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.