Photo: Frans Peeters / Wikimedia Commons (CC BY-SA 2.0)
Black has just captured a rook on c1. Now it is White's move, and White has a checkmate in two moves. Can you find it? Here is a hint: look at the pawn on f7, and count how many black pieces still protect it.
Position after 24...Rxc1, with White to move. White has checkmate in two moves.
This was a blitz game, three minutes each plus two seconds a move, and Black had 47 seconds left when he took the rook.
Wesley So 1-0 Hans Niemann Tata Steel India Blitz 2026, Kolkata · Round 8 · Blitz, 3 minutes plus 2 seconds a move White: Wesley So (2781) · Black: Hans Moke Niemann (2686)
A careful opening
The game began as a Semi-Slav Defence, where Black supports the d5 pawn with pawns on c6 and e6.
1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3 e6 5.e3 Nbd7 6.Qc2 b6 7.Bd3 Bb7 8.O-O dxc4 9.Bxc4 a6 10.a4 b5 11.Bd3 Be7
Position after 11...Be7, with White to move. White has castled. Black's king is still on e8.
White had already castled. Black had not, and that would matter later. Our own Stockfish 16 run, at depth 18, gave White less than half a pawn here, which is a small edge.
Pieces come off, the king stays in the middle
12.Rd1 Rc8 13.Ne4 Nxe4 14.Bxe4 Nf6 15.Bd3 Qb6 16.axb5 cxb5 17.Qe2 Nd5 18.Bd2 Nb4 19.Bxb4 Bxb4 20.Ne5 Rc7
For twenty moves our engine never gave either side more than about three quarters of a pawn. The engine even called it dead equal after 20...Rc7. The rook on c7 did a quiet but important job: it guarded the pawn on f7 along the seventh row.
21.Qh5
Position after 21.Qh5, with Black to move. White's queen and knight both point at f7. The rook on c7 and the king on e8 defend it.
The white queen swung to h5. Now the queen and the knight on e5 both aimed at f7, the square next to Black's king. That square is weak in many games, because at the start only the king defends it.
21...g6 22.Qh6 Bf8 23.Qf4 Bg7 24.Rac1
Our engine gave White a bit under one pawn after these moves. Black was worse, but nothing was lost. The engine's first choice for Black was 24...O-O: castle, and move the king away from f7.
Position after 24.Rac1, with Black to move. The white rook on c1 attacks the rook on c7. Two black pieces defend f7: the rook on c7 and the king.
The capture that lost
24...Rxc1
Taking the rook looks natural. But the black rook left c7, and f7 lost one of its two defenders. Now go back to the first diagram and try again.
The winning line is 25.Qxf7+, and the knight on e5 supports the queen, so the king cannot take it. Black's only legal move is 25...Kd8. Then 26.Qd7 is checkmate: the queen is protected by the knight on e5, and every square around the black king is covered.
The line after the game ended: 25.Qxf7+ Kd8 26.Qd7#. The queen on d7 is guarded by the knight on e5, and it covers c7, c8, e7 and e8.
The official game record ends after 24...Rxc1 with a White win. The mate in two was on the board.
What this game teaches
1. Castle when you can. Black kept the king on e8 for 24 moves. Our engine's best move at the end was still simply 24...O-O.
2. f7 (and f2) is a weak square at the start. Only the king protects it at first. Watch it whenever the enemy queen and knight point at it together.
3. Every piece's job counts. The rook on c7 was guarding f7. When it left to capture on c1, the defence collapsed at once.
4. Before capturing, ask what your piece stops guarding. 24...Rxc1 won a rook for a moment and lost the game.
5. Look for checks first. When you have a chance to attack the king, start by checking every check. 25.Qxf7+ is the first check to look at, and it wins.
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