Remove the guard & pin
You already know a lot of ways to get rid of defending pieces. Like capturing, shooing off (deflection), or luring away (decoy). But sometimes these don't suffice, and you have to use an additional weapon, like a pin. You will practice that in this lesson.
Take a look at the example to see how White uses a pin to lure away the opponent's defender.
What do you have to do?
Win material or checkmate your opponent by using a pin to get rid of the defender.
The black queen is defending against checkmate on c7. White has to find a way to get rid of this queen.
Chasing the queen away by attacking her with the f1 rook (Rf1-d1) looks smart.
But if the queen moves away to a square from where she can still guard c7 (e.g., Qd7-g7), Black does not have much to worry about.
The same goes for luring the bishop to b5 (Le2-b5). The queen does not have to take the bishop. If she moves to g7, Black has no problem.
The decoy must be smarter!
By combining the decoy with a pin, White is successful!
The black queen and king are on the same diagonal. White is going to make use of this.
White moves the bishop to g4 (Be2-g4) and attacks the queen.
This time, it not possible for the queen to move away and continue defending c7 because moving would check the king.
If Black takes the bishop (Qd7xg4), White ends the game with checkmate: Qc2xc7#.