Another 100 Chess Problems for the Rest of Us

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Another 100 Chess Problems for the Rest of Us T.E. Klemm

Another 100 Chess Problems for the Rest for Us TEK Publishers, 2011, Philadelphia, PA All Rights Reserved. No portion of this book may be reproduced without permission of the author.

To Elise. . . It is a rough world out there, but I will see you through.

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About This Series of Books This book leaves off where the other began – introducing moderate level chess problems to the overwhelming majority of chess players who possess only moderate abilities in the game. To readers of the first “100 Chess Problems for the Rest of Us” – I very much welcome you back and thank you for your generous support in making the book one of the top read Chess Books on the Amazon Kindle. If you have any comments or questions about this new book (or the original) please feel free to contact me at: [email protected]

About this Book As with the previous, “100 Chess Problems for the Rest of Us”, I am going to start this book (which you are hopefully reading from the “free” preview feature of your Amazon Kindle or other E-Reader), by telling many of you – quite bluntly – NOT TO BUY THIS BOOK!!! Quite frankly, there are many people who this book is simply NOT for. (Too many authors of chess books try to sell their books as being “for everyone” when often they are limited to extremely small classes of people). For two different classes of chess players, this book is an absolute “no.” The very, very good and the very, very bad. Grandmasters, professionals, and the other ultra elite of the chess world should simply stop reading here. This book will be useless to them (I have probably already wasted too much of their time). The problems contained in this book are strictly too rudimentary and basic for them. Very new players will also find this book to be a dud. There are no explanations of the rules of chess or other basic information. Indeed, to even read this book you must be able to understand algebraic notation. So, who is this book for then? Everyone else. The good news -- for me and my attempts to get anyone to read this book -- is that this is probably 80% of the chess playing world. From a rating level, I would estimate that this book belongs to those ranked anywhere from 1000 or 1700 on the USCF ranking system. (For those who are not members of the USCF -- most computer websites/programs attempt to model their ratings based on the system. This is not to say that a 1500 ranked player on, for example, www.redhotpawn.com or ChessMaster is really a 1500 ranked player on the USCF, but it is fairly accurate). Again, this will be the vast majority of chess players in the country (or the world). Of course, those in the 1600-1700 range will be able to solve most (if not all) these problems with relative ease. However, I am a firm believer -- as are many -- that these basic problems are akin to the routine, rudimentary practice drills professional sports athletes engage in everyday. Just as a basketball players spends hours of their week practicing the basic free throw shot, or as third basemen spends hours making the same routine throws to first base, chess players need to routinely engage in the most rudimentary of problems to stay on top of their game. Thus, even for really good players, I believe this book will have some value. Still on the fence? An “Example” problem is provided below – I cannot say this a true representative problem of the kind you will find in this book (my guess is it is on the “easier” side of such problems”), but it is fairly close. If this problem was overwhelmingly too hard or too easy for you (and when I say overwhelmingly, I mean you solved the problem in 3 seconds or didn’t solve in 3 minutes), I would suggest this book is an absolute “no.” For everyone else, I believe this book will have some basic value.

Layout As this book is intended for intermediate players, the book assumes that the player can see at least 4 half moves (or two full moves) into the future. This will be a challenge to some players with lower rankings, but not impossible. For anything exceeding four-half moves, diagrams are provided. This book is purposely filled with multiple diagrams. The book is intended to be useable by a novice chess player without ever having to utilize a chess board. (Too many chess books take the exact opposite approach – provide one diagram and then list 20 half moves expecting the reader to be able, all in his or her head nonetheless, to keep track of each half move.). A Grandmaster (which usually the author is) can keep track – quite easily – often full moves in his head. The vast, vast majority of us cannot. This book accounts for this. In seeing moves listed in the book, the reader will know if he or she must mentally keep track of the move if the move is in regular font. If, however, the move is in bold font, the reader will know that a diagram demonstrating the move (and probably closely subsequent moves also in bold font) will be presented. The problems are arranged in no particular order regarding difficulty – though some problems are much easier than others. A diagram is given with the answer (and the original diagram) following on the next page. Explanatory narratives and diagrams will then follow. An Example Problem is provided below:

Example Problem X (White to Move)

Example Problem X (Answer)

1. Rxd7! [Answer] Theme = Removing the Guard [Tactical Theme utilized (see more below)]

Example [Explanation of Solution to Problem] After 1. Rxd7! [Boldface font indicates diagram will be presented (see below)]

The White Rook has just taken Black’s Rook at d7. Black, however, cannot recapture the White Rook. Why? Black’s Rook at f7 is serving an important task, it is guarding the Black Bishop at f6. If Black plays, 1...Rxd7, White plays 2. Bxf6. [Boldface font indicates diagram will be presented (see below)]

Example [Explanation of Solution to Problem] After 2. Bxf6! [Boldface font indicates diagram will be presented (see below)]

And Black finds himself down a whole piece – giving White a game winning position.

Tactical Themes As suggested in the example above, the problems in this book all deal with a series of common chess tactics. For more novice players a summary of each theme is described below. These are, of course, the most basic explanation of such themes. Many problems will require the reader to use multiple themes to solve the problems. The list below, however, will prepare the reader for what he or she will be facing when reading the book.

Pinning Pinning is one of the more common tactics in chess. The concept is simple: two pieces (ex. Black) fall in the attack path of an enemy piece (ex. White). In Figure 1, for example, the Black Knight and Black King are both on the d-file and are attacked by White’s d1-Rook. (The Black King – while not directly attacked – is “indirectly attacked.”) The key characteristic of a pin is the fact that the first piece in the line-of-attack (here the Black Knight) cannot move because if it were to do so, the second piece in the line-of-attack would fall. Here, for example, Black’s Knight cannot move his Knight because he would then lose his King – which, of course, is impossible in chess so Black cannot legally move his Knight in this position even if he or she wanted to. A piece that cannot move is a vulnerable piece – and this is what makes pins devastating. Here, in Figure 1, the pin from White’s d1-Rook locks the Black Knight in place. It can’t move. Add to the fact that no piece is guarding it and it will fall on the White’s next move.

Figure 1

Forking Forking is another common tactic in chess – and a useful one. Again, the concept is simple. A piece attacks two other ones simultaneously. In Figure 2, for example, the White Bishop is forking both the Black Rooks. It such situations, there is nothing the forked pieces can do. One will fall on White’s next turn.

Figure 2

Skewering Related to Pinning, but wholly separate is Skewering. Like Pinning, two pieces find themselves on the same line-of-attack of an enemy piece. In Figure 3, for example, both the Black King and Black Queen are on the same diagonal and are being attacked by White’s Bishop. Unlike Pinning, however, the goal is to not lock the front piece to a given square – indeed you are expecting it to move so you can attack the one behind it. In Figure 3, Black must move his Black King. That’s fine and dandy, but what about the Black Queen? What happens to her after Black’s King moves? Of course, the Black Queen falls. This is the awesome power of the Skewering tactic.

Figure 3

Removing the Guard Adding to the chaos of chess positions is the fact that in any given position multiple pieces are attacked or threatened by enemy pieces but are reinforced by friendly pieces meaning they are – in actually – no real danger. The problem, however, is this security is often illusionary. In Figure 4, for example, Black could be thinking “Well, White can’t play 1. Rxc6 because that would be a losing move after 1... Nxc6.” (a Rook for a Bishop is almost always a losing proposition).

Figure 4 Black might also be thinking that “Well, White won’t play 1. Bxe5 because that achieves nothing. 1... fxe5 and that leaves the exchange even.” Sounds logical, right? It isn’t. Black’s second assumption is faulty. A Knight for a Bishop is indeed an even exchange, but the Knight at e5 is doing something important. It is guarding the Black Bishop at c6. If the Black Knight falls (1. Bxe5), who is guarding the Black Bishop. The answer is no one. Thus, after 1. Bxe5, Black can’t take the White Bishop (i.e., 1… fxe5) or it will lose its Black Bishop (i.e., 2. Rxc6). This is the “Removing the Guard” tactic.

Discovered Attack Discovered Attacks are a particularly devastating tactic. It is almost like getting to make two moves at once! The general idea is that with one move, a player can have two separate pieces attack two separate opposing pieces. In Figure 5, 1. d5, of course, attacks the Black Knight at e6. But what else does it do? With this move, the White Bishop at c3 attacks the Black Rook at h8. Black wants to respond to both threats, but can only respond to one. And, thus, with White’s next move one of Black’s pieces will fall.

Figure 5

Back Row Threat When on the edge of the board, a King is extremely vulnerable. It’s an irony of chess that after castling – a move designed for protection – a King is especially vulnerable because not only does he find himself on he edge of the board, but also pinned in (demobilized) by his own pawns. Not surprisingly, this fact can be easily taken advantage of leading to Back Row Threats. In Figure 6, for example, whoever moves first wins – mating the other’s King who finds himself trapped in the post-castling position.

Figure 6

PROBLEMS

Problem 1 (White to Move)

Problem 1 (Answer)

1. Rxd4! (Theme = Removing the Guard)

After 1. Rxd4!

Black, of course, is tempted to capture the White Rook at d4 who just – a move before -- proceeded to eliminate Black’s Bishop. Any such move, whether 1… Rxd4, 1… cxd4 or even 1… exd4 leads to disaster. The theme for each is the same, with White playing 2. Rxe5+. Thus, for example after 1… Rxd4 and 2. Rxe5+:

After 2. Rxe5+

Now Black has but one legal move, 2… Kxg4, but then White plays 3. h3# which is checkmate (3. f3 is chekmate also).

And Black’s game is over.

Problem 2 (White to Move)

Problem 2 (Answer)

1. Rc1! (Theme = Skewering or Pinning)

After 1. Rc1!

This is an easy problem if you were able to see through the chaos on the board. Black’s two Bishops are on the direct line of attack of White’s c1-Rook. Neither Bishop is guarded. White’s Rook will be able to capture one or the other – Black’s only consolation being he gets to choose which one (a small consolation indeed!).

Problem 3 (White to Move)

Problem 3 (Answer)

1. Bc7! (Theme = Double Attack and Pinning)

After 1. Bc7!

The Black Queen is under attack and needs to respond. There is, however, no ideal solutions. She obviously cannot capture the White Bishop (guarded by the White Queen) and, thus, must flee. There is a central problem though. With the movement of the White Bishop now White’s Rook at f1 is bearing down on the Black Bishop at f6. Thus, if for example, Black plays 1… Qb5:

After 1… Qb5

White plays 2. Rxf6.

After 2. Rxf6

And much to Black’s frustration, he cannot recapture as the g7-Pawn is pinned to its spot by the White Queen at g3. White is now up a piece.

Problem 4 (White to Move)

Problem 4 (Answer)

1. Nc4! (Theme = Pinning and Forking)

After 1. Nc4!

There’s a lot go grasp here. Let’s jump right into it! First understand that the Black Queen is under attack. To address this, Black has to take the White Knight at c4 or move his Queen. Removing the White Knight is suicide. 1… dxc4 leads to the devestating 2. Qxd7+

After 2. Qxd7+

This is actually Mate-in-Three. After 2… Kf8 (Black’s only legal move), comes 3. Qxc8+.

After 3. Qxc8+

Black has nothing he can do. 3… Ke7 is met with 4. Rd7#. Throwing the Black Knight or Black Queen on d8 to block the check only delays the inevitable. For example, after 3… Nd8, White plays 4. Rxd8+.

After 4. Rxd8+

Black’s only legal moves are 4… Qxd8 (where then White plays 5. Qxd8#) or 4… Ke7 (with White playing either 5. Qd7#, 5. Rd7# or Re8# -- White’s choice!).

Returning to 1. Nc4!

Whew! We are only half way done! Okay, so we see the folly of Black playing 1… dxc4. This means Black’s Queen must flee. It doesn’t matter where she goes (d8, c7, or c5), for example, 1… Qc7, White’s next move will be 2. Nd6+. (There is nothing Black can do to stop this move – or thwart its impact).

After 2. Nd6+

The devesating Knight-fork! Black’s Rook will soon be lost.

Problem 5 (White to Move)

Problem 5 (Answer)

1. Qd2! (or 1. Qe1!) (Theme = Pinning)

After 1. Qd2!

This move (along with the equally acceptable 1. Qe1!) is genius! Why? The Black Bishop at c3 is being attacked twice and must respond or be lost. But there is nothing Black can do. Black’s Bishop cannot run up or down the Northwest/Southeast diagonal (ex. take the White Queen with 1… Bxd2) because the Black Bishop is pinned to c3 by White’s b2-Bishop and that Bishop’s indirect attack on the Black King. Similarly, Black’s Bishop can’t flee up or down the Southwest/Northeast diagonal (ex. 1… Bxb2) or White simply plays 2. Qxa6 and Black is down a Queen.

Problem 6 (White to Move)

Problem 6 (Answer)

1. Qf6+!

After 1. Qf6+!

Black is doomed. He has but two legal moves. 1… Kg8 is the clearer “disaster” to see. That leads to either 2. Qh8# or 2. Rh8# or even 2. Qxg5#. Black’s slightly better “disaster” is 1… Bxf6 with Black’s only hope being White making a devastating blunder.

After 1… Bxf6

If White is foolish enough to play 2.exf6+, this would be the proverbial “snatching defeat from the claws of victory.” Not only would White now face a hopless end game, he would have missed an easy mating situation. 2. Rg3+ is White’s only winning move.

After 2. Rg3+

Now there is nothing Black can do except avoid the inevitable – checkmate. He can throw both his Black Queen and Black Bishop in front of the White g3-Rook, but White can simply “power through” both of them. Thus, 2… Qg4 leads to 3. Rxg4 and 4. Bg5 leads to 4… Rxg5#.

Problem 7 (White to Move)

Problem 7 (Answer)

1. Qd7+! (Theme = Removing the Guard and Back Row Threat)

After 1. Qd7+!

For many this will be beating a dead horse, but remember, remember, remember this position – it’s a game winner. The Black King is in check and must respond – he has only one legal move: 1… Kb8. White then plays 2. Qd8+

After 2. Qd8+

Black – again – has only one legal move: 2… Rxd8. Now White plays 3. Rxd8# and checkmate.

After 3. Rxd8#

Again, remember this problem – you will win games this way!

Problem 8 (Black to Move)

Problem 8 (Answer)

1… Rc2! (Theme = Forking) (Give yourself half-points if you thought 1… Bd3 was the correct answer – disscussed below).

After 1… Rc2!

A simple move – if you saw it. Black’s Rook is now forking the White Bishop and White Queen. One will be lost, and unless White is truly a novice, he will opt for losing his Bishop over his Queen!. Importantly, the Black Rook is protected by the Black Bishop at e4. Equally important, there is no where for the White Queen to retreat to and still guard the White Bishop.

Returning to Original Problem

Many of you probably saw 1… Bd3 and thought that was the answer. It is a good move as the Black Bishop would be skewering the White Queen and White Rook at f1. The problem is, however, Black – in taking White’s Rook – will lose his Bishop (1… Bd3 followed by some movement of White’s Queen followed by 2… Bxf1, follwed by White captureing the Bishop at f1). A “Rook for a Bishop” exchange is always a good one, but with the correct move (1… Rc2) Black takes White Bishop and loses nothing.

Problem 9 (Black to Move)

Problem 9 (Answer)

1… Rd2+! (Theme = Removing the Guard and Pinning)

After 1… Rd2+!

White cannot, of course, play 2. Rxd2 or Black will simply play 2… Qxe4 (White’s Queen is unguarded). White, however, can seem to thwart all of Black’s ambitions with the simple 2. Rc2. (This is wishful thinking for White. As we will see, White would be better off giving up her Queen with 2. Rxd2).

After 2. Rc2

While seeminlgy a solution to all of White’s woes, Black has an awesome move here – 2… Qxc3+!

After 2… Qxc3+!

Of course, White cannot play 3. Rxc3 because of the Black Rook Pin coming from Black’s d2-Rook. White is now doomed. All of her moves lead to checkmate.

Problem 10 (Black to Move)

Problem 10 (Answer)

1… Nxe5! (Theme = Backrow Threat and Removing the Guard)

After 1… Nxe5!

White is tempted to avenge her lost Knight at e5 – it is, however, best to “let it all go” and simply move her Queen to safety. 2. dxe5 is ill-advised.

After 2. dxe5

Black now has two solid options. Option 1 is probably the easier one to spot. 2… Qxe6.

After 2… Qxe6

White is, once again, down a piece – but she cannot do anthing about it. 3. Qxe6 is suicide, as Black simply plays 3… Rxd1# and checkmate. 3. Rxd7 leads to 3… Qxg4 and the loss of White’s Queen.

Returning to 2. dxe5

Option 2 is 2… Qg6

After 2… Qg6

White is now faced with three major threats – (a) the Black Queen is threatening the unprotected White Queen ; (b) Black’s d7-Rook is threatening Back Row Checkmate with Rxd1; and (c) Black’s Queen is threatening checkmate (if the White Queen dares move) with Qxg2. There is nothing White can do where she is not overcome by one of these threats.

Returning to 2. dxe5

There is a mediocre Option 3: 2… Rxd1+

After 2… Rxd1+

White plays 3. Qxd1 followed by Black’s 3… Qxe6.

After 3… Qxe6

Give yourself “half points” if you chose this continuation – while it gives Black a piece-advantage, it is no where near as good as the other moves.

Problem 11 (White to Move)

Problem 11 (Answer)

1. Bxg6! (Theme = Pinning)

After 1. Bxg6!

Black’s is now down a key Pawn – with another (h-Pawn) being threatened. Her best plan, however, is to let both these Pawns go. Disaster strikes if Black were dumb enough to try to avenge her Pawns with 1… Qxg6.

After 1… Qxg6

White now simply plays 2. Rg3 attacking the Black Queen – who now can’t run because she is being pinned to g6 by the White Rook’s indirect attack against the Black King. Black’s Queen will soon fall.

Black cannot save his Queen due to the devestation of White’s pin via the g3-Rook.

Problem 12 (Black to Move)

Problem 12 (Answer)

1… f6! (Theme = Double Attack)

After 1… f6!

I imagine most people who get this wrong wanted to play 1… d4+ -- however, this move (and this King check) accomplishes nothing. After the correct move of 1… f6!, Black’s f-Pawn is attacking White’s g5Bishop. Simultaneously, Black’s e6-Bishop is attacking White’s g8-Rook. That is a nasty – and insumountable problem for White – one of his pieces is lost (of course, if White is wise, he will opt for choosing to save his more valuable Rook).

Problem 13 (White to Move)

Problem 13 (Answer)

1. Rd8+! (Themes = Removing the Guard and Forking)

After 1. Rd8+!

Black dares not play 1… Kxd8 or White grabs Black’s Queen with 2. Qxf7. Instead, Black’s only real move is 1… Ke7.

After 1… Ke7

White now plays 2. Nc8+

After 2. Nc8+

And Black is now has but onelegal move to avoid checkmate, and play 2… Kxd8.

After 2… Kxd8

But now no one is guarding Black’s Queen – the guard has been removed. The Black Queen falls with 3. Qxf7.

Problem 14 (Black to Move)

Problem 14 (Answer)

1… Bxb5! (Theme = Double Attack)

After 1… Bxb5!

With the loss of her Knight, White is seeking to score some revenge – and namely capture Black’s b5Bishop. This, however, would be suicide, and it is simply best for White at this point to let the lost Knight go. Why? After 2. cxb5, Black plays 2… c4.

After 2… c4

This is a brutal Double Attack – White’s King is in check and Black’s c4-Pawn in attacking White’s Queen. White’s Queen is lost.

Problem 15 (White to Move)

Problem 15 (Answer)

1. Rd4! (Theme = Forking & Double Attack)

After 1. Rd4!

Black’s e4-Knight and Queen are now forked by White’s d4-Rook. The key to this problem is understanding that there is nothing Black can do to hang on to the e4-Knight. Most importantly, there is no way the Black Queen can protect it. (Black’s best move here is actually 1… Nc3+ which is followed by 2. bxc3 – where at least Black disrupts White’s Pawn structure for the doomed knight). If Black tries to use the Queen to guard the Knight, ex. 2… Qe6, White plays 3. Rxe4.

After 3. Rxe4

And if Black is dumb enough to play 3… Qxe4, White plays 4. Ba7+.

With White unleasing a nast Double Attack, Black’s Queen is now lost – as is Black’s game.

Problem 16 (Black to Move)

Problem 16 (Answer)

1… Qh6+! (Theme = Back Row Threat)

After 1… Qh6+!

White’s King in check and must react – flight for the White King is not an option as there are no “flight squares” for the King to retreat to. 2. gxh6 is White’s only legal move. This, however, accomplishes nothing. Black then plays 2… Rxh6#.

After 2… Rxh6#

Note: While not on the “back row”, White found herself in the same predicament commonly associated with Back Row problems. When the enemy’s King is on the edge of the board, look for “Back Row”type problems.

Problem 17 (White to Move)

Problem 17 (Answer)

1. Kf4! (Theme = Forking)

After 1. Kf4!

Another easy one – if you were able to spot the key fork. White’s King attacks both of Black’s Rooks simultaneously. The Rooks are not protected by any of Black’s pieces – and Black can do nothing to save them both. One will fall.

Problem 18 (White to Move)

Problem 18 (Answer)

1. f4! (Theme = Pinning)

After 1. f4!

It doesn’t get much easier than this – but again, it is a matter of simply “seeing it”. Black’s Rook at e4 is pinned to e5 due to the White Queen’s indirect attack against the Black King along the a1-h8 diagonoal. Even though it is under attack by White’s f4-Pawn, the Black Rook cannot move. It is lost.

Problem 19 (Black to Move)

Problem 19 (Answer)

1… Qf2+! (Theme = Back Row Threat)

After 1… Qf2+!

A simple problem – if you can simply see it! White now has one legal move, 1… Kh1. Black then plays 2… Qf1+

After 2… Qf1+.

White, once again, has but one legal move – 3. Rxf1. Black then plays 3… Rxf1# and checkmate.

Problem 20 (Black to Move)

Problem 20 (Answer

1. Qa3+! (Theme = Forking)

After 1. Qa3+!

Many people will miss this wanting to have played 1… Bg5+ -- this move, however, is much better. It’s main function is to get Black’s Queen out of danger (namely capture by the White Knight). At the same time, however, it doesn’t want to do anything to screw up the potential Pawn-Fork at c4. White’s response doesn’t matter – she only has a limited set of legal moves. For example, 2. Kb1 simply sets up the Pawn-fork.

After 2. Kb1

Black simply plays 2… c4 forking the White Bishop and White Knight – one of which will soon fall.

Problem 21 (Black to Move)

Problem 21 (Answer)

1. Ra8! (Theme = Entrapment)

After 1. Ra8!

White’s Queen is in trouble and needs to skeedattle – the problem, of course, is she has no where to go. White’s only reasonable move is 2. Rc1.

After 2. Rc1

This helps savage things, but not by a lot. Black plays 2… Qxc1

After 2… Qxc1

White is now forced to play 3. Rxc1 (or 3. Bxc1) – all other moves lead to disaster. After that, however, Black plays 3… Rxa7.

After 3… Rxa7

And Black finds himself with a fairly easy winning game.

Problem 22 (White to Move)

Problem 22 (Answer)

1. c5! (Theme = Double Attack)

After 1. c5!

This is not a hard problem to spot, once you realize your “prize” is only a single pawn. White’s move attacks Black’s b6-Pawn and f7-Knight – both unguarded. Black can only save one – he will, of course, save the more valuable Black Knight. However, the damage will be done and Black will be down a key Pawn in the endgame.

Problem 23 (Black to Move)

Problem 23 (Answer)

1… d3! (Theme = Forking)

After 1… d3!

Black faces an appearingly benign pawn fork – not threatening in any way. After all, no one is protecting Black’s d3-Pawn. White can eliminate the threat with either 2. Qxd3 or 2. Bxd3 – but both lead to a second fork. Take for example, 2. Qxd3.

After 2. Qxd3.

White plays 2… e4, now using another Pawn to fork the White Queen and White Knight. This time, White cannot escape and will soon be down a piece. (Admittedly, Black will not have a giant advantage here, giving up two Pawns for a single Piece – but it is indeed an advantage).

Problem 24 (White to Move)

Problem 24 (Answer)

1. Rf8+! (Theme = Forking & Removing the Guard)

After 1. Rf8+!

Black has only two legal moves here: 1… Rxf8 or 1… Kxf8. Neither is a good one. 1. Kxf8 is perhaps the easiest line to understand. White simply plays 2. Nxd7+ forking the Black Queen and King – leading to the former’s demise. The 1… Rxf8 is the more interesting line.

After 1… Rxf8

White avoids the Knight fork of his King and Queen, but hold on a second – now that the Black Rook has moved from the e-file, who is guarding the Black Queen? Nobody! White simply gobbles up the Black Queen with 2. Qxe5.

Returning to Original Problem

Many who got this wrong probably played 1. Nxd7. This, however, leads to 1… Qxe3+ or 1… Bxe3+ -both of which deprive White of any advantage.

Problem 25 (White to Move)

Problem 25 (Answer)

1. Bh6! (Theme = Double Attack)

After 1. Bh6!

Black is in a real bind. The most obvious problem is the Black Bishop at g7 – being attacked by both White’s h6-Bishop and a7-Rook, but guarded only once. That is trouble enough, but Black also has a problem centered at e6. White is threatening a nasty Bishop fork with the Bishop moving from b3 to e6 – forking Black’s Queen and King. What can Black do to solve both these threats – nothing. 1… Bxh6 is Black’s clearest “dud.” White simply plays 2. Bxe6+, inflicting the very same Bishop-fork we just discussed. All other moves are also “losers.” 1… Nxg4+ is Black’s most clever move, but it also fails.

After 1… Nxg4+

White plays 2. Qxg4

After 2. Qxg4

And Black finds herself in no better a predicament: a) Her Bishop at g7 is still facing a double attack; and b) that nasty Bishop-Fork at e6 is still looming.

Problem 26 (White to Move)

Problem 26 (Answer)

1. Qxc8+! (Theme = Pinning)

After 1. Qxc8+!

White has just put her Queen in harm’s way to capture Black Rook – it’s a great move. Why? Black has no good response. Any other move besides 1… Bxc8 are horrible – Black will not only be down the lost Rook, but with checkmate just moves away. And why is 1… Bxc8 such a loser? White will play, in response, 2. Bb3.

After 2. Bb3

And here is the pin! Black’s Queen is being pinned by the Black Bishop at b3 – she is being attacked but because of the placement of the Black King, she cannot run. She is lost. (Note: 2… Be6 just prolongs the inevitable. White plays 3. Bxe6 – and Black is still facing the same nasty pin, only with the pinner (White Bishop) now on a new square).

Problem 27 (White to Move)

Problem 27 (Answer)

1. Qxh6+! (Theme = Removing the Guard)

After 1. Qxh6+!

White is in check and must respond – the Black King has no legal moves, so Black’s only move (other than 1… Rg6 which leads to immediate checkmate with 2. Bxg6# or 2. Qxg6#) is 1… Rxh5. This, however, is the last move Black will make in the game. The Black Rook was serving an important function and guarding the g6-square. After the Black Rook move, White plays 2. Bg6#.

After 2. Bg6#

See, tactics can even be important in the chess openings!

Problem 28 (White to Move)

Problem 28 (Answer)

1. Rf7! (Theme = Entrapment & Forking)

After 1. Rf7!

Black’s Queen is being attacked by White’s Rook at f7. Notably, to avoid immediate capture, she has only three flight squares (1… Qe8, 1… Qh4, or 1… Qxf7). None do anything to save her. With 1… Qh4, White simply plays 2. Nd6+, resulting in a double attack where White than plays 3. Qxh4 with his next turn. With 1… Qe8 or 1… Qxf7, White would then play 2. Nd6+ forking the Black Queen and Black King – leading to the former’s demise. Thus, for example with 1… Qxf7 and 2. Nd6+

After 2. Nd6+

And Black’s Queen is now lost.

Problem 29 (White to Move)

Problem 29 (Answer)

1. g4! (Theme = Removing the Guard).

After 1. g4!

The Black Queen is threatened and must flee. Flight, however, comes with a devastating price. The Black Queen is the only one guarding the Black Bishop at d7. There is nowhere the Black Queen can flee to and at the same time guard the Black Bishop. The Bishop will soon be lost.

Problem 30 (White to Move)

Problem 30 (Answer)

1. Nf5+! (Themes = Pinning and Removing the Guard)

After 1. Nf5+!

This one is tricky. Don’t feel bad if you missed it – especially all aspects of it. The key is to understand that due to the White Queen’s pinning of Black’s g6-Pawn, the White Knight cannot be captured. The other key is realizing that Black’s only legal move is 1… Kh8. Then comes the amazing move of 2. Qxg6! – the heart of this problem.

After 2. Qxg6!

As White now threatens checkmate with 3. Qg7, Black must do something, but it has no viable options. 2… Rf7 is met with 3. Qxf7 (and Black has solved nothing other than throw away a Rook). And, of course, Black can’t play 2… hxg6, which is met by 3. Rh3+ as now no one on Black’s side is guarding the h-file.

After 3. Rh3+

Black’s King has literally nowhere to go. Black’s only legal move is 3… Nh6 which only delays the inevitable 4. Rxh6# and checkmate. (Note that the White Bishop at b3 – quiet throughout this position -is preventing the Black King’s flight to g8 after 3… Nh6 and 4. Rxh6#.)

Problem 31 (White to Move)

Problem 31 (Answer)

1. Qc1! (Theme = Forking)

After 1. Qc1!

This is a simple, but deceptively difficult-to-see fork. White’s Queen is attacking the unguarded Black Bishop at c8 – but also is (along with the White Bishop at e3) threatening the Black Knight at h6 which is now attacked twice and guarded but once. One of Black’s two pieces will soon fall.

Problem 32 (Black to Move)

Problem 32 (Answer)

1…Na5! (Theme = Entrapment)

After 1… Na5!

White’s Queen is under attack from the Black Knight at a5. (We see yet another exception to the old “A Knight on the rim is dim” adage!). And, unfortunately – and quite amazingly – White’s Queen has nowhere to run to without being captured. Instead, White’s only saving move appears to be 2. Ned5 (or 2. Ncd5). While giving White a better situation than being “Down a Queen” – it is still not very helpful.

After 2. Ned5

White’s thinking is that he will take Black’s Queen after Black takes his Queen. Reasonable thinking, but White’s plan has a major problem. After 2… Nxc4 and 3. Nxb6.

After 3. Nxb6

Black can now play 3… Nxb6 and be ahead a full piece in the game.

Problem 33 (White to Move)

Problem 33 (Answer)

1. Qxd4! (Theme = Removing the Guard)

After 1. Qxd4!

There’s a lot going on here, so spotting this will not be easy for many. The first key is understanding why Black – now down a Bishop – cannot take the Queen. 1… Nxd4 leads to 2. Nf6+.

After 2. Nf6+

And now Black has but one “flight square,” but after 2… Kf8, comes 3. Bh6# and checkmate.

Returning to 1. Qxd4!

With 1… Nxd4 out of the question, Black is left with no viable options. At best, Black will always be down its lost Bishop. Many continuations result with Black losing his Rook at h8 as well. As a note, Black – as a way to guard the Black Rook at h8 -- certainly does not want to Castle. After 1… 0-0, White plays 2. Nf6+.

After 2. Nf6+

Now regardless of Black’s King move (2… Kg7 or 2… Kh8), checkmate ensues. (2… Kg7 3. Nh5+ (double check) 3… Kg8 (forced) 4. Qg7#). The mate resulting from 2… Kh8 is harder to see, but worth noting. Black plays 3. Ng4+

After 3. Ng4+

3… Kg8 is met with 4. Nh6#. 3…f6 only prolongs Black’s agony. It is met with 4. Bxf6+. And if Black plays 4… Rxf6 (again Black is just delaying the inevitable):

After 4… Rxf6

White then plays 5. Qxf6+. After 5… Kg8 (Black’s only legal move), comes the death blow of 6. Nh6# and checkmate.

After 6. Nh6#

This was a hard problem. Hopefully, you were able to “see through” most of the lines, but definitely don’t despair if you couldn’t see all of them (like the 6-moved line just discussed)!

Problem 34 (White to Move)

Problem 34 (Answer)

1. Rf8+! (Theme = Removing the Guard)

After 1. Rf8+!

Black is in check and must react and, indeed, there is just one legal move. 1… Bxf8, however, is hardly an ideal one.

After 1… Bxf8

The important question is who is guarding the Black Queen (it was the Black Bishop at d6, but not anymore)? The answer is “no one” and Black’s Queen falls with 2. Qxc7.

Problem 35 (White to Move)

Problem 35 (Answer)

1. Bf4+! (Theme = Double Attack)

After 1. Bf4+!

This will be a “no-brainer” for many. With White’s Bishop move, the Black King is attacked, but so too is the Black Rook at g1. The latter is now doomed.

Problem 36 (Black to Move)

Problem 36 (Answer)

1… Rxd4! (Theme = Forking)

After 1…Rxd4

White’s Queen is in desperate trouble as it is being attacked by the Black Rook. White, of course, can’t capture the Black Rook (if so the Black Queen will immediately recapture). Thus, it wants to flee, but it cannot. The key is the h-file (basically the Black Rook is forking the White Queen and the h-file). If White plays 2. Qb5, for example, Black plays 2… Rh4# and checkmate. White’s Queen cannot attack and cannot run, thus, White’s only reasonable move is to counterattack the Black Queen with 2. Rf3.

After 2. Rf3

This, however, doesn’t help White much as Black’s Queen is in no real danger. Black simply plays 2… Rh4+. White is then forced to play 3. Qxh4.

After 3. Qxh4

Then Black plays 3… Qc1+! White is forced to move his King, 4. Kh2 and then Black plays 4... gxh4.

After 4…gxh4

And White is doomed.

Problem 37 (White to Move)

Problem 37 (Answer)

1. Bxd4! (Theme = Double Attack)

After 1. Bxd4

The key is understanding why Black’s initial – and dreadful looking – pawn fork was anything but. After White’s Bishop move, Black can’t recapture the White Bishop at d4. 1… Rxd4 leads to 2. Bxh7+!

After 2. Bxh7+!

Black’s King – now in check – has only one rationale move: capture at h7. But after 2… Kxh7, White plays 3. Rxd4 and White is with a comfortable lead for victory.

Problem 38 (Black to Move)

Problem 38 (Answer)

1… Be4+! (Theme = Removing the Guard & Forking)

After 1…Be4+!

In the initial position, Black is facing a potential double attack caused by White’s Bishop and Rook. 1… Be4 addresses this threat. Now Black’s Bishop is forking both the White Bishop and White King. In check, White must either: a) move his King; b) take the Bishop; or c) block the Bishop’s path. Moving the King is a disaster (2. Kh2 leads to 2… Rh1#). Taking the Bishop is not much better as White loses its Rook. (2. Bxe4 is followed by 2…Kxf7). This leaves the final option – blocking the Black Bishop’s attack path. For example, 2. Rf3+ -- which also gives check to Black.

After 2. Rf3+

Black responds with 2…Bxe4+ and is left with a comfortable endgame.

Returning to 1… Be4

Using the f-Pawn as a blocker or 2. f3, doesn’t help White either.

After 2. f3

Black simply plays 2… Bxd5 and is still up a piece and has reduced all the threats against his King.

Problem 39 (White to Move)

Problem 39 (Answer)

1. fxe5+! (Theme = Forking and Removing the Guard)

After 1. fxe5+!

You only get “half points” if you decided to take the pawn without seeing the full continuation of the problem! The White Pawn at e5 is forking the Black Rook and Black King. Unless Black wants to lose its Rook, it will play 1… Kxe5. This, however, comes with a price. White then plays 2. Rc5+

After 2. Rc5+!

What can Black do? If it plays either 2… Rd5 or 2… Nd5+ (this second move is actually Black’s best option) White plays 3. exd5 whereby White captures either the Black Rook or Knight (whichever one Black throws in front of the check). In either case, Black is down a piece. The only other option is 2… Kf6. Then White unleashes yet another Pawn fork with 3. e5+

After 3. e5+

And Black’s Rook is now lost. (Sidenote: Black certainly doesn’t want to play 3… Kf5 here as this leads to 4. g4# and checkmate!)

Problem 40 (Black to Move)

Problem 40 (Answer)

1… Nf4! (Theme = Skewering)

After 1… Nf4!

Black’s Knight Fork here will be overlooked by many as the “correct” move because it does not look particularly threatening. White simply moves his Queen somewhere safe where at the same time it can guard the imperiled d3-Bishop. But there is a serious problem. If Black uses his Knight to capture White’s Bishop, than the Queen must move to d3 to capture the Black Knight – this is a major problem for White. For example, if 2. Qd2 and 2… Nxd3 followed by 3. Qxd3. After 3. Qxd3.

And now comes Black’s key move. 3… Ba6

After 3... Ba6

And White’s Queen and f1-Rook are both on the line of attack of Black’s a6 Bishop. The Queen will have to move, but White’s Rook at f1 is lost and Black will have the advantage.

Problem 41 (White to Move)

Problem 41 (Answer)

1. Kd6+! (Double Attack)

After 1. Kd6+!

Again, no self-congratulatory “pats on the back” unless you saw the whole problem through! White’s initial King move is easy to spot. Black is now in check and Black’s Knight is under attack. There is nothing Black can do to alleviate both threats. The key, however, is understanding why 1… Ke8 does not work. White would then play 2. Ba4!

After 2. Ba4!

And now Black’s poor Black Knight is attacked twice and guarded but once. Unless it can flee, it is doomed – and, alas for Black, the Black Knight cannot move because of the pin being inflicted by White’s Bishop at a4. Black’s d7-Knight is lost.

Problem 42 (Black to Move)

Problem 42 (Answer)

1… Kb6! (Theme = Entrapment)

After 1… Kb6

An easy problem, if you were able to identify it. Simply put, White’s Knight is under attack, has nowhere it can safely go, and cannot possibly be guarded. It’s as good as “gone” and Black will now have a winning position.

Problem 43 (Black to Move)

Problem 43 (Answer)

1… Qc6! (Theme = Forking)

After 1… Qc6!

Black is threatening checkmate with his next move of Qxg2#. Obviously, White wants to avoid this and will play some move accordingly – either 2. d5, or 2. e4 or 2. f3. These all succeed in preventing instant checkmate but they do nothing to solve White’s other problem, Black’s Queen moving to b5. Thus, for example, after 2. d5 and 2… Qb5:

After 2… Qb5

We see the other real Black threat. White’s b3-Bishop is being attacked twice and guarded once. No one else can guard it with Black’s next turn, so it must flee or perish. But if it flees (ex. 3. Be2), Black’s Queen is free to capture the White Bishop at b2 – a piece no one is guarding. Either way, White will soon be down a Bishop.

Problem 44 (White to Move)

Problem 44 (Answer)

1. Qd5! (Theme = Forking)

After 1. Qd5!

Many of you will get this wrong by thinking that 1. Bxf7+ is the best move. Let’s start off with the correct move: 1. Qd5! White is now presented with two major problems via a nasty fork. White next move of 2. Qxf7 is checkmate. But White also has the devastating move of 2. Qxa8 and the loss of Black’s Rook. There is nothing Black can do to prevent both of these moves. Checkmate or a lost Rook??? Obviously, Black will choose the latter, but his game is pretty much over.

Returning to 1. Bxf7+

Let’s discuss why the move above – what many of you picked is “technically” wrong. “Technically” is the right word because it is still a winning move. After 1… Kxf7 (Black’s only sensible move), then White plays 2. Qd5+

After 2. Qd5+

And no matter where Black’s King goes, White will play 3. Qxa8 – taking Black’s Rook. Note, however, in this scenario (as opposed to the “correct move” above) White only gains the Rook (and albeit an extra Pawn) at the expense of Bishop. In the previous scenario, White wins the Rook with no loss of material.

Problem 45 (White to Move)

Problem 45 (Answer)

1. Kc2! (or Kc1!) (Theme = Entrapment)

After 1. Kc2!

Black’s Knight is under assault from the White King. However, there is nowhere for it to run and there is no one to protect him. The Black Knight is lost.

Problem 46 (White to Move)

Problem 46 (Answer)

1. Re8+! (Theme = Forking)

After 1. Re8+!

Black’s in check and must respond, of course, to that threat. Note first, that 1… Kh7, leads to 2. Qxd8 and White is now up a Rook in material. (1… Bf8 leads to a similar but even worse result as White plays 2. Rxd8). That leaves 1… Rxe8 (Black’s best move, but still a “loser”).

After 1… Rxe8

In response, White plays the amazing 2. Qxg7+

After 2. Qxg7+

After the very forced 2… Kxg7 (it is literally Black’s only legal move), White plays 3. Nxe8+ -- forking the Black King and Queen.

After 3. Nxe8+

And Black’s Queen is doomed.

Problem 47 (Black to Move)

Problem 47 (Answer)

1… Bc3+! (Theme = Forking and Removing the Guard)

After 1… Bc3+!

Obviously, White is facing a Bishop-fork of his White King and Queen – and must respond. Indecision will not be a problem – he has only one legal move: 2. Qxc3.

After 2. Qxc3

Now Black plays 2... a5+

After 2… a5+

Now White is in trouble – serious trouble. He has only two legal moves: 3. Kxa5 or Kxb5. These captured Pawns, however, are no consolation. Because with either one, White’s King is removed from a precious guard duty over the White Queen and with Black’s next turn he plays 3… Qxc3.

Problem 48 (Black to Move)

Problem 48 (Answer)

1… Bg5! (Theme = Entrapment)

After 1… Bg5!

Black’s Bishop gives a truly devastating blow. Despite the White Queen’s awesome mobility, there is now where for her to go. She is done for.

Problem 49 (Black to Move)

Problem 49 (Answer)

1… Rxb7! (Theme = Removing the Guard and Forking)

After 1… Rxb7!

The key to this problem is understanding why White can’t retake the Black Rook at b7 and must simply resign itself to a lost Knight. Believe it or not, after 2. Rxb7, we are looking at a Mate-in-5 situation. This will be a challenge for many to see, but not impossible.

After 2. Rxb7

Now Black plays 2… Rd1+ where White will play 3. Kh2 (3. Re1 accomplishes nothing and simply delays White’s agony – with a similar theme shown below).

After 3. Kh2

Now Black plays 3… Ng4+ forking the White Rook and White King, and White is forced to play 4. Kh3.

After 4. Kh3.

Now this an important position to note – what should Black do here? 4… Nxe3 is so tempting, but it is clearly wrong. Mate is imminent! 4… Nxf2+ is the correct move!

After 4… Nxf2+!

And White is done for. Whether White plays 5. Kh4 or 5. Kh2, Black plays 5… Rh1# and checkmate.

Problem 50 (White to Move)

Problem 50 (Answer)

1. g4! (Theme = Entrapment)

After 1. g4!

Yet another case where the Queen – despite her awesome moving potential – has nowhere to go. Now not all is lost for Black, he can avoid most of the other lines where his Queen is lost for a minor piece or Pawn with 1… Bb3 is (Black’s best move).

After 1… Bb3

Black is now threatening White’s Queen. This “best move,” however, is not a great one. White has several options here. He can capture the Black Bishop with 2. axb3 or 2. Qxb3. Black will then move his Queen to safety but he cannot do so and capture a piece to make up for the one he just lost with White’s turn. White can also play 2. gxf5.

After 2. gxf5

Black will now, of course, play 2… Bxd1, but White than can play 3. Rxd1.

After 3. Rxd1

And White is ahead a piece and should have an easy win.

Problem 51 (White to Move)

Problem 51 (Answer)

1. Rxd3+! (Theme = Removing the Guard)

After 1. Rxd3+!

This one was probably obvious to most of the readers. 1.. Kxd3 leads to 2. Kxe1 with White having an easy win via his “past Pawn” on the a-file. 1… Kc2 is followed by 2. Kxe1 and then 2… Kxd3. Again, however, with both side’s Rooks eliminated and White’s “past pawn” looming, White has an easy endgame win.

Problem 52 (White to Move)

Problem 52 (Answer)

1. Rf4! (Theme = Skewering or Pinning)

After 1. Rf4

An easy problem – if you saw it. White’s Rook is bearing down on the two Black Bishops. One will fall with White’s next turn.

Problem 53 (Black to Move)

Problem 53 (Answer)

1… h5! (Theme = Removing the Guard)

After 1… h5!

White’s Queen is under attack and must respond, but there is no ideal move. She is already committed to a vital task – defending the White Rook at d1. There is nowhere she can move that both protects her safety and protects the Rook. For example, 2. Qf3.

After 2. Qf3

Black plays 2… Qxf3. And if White plays 3. gxf3, Black simply plays 3… Rxd1+

After 3… Rxd1+

And Black is left with an endgame even the newest beginner could probably win.

Problem 54 (White to Move)

Problem 54 (Answer)

1. Qg6+! (Theme = Forking)

After 1. Qg6+!

A fairly easy problem, White’s Queen now forks Black’s King and Black’s Rook. The latter is done for on White’s next turn as Black must address White’s check – of which, Black cannot simultaneously save its imperiled Rook.

Problem 55 (White to Move)

Problem 55 (Answer)

1. Rb6+! (Theme = Double Attack)

After 1. Rb6+!

The White Rook at b6 is attacking both the Black Queen and the Black Pawn at a6. The latter isn’t as important as the precarious position of Black’s King. Thus, if Black tries to save his Queen – checkmate ensues (ex. 1... Qd7 is met with 2. Qa6#). What’s left? Taking the menacing Rook doesn’t work either. 1... Qxb6 leads to 2. cxb6+ – a Queen for a Rook exchange is always a miserable one. 1... cxb6 is a dud too. White simply plays 2. Qxa6+.

After 2. Qxa6+

Black must play 2... Kb8 (Black’s only legal move). White than plays 3. Qa7#.

Problem 56 (White to Move)

Problem 56 (Answer)

1. Nxc4+ (Theme = Removing the Guard)

After 1. Nxc4+

Black wants to play 1... Rxb4 to even the score, however, this would be a fatal mistake. White would simply play 2. Rb8+ (skewering the Black King and the Black Rook at b3).

After 2. Rb8+

And Black’s Rook at b3 falls with White’s next move.

Problem 57 (White to Move)

Problem 57 (Answer)

1. Ng4! (Theme = Forking)

After 1. Ng4!

The Black Pawn at f2 is a major problem for White. It can promote on Black’s next turn, and is guarded by Black’s King. White’s Knight at g4 nullifies this problem instantly. What can Black do? 1... f1=Q is met with 2. Ne3+ forking the Black King and newly created Black Queen.

After 2. Ne3+

If Black decides to guard the Black Queen (ex. 2... Kg1) and captures the menacing Knight after the inevitable 3. Nxf1and 3... Kxf1, White’s Pawn at e4 will easily promote and win White the game. If Black decides to chase after the e4 Pawn (ex. 2...Kf3 abandoning the Queen), after 3. Nxf1 White will be a full Knight ahead with the Black Pawn at a7 about to fall as well.

Returning to 1. Ng4!

As discussed above, Black cannot play 1… f1=Q. Black also cannot drive off the White Knight. Any move doing so (ex. 1... Kf3 or 1... Kh3 or 1.... Kg3) is met with the same result, 2. Nxf2.

After 2. Nxf2.

And Black is lost, if he takes the Black Knight (2... Kxf2), nothing can stop the e4 Pawn from promoting.

Problem 58 (Black to Move)

Problem 58 (Answer)

1... Qxd1+! (Theme = Removing the Guard)

After 1... Qxd1+!

Many people miss this because the instantly see 2. Nxd1 and this seems like White is throwing away his Queen. However, Black’s next move is checkmate: 2... Re1#.

After 2... Re1#

Of course, the key to this problem is the Black Bishop at h3 – which prevents White’s King from fleeing to g2.

Problem 59 (Black to Move)

Problem 59 (Answer)

1… Rxe2! (Theme = Removing the Guard)

After 1… Rxe2!

This is an easy one – of course, only if you saw it! With Black’s Rook move, White is now down a piece. 2. Rxe2 is not a very good response (indeed, it is a horrible response! So much so, that White should just let the captured piece go.) Why? After 2. Rxe2, White plays 2… Qxh1+ (as the e1-Rook “guard” was “removed”).

After 2… Qxh1+

Obviously, Black has the “better game” here – indeed, he is looking at a Mate-in-Three situation! Basically, all White can do is throw his pieces in front of the Queen’s attack, but the Black Queen simply captures them with check. Thus, 3. Qf1 is followed by 3… Qxf1+; 4. Re1 is followed by 4… Qxe1+; and finally 5. Bc1 is followed by 5… Qxc1# and checkmate.

After 5… Qxc1#

Problem 60 (White to Move)

Problem 60 (Answer)

1. Nxc6! (Theme = Entrapment)

After 1. Nxc6!

Many might overlook the correct answer because after 1... Bxc6 this looks like a simple Knight-forBishop exchange – a decent move, but not a great one. But it is a great move! After Black recaptures the White Knight, comes White’s key move: 2. Bb6!

After 2. Bb6!

Black’s Queen is stuck. There is nowhere for her to go – and she is doomed.

Problem 61 (White to Move)

Problem 61 (Answer)

1. Bb6+ (Theme = Double Attack)

After 1. Bb6+!

A great move. Black’s King is forced to go to a6 with 1. Ka6. (1... Ka8 or 1... Kb8 leads to 2. Rf8+ followed by 2… Re8 (forced) and then 3. Rxe8#). Having the King at a6, however, creates major problems for Black.

After 1. Ka6

White now plays 2. Bxd4+

After 2. Bxd4+

And White has unleashed a gruesome double attack. Black is in check and must respond to that issue, but also his Rook at e5 is being attacked by the White Bishop. The fate of Black’s King takes precedence and after Black addresses the check, White – with his next turn – will capture the Black Rook. Black can “get creative with. 2… Re5 blocking the check and removing the Black Rook from the attack path of White’s Bishop. This, however, solves nothing.

After 2… Re5

White then plays 3. Nc5+ forking the Black Rook and Black King – resulting in the former’s demise.

Problem 62 (White to Move)

Problem 62 (Answer)

1. Qxd6! (Theme = Forking)

After 1. Qxd6!

Black, obviously “smarting” from the loss of his Queen, is compelled to play 1… Rxd6. This, however, comes with a heavy price. White then plays 2. Nc4.

After 2. Nc4

Now Black’s d6-Rook is under attack from White’s Knight. The problem, however, is if Black’s d6Rook decides to flee (ex. 2… Rd8), White plays 3. Nb6+ forking the Black King and Black Rook at a8. There is nothing in the position above whereby Black can thwart both the taking of his d6-Rook and the Knight Fork at b6.

Problem 63 (White to Move)

Problem 63 (Answer)

1. hxg5! (Theme = Forking)

After 1. hxg5!

White’s Pawn forks the Black King and Knight. Unless Black wants to lose its Knight on its next turn, Black’s only option is 1... Kxg5. Many people might miss the key to this problem, because Black’s move doesn’t look so bad and seems to thwart White’s Pawn fork. But look what happens after 2. f4+!

After 2. f4+!

Black’s King is in check and must flee – it is has, however, only one flight square. After 2... Kf6, White now plays its key move 3. g5+!

After 3. g5+!

And – once again – Black finds its Knight and King forked. This time, however, Black’s King can’t capture the forking Pawn. Black’s Knight is now lost.

Problem 64 (White to Move)

Problem 64 (Answer)

1. Bxc7! (Theme = Skewering)

After 1. Bxc7!

Black’s Bishop is now down a Bishop – but he can’t recapture the Black Bishop at c7. 1... Kxc7 would lead to 2. Ra7+ skewering the Black King and Black Rook.

After 2. Ra7+

Black’s King must move (it doesn’t matter where), and 3. Rxg7 is inevitable.

Problem 65 (Black to Move)

Problem 65 (Answer)

1... Rc3! (Theme = Pinning)

After 1... Rc3!

The White Knight is attacked twice and guarded only once. That means it must flee or perish. But it can’t flee. The Black Rook at c3 is pinning the Knight. If the latter moves, White will lose its c1-Rook. No matter what, White will be down a piece after Black’s next move.

Problem 66 (White to Move)

Problem 66 (Answer)

1. Bf5! (Theme = Removing the Guard)

After 1. Bf5!

Black’s Rook is in trouble, being threatened by White’s Bishop at f5. But where can it go? The problem is that it can’t abandon the 7th rank because it is serving “guard duty” protecting Black’s b7-Bishop. (1... Rd8, for example, would lead to 2. Rxa7+). The Rook’s only move on the 7th rank, however, is a loser. (1... Rc7 leads to 2. Rxc7+). As such, either way Black will lose his Rook or Bishop.

Problem 67 (White to Move)

Problem 67 (Answer)

1. Rd1+ (Themes = Forking and Skewering)

After 1. . . Rd1+

It is hard to immediately see a forking move here, but it is there. The key is realizing that White’s Rook can fork the Black Knight and Black Bishop – if it can get to d7. 1. Rd1+ is the trick. The Black King – in check – must flee, but after that, White plays 2. Rd7 forking the Black Bishop and Black Knight. At this point, one of Black’s forked pieces will soon fall.

Problem 68 (White to Move)

Problem 68 (Answer)

1. d6+! (Theme = Discovered Attack)

After 1. d6+!

The solution is fairly easy – once you see it through the chaos of the position. After the pawn move, Black’s King is in check and must react. Black’s problem, however, is that now White’s Rook is attacking the Black Queen. The check takes precedence and after Black moves his King, White plays 2. Rxb5 removing Black’s Queen from the board.

Problem 69 (White to Move)

Problem 69 (Answer)

1. Bxd5! (Theme = Removing the Guard)

After 1. Bxd5!

Black has lost its Bishop – and Black would ultimately like retribution by playing 1... Qxd5. This, however, achieves nothing. Black’s Queen is guarding the Black Bishop at g7 and White simply plays 2. Rxg7.

After 2. Rxg7

And Black’s position is no better than it was before.

Problem 70 (White to Move)

Problem 70 (Answer)

1. Qxf7+! (Theme = Forking)

After 1. Qxf7+!

Many people are looking for something more elaborate, but this is the correct move. The key is what happens after Black recaptures the White Queen with 1... Kxf7. White than plays 2. Rd7+!

After 2. Rd7+!

White’s Rook is now forking the Black Bishop and Black King. The former will fall with White’s next turn.

Problem 71 (White to Move)

Problem 71 (Answer)

1. Ba6! (Theme = Pinning)

After 1. Ba6!

Again, this is not a complicated move, if one can look through the chaos of the position. Black’s Rook is being attacked but is pinned to the b7 square and can’t move. It will fall soon.

Problem 72 (White to Move)

Problem 72 (Answer)

1. f6 (Themes = Removing the Guard and Double Attack).

After 1. f6!

Black has two options here as his Bishop is under Pawn-attack: 1) Move the Bishop to safety; or 2) Capture the Pawn. Moving the Bishop does not accomplish anything. 1… Bh6 (or 1… Bh8) leads to White playing 2. Bxd4.

After 2. Bxd4.

Black’s Bishop was no longer guarding the Black Knight at d4 – and it was “ripe for the pickings” and capture.

Returning to 1. f6!

Moving the Bishop to safety didn’t work, does capturing the Pawn work? The answer is “no.” 1… Bxf6 is met with 2. Ne4.

After 2. Ne4

Now we have a powerful double attack. The White Knight is attacking the unguarded Black Bishop at f6 – and the White Queen and the White Bishop are attacking the Black Knight (guarded only once) at d4. There is nothing Black can do to address both these threats – one of Black’s pieces will soon fall.

Problem 73 (White to Move)

Problem 73 (Answer)

1. Rxg6! (Theme = Pinning)

After 1. Rxg6!

Black is now a piece down and wants to avenge his fallen Knight. 1... hxg6 seems like a way to even the score, but it is not. The White Queen is pinning the h7-Pawn with its attack on the h8 Black Rook. 2. Qxh8+ still leaves Black a piece down.

After 2. Qxh8+

White will have an easy endgame here.

Problem 74 (Black to Move)

Problem 74 (Answer)

1... Bxf3! (Themes = Removing the Guard/Discovered Attack)

After 1... Bxf3!

This one will be tough for many to see. The key is to understand why White cannot play 2. Bxf3 and must suck up the fact that its Knight is lost. 2. Bxf3 is met with the devastating move of 2... Bxh2. (2. exf3 is met with the same exact move, with the same theme discussed below).

After 2... Bxh2.

This discovered attack results in the lost of White’s Queen. No matter what White does with his or her next turn, 3... Qxd2 leads to the loss of White’s Queen.

Problem 75 (White to Move)

Problem 75 (Answer)

1. Rxf6! (Themes = Removing the Guard and Back row Threat)

After 1. Rxf6!

Black wants to avenge its lost piece, but it cannot. 1... Rxf6 is suicide. The Black Rook is guarding the back rank and without it there, 2. Re8+ followed by the forced 2… Nd8 and finally 3. Rxd8#.

After 3. Rxd8#

And Black’s game is over.

Problem 76 (White to Move)

Problem 76 (Answer)

1. Re8+! (Theme = Back Row Threat and Pinning)

After 1. Re8+

Black’s King is in check and must respond. Both of Black’s options are losers. 1... Ka7 is met with 2. Be3.

After 2. Be3

And Black’s Queen is hopelessly pinned and will soon fall.

Returning to 1. Re8+

1... Rd8 does not work either. 2. Rxd8+ forks the King and Queen.

After 2. Rxd8+

2... Ka7 obviously doesn’t work, with 3. Rxd4 and the loss of Black’s Queen. 2... Qxd8 also doesn’t work, because of 3. Bxd8 and White is way ahead in material.

Problem 77 (White to Move)

Problem 77 (Answer)

1. Bd4! (Theme = Removing the Guard)

After 1. Bd4!

Black’s Queen is being assaulted by the White Bishop and a proper response is required. Alas, there is none. What can Black do? The central problem is the Black Queen is playing “guard duty” for the Black Bishop at e7 (itself being assaulted by White’s Rook). Where can Black move her Queen to safety and still guard the Black Bishop. 1… Qb4 does not work. White plays 2. a3.

After 2. a3

And Black’s Queen is once again attacked – and Black has no way of saving both the Queen and the Bishop.

Returning to 1. Bd4!

We discussed why 1… Qb4 wouldn’t work. 1… Qg5 fails for a very similar reason. White plays 2. h4 (or 2. f4).

After 2. h4

And once again – Black finds his Queen attacked with nowhere to go where she will both be safe and able to guard the imperiled Bishop at e7.

Problem 78 (White to Move)

Problem 78 (Answer)

1. g5! (Theme = Entrapment)

After 1. g5!

The Black Knight has nowhere to go and is lost.

Problem 79 (White to Move)

Problem 79 (Answer)

1. Rxb3! (Theme = Forking)

After 1. Rxb3!

Black wants to take the White Rook at b3. It, however, is hardly an ideal move. 1... Nxb3 is met with 2. Rb4!

After 2. Rb4!

White’s Rook is forking Black’s remaining pieces – one will soon fall.

Problem 80 (Black to Move)

Problem 80 (Answer)

1. Bxd4! (Theme = Pinning)

After 1. Bxd4!

White has just lost a piece – and is now “down a Pawn” in the score -- and wants to capture the seemingly vulnerable Black Bishop at d4. Should he? The answer is “no.” Let’s examine the options. 2. cxd4 is a loser.

After 2. cxd4

Black now plays 2… Qxf3

After 2… Qxf3

And guess what?! White cannot recapture the Black Queen. The Black Rook bearing down from g6 pins White’s g2-Pawn from making the capture.

Returning to 1… Bxd4

Option 2 & 3 for White are no better – 2. Bxd4 or 2. Rxd4. For both, the theme is the exact same above. After either move, Black plays 2… Qxf3, and White is unable to capture because of the pin caused by Black’s g6-Rook. White’s best move – but hardly a “winner” – is 2. Qxf6.

After 2. Qxf6.

Unless, however, Black were foolish enough to take the Queen with his Knight or Rook, Black comes out the better. He simply plays 2… Bxf6 capturing the White Queen but also (and this is the key) putting his Black Bishop out of danger. (If Black were to capture with his Rook or Knight (ex. 2… Rxf6) White would capture the Black Bishop on his next turn (ex. 3. cxd4)).

Problem 81 (Black to Move)

Problem 81 (Answer)

1… Rc2! (Theme = Forking)

After 1… Rc2!

This is yet another simple problem if you can simply see it. The Black Rook at c2 is forking the White Bishop and the White Queen. There is nothing that Black can do to guard both of them simultaneously. Naturally, White will save the Queen, but with Black’s next turn – the White Bishop at b2 is lost.

Returning to Original Problem

You can give yourself some “credit” if you wanted to play 1… Bd3. It skewers the White Queen and the White Rook at f1 – it, is however, not as good of a move as the answer above.

Problem 82 (White to Move)

Problem 82 (Answer)

1. Rxf2! (Theme = Entrapment)

After 1. Rxf2!

You only had two legal moves here – so you get “zero points” for simply choosing the right one. You have to understand why. After White’s capture, Black (if he wants to gain anything for the lost Knight), must play 1… Qxf2. But then White plays her key move 2. Be3!

After 2. Be3!

And Black has no “exit squares” for the Black Queen. She is lost.

Problem 83 (White to Move)

Problem 83 (Answer)

1. Rxb7! (Theme = Skewering)

After 1. Rxb7!

What makes this problem difficult is (unlike many in this book), the prize is not big – not a Rook or a Queen. Not even a Knight or Bishop – all White gains here is a simple Pawn. Chess, however, is often won by simple “one pawn” advantages, so one still has to be able to spot these problems. After White’s Bishop capture at b7, Black wants to respond 1… Rxb7. This, however, is a less-than-ideal move.

After 1… Rxb7

White now plays 2. Bxc6 gaining the key c6-Pawn, but more importantly skewering the Black Rooks.

After 2. Bxc6

One of Black’s Rooks will fall regardless of Black’s move. At this point, when all is said in done, both sides will be down a Bishop and a Rook, but Black will also be down a Pawn. White will have a clear advantage.

Problem 84 (White to Move)

Problem 84 (Answer)

1. Rxd8+! (Theme = Forking)

After 1. Rxd8+!

Black’s only logical reply move here is 1… Kxd8. This, however, has consequences. White will immediately play 2. Nxf7+.

After 2. Nxf7+

And with this Knight-fork, Black’s Rook is lost.

Problem 85 (White to Move)

Problem 85 (Answer)

1. Qd7+! (Theme = Removing the Guard/Back Row Threat)

After 1. Qd7+!

This is a common situation in moderate-level chess games – it’s best to know it by heart! (I guarantee you – you will win (or lose) games this way.). Black, of course, only has one legal move – 1… Kb8. This, however, is devastating, because the Black King was guarding the key d8 square and after its move is no longer doing so. White now pounces with 2. Qd8+.

After 2. Qd8+

Black, again, only has one legal move. However, after 2… Rxd8, White plays 3. Rxd8# and checkmate.

Problem 86 (White to Move)

Problem 86 (Answer)

1. Rd7! (Theme = Pinning & Removing the Guard)

After 1. Rd7!

Black’s Queen is in trouble and desperately wants to flee, but she cannot do so – at least nowhere where she and both the Black King will be safe. The Black Queen cannot move because any square she moves to will immediately mean: a) her immediate capture (ex. 1… Qh4 2. Qxh4); or b) Checkmate. For example, take 1… Qb4 which leads to 2. Nf6+

After 2. Nf6+

After 2… Kh8, White plays 3. Qh5# and checkmate. (Not 3. Qxb4 – which is tempting, but not checkmate!)

Returning to 1. Rd7!

Simply refusing to move the Black Queen generally means her immediate demise as well (Ex. 1… Rad8 White simply takes the Black Queen with 2. Rxe7). With these options out, Black’s best option is 1… f5.

After 1… f5

The Black Pawn threatens the White Queen, but the White has nothing to fear. White plays 2. Rxe7 and Black plays 2… fxg4.

After 2… fxg4

Both sides are down their Queen, but White now plays 3. Rxe6 and White is ahead a piece with an “easy win” ahead of her.

Problem 87 (White to Move)

Problem 87 (Answer)

1. Rxf7! (Theme = Forking)

After 1. Rxf7!

Black is now a piece down and would like to play 1… Kxf7. This, however, does not help his cause. Because White would then play 2. Nd6+ .

After 2. Nd6+

And Black is on the wrong-end (i.e., the “receiving end”!) of a nasty pawn fork. Black’s Rook is lost.

Problem 88 (Black to Move)

Problem 88 (Answer)

1… Qc7+! (Theme = Forking)

After 1… Qc7+!

And Black’s fork – simple in practice, not always so simple to spot – is devastating. White’s Rook cannot be saved and is lost on Black’s next turn.

Problem 89 (Black to Move)

Problem 89 (Answer)

1… Na5! (Theme = Entrapment and Pinning)

After 1… Na5!

Uh-oh. White’s Queen is in trouble and under attack from the Black Knight at a5 (The old adage “A Knight on the Rim is Dim” appears to have no place here). The White Queen’s movement is amazingly limited and she has but two moves (at least two moves if she wants to avoid immediate capture). Unfortunately for White, they both are bad. 2. Qa2. This is met with 2… b4.

After 2… b4.

Now the White Knight at c3 is under attack and must move – but notice that it is totally entrapped. There is no where it can go where it will not be immediately capture by a Black Pawn.

Returning to 1… Na5!

2. Qc2 is no better than 2. Qa2 (discussed above). 2. Qc2 is met with 2… b4.

After 2… b4

Black’s sinister b4-Pawn is attacking the White Knight at c3. The White Knight cannot, however, flee. The Black Rook at c7 is pinning the White Knight to c3 via it indirect attack on the White Queen at c2. The White Knight at c3 is doomed.

Problem 90 (Black to Move)

Problem 90 (Answer)

1… Rf4! (Theme = Forking)

After 1… Rf4!

The key here is realizing that there is no where the White Queen, who obviously has to move, can get to to protect the – also imperiled – White Knight. The White Knight will soon be lost.

Problem 91 (White to Move)

Problem 91 (Answer)

1. Bxd6! (Theme = Forking)

After 1. Bxd6!

Unless Black wants to resign herself to being a piece down (not advised!), Black will play 1… cxd6. This, however, has serious consequences for Black – all of them bad! White will then play 2. Ra1+

After 2. Ra1+

Black’s King is in check and must respond, but he has only one legal move. 2… Kb4.

After 2… Kb4

This, however, sets up White’s game-winning Knight fork with 3. Nc6+

After 3. Nc6+

And now Black’s Rook will be captured with White’s next turn – leaving White with a very simple engame-win.

Returning to Original Problem

Now that the answer has been revealed, it is important to understand why the key move 1. Ra1+ does not work as White’s first move. Here, Black’s King is not forced to b4 – setting up the devastating White Pawn-fork at c6. Black simply “blocks” the check with 1… Ba3.

After 1… Ba3

Problem 92 (White to Move)

Problem 92 (Answer)

1. Bxe5! (Theme = (You name it! Back Row Threat, Removing the Guard, Pinning))

After 1. Bxe5!

Black’s Knight was captured, and Black is looking for some “payback”. 1.. dxe5, however, is fraught with difficulties. White responds with 2. Rxd8.

After 2. Rxd8.

Now down a Rook, from here, Black has two pitiful choices. 2… Bxd8 is the worst. White simply plays 3. Qf8#. 2… Qxd8 is better, but hardly ideal. White responds with 3. Bxe6+

After 3. Bxe6+

Black would be foolish to play 3… Kh8, as White would play 4. Qf8+.

After 4. Qf8+

After 4… Bxf8 (Black’s only legal move), White plays 5. Rf8# and checkmate.

Returning to 3. Bxe6+

With 3… Kh8 a “loser”, Black’s only other move is 3… Bf7.

After 3… Bf7.

But nothing can save the Black Bishop at f7. It is attacked three times(!) and guarded but once – it will be taken with White’s next turn.

Problem 93 (White to Move)

Problem 93 (Answer)

1. Ng6+! (Theme = Removing the Guard, Forking, Discovered Attack)

After 1. Nf6+!

Many people will “get this problem right” purely from instincts, but don’t give yourself full credit unless you saw all – or at least most of -- the ramifications discussed below. With White’s Knight move, Black is in check and must respond: There are three options. Option 1 is 1… Kg8 – and it is Black’s worst!

After 1… Kg8.

White simply plays 2. Qxe8+, followed by 2… Bxe8+ which White responds with 3. Rxe8+

After 3. Rxe8+

Black now has but one legal move. But 3… Kh7 leads to 4. Rh8# and checkmate!

Returning to 1. Nf6+

Option 2 is also bad: 1… Rxg6.

After 1… Rxg6

White now plays 2. Qxc5+.

After 2. Qxc5+

White has a nasty discovered attack here. Black’s in check and his Queen is under attack. Black has no way of responding. (2… Qe7 is, of course, a disaster and Black’s Queen is immediately lost with 3. Qxe7! (and with a “Mate-in-twelve” for anyone able to see 12 moves in advance!)); 2… Rd6 is equally bad. White plays 3. Qxd6+ and Black’s Queen soon falls as well (this is “Mate-in-11”!)). Black’s best option is to simply throw aways his Queen and play 2… Kg8, which is followed by 3. Rxe8+, leaving Black “another day to fight”, but seriously down in material.

Returning to 1. Nf6+!

As (shown above) 1… Kg8 and 1… Rxg6 are “losers” this leaves poor Black with his last option, Option 3: 1… fxg6.

After 1… fxg6

White plays 2. Qf4+ -- forking the Black King and Black Rook and also attacking the Black Queen with the e1-Rook. Black’s only decent reply is 2… Rf6.

After 2… Rf6

White’s Queen, however, is in no real jeopardy. White plays 3. Rxe8, and Black in check must play 3… Kxe8 (or 3. Bxe8), giving White’s Queen plenty of time to escape the attack of Black’s f6-Rook.

Problem 94 (Black to Move)

Problem 94 (Answer)

1… Nh3! (Theme = Entrapment)

After 1… Nh3!

White’s Rook at g2 is being attacked by Black’s Knight. How to respond? Obviously, 2. Rh1 and 2. Rg2 are out of the question as they will immediately be captured by Black’s Bishop. This leaves 2. Rgf1. With this move, however, Black plays 2… Bg2.

After 2… Bg2

Now where can White’s Rook (the one now at f2) go? The answer – quite amazingly – is absolutely nowhere. All squares on the f-file are out of the question and all squares on the 1st rank are likewise guarded. (The Black Knight and Black Bishop are literally covering any of the poor Rook’s flight squares.) The Rook will be lost.

Problem 95 (White to Move)

Problem 95 (Answer)

1… Nd5! (Theme = Forking and Double Attack)

After 1… Nd5!

Black’s Queen and f4-Rook are in the clutches of White’s Knight fork. It looks harmless enough, however. Black simply plays 1… exd5 and everything will be okay, right? WRONG! White then plays 2. Bxd5+.

After 2. Bxd5+

Black is now facing a nasty double attack. The Black King is in check, but now the Black Rook at f4 – completely unguarded -- is being directly threatened by White’s f1-Rook. Black’s Rook at f4 cannot be saved and will soon be lost.

Problem 96 (White to Move)

Problem 96 (Answer)

1. Nxe6! (Theme = Forking)

After 1. Nxe6!

Many readers will miss this one – it is not an easy problem. Black has just lost a pawn and is facing a nasty “discovered attack” situation with the White Knight and the White Queen bearing down on the Black King. Black’s best move is the most obvious one – 1… dxe6. This, however, still leads to major losses for Black. White plays 2. Qxe6+.

After 2. Qxe6+.

The check is not serious. Black can play either 2… Be7 or 2… Qe7 to block it. (2… Ne7, of course, leads to 3. Rxd8+). Neither 2… Be7 or 2… Qe7, however, is favorable to Black. Notice that after either of these moves there are now two White pieces attacking the Black Knight – and only one defending it. The Black Knight is pinned to the Black Queen – so it cannot flee. Instead, Black needs an extra piece to guard the Black Knight. Black, however, can make no move to guard the Black Knight and prevent checkmate at the same time. Black’s Knight – or worse – is lost.

Problem 97 (White to Move)

Problem 97 (Answer)

1. Rxd5! (Theme = Forking)

After 1. Rxd5!

Black is now down a Knight and wants to play 1… cxd5. This, however, is fraught with problems. White will play – in reply – 2. Nf6+

After 2. Nf6+

Now Black has three options of moving here – not only are none of them good, all of them lead to the same ending: with Black’s King at e7 and White dropping a nasty Night Fork at d5 (forking the Black King and Black Bishop, leading to the latter’s demise). The easiest one to spot is the immediate 1… Ke7 with White playing 2. Nxd5+ -- what we just discussed. 1… Kf8 leads to the same result. White plays 2. Bh6+

After 2. Bh6+

And Black’s only legal move (other than the clearly dubious 2… Rg7) is 2… Ke7 where White can spring his Knight Fork with 3. Nxd5+.

Returning to 2. Nf6+

With 1… Ke7 and 1… Kf8 out of the question, the last legal move Black has is 1… Kd8. This, again, however, leads to the Knight Fork discussed above. White plays 2. Bb6+

After 2. Bb6+

And Black has only one legal move – 2… Be7 and into the “jaws” of the White Knight’s fork with 3. Nxd5+.

Problem 98 (Black to Move)

Problem 98 (Answer)

1… Bxe3! (Theme = Skewering & Pinning)

After 1… Bxe3!

Not surprisingly, with the loss of White’s Bishop, White wants to play 2. Rxe3. This is the “correct” move for White, but it is hardly ideal. Black than plays 2… Rab8 (2… Rfb8 works for the same purposes).

After 2… Rab8

Now we see the genius of Black’s original move. The White Queen is in trouble and must escape, but if she flees no one capable is guarding the Bishop at b3. What does “capable” mean? It means anyone able to recapture the piece that takes the b3-Bishop. What about White’s a2-Pawn? Well, he is being pinned to that spot by Black’s Queen. Thus, if White plays 3. Qc6 to avoid loss of his Queen, Black plays 3… Rxb3 (3… Bxb3 works for the exact same reason).

After 3… Rxb3

And – as discussed above – White cannot recapture the Black Rook because the a2-Pawn is pinned. If 4. Axb3, Black plays 4… Qxa1+.

Problem 99 (White to Move)

Problem 99 (Answer)

1. Bxf6! (Theme = Removing the Guard & Forking)

After 1. Bxf6!

Black is down a piece, but there is nothing he can do to recover. All three possible ways of capturing White’s f6-Bishop are “duds”, with White’s response move always being the same: 2. Nxd5 with the only change being which pieces are subject to White’s Knight-Fork. For example, 1… gxf6 followed by 2. Nxd5:

In this situation, the White Knight is forking the Black Bishop and Black Queen. Notably, Black cannot take the Knight with 2… cxd6 or White plays 3. Rxb6 taking Black’s Queen. 2… Rxd5, obviously, doesn’t work either as the White Knight is guarded by both White’s Bishop and Queen. Also important, there is no square the Black Queen can flee to and still guard the Black Bishop (now imperiled by White’s Knight) – if she flees to safety, the Bishop is lost.

Returning to 1. Bxf6

We have seen that 1… gxf6 is a “dud”, 1… Rxf6 is no better. Again, White’s key response is 2. Nxd5.

After 2. Nxd5

In this situation, the White Knight is forking the Black Queen, Black’s Bishop and Black’s f6-Rook. For the same reasons discussed above, Black loses his Queen if he plays 1… cxd6. Other options do not alleviate Black’s plight. 2… Rxf3 is tempting, but misleading. White plays 3. Nxb6 and now – both sides are down their Queens – but White still has a piece advantage. 2… Rxd5 is also deceiving. White plays 3. Qe3 (or 3. Qe2 or 3. Qe4).

After 2. Qe3

And Black has a whole host of irresolvable problems. White’s b3-Bishop is threatening Black’s d5Rook and both White’s Queen and e6-Rook are bearing down on the (unguarded) Black Bishop at e7. Black cannot simultaneously address all these problems.

Returning to 1. Bxf6

(Tired of this problem, yet?!) With both 1… gxf6 and 1. Rxf6 not working, this leaves 1. Bxf6 which – surprise! – also doesn’t work. Again, White plays 2. Nxd5.

After 2. Nxd5

For reasons discussed above, Black cannot capture the Knight with 1… cxd5 or 1… Rxd5. Thus, Black is simply resigned to accept he is now “down a piece”.

Problem 100 (White to Move)

Problem 100 (Answer)

1. fxg5! (Theme = Forking)

After 1. fxg5!

Black has lost a Pawn and, of course, is angry about it! 1… hxg5 is Black’s best option, but there is a severe price to pay. (Black’s other option is to move his threatened Knight at f6 – this, however, leads to another lost pawn as White can capture Black’s Pawn at f7 and cause Black a whole host of problems)

After 1… hxg5

And now comes White’s key move, 2. Qxf6+

After 2. Qxf6+

Black is compelled to capture the White Queen with 2… Kxf6, but then White plays 3. Nd7+

After 3. Nd7+

Knight Fork! And Black’s Queen is now lost and White should have an easy win on his hands.

THE END