Learn How to Use an Intermezzo: Crushing Endgame
This puzzle is a classic intermezzo idea in a simplified middlegame/endgame setting, where the strongest move is not the obvious capture. Instead, White first creates a forcing check that changes the opponent’s king placement and clears the way for a tactical win. The key lesson is that forcing moves often outrank direct material grabs when the enemy queen, rook, or bishop is overloaded and the king is vulnerable. In classical chess, these patterns frequently decide the game immediately.