Tactics trainer
Chess Puzzles: Mate in 1, 2 and 3
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Solve checkmate puzzles you can trust
- Mate in 1, 2 and 3, each proven by a brute-force solver
- Hints, step-by-step solutions and a new daily puzzle
- Your streak and stats stay in your browser
How it works
Checkmate puzzles, verified move by move
A mate-in-N puzzle is a contract: the side to move can force checkmate on its N-th move no matter how the defender replies. Mate in 1 is a single move. Mate in 2 means you move, the defender picks any legal reply, and your second move is checkmate. Mate in 3 adds one more round. The word force matters. If the defender has even one escape, the position is not a mate in N, however pretty the idea looks.
That is why puzzles are checked by a brute-force solver before they are published, and why the trainer labels the ones it has proven. The solver plays every legal move for the attacker, then every legal reply, and only accepts a puzzle when some attacking move leaves the defender with no answer. The same solver runs while you play: if you find a different move that also forces mate in the required number of moves, it is accepted, and the trainer answers with the defender's most stubborn reply rather than a convenient one.
How to play
Choose a theme at the top: a mix, or only mate in 1, 2 or 3. The board is turned so that you are looking from the side to move, and the heading tells you who moves and how many moves you have. Drag a piece or tap it and then its destination. A correct move is followed by the defender's reply after a short pause; a wrong move flashes red and is taken back so you can try again. When the final move lands you see your time and the full solution in algebraic notation.
Stuck? Hint highlights the piece that should move next without giving away the square. Show solution plays the whole line on the board, one move at a time, and counts the puzzle as failed. Retry resets the position, and Next puzzle moves on. The daily puzzle is the same position for everyone on a given date, which makes it a good one to compare notes on.
Solving technique
Forcing moves first. Checks limit the defender to a handful of replies, so start by listing every check and asking where the king can go. Then look at captures and at quiet moves that create an unstoppable threat. In mate-in-2 puzzles the first move is often a sacrifice that drags a defender away from a key square, or a quiet move that takes the last flight square. Before you commit, count the king's flight squares after your intended move; if one remains, the defender will find it.
Short puzzles train pattern recognition: back-rank mates, smothered mates, the Arabian mate with rook and knight, Boden's crossed bishops. Seeing these a few hundred times is what lets you spot them in a blitz game with seconds on the clock. Pair this trainer with the blunder checker to find the mates you missed in your own games, and with the analysis board when you want to explore a position freely.