd5 pins and wins the Knight. It is attacked twice (by the Knight on d6 and the Bishop on d5). If 13.Rfe1 (or 13.Rae1) adding a new defender 13…f5 and the Knight can’t move because of the pin on the Queen.
White to move
29.Qe8+! and mate to follow with either
29…Rf8 30.f7+ Kh8 31.Qe5#
or
29…Rxe8 30.Rxe8+ Rf8 31.Rxf8#
White to move
30.Rxf6 removes the defender of the h5 pawn. If 30…gxf6 31.Qxh5+ Kg8 32.Qh6 Ne7 33.Qg7#
Black to move
13…Qxf2+ removing the defender of the back rank leads to
14.Qxf2 Rxd1#
or
14.Kh1 Qxc2 and Black is up a Queen
White to move
32.g4+ forces Black to give up their Rook to get out of check with 32…Rxg4+ 33.Rxg4
Black to move
14…Qh7 and White will have to give up a ton of material to avoid mate on the h file.
Black to move
16…Bxh3 and pawn can’t recapture because of the pin on the g file from the Black Queen to White King. This is a very common tactical pattern, and a good one to know.
Black to move
18…Qg4 threatens mate in one. If White plays g3, Queen h3 seals the deal.
White to move
36.Rh7+ deflects the Black King, and creates a mating net
36…Kxh7 37.Qxf7+ Kh8 38.Bxe5#
36…Kf8 (or 36…Kg8 or 36…Kf6) 37.Qxf7#
White to move
14.Qf6+ This stops the checkmate by forcing a Queen trade.
White to move
5.Bxf7+ A common opening trick that wins a pawn. If 5…Kxf7 6.Ng5+ and 7.Qxg4 winning back the sacrificed piece.
White to move
21.Rc3 not only threatens the Black Queen directly, it also threatens 22.Qb3+ starting a smothered mate by screening the Black Queen from the third rank.
Black’s best chance is to give up the queen for rook and knight by 21…Qxc3 22.bxc3 fxe5 23.Rxe5 but will be down a queen for a rook (having sacrificed a piece on move 17). Black instead played 21…Qh6 and after 22.Qb3+ played the game out to the smothered mate, 22…Kh8 23.Nf7+ Kg8 24.Nxh6+ Kh8 25.Qg8+ Rxg8 26.Nf7#
Black to move
39…Rxc5 wins the pawn. The d4 pawn is pinned to the undefended Rook on d2.
Black to move
Black to move
20…Rbh4 and White either gets mated, or a skewer of the King and Rook on a1 on the next move. For example 21.f3 (or 21.f4) Rh1+ 22.Kf2 Rxa1. If 21.g3 Rh1+ 22.Kg2 Be4+ 23.f3 R8h2#
Black to move
23…Rxf3 the g pawn is pinned, and can’t recapture.
Black to move
14…Qg3+ and mate next move 15.Kh1 Qh2#. The f pawn is pinned by the Bishop on c5.