Glossary of Chess Problem Terms
by
FIDE Master of Chess Composition
Peter WongNote that this is by no means a complete list
of problem terms.
New words are added when they are introduced in the main column.
|
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 the
solution. |
|
Allumwandlung |
A German term (often
abbreviated 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 in which every possible move by Black
entails a weakness that enables White to force mate. |
|
Bristol |
A
theme consisting of the following
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 colour to access that square by following on
the same 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, e.g.
a mating move that occurs in the set play
is 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. |
|
Dombrovskis |
A
directmate
theme in which certain moves recur in the
try play and
actual play, but with their functions changed in a
paradoxical way. In a two-mover,
the solution follows this pattern: a white
try threatens the mate 2.A,
and is refuted by the black
defence 1…x!; but after the
key, it is this defence 1…x that
enables White to mate with 2.A. |
|
Dual |
A choice of equally
playable white moves (mates or continuations) in a
directmate
variation. Such non-unique white play is normally
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. |
|
Excelsior |
A pawn begins on its
initial rank in the diagram, and proceeds to promote during the
course of the solution. |
|
Fairy
chess |
The field of
unorthodox problems that involves
some kind of modification of the standard chess rules. Fairy
problems may employ one or more of the following: (1) an
unconventional task to be achieved (e.g.
series-movers), (2) an overriding rule or condition that
affects the play (e.g. all captures are deemed illegal), and (3)
special pieces that move differently from those of the regular
set (e.g. the nightrider). |
|
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
unguard one of the squares. |
|
Grimshaw |
A
theme in which two pieces of the
same colour (usually a rook and a bishop) interfere with each
other’s line of action, by playing in turn to a square where the
two lines intersect. |
|
Half-battery |
An arrangement in
which two pieces of the same colour stand between a friendly
line-piece and the enemy king, so that moving either of the
intermediate pieces off the line would produce a
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, in the specified number
of moves. Black usually plays first, e.g. the solution of a
‘Helpmate in 2’ consists 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 all 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. |
|
Mate
transference |
A type of
changed play seen in
directmates, where the same white
mating move occurs over two phases
of play, but is induced by different black moves. A white mate
is thus ‘transferred’ from one black
defence to another. |
|
Miniature |
A
problem that consists of no more
than seven pieces. |
|
Model mate
|
A mating position in
which every square next to the black king is covered only once
(i.e. guarded by a white piece or blocked by a black one), and
in which every white piece participates, 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. |
|
Novotny |
A
theme in which White plays a piece
to a square that intersects two black defensive lines, usually
controlled by a rook and a bishop, so that when either captures
the white piece, the other black piece’s line will remain
closed. |
|
Orthogonal-diagonal transformation |
A
theme framework mostly seen in
helpmates, in which the strategic
effects that take place on orthogonal lines in one
phase are shown again in another,
but changed to occur on diagonal lines, and vice versa. |
|
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 adjustment specified to produce position
(b), (c), etc. is applied to the starting position of the
previous part (rather than 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. |
|
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. |
|
Selfmate |
A type of
problem in which White plays first
and forces Black to give mate in the specified number of moves,
while Black does not cooperate and tries to avoid mating White. |
|
Series-helpmate |
A type of
series-mover in which Black plays a
number of consecutive moves and aims for a position where White
can deliver mate (or stalemate, in a series-helpstalemate). |
|
Series-mate |
A type of
series-mover in which White plays a
number of consecutive moves and aims to mate Black (or stalemate
Black, in a series-stalemate). |
|
Series-mover |
A category of
unorthodox problem types in which
one player makes a sequence of consecutive moves while the other
side remains stationary. The aim of the move sequence varies
according to the type. In all cases the player of the series is
not allowed to move into check, or to give to check except
(optionally) on the last move. |
|
Series-selfmate |
A type of
series-mover in which White plays a
number of consecutive moves and aims for a position where Black
is forced to deliver mate (or stalemate, in a series-selfstalemate). |
|
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 means 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 game |
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 attained after Black’s 10th move. |
|
Square-obstruction |
A strategic effect in
which a piece arrives on a square, and thereby prevents a
friendly piece from occupying it. |
|
Square-vacation |
A strategic effect in
which a piece departs from a square, and thereby enables a
friendly piece to occupy it. |
|
Stipulation |
The task to be
achieved, and any additional condition, that accompany a
problem position, e.g. “Mate in 2”. |
|
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 play by
White 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. |
|
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 adjustments 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 by White that makes no
threat but creates a
block position where Black is in
zugzwang, i.e. a situation in which 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


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