Rating 667 · Beginner · endgame, mate, mate in 1, one move.
White: king h6; bishop b2; pawns a3/b4/c4/e2/f4/g3/h2. Black: king g8; knight d8; pawns a7/b7/c7/e6/f5/g6/h7. Material is balanced. Black to move.
After 1...Nf7#, the Black knight on f7 delivers checkmate to the White king on h6. The king has no escape squares: g7 is controlled by the knight on f7, g5 is also controlled by the knight, and h5 is blocked by Black's own pawn on g6. White cannot interpose or capture the knight because no White piece can reach f7 — the bishop on b2 is on the wrong diagonal, and the pawns cannot move backward. The White king, trapped on the edge of the board by its own pawn on h2 and Black's pawn structure, is mated by a single knight move.
In king-and-pawn endgames, watch for patterns where your opponent's king wanders too far forward and becomes trapped by its own pawns. A knight can deliver checkmate from a quiet square when the king has no flight squares and no piece can defend. The motif here — knight on f7 checking a king on h6 — repeats whenever the defending king sits on the edge with limited mobility. Train yourself to spot when a single forcing move (often a check) becomes mate because escape routes are already sealed off.
endgame, mate, mate in 1, one move. The combination ends with Nf7# delivering checkmate.
FEN: 3n2k1/ppp4p/4p1pK/5p2/1PP2P2/P5P1/1B2P2P/8 w - - 1 25
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Analysis generated with Stockfish 18 and AI assistance. Puzzle data from the Lichess puzzle database (CC0).