3rd Prize, Probleemblad, 1976
Reflexmate in 2
A reflexmate is a selfmate with the added condition that either side must mate on the move if possible. See examples on the website introductory material. In Sickinger’s problem the key piece must choose its destination with care.
Moving the white rook off the f-file frees the pawn at f6 to give mate. The key is 1.Re7 threatening 2.Re5, which forces 2...fxe5 mate. There are five variations: 1...Sxd2 2.Ra1 bxa1Q; 1...Sa3 or Sc3 2.Rxb5 Sxb5; 1...Rxc5 2.Bxc4 Rxc4; 1...f5 2.c6 Rd6 and 1...Kg3 2.e5 Rh4. Other moves along the rank threaten 2.e5 fxe5 and fail as follows: 1.Ra7? Sxd2!, 1.Rb7? Sa3 or Sc3!, 1.Rc7? Rxc5!, 1.Rd7? f5!, 1.Rg7? Bh4! forcing 2.Rg4 mate, and 1.Rh7? Kg3! An excellent set of tries. The white knight prevents the dual 1...f5 2.exf5 Bf6 and hence stops 1.Rd7 from being a cook.