Chessville - by chessplayers, for chessplayers!

Glossary of Chess Problem Terms
by FIDE Master of Chess Composition Peter Wong

Note that this is by no means a complete list of problem terms.
New words are added when they are introduced in the main column.

Use the boxed word-list directly below to see individual definitions of each term in a small pop-up box.  Or scroll through the complete list of definitions below:


Actual play:
In directmates, the variations that occur after White has made the key.  In helpmates, the move sequence of the normal solution, as opposed to any set play.

Albino: A theme in which a white pawn, on its starting rank, makes each of its four possible moves in turn – two forward steps and two captures – during the course of a problem’s solution.

Allumwandlung: A German term (often shortened to AUW) for a theme in which the four possible types of promotion – to queen, rook, bishop, and knight – all take place during the course of the solution.

Battery: An arrangement of two pieces capable of giving a discovered attack. A direct battery is aimed at the opposing king, whereas an indirect battery is aimed at the king’s adjacent squares.

Block position: A position after White has played a key that makes no threat but puts Black in zugzwang, i.e. a situation where every possible move by Black entails a weakness that enables White to force mate.

Bristol: A theme consisting of a line-clearance manoeuvre.  A long-range piece moves along a line, crossing over a critical square, to enable another long-range piece of the same color to access that square by following on the cleared line.

By-play: Secondary variations that are not part of a problem’s thematic play.

Changed play: Variations that are altered in some way from one phase to another, such as a mating move that occurs in the set play being replaced by another mate in the actual play, against the same defence.

Composition: A chess composition is synonymous with a chess problem.

Cook: An alternative solution, not intended by the composer, that renders a problem unsound.

Cross-check: A tactic in which White answers a check by interposition, and gives check as well with the same move.

Defence: In directmates, a black move that parries white’s threat, or any black move in a block position.

Directmate: A type of problem in which White moves first and forces mate in a specified number of moves, against any defence by Black.

Dual: A choice of equally playable white moves (mates or continuations) in a directmate variation. Such non-unique white play is regarded as a flaw, especially in a thematic variation.

Duplex: A solving condition that requires the problem’s task to be fulfilled twice, once normally, and once again with White and Black exchanging their roles.

Echo: A theme in which a mating configuration recurs on different parts of the board in separate variations.

Flight: A square that is accessible to the black king.

Focal play: A theme in which a black line-piece (queen, rook, or bishop) “focuses” on two squares in different directions, and upon moving, is forced to “lose the focus” and un-guard one of the squares.

Half-battery: An arrangement in which two pieces stand between a line-piece (of the same color) and the opposing king, so that moving either of the intermediate pieces off the line would produce a different battery with the remaining piece.

Half-pin: A theme in which two black pieces stand on a line between the black king and a white line-piece, such that moving either black piece off the line leaves the remaining piece fully pinned.  This pin is then exploited by White who gives a pin-mate.

Helpmate: A type of problem in which the two players cooperate to enable White to mate.  Black usually plays first, e.g. the solution of a ‘Helpmate in 2’ is made up of the sequence, 1.Black begins, White moves, 2.Black moves, White mates.

Key: The unique first move by White that solves a directmate problem.  In notation, a key is signified by ‘!’.

Knight-tour: A theme in which a white knight makes the maximum number of eight possible moves in turn, such as by delivering eight battery mates individually against different black defences.

Knight-wheel: A theme in which a black knight produces the maximum number of eight variations, by making each of its eight possible moves in turn and inducing a different white response in each case.

Mate in ‘n’: A stipulation indicating the problem is a directmate, in which White has to force mate in ‘n’ moves.

Miniature: A problem that consists of at most seven pieces.

Model mate: A pure mate that involves every available white piece, with the possible exception of White’s king and pawns.

More-Mover A directmate problem in which White has to mate in four moves or more.

Mutate: A form of directmate in which White has set replies provided for all of Black’s moves in the initial position, but a waiting key changes the white response to at least one of these black moves.

Phase: A distinct part of a problem’s full solution, consisting of a group of variations, such as actual play, set play, or try play.  Several phases of actual play may occur in problems that involve twins or multiple solutions.

Pin-mate: A mate that is dependent on the pin of a defending piece in order to be effective.

Problem: A composed position with a task that has to be accomplished, such as how to achieve mate in a specified number of moves.

Progressive twin: A type of twinning for creating additional solving positions.  Each change specified to create positions (b), (c), etc. is applied to the starting position of the previous part (rather than being applied always to the initial diagram, as in normal twinning).  Thus, to set up position (b), make the specified change to the diagram as usual, but to set up part (c), start from position (b) and make the further specified change, and so on.

Pure mate: A mating position in which every square next to the black king is covered, i.e. guarded by a white piece or blocked by a black one, only once.

Reciprocal change:  A theme in which two white mating moves that work against two defences respectively in one phase are effective again in another phase, but these mates are swapped in dealing with the two defences.

Refutation: The unique black move that defeats a white try in a directmate problem.  In notation, a refutation is signified by ‘!’.

Rundlauf: A roundabout trip made by a piece that finishes on its original square.

Self-block: A type of error Black commits by placing a piece next to the black king, preventing the king’s escape to the occupied square.

Set play: The play that would occur if the side that normally moves first could miss a turn.  In directmates, set play refers to any variations that are already prepared in the initial diagram, before White makes the key.  In helpmates, set play refers to an additional move sequence that solves the problem, but which is commenced by the player (usually White) who moves second in the actual play.

Shortest proof games: A type of problem in which the task is to reconstruct a legal game that leads to the diagram position.  The shortest possible game is required, and its length is given in pairs of single moves, e.g. “SPG in 10” indicates the position is reached after Black’s 10th move.

Stipulation: The task to be achieved – and any additional condition – that accompanies a problem position, e.g. “Mate in 2”.

Study: A composed endgame position with the task that White has force a win, or a draw, without restriction on the number of moves required to achieve this.

Tempo play: A kind of waiting manoeuvre executed by a player who is already positioned correctly, serving no function other than to use up the extra time available.

Theme: The principal idea or effect shown in a problem.

Threat: Potential White play that would be effective if Black makes an indifferent move.

Three-mover: A directmate problem in which White has to mate in three moves.

Try: A first move by White that nearly solves a directmate problem, but is defeated by only one black defence, called the refutation.  In notation, a try is signified by ‘?’.

Try play: The variations of a directmate that occur after White has played a try.  Also called virtual play.

Twin: Multiple settings of a problem that differ from one another slightly in their positions, but each requiring its own solution.  The diagram position is regarded as part (a); additional positions for solving, parts (b), (c), etc., are formed by making small changes to the diagram, as specified in the stipulation.

Two-mover: A directmate problem in which White has to mate in two moves.

Variation: A line of play in a directmate problem, starting with a black move or defence and ending with a white mate.

Virtual play: See try play.

Waiting move: A type of key-move by White that makes no threat but creates a block position where Black is in zugzwang, i.e. a situation where every possible move by Black entails a weakness that enables White to force mate.

Zagoruiko: A directmate theme that specifies a framework of changed variations.  At least two black defences lead to changed white responses, with each defence provoking at least three different white replies in separate phases.


Return to Peter's Problem World


 



The
Chessville
Chess Store

 

A Chess Book a Mortal can enjoy?

Like Learning a Face-Stomping Opening
over Beer and Onion Rings!

"...perfect opening for non-masters
...many brutal muggings
"
- IM Silman

(Reviews,
Excerpts and Comments Here.)


Chess
Play free online chess




The
Chessville
Weekly

Newsletter

Subscribe
Today -

It's Free!!

The
Chessville
Weekly
Archives


Advertise
with
Chessville!!

Advertise to
thousands
of chess
fans for
as little
as
$25.

Single insert:
$35
x4 insert:
@ $25 each


From the
Chessville
Chess Store



 


 


From the
Chessville
Chess Store

 

 

This site is best viewed with Java-Enabled MS Internet Explorer 6 and Netscape 6 browsers set at 800x600 screen size.

Copyright 2002-2008 Chessville.com unless otherwise noted.