100-199 Flashcards
(100 cards)
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.