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The "Hidden" Side of Chess:
Correspondence Play

By Steve Ryan

Part 2 of 2

CC Equipment & Supplies

Modern correspondence chess play requires much more equipment than in days gone by, though you can still manage with only stamps and postcards if you want. Current CC has increasingly switched to e-mail and its faster lace, but some die-hard "postalites" still exist and probably always will.

CC organizations that maintain a postal division usually sell printed postcards with a miniature chess board on one side, allowing you to mark in and send a diagram of the current position if you wish. The card will include an area for writing in the last few moves in an appropriate notation along with provisions for marking in sent/received dates and RT totals for both players. Any scrap of paper will do just as well as long as you include the required information, but the sale of such items as the pre-printed postcards usually serves as a fund raiser for the club.

Unless you can play "blindfold-style" and carry the game in your head, both e-mailers and postal players require some type of chess "recorder", either a computer-based system or a "manual" recorder. The chess recorder simply maintains a copy of the current position. You could, if you wish, play through the game score again to arrive at this position with each move you receive, but doing so becomes impractical if you have several games in progress simultaneously. The same goes for having a separate full size board set up for each game in play. One accidental bump might set up a chain reaction and send pieces and pawns flying everywhere.

Common "manual" chess recorders consist of a miniature board and pieces with some clever method of making the pieces stick to the board. "Portland" (tm) recorders use a piece of folded boxboard-like material with a printed chessboard on the front. The board has 64 narrow slots cut into its surface into which you place small raindrop-shaped printed pieces. A backing plate of thick, tissue-like material helps to hold the playing pieces in place. As the game progresses, you adjust the position accordingly on the recorder and use a SEPARATE BOARD of some type to study the variations. "Post-a-Log" (tm) recorders, another manual type, feature a miniature printed board with a plastic-laminated playing surface. The pieces consist of some type of fabric-like material with a glue backing bearing a picture of a White or Black piece/pawn on the front. You literally stick each piece to the board and peel it off again when you need to reposition it. The manufacturers claim this peel-and-stick procedure will last through "hundreds" of applications. Once again though, you should use the recorder just to maintain the current position and use some other system to study the variations (such as a full-sized board set up close by). The Post-a-Logs(tm) also come with a "binder" allowing you to keep all your games in one place. Careful types (such as myself) will likewise have a written record of the game score on a printed scorecard that CC clubs typically sell.

Computer-based recorders not only keep a record of the game but could also have provisions for a "study-board" to which you can transfer the current position and work on variations. In the area of computer-based programs, the player has his choice among dozens. I want to make a distinction here between chess "engines" and "recorders". An "engine" can do analysis and may incorporate a recording function as well. A "recorder" does just that and may or may not have any kind of analysis function as a secondary feature. Both types will allow you to "import" game score databases/individual games from CD's, diskettes and hard drives. A full description of all the computer-based recorders available lies beyond the scope of this article. Should you decide to join one of the many CC clubs available (see below), they will probably recommend the recorder they like best.

As mentioned previously, CC rules allow you to consult any kind of printed or computer-based chess literature. Not only that, but unlike OTB chess, you can legally do so with the game IN PROGRESS. I will make no comment on rumors that ingenious OTB'ers have found ways to use the same sources "real time", as we all know that nobody cheats in chess! Anyhow, like an adequate description of the different chess recorders is beyond the scope of this article, I will also not attempt to list the full body of chess literature available. Innumerable books, game scores, magazines, journals, databases, etc. accumulated over centuries make even the thought of it totally out of the question. Every time you play a game and it ends up in an archive somewhere, you yourself have contributed to this immense collection.

Correspondence Chess Notation Systems

As in OTB tournaments, CC players must keep a record, or "game score" of all the moves played in a game. Clubs will usually archive each game and make it available to the public. The short English Algebraic notation has become the worldwide standard, while Numeric Notation (used by the International Correspondence Chess Federation) takes second place. In "domestic" matches (those taking place entirely within one country), the national language equivalents of the English Algebraic symbols will probably be used. My personal favorite, "descriptive" notation, has become virtually extinct. Since most chess players already know algebraic notation, I will give a few more details about Numeric Notation (NN).

Used primarily by the ICCF, NN, arguably the most difficult system to learn, nevertheless provides the least ambiguity. It does require careful attention to accurately recording each move, because NN relies solely on designating from which square a piece or pawn leaves and the square to which it moves. NN provides no description of WHAT you have moved, just the square it came from and the square to where you moved it. As another point in its defense, NN eliminates any "language bias" since it uses universal numerals.

In NN, each square has a numerical "co-ordinate". See the table below:

a1=11, a2=12, a3=13, a4=14 ......... a8=18
b1=21, b2=22, b3=23, b4=24 ......... b8=28
c1=31, c2=32, c3=33, c4=34 ......... c8=38
d1=41
e1=51
f1=61
g1=71
h1=81 ......... h8=88

NN does NOT indicate captures or checks; you have to follow the play closely.

From the above you will see that the e-pawn for White (King's Pawn) sits on square 52. The King's pawn for Black (KP) sits on 57. 1.e4 ("short" algebraic) = 1.PK4 ("short" descriptive) = 1.e2e4 ("long" algebraic) = 1. KP K4 ("long" descriptive) =1.5254 (numeric).

The (totally artificial) game score below compares the 3 notation systems and illustrates "Ryan's Opening":

"Short" Algebraic

1.e4 e5 2.d4 exd4 3.Nf3 Qf6 4.Nxd4 Qxf2+ 5.Kxf2 Bc5 6.b4 f5 7.Qh5+ g6 8.bxc5 gxh5

Descriptive Notation

1.PK4 PK4 2.PQ4 PxP 3.NKB3 QKB3 4.NxP QxP+ 5.KxQ BB4 6.PQN4 PB4 7.QR5+ PKN3 8.PxB PxQ

Numeric Notation

1.5254 5755 2.4244 5544 3.7163 4866 4.6344 6662 5.5162 6.2124 6765 7.4185 7776 8.2435 7685

A formalized system for recording games in the short algebraic has resulted in the development of PGN (Portable Game Notation). PGN allows rapid and consistent download of games by PGN "readers" (see
above), usually accompanied by visual move-by-move playback. A PGN-formatted game will have a "header" section that provides game data and a "body" which contains the actual game score. See my embarrassing loss below to Alexandre Aguiar in a Philidor's Defense IECC game for illustration:

[Event "KO-175 2.1"]
[Site "IECC"]
[Date "2001.03.06"]
[White "Aquiar, Alexandre"]
[Black "Ryan, Steve"]
[Result "1-0"]

1.e4 e5 2.Nf3 d6 3.d4 Nf6 4.Nc3 Nbd7 5.Bc4 Be7 6.O-O O-O 7.a4 c6 8.Qe2 Qc7 9.Rd1 a5 10.h3 h6 11.Be3 b6 12.Nh4 Re8 13.d5 cxd5 14.exd5 Bb7 15.Bb5 Ne4 16.Nxe4 Bxh4 17.Qg4 f5 18.Qxf5 1-0

You can add further information to the header (ECO number, the rating of each player, stock market quotes or whatever you want) simply by following the format above. If you wish to do annotations, you merely enclose the comments in {curly brackets}. The reader will disregard anything within the brackets and present only the game score. A printed copy of the game will allow you to follow the annotations if desired.

CC players should become familiar with at least Short Algebraic and Numeric. Don't give up on Descriptive though. It has more "character" than the other two combined.

CC Organizations & The Future of CC

As with the wide variety of chess "recorder" programs available, the potential CC player has a similarly wide variety of clubs or organizations from which to choose. Each one more or less fills a "niche" and caters to a particular type of correspondence player, from the "recreational" to the "seriously competitive", and no single body really provides "something for everyone". Anyone thinking about joining a CC organization, especially for the first time, would do well to first think about the depth of commitment he/she would like to make. At all costs, avoid jumping into the deep end by taking on too many games at once. It usually results in a string of discouraging losses, leading to the false conclusion "CC's not for me". I will not attempt a description or listing of all the CC organizations currently available, as an Internet search will give you plenty of choices, but I will mention some of the larger ones.

The International Correspondence Chess Federation (ICCF)

The ICCF has not only the largest membership base, but also the official recognition of FIDE. In turn, the ICCF has about 60 national affiliates worldwide. The ICCF member nations belong to one of four "zones":

Zone 1 - Europe Zone 2 - Latin America Zone 3 – North America/Pacific Zone 4 - Asia/Africa.

If your nation has an ICCF affiliate you MUST enter ICCF tournaments via that affiliate. Members of nations not having such an affiliation can still enter ICCF tournaments by contacting the appropriate "Zonal Director" as listed on the ICCF web page, or by using the "Direct Entry" link. The ICCF accommodates the more competitive type of player and charges entry fees for its tournaments. With the blessing of FIDE, the ICCF's championship cycle results in the crowning of the "World Correspondence Chess Champion" (more on that topic below).

ICCF web site: www.iccf.com

The International E-mail Chess Group (IECG)

The IECG has tournaments to satisfy both the seriously competitive player and the more recreational types. As with the ICCF, the IECG tends to concentrate on multi-player tournaments, though it does offer a 2-player match for less intensive competition. The IECG also has its own version of the World Championship.

IECG web site: www.iecg.org

The International E-Mail Chess Club (IECC)

The smallest of the three clubs I have mentioned, the IECC nevertheless provides the greatest variety of matches and tournaments. In the IECC you can play a single 1-game match or a multi-player Swiss event. Other tournament types include knockouts, thematics, and pyramid events. The IECC does not have any kind of "world championship" cycle or any kind of "club championship".

Web site: www.geocities.com/Colosseum/Midfield/1264

A potential CC player can take his pick of the organizations mentioned above (by no means the only ones available) or any of the others he/she may find. The club you choose may also have a "New Member Program" which an applicant must complete in order to join. A typical New Member Program will cover such things as PGN formatting, time keeping rules and algebraic notation.

CC's Future

I believe the future of correspondence chess looks bright, but not entirely problem free. Dozens (hundreds?) of CC organizations exist worldwide, and while they do not exactly compete with each other, they do not exactly cooperate either, which saddens me somewhat. I am particularly annoyed at rival versions of the "World Championship". CC could use some co-operation among its various groups since we ostensibly have the same goal - the growth and promotion of this form of the game. I believe we could, if not unite under one organization, at least talk to each other about how to attract more players and the best type of club for an individual to join.

If CC has had one single extremely controversial issue with which to deal in the last 5 - 10 years, the use of chess engines takes the #1 spot. These engines have become extremely strong and widely available. Some organizations allow (or at least tolerate) their use, while others have strict rules against them. A player wanting to win badly enough to cheat (if his club prohibits them) by using one has only a negligible chance of getting caught, assuming he does nothing stupid like doubling his rating in just a few months. Many aspects of CC, therefore, rely on the "honor system" for enforcement. The inability to enforce restrictions against chess engine use has resulted in some clubs abandoning these rules altogether. But rules against or not, what do you gain by allowing a machine to think for you? Not very much.

On the positive side of the CC picture, the Internet and e-mail have produced a boom in CC participation. Organizations such as the IECC and IECG owe their very existence to the Internet. Even the venerable old ICCF has an e-mail section that continues to grow at the expense of postal tournaments. E-mail will eventually come to dominate CC, if it does not already. The future looks bright, but I hope we can avoid becoming addicted to silicon.

 

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