Learn How to Use an Intermezzo: Decisive Material Gain
This middlegame puzzle is a classic example of an intermezzo, where the strongest move is not a direct recapture but a forcing check that changes the order of events. White’s attack works because the black king is exposed in the center, the queen and bishop coordinate against key squares, and a hanging piece can be won only after the opponent is forced to respond. The idea is to use tempo, king safety, and tactical pressure to convert activity into material gain.