| (1) A Knight
on the Rim is Grim! |
| 6.Bxh6! Removing the defender for f7. Black can
avoid the immediate mate by giving up the knight for free and castling.
The game continued: 6...gxh6 7.Qxf7#. |
|
| (2) Knightmare! |
| Black's two choices are 9...Nxe5 winning the knight for free,
or 9...Nxh2#. Mate is better. |
|
| (3) The Forgotten Pawn! |
| After 14.Qf6+ Black has only two choices. If
14...Be7 then 15.Qxh8+ Bf8 16.Qxf8#.
Or, if 14...Ke8 then 15.Bf7#. |
|
| (4) The Scholastic Corner |
| With the knight out of the way, the queen can deliver mate, backed
up by the bishop on c4. 5.Qxf7#! |
|
|