Real positions from rated games. Narrow them by motif, difficulty or rating, then solve or print each one.
22530 real-game Middlegame tactics puzzles in this collection
What is a middlegame tactics?
The core of practical chess: full boards where combinations grow out of piece activity, weak squares and king exposure.
How to spot it
Tactics follow strategy — badly placed pieces, weak back ranks and loose pawns are the precursors. Scan for them and calculate the forcing moves they invite.
What this set trains
The broadest training diet available: every motif, in its natural habitat.
How the solutions work · counted by a rules engine
What a typical middlegame tactics solution looks like
Sample: 25,000 middlegame tactics puzzles (0.9% of all 2,730,138).
17.4% need 1 solver move, 50.4% need 2 solver moves, 25.6% need 3 solver moves, 4.9% need 4 solver moves, 1.7% need 5 or more solver moves. Median rating: 907 for the shortest solutions, 2390 for the longest.
38.4% open with a queen move. The first move captures in 51.4% and gives check in 60.2%; 33.4% end in checkmate, 26.8% involve a sacrifice, 53% have White to move.
51.4%first move captures
60.2%first move gives check
33.4%end in checkmate
26.8%involve a sacrifice
How many moves does the solver need?
1 solver move
17.4% · median rating 907
2 solver moves
50.4% · median rating 1436
3 solver moves
25.6% · median rating 1805
4 solver moves
4.9% · median rating 2129
5+ solver moves
1.7% · median rating 2390
Which piece plays the key move?
Key move by a queen
38.4%
Key move by a rook
23%
Key move by a knight
17%
Key move by a bishop
13.7%
Key move by a pawn
6.7%
Key move by the king
1.3%
What does the solver win?
Most valuable capture: queen
30.9%
Most valuable capture: rook
20.9%
Captures nothing along the line
15.4%
Most valuable capture: pawn
14.2%
Most valuable capture: bishop
9.6%
Most valuable capture: knight
9.1%
Material balance along the whole line, counting every capture by both sides (pawn 1, minor piece 3, rook 5, queen 9):
No material gained (mating or positional)
26.1%
Up to 2 pawns’ worth
18.1%
3–4 points (about a minor piece)
24.8%
5–8 points (a rook or more)
22.1%
9 or more points (a queen’s worth)
8.9%
How much is left on the board?
28 or more pieces on the board
6%
21–27 pieces
63.7%
13–20 pieces
30.3%
12 pieces or fewer
0%
How it is counted: every puzzle in the sample is replayed move by move with a chess rules engine. A sacrifice means a piece that is captured on the very next ply and was worth more than what it captured itself (pawn 1, minor piece 3, rook 5, queen 9). Sample of 25,000 puzzles. Percentages are shares of the sample.
Where it happens
Where the key move lands
Where the solver’s first move ends, drawn from their own side (rank 1 is their back rank). Busiest squares: h7 (7.1%), f7 (6%), f6 (5.5%), g7 (5%), e8 (4%).
1
1.6
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4
2.4
1.6
8
1.1
1.5
1.7
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Counted from the same 25,000-puzzle sample. Squares under 1% are left blank.
Study positions
The most-solved middlegame tactics puzzles, from each difficulty level. Play each one on the board, then open the answer for the full line.
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Black to move · rating 1033 · solved 16,200 times
· 2 solver moves to find. The solver captures 2 pieces (rook, rook).Reveal line
Opponent's last move: Qd6
Solution: Rxb7 → Rxb7 → Qxb7
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White to move · rating 1132 · solved 18,090 times
· 2 solver moves to find. The solver captures a queen.Reveal line
Opponent's last move: Qxd5
Solution: Nf6+ → Kf7 → Nfxd5
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White to move · rating 1178 · solved 17,356 times
· Mate in 3. It ends in checkmate on b6 with the queen. The solver captures a bishop.Reveal line
Opponent's last move: Bxd6
Solution: Qe3+ → Bc5 → Qxc5+ → Kb7 → Qb6#
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Black to move · rating 1211 · solved 14,972 times
· 2 solver moves to find. The solver captures a queen.Reveal line
Opponent's last move: Kf1
Solution: Nh2+ → Kg2 → Nxf3
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Black to move · rating 1475 · solved 18,977 times
· 2 solver moves to find. The solver captures 2 pieces (knight, rook).Reveal line
Opponent's last move: Rf3
Solution: Bxh2+ → Qxh2 → Qxf3
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White to move · rating 1523 · solved 12,695 times
· 3 solver moves to find. The solver captures 2 pieces (queen, rook).Reveal line
Opponent's last move: Rxd6
Solution: Ng5 → Qg7 → Qxg7+ → Kxg7 → Rxd6
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White to move · rating 1531 · solved 17,875 times
· 2 solver moves to find. It gives up the bishop (Bh6+) on the way. The solver captures a queen.Reveal line
Opponent's last move: Kxg7
Solution: Bh6+ → Nxh6 → Qxd3
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Black to move · rating 1606 · solved 3,690 times
· 3 solver moves to find. The solver captures 3 pieces (bishop, queen, rook).Reveal line
Opponent's last move: Bc4+
Solution: Nxc4 → Rxa3 → Rxd1+ → Rxd1 → Nxa3
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White to move · rating 1640 · solved 3,583 times
· Mate in 2. It ends in checkmate on g4 with the knight.Reveal line
Opponent's last move: Kxh6
Solution: Qh4+ → Nh5 → Ng4#
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White to move · rating 1823 · solved 4,651 times
· Mate in 5. It ends in checkmate on f8 with the queen. The solver captures 3 pieces (bishop, pawn, rook).Reveal line
White to move · rating 2016 · solved 1,292 times
· Mate in 3. It ends in checkmate on a3 with the rook. It gives up the queen (Qxa7+) on the way. The solver captures a pawn.Reveal line
Opponent's last move: Rc8
Solution: Nd7+ → Ka8 → Qxa7+ → Kxa7 → Ra3#
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White to move · rating 2147 · solved 1,291 times
· Mate in 2. It ends in checkmate on f6 with the bishop. It gives up the queen (Qxf8+) on the way. The solver captures 2 pieces (rook, bishop).Reveal line
Opponent's last move: Bf6
Solution: Qxf8+ → Nxf8 → Bxf6#
Positions and move sequences come from real rated games (CC0 data). Engine evaluations, where shown, are stored evaluations of the position (CC0).
Background reading
Chess middlegame
The middlegame is the portion of a chess game between the opening and the endgame. It is generally considered to begin when each player has completed the development of all or most of their pieces and brought their king to relative safety, and it is generally considered to end when only a few pieces remain on the board. However, there is no clear line between the opening and middlegame or between the middlegame and endgame. At master level, the opening analysis may go well into the middlegame; likewise, the middlegame blends into the endgame. Theory on the middlegame is less developed than the opening or endgames. Since middlegame positions are unique from game to game, memorization of theoretical variations is not possible as it is in the opening. Likewise, there are usually too many pieces on the board for theoretical positions to be completely analyzed as can be done in the simpler endgames.
Defining the middlegame
Views vary on when the opening ends and the middlegame begins. In general, the opening is defined as ending when the development of pieces is mostly complete. Similarly, there are differing opinions and criteria for when the middlegame ends and the endgame begins (see the start of the endgame). Factors such as control of the center are less important in the endgame than the middlegame. In endgames the number of pieces and pawns is much reduced, though even after queens are traded, it is possible to have a middlegame without queens. The endgame is often said to begin when the kings can safely play an active role.
Aims of the middlegame
The Middle Game in Chess by Reuben Fine lists three major factors in the middlegame: king safety, force (material), and mobility, although not all of these factors are of equal importance. If king safety is a serious issue, a well-executed attack on the king can render other considerations, including material advantages, irrelevant. Material is another important consideration: Fine notes that—if all other things are equal—any material advantage will usually be decisive. According to Fine, a material advantage will usually not give a direct mating attack unless the advantage is very large (a rook or more); rather, it can be used as a means of gaining more material and a decisive endgame advantage. To gain mobility is to ensure that the pieces have a wide scope of action and targets to focus on. The concept is largely strategic in nature, and involves such concepts as space, pawn weaknesses (since weak pawns can compel pieces to defensive duties, reducing their mobility), and securing outposts for the pieces. The strategy required for middlegame play varies considerably. Some middlegame positions feature closed centres featuring maneuvering behind the lines, while other middlegames are wide open, where both players attempt to gain the initiative. Dan Heisman noted three features which can seriously alter the way the middlegame is played. First, if the kings are castled on opposite wings, and queens remain on the board, the position can be very violent, with both players aiming to assault the enemy king. Material considerations are often secondary to pursuing the attack, and it can even be advantageous to lose pawns in front of the enemy king in order to open up lines for the rooks and queen. Second, positions where the pawn structure is static and locked can also feature mutual attacks, since players often elect to play on the side where they have more space (playing on the side of the board in which their pawns are pointing). Time is often less of a concern in such middlegames, allowing lengthy maneuvers. Players attempt to strengthen their positions and weaken their opponent's. Both players need to be on the lookout for pawn breaks, and the possibility of taking advantage of the open files which may arise from them. Third, if one player has an overwhelming material advantage and is clearly winning, the stronger player can usually afford to violate several of the normal middlegame principles in order to trade down to an endgame. For example, trading queens even at the cost of a ruined pawn structure may be a viable option.
Transition to the endgame
Not all games reach the endgame, since an attack on the king, or a combination leading to large material gains can end the game while it is still in the middlegame. At other times, an advantage needs to be pursued in the endgame, and learning how to make favorable exchanges leading to a favorable endgame is an important skill. The last thing that happens in the middlegame is the setup for endgame. Since many endgames involve the promotion of a pawn, it is usually good to keep that in mind when making trades during the middlegame. For example, World Champion Max Euwe considered a preponderance of pawns on the queenside (queenside majority) an advantage because this might be used to create a passed pawn.
See also
* Glossary of chess * Chess strategy * Chess tactics * Chess piece relative value * Pawn structure
Classical middlegame textbooks
Works mostly written before 1970. * Euwe, Max and H. Kramer 1964; 1994. The Middlegame. 2 vols: McKay; Hays. * Fine, Reuben 1952 2003. The Middlegame in Chess. McKay; Random House. * *Nimzowitsch, Aron 1927 1987. My system. B.T Batsford Ltd. *Pachman, Ludek 1963 1975/78. Complete chess strategy. Doubleday. 3 vols from the first edition of 2 vols.;;. *Tarrasch, Siegbert 1895 1999. Three hundred chess games. Hays. *
Where this page comes from
The text above is adapted from
“Chess middlegame” on Wikipedia,
by its contributors. We removed reference markers, infoboxes, templates and embedded
media, and kept the prose sections otherwise intact — nothing here was written or
rewritten by AI.
The original is published under
CC BY-SA 4.0,
so this section is published under the same licence. You may share and
adapt it, including commercially, as long as you credit the original and keep the same
licence.
Puzzle positions, ratings and move sequences on this page come from real rated games (CC0 data), not from Wikipedia; theme write-ups and difficulty guides
elsewhere on this site are Chess Puzzle Print's own original work and are not covered by
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