White uses his kNight to capture Black's Pawn, on d5 ... Black could respond by capturing White's Knight, but sees another threat - this time, to White's Queen, which Black threatens, with his Pawn to g6.
White's not bothered, as not only does he safeguard his Queen by moving her to f3, he also Checks (+) Black's King, in the process ... Black, temporarily, evades Check by blocking with his Bishop, on f6.
White says thank you very much, marches his Queen forward to not only capture (x) Black's Bishop, on f6, but to Check (+) Black's King, again ... Black now has no option, but to move his King to g8.
White's final, game winning move, is to bring his kNight to e7 ... Black has no legal move = Checkmate (#).
White Wins the game, (1-0).
- Nxd5 ... g6
- Qf3+ ... Bf6
- Qxf6+ ... Kg8