Shortest Proof Games
– Part 2
Peter's Problem World with FIDE Master of Chess
Composition
Peter Wong

Note that Peter's articles, follow a chess problem
convention in using ‘S’ to represent the knight
(from the German word,
Springer). ‘N’ is reserved for a fairy piece called the nightrider.
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The genre of
shortest proof games (SPG) was introduced in the previous article.
Here we will look further into this problem type by considering some
lengthier examples with more elaborate ideas.
Many of the popular SPG
themes are paradoxical in nature, involving surprising manoeuvres or
deceptive diagram positions. Therefore it helps to “expect the unexpected”
when dealing with this kind of composition.
And naturally it is also useful to become familiar with these oft-seen
themes, so as to know what sorts of effects are achievable in this type.
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In Problem 103, Black has made at least two king moves and
three pawn moves, out of the seven available. So only two moves
remain for use by the missing rook, bishop, and pawn, to assist in
their own captures.
White’s choice of capturer cannot be any first-rank piece, because it
would have insufficient time to return to its original square after
the captures. Therefore the main role falls on the missing
g-pawn.
To facilitate its own capture, this pawn also has to promote first,
and such an occurrence – the sacrifice of a promoted piece – is termed
the Frolkin theme. 1.g4 h5 2.g5 Rh6 3.gxh6 e5 4.hxg7
Ke7 5.gxf8(Q)+ Kf6! 6.Qg7+ Ke6 7.Qg6+ fxg6.
Instead of an immediate 5…Ke6, the black king executes a
tempo move with 5…Kf6!, motivated by the need to use up the extra
time available. |
103.
Mark Kirtley & Michel Caillaud
StrateGems 1999
Commendation
       
       
       
       
       
       
       
       
SPG in 7
2 solutions |
In the
second solution, it’s White who plays a tempo move, and the Frolkin
promotion also changes. 1.g3! e5 2.g4 Be7 3.g5 Bf6 4.gxf6 h5 5.fxg7
Ke7 6.gxh8(S) Ke6 7.Sg6 fxg6.

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104. Pascal
Wassong
Phénix
1992
       
       
       
       
       
       
       
       
SPG in 12 |
All of Black’s moves in Problem 104
are visible from the diagram, and their order is strictly determined
already, not being affected by White’s play. Since no captures are
involved, it seems that White can play 1.f3, and then simply mark time
by shuffling a piece back and forth, e.g. Sh3-g1, for the remainder of
the game.
However, such a game would take a single
move too long, because the shuffling piece will finish on the wrong
square after Black’s final move.
Instead, the solution requires White to
make a tempo-losing trek, which is akin to the triangulation manoeuvre
familiar in endgames.
1.f3 e5 2.Kf2 Bc5+ 3.Kg3 d6 4.Qe1 Kd7
5.Qf2 Kc6 6.Qd4 Kb5 7.Qe3 Ka4 8.Qf2 b5 9.Qe1 Bb6 10.Qd1 c5 11.Kf2 Sc6
12.Ke1 Rb8. |
After shifting the king
to make room, White plays the thematic queen seven times only to return it
to its original square, for no purpose other than to use up an odd
number of moves.

Black’s
doubled pawns in position 105 indicate that a capture has occurred on
f6, but White’s solely missing b-pawn could not have made so many captures
to reach that square directly. Therefore this pawn has promoted, and
the new piece either sacrificed itself on f6, or replaced another piece that
did.
Black
also varies the play nicely across the two
phases, especially in the change from castling to non-castling.

Problem
106 effects a splendid exchange of places between two like pieces.
5.Sc3 Qh5 6.Scd5 g5 7.Sf4 Bg7 8.Sh3 Bc3 9.Sg1 Bh3
10.Sxa8 e6 11.Sb6 Se7 12.Sc4 Rf8 13.Sa3 Rf4 14.Sb1 Rc4.
Thus the two knights have swapped their identities in
the diagram position.


Problem 108 is for you to
solve. This short game involves a type of clearance manoeuvre that is
quite hard to visualise. Hint: White’s missing rook is captured by Black’s
queen on f1.
108. Martin
Hoffmann
Die Schwalbe
1990
6th Hon. Mention
       
       
       
       
       
       
       
       
SPG in 8
Solution
to Problem 108 (To display, hold down your mouse button and select the
text below)
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>1.e3
d6 2.Ba6 Bh3 3.Qg4 Qd7 4.Sf3 Qb5 5.Rf1 Qxf1+
6.Bxf1 Sa6 7.d3 Rc8 8.Qxc8+ Bxc8. Both 2.Ba6
and 2…Bh3 are clearance moves, designed to
allow another piece (the opposing queen in
each case) to travel along the same line that
was traversed by the clearing piece.>
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Return to Peter's Problem World
Tactics, Tactics,
Tactics...
Chess Composition
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