Benko Gambit Accepted Fully Accepted Variation Puzzle (Rated 1462): Win Material — Intermezzo Tactics
This middlegame puzzle is a classic example of an intermezzo, where a forcing check or threat interrupts the opponent’s plan before the obvious recapture. White’s active knight jump creates a tactical sequence that wins material by exploiting king safety and a loose back-rank style coordination problem around Black’s pieces. The key idea is not just the capture itself, but the tempo gained by checking the king first, which leaves Black unable to defend everything at once.