Seriesmover
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Seriesmover
A ''seriesmover'' is a chess problem in which one side makes a series of legal moves without reply at the end of which the other side makes a single move, giving checkmate or yielding stalemate, depending on the precise stipulation. Checks cannot be given except on the last move of the series. There are various types of seriesmover: *Seriesmate: a directmate with White playing a series of moves without reply to checkmate Black (the seriesmover analogue to the directmate). *Serieshelpmate: a helpmate in which Black plays a series of moves without reply after which White plays one move to checkmate Black (the seriesmover analogue to the helpmate). *Seriesselfmate: a selfmate in which White plays a series of moves leading to a position in which Black is forced to give mate (the seriesmover analogue to the selfmate). *Seriesreflexmate: a reflexmate in which White plays a series of moves leading to a position in which Black can, and therefore must, give mate. Further, White is obliged ...
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Chess Problem
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between black and white, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems; see glossary of chess problems for a list. Definition The term "chess problem" is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzles or tactical exercises on the other. In practice, however, t ...
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Directmate
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between black and white, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems; see glossary of chess problems for a list. Definition The term "chess problem" is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzles or tactical exercises on the other. In practice, however, ...
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Helpmate
A helpmate is a type of chess problem in which both sides cooperate in order to achieve the goal of checkmating Black. In a helpmate in ''n'' moves, Black moves first, then White, each side moving ''n'' times, to culminate in White's ''nth'' move checkmating Black. (In a helpmate in 2 for example, sometimes abbreviated ''h#2'', the solution consists of a Black move, a White move, a second Black move, then a second White move, giving checkmate.) Although the two sides cooperate, all moves must be legal according to the rules of chess. The example problem illustrated is a helpmate in 8 (or ''h#8'') by Z. Maslar, published in ''Die Schwalbe'' in 1981. The solution is (''recall that in helpmate solutions, Black's move is given first''): :1. Kf3 Kd3 2. Bb3 Kc3 3. Ke4+ Kd2 4. Kd4 Ke2 5. Kc3 Nb4 6. Kb2 Kd2 7. Ka1 Kc1 8. Ba2 Nc2 History The first helpmate problem was by the German chess master Max Lange, published in ''Deutsche Schachzeitung'', December 1854. The problem had Whit ...
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Selfmate
A selfmate is a chess problem in which White, moving first, must force Black to deliver checkmate within a specified number of moves against their will. Selfmates were once known as sui-mates. Example The problem shown is a relatively simple example. It is a selfmate in two by Wolfgang Pauly from ''The Theory of Pawn Promotion'', 1912: White moves first and compels Black to deliver checkmate on or before Black's second move. If White can leave Black with no option but to play Bxg2#, the problem is solved. * White might try moving the bishop, but this is no good, as it will allow Black to play a non-capturing bishop move himself, delaying the mate beyond move two; * moving the knight allows the king to move; * 1.e6 allows 1...exf6 and 2...f5; * 1.f7 or 1.fxe7 allows 1...Kxg7; * 1.g8=Q or 1.g8=R are no good after 1...Bxg2+ 2.Q/Rxg2; * 1.g8=N# checkmates Black, which is entirely wrong; * 1.g8=B is also no good, since after 1...exf6 2.exf6 Bxg2+ the bishop can interpose with 3.Bd5. ...
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Thomas Rayner Dawson
Thomas Rayner Dawson (28 November 1889 – 16 December 1951) was an English chess problemist and is acknowledged as "the father of Fairy Chess". He invented many fairy pieces and new conditions. He introduced the popular fairy pieces grasshopper, nightrider, and many other fairy chess ideas. Career Dawson published his first problem, a two-mover, in 1907. His chess problem compositions include 5,320 fairies, 885 , 97 selfmates, and 138 endings. 120 of his problems have been awarded prizes and 211 honourably mentioned or otherwise commended. He cooperated in chess composition with Charles Masson Fox. Dawson was founder-editor (1922–1931) of ''The Problemist'', the journal of the British Chess Problem Society. He subsequently produced ''The Fairy Chess Review'' (1930–1951), which began as ''The Problemist Fairy Chess Supplement''. At the same time he edited the problem pages of '' The British Chess Magazine'' (1931–1951). Motivation and personality From ''The Oxford Comp ...
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Reflexmate
The problem to the right is a fairly recent example, successful in the World Chess Composing Tournament despite only a single phase of play present. It is by Štefan Sovík and is a reflexmate in two moves. The key is 1.Qh5! and White threatens 2.Nbxc3, after which black is compelled by additional condition to mate by Rxc3#, with triple pin of Rc4, Bd4 and Ne4. There are three thematical variations with unpinnings of three pieces, but every time Black has to mate by switchback after selfpin of unpinned piece on c3: * 1...Qxa4 2.Rxc3 Qb5# (white move: rook unpinned by queen move selfpins) * 1...Rxc8 2.Bxc3 Rd8# (white move: bishop unpinned by rook move selfpins) * 1...Bxh5 2.Nexc3 Bg6# (white move: knight unpinned by bishop move selfpins) Another three variations result in unpinnings of white pieces, but the mates are not by switchback: * 1...Qd7 2.Rc6 Qxd4# (white move: unpinned rook unguards d4 and unpins queen) * 1...Nd5 2.Bxe3 Nf4# (white move: unpinned bishop opens d-file a ...
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Rook (chess)
The rook (; ♖, ♜) is a piece in the game of chess. It may move any number of squares horizontally or vertically without jumping, and it may an enemy piece on its path; additionally, it may participate in castling. Each player starts the game with two rooks, one in each corner on their own side of the board. Formerly, the rook (from Persian رخ ''rokh''/''rukh'', meaning "chariot") was alternatively called the tower, marquess, rector, and comes (count or earl). The term "castle" is considered to be informal, incorrect, or old-fashioned. Placement and movement The white rooks start on squares a1 and h1, while the black rooks start on a8 and h8. The rook moves horizontally or vertically, through any number of unoccupied squares (see diagram). The rook cannot jump over pieces. The rook may capture an enemy piece by moving to the square on which the enemy piece stands, removing it from play. The rook also participates with the king in a special move called castling, wherein i ...
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Knight
A knight is a person granted an honorary title of knighthood by a head of state (including the Pope) or representative for service to the monarch, the church or the country, especially in a military capacity. Knighthood finds origins in the Greek ''hippeis'' and '' hoplite'' (ἱππεῖς) and Roman '' eques'' and ''centurion'' of classical antiquity. In the Early Middle Ages in Europe, knighthood was conferred upon mounted warriors. During the High Middle Ages, knighthood was considered a class of lower nobility. By the Late Middle Ages, the rank had become associated with the ideals of chivalry, a code of conduct for the perfect courtly Christian warrior. Often, a knight was a vassal who served as an elite fighter or a bodyguard for a lord, with payment in the form of land holdings. The lords trusted the knights, who were skilled in battle on horseback. Knighthood in the Middle Ages was closely linked with horsemanship (and especially the joust) from its origins in th ...
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Check (chess)
In chess and similar games, check is a condition that occurs when a player's king is under threat of on the opponent's next turn. A king so threatened is said to be in check. A player must get out of check if possible by moving the king to a safe square, interposing a piece between the threatening piece and the king, or capturing the threatening piece. If the player cannot get out of check by any of these options, the game ends in checkmate, and the player loses. Players cannot make any move that puts their own king in check. Many chess variants feature check, such as shogi, xiangqi, and janggi. Overview A check is the result of a move that places the opposing king under an immediate threat of capture by one (or occasionally two) of the player's pieces. Making a move that checks is sometimes called "giving check". Even if a piece is pinned against the player's own king, it may still give check. For example, in the diagrammed position, White has just played Be4+, simultane ...
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