Following on from a slightly easier puzzle here (this series continues here).
This is a puzzle by W. A. Shinkman in 1924:
White to play and force Black to stalemate him in nine moves. As a reminder: "In a self-stalemate problem, White's objective is not to win, in the usual sense of the word, but to get himself stalemated."
Here is an interactive board for you to play on.
Here is a board editor with the puzzle set up. It may help to work a little in reverse.
Clarifications based on comments:
- Black is playing to thwart you. So your moves (as white) must lead to a stalemate against all possible moves by black.
- White is in stalemate at the end. Meaning black makes her 9th move, and then you, as white, will have no legal moves but will not be in check. i.e. you will be stalemated.
- If you can achieve this feat in less than 9 moves, then please post the solution. That would be a "better" solution than the one I have. But, please, double-check that you have accounted for all possible defenses by black because I am relatively confident that the best solution will be 9 moves.
- By "9 moves" I mean 9 moves by white. In this puzzle, that means 9 moves by black also (a more common puzzle genre involves mate, in which case it would be 8 moves by black. In this instance, black gets the last move because she is stalemating you).
- I believe there is only one solution, and it can be solved by looking at the logic of the situation. But it is tricky!