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Chess problem

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Glossary of chess problemsGlossary of chess problemsThe glossary of chess problems explains commonly used terms in chess problems, in alphabetical order.Glossary of chessGlossary of chessThe glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. The glossary uses algebraic notation to describe chess moves.SeriesmoverA 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).Chess puzzleA chess puzzle is a puzzle in which knowledge of the pieces and rules of chess is used to logically solve a chess-related problem. The history of chess puzzles reaches back to the Middle Ages and has since evolved. Usually the goal is to find the single best, ideally aesthetic move or a series of single best moves in a chess position, that was created by a composer or is from a real game. But puzzles can also set different objectives.HelpmateHelpmateA 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.)SelfmateSelfmateA selfmate is a chess problem in which White, moving first, must force Black to deliver checkmate within a specified number of moves. Selfmates were once known as sui-mates.CheckmateCheckmateCheckmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with capture) and there is no possible escape. Checkmating the opponent wins the game. In chess, shogi, and other related games, the king is never actually captured. The player loses as soon as their king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated.ChessboardChessboardA chessboard is a game board used to play chess. It consists of 64 squares, 8 rows by 8 columns, on which the chess pieces are placed. It is square in shape and uses two colors of squares, one light and one dark (not always), in a checkered pattern. During play, the board is oriented such that each player's near-right corner square is a light square.Chess pieceChess pieceA chess piece, or chessman, is a game piece that is placed on a chessboard to play the game of chess. It can be either white or black, and it can be one of six types: king, queen, rook, bishop, knight, or pawn. Chess sets generally come with sixteen pieces of each color. Additional pieces, usually an extra queen per color, may be provided for use in promotion or handicap games.Joke chess problemA joke chess problem is a puzzle in chess that uses humor as an element. Although most chess problems, like other creative forms, are appreciated for serious artistic themes (such as Grimshaw, Novotny, and Lacny), joke chess problems are enjoyed for some twist. In some cases the composer plays a trick to prevent a solver from succeeding with typical analysis. In other cases, the humor derives from an unusual final position.Chess tacticChess tacticIn chess, a tactic is a sequence of moves that each makes one or more immediate threats – a check, a material threat, a checkmating sequence threat, or the threat of another tactic or otherwise forcing moves – that culminates in the opponent's being unable to respond to all of the threats without making some kind of concession.Babson taskA Babson Task (or simply Babson) is a directmate chess problem with the following properties: White has only one key, or first move, that forces checkmate in the stipulated number of moves. Black's defences include the promotion of a certain pawn to a queen, rook, bishop, or knight. (Black may have other defences as well.)

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