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.