Mate in one.
Mating Patterns and Calculation
In this lesson you will learn
- Six mating patterns every player should know by heart
- How a known pattern shortens your calculation
- How to spot the signs that a mate may be near
- Mates in one, two and three moves
Every board on this page is live. Move the pieces by tapping or dragging, click any move in the lines to see that position, and press ↺ to start again.
7.1 Why Patterns Help Calculation
A strong player who sees a combination does not calculate every move from scratch. Very often they recognise the final position first — "this looks like a back-rank mate" — and then calculate backwards to find the moves that lead there. A pattern you know by heart gives your calculation a target.
In this chapter we meet six basic mating patterns. Study each diagram until you could set it up from memory. Then, in your games, whenever you see an enemy king with few escape squares, ask: "Which of my patterns could happen here?"
7.2 Warning Signs
Mates do not appear from nowhere. Before a mating shows one or more of these weaknesses:
No escape square. The king is hemmed in by its ow rank mate and the smothered mate.
Missing defenders. The pieces that should protect or have been exchanged.
Open lines. A file or diagonal leading to the king ha can use it.
Your pieces nearby. Three or more of your pieces
When you see two or more of these signs together, s your checks, including sacrifices.
7.3 Worked Examples
Study each example as if it were a puzzle: cover the s
g combination is possible, the defending king usually
wn pawns or pieces — the starting point of the back-
t the king have gone to the other side of the board,
as been opened, and your rooks, queen or bishops
are already close to the enemy king.
stop and run a very careful CCT scan — especially all
oo. A single pawn move such as h3 or g3, made in kills the back-rank mate before it starts.
solution, calculate, and only then read on.
Example 7.1
Black to move. Mate in one.
Find the key move.
Solution. 1...♖xd1# — the bishop on d1 was not defended. Checkmate.
Compare a natural alternative, 1...♖aa1?: after 1...♖aa1 2.♘f2 ♖xd1+ the position is about equal. That is far less than the key move achieves.
Example 7.2
Black to move. Mate in one.
Find the key move.
Solution. 1...♖h2# Checkmate.
Compare a natural alternative, 1...b2?: after 1...b2 2.♗b4+ ♔g7 Black is winning. That is far less than the key move achieves.
Example 7.3
White to move. Mate in one.
Find the key move.
Solution. 1.♗a5# Checkmate.
Compare a natural alternative, 1.♘e6+?: after 1.♘e6+ ♖xe6 2.♗a5+ White is winning. That is far less than the key move achieves.
Example 7.4
Black to move. Mate in 2.
Find the key move.
Solution. 1...♕xc1+ 2.♗d1 ♕xd1# — the rook on c1 was not defended. Checkmate.
Compare a natural alternative, 1...♖a1?: after 1...♖a1 2.♖d1 b2 Black is winning. That is far less than the key move achieves.
Example 7.5
White to move. Mate in one.
Find the key move.
Solution. 1.♕xg7# Checkmate.
Compare a natural alternative, 1.♘b4?: after 1.♘b4 ♕d7 2.♘xd3 White is winning. That is far less than the key move achieves.
Example 7.6
White to move. Mate in one.
Find the key move.
Solution. 1.♕xf7# Checkmate.
Compare a natural alternative, 1.♘xc7+?: after 1.♘xc7+ ♔d7 2.♘xa8 White is winning. That is far less than the key move achieves.
Example 7.7
White to move. Mate in one.
Find the key move.
Solution. 1.♕xc7# Checkmate.
Compare a natural alternative, 1.♘xa7+?: after 1.♘xa7+ ♔b6 2.♕xc7+ White is winning. That is far less than the key move achieves.
Example 7.8
White to move. Mate in 2.
Find the key move.
Solution. 1.♕c5+ ♔f6 2.♕d6# Checkmate.
Compare a natural alternative, 1.♕c7+?: after 1.♕c7+ ♔e6 2.♕xd2 White is winning. That is far less than the key move achieves.
Example 7.9
White to move. Mate in 3.
Find the key move.
Solution. 1.♘e8+ ♔h7 2.♖2f7+ ♕g7 3.♖xg7# Checkmate.
Compare a natural alternative, 1.h6+?: after 1.h6+ ♔xf8 2.♘d7+ White is winning. That is far less than the key move achieves.
Example 7.10
Black to move. Mate in 3.
Find the key move.
Solution. 1...♕xf3+ 2.♔g1 ♖e2+ 3.♕c5 ♗xc5# Checkmate.
Remember
- Know the six patterns by heart: back rank, supported queen, two-rook ladder, smothered mate, rook and knight, queen and bishop.
- A pattern gives your calculation a target: picture the final position, then find the moves that lead there.
- Watch for the warning signs: no escape square, missing defenders, open lines, attackers nearby.
- Near the enemy king, look at every check — especially sacrifices.
Exercises · Lesson 7
Every puzzle in this chapter ends in checkmate. Before you calculate, try to recognise which pattern the final position will be.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in 2.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in 2.
Mate in one.
Mate in one.
Mate in 2.
Mate in one.
Mate in one.
Mate in one.
Mate in one.
Mate in 2.
Mate in 2.
Mate in 2.
Mate in 2.
Mate in 3.
Mate in 3.
Mate in 3.
Mate in 3.
Mate in 3.