siege of the majors

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Avatar of da_tornado

White can win here, help white pull off a spectacular combination.

Avatar of unclebilly

interesting end of game

Avatar of tornadofdoom

Yea I was just about to ask about Qg7# when I read the annotation.

Avatar of TheGrobe

Inferior lines do not a better puzzle make.

Avatar of peperoniebabie

I think the better ending question is: Why snipe the king for afar when you can demolish is palace, slaughter his bodyguards, and corner him in the ruins of his own domain, and possibly give him a chance to escape?

Don't take a chance, one should checkmate as soon as it's possible. If he escapes, you're losing because he's up knight and pawn (4 points) at move 3!

Avatar of CPawn

4. Qg7++

Avatar of da_tornado

@TheGrobe, yes, that's true, but the only inferior thing about that last finesse is that it takes up extra time, good Yoda imitation Cool

@ steevmartuns, yes, never taking unnecessary chances is an important rule of thumb, please excuse this case, as I can guarantee that black had no chance of escaping (if not, then please let me know) After gxh6, black's fate is sealed if I'm not mistaken, but he can play Kh8 in response the resulting struggle is unclear and if white messes up black's king will surely get away. As I have said in my annotations, the Kh8 line is not completely analyzed and I am still working on it. Until I finish, I can't say if mate is at all forced in this puzzle.

I acknowledge breaking an important rule of thumb, as to prevent any forum argument rules.

Avatar of benedictus

Instead of 2. Qxh6 white should have played Rg3+ leading to a quicker mate than either of the ones suggested.

Avatar of da_tornado
benedictus wrote:

Instead of 2. Qxh6 white should have played Rg3+ leading to a quicker mate than either of the ones suggested.


can you give the entire line please? because after Rg3+, Kh7, Rh3, Ng8! and white is thwarted