Mixed Problems Flashcards
White to play and win
6-1: 1.Nxe7+ Even though Black has just captured on d3, White should play this zwischenzug to capture with check first. When you see a good move, look for a better one. 1…Kh8 2.Qxd3 Less accurate is 2.Nxc6 Bxe2 3.Rxd7. 2…Qb7 3.Qxd7 and White has won two pieces.
White to play and win
6-2: 1.Qe3 White tries to deflect Black’s queen from guarding against the back rank mate. You can sacrifice anything – even a queen – if the reward is checkmate! This is quicker than 1.c5, which also wins. 1…Qc7 1…Qxe3 2.Rd8# or 1…Qa5 2.Qc5! b5 3.b4!. 2.Qe5 Qb6 3.Qc5 and Black can no longer stop both threats, so White wins the queen or checkmates!
White to play and win
6-3: 1.f3 Notice the knight has no escape squares! 1…e6 The only way to counterattack. 2.fxe4 Delaying this capture by 2.Nh3 or 2.Ne2 is also good. 2…Qh4+ and once White moves the king, he retains a big advantage. But not 3.g3?? Qxe4+, which lets Black win the rook on h1.
White to play and win
6-4: 1.Nd5 Retreating the bishop is a common mistake! 1.Nd5 is another example of an excellent zwishenzug. 1…Qd8 2.Bxf6 This is much better than 2.Nxf6+ gxf6 3.Bxh6, which is good for White, but not nearly as good. 2…gxf6 3. Qxh6 and the threat of Nxf6+ wins the queen.
White to play and win
6-5: 1.a3 traps the queen, winning a piece. But not 1.Nb5? Nxe4. 1…d5 2.Ra2 Now Black can “only” lose a piece by playing 2…Nxe4 3.Rxb2 3.Nxe4? Qxa2. 3…Nxd2 4.Nxd2.
Black to play and win
6-6: 1…Bb4+ 2.c3 Bxc3+ A common removal of the guard theme, as the bishop is immune because of 3.Kxc3 Qxd1, winning the queen. 3…Qxd1+ 4.Kxd1 Bxa1.
Black to play and win
6-7: 1…Rxe4 2.Rxe4 f5 Attacking the rook is just a way to get at the real target – the bishop! 3.Re6 f4 and the bishop is trapped. 1…f5 2.Rxe8+ 3.Rxe8+ Qxe8 is just as good, but more complex.
White to play and win
6-8: 1.Rf8+ Deflecting the king away from a critical square. Deflection is a form of removal of the guard.1…Kxf8 2.gxh7 and White will promote to a queen next move.
White to play and win
6-9: 1.Bd4 traps the queen in the middle of the board! For example, 1…Ng4+ 2.Ke2 and White wins. This position could have arisen in one of my games, but during my analysis I did not realize that it trapped the queen!
Black to play and win
6-10: 1…Ng4 A discovered attack on the queen that attempts to remove its guard on c4. 2.Qd3 2.Qd5 Nxe3 3.Rxe3 Be6 is a skewer and double attack on c4. 2…Ne5 is a fork that wins the c4-bishop.
Black to play and win
6-11: 1…c5 2.Nde2 Other moves do not help. 2…c4 traps the bishop on b3. White can try f4 at some point, but Black will just move the knight from e5 and the bishop will still be trapped.
Black to play and win
6-12: 1…Rxf3 and the queen is overworked (it was guarding the knight and the rook) and the g-pawn is pinned, so if 2.Qxf3, then 2…Qxb1. Both 2.Rxb2 Rxd3 and 2.Qxd5!? exd5 3.Rxb2 Rf7 also win for Black. Also, if 2.Qe4 then 2…Qa2! is best and if 2.Qg6 Qf2! 3.Rxb7 Qxg3+ 4.Kg1 Qf2+ 5.Kh2 Rf7, and in all lines Black is winning.
White to play and win
6-13: 1.g4 wins a piece, e.g. 1…Nf6 1…Nxf4 2.Nxf4. 2.g5 with a fork.
White to play and win
6-14: 1.Qxc8+ 1.Rxd5+? exd5 2.Qxc8+ Bxc8 does not work! The move order is important! 1…Kxc8 2.Rxd5 The black e-pawn is overworked. 2…exd5 3.Rxf5 wins a piece.
White to play and win
6-15: 1.Bb5 (pin) 1…Qxb5 2.Nxc7+ (fork!) 2…Kd8 3.Nxb5 wins a queen and pawn for a bishop.
White to play and win
6-16: 1.Qc8+ 1.bxc3? Qxc3+ 2.Bd2 Qxa1+ or 1.bxc3? Qxc3+ 2.Kd1 Nc6 are not as good. 1…Qd8 2.Qxd8+ Kxd8 3.bxc3 and White ends up ahead a piece.
White to play and win
6-17: 1.d6 sets up an unstoppable check on the e-file and White will win a piece with the ensuing pin, e.g. 1…Bb7 2.Qe5+ Be7 and the bishop on e7 will be lost.
White to play and win
6-18: 1.Nxd5 Qxd5 1…Rxd5 2.Rxe6 wins the queen for a rook and more, since d5 is attacked. 2.Rxe8 Qxf3 2…Rxe8 3.Qxd5 again wins the queen. 3.Rxd8+ This common zwischenzug wins material. 3…Kb7 4.gxf3.
White to play and win
6-19: 1.Nd5 Once again, as in problem 6-4, the counterattack is better than retreating the bishop. 1…Qe6 1…Qd8 2.Nxf6+ Bxf6 3.Rxd8 wins the queen. 2.Bxf6 Bxf6 3.Nxc7 Qc6 4.Nxe8 Qxe8 wins material for White.
White to play and win
6-20: 1.Nb5 Trying to remove the knight’s guard of the mate on f7. 1…g6 1…Nxb5 2.Qxf7#. 2.Qd5 and Black cannot guard f7 without leaving c7 unprotected, e.g. 2…Qe7 3.Nxc7+ Or 2…Bg7 3.Nxd6+ cxd6 4.Qxf7#.
White to play and win
6-21: 1.Nxf7 White invests some material to win more back using a pin. 1…Rxf7 2.Bxf7+ Kxf7 3.e4 (or 3.g4) and White ends up ahead the exchange, because of the pin of the bishop to the king.
White to play and win
6-22: 1.c4 attempts to remove the guard on e5. Now Black should just lose the exchange with 1…Rxd4, but a trickier try is 1…Ra5, which forces White to find 2.c5! and the pin wins a piece. This is more accurate than 2.b4, attempting to continue to remove the guard, but allowing 2…Rxa2+.
White to play and win
6-23: 1.e5 (fork) 1…Bxe5 2.Re1 (pin!) 2…d6 3.f4 wins the bishop.
White to play and win
6-24: 1.Qd8+ Rxd8 1…Kh7 2.Bb1+ wins material because of the discovered attack on the black queen. 2.Rxd8+ Kh7 3.Bb1+ The same discovered attack. 3…g6 4.Rxa3.
White to play and win
6-25: 1.Nxd5 Bxd5 Or 1…Bxg4 2.Nxe7+. Black can, of course, not recapture at all, but then White still wins material, e.g. 1…Bd6 2.Bf3 and White is ahead a piece. 2.Bxc8.
White to play and stay ahead a pawn
6-26: 1.dxc6 Bxd1? Black tries to justify his material investment, but it fails to the following pretty combination. So better is 1…Nxc6 2.f3, and White just remains ahead a pawn. 2.c7+ Better to make the discovered check to hit the queen than the rook, e.g. 2.cxb7+? Nbd7. 2…Nc6 2…Qd7 3.Bxd7+ and 4.Kxd1 is no better. 3.cxd8Q+ Rxd8 4.Kxd1 Rxd4+ 5.Ke2 and White wins.
Black to play and win a pawn
6-27: 1…Nd4 Black doesn’t retreat his bishop from the h3-pawn, but instead hits both the queen and the pinned piece. This common pattern is very similar to 6-4 and 6-19! 2.Qd1 Nxf3+ 2…Bxf3 3.gxf3 Qd7 4.Kg2 b5 5.Bb3 a5 is just as good. 3.gxf3 Bxh3 wins a pawn and White’s king position is wrecked.
White to play and win
6-28: 1.e4 Discovering an attack on the queen and hitting the knight. 1…Qh4 2.g3 You must have foreseen this double attack or the 1.e4 idea would not work! Other moves that also give up a piece are 1…Bf4 2.Bxf4 Qxf4 3.exf5 or 1…Bxh2+, but the mate threat is the best practical try. After 2.g3, both the queen and knight are attacked and the mate is preented, so Black will lose a piece.
Black to play; what is the clincher?
6-29: 1…Qg1+ a skewer with the help of a pin. 2.Kd2 Of course, 2.Nxg1 is illegal! 2…Qxa1.
White to play and win
6-30: 1.dxc6 wins the knight, because 1…Qxd2 2.cxb7+ A strong discovered check. 2…Ke7 3.bxa8Q is even better for White. If Black does not take the queen and stops the discovered check with 1…b6, then 2.Qf4! gives a winning attack, e.g. 2…Ne7 3.Rad1 Nd5 4.Nxd5 Bxd5 5.Rfe1+ Kf8 6.Re5.