Chess puzzle

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A 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.

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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. Examples include deducing the last move played, the location of a missing piece, or whether a player has lost the right to castle. Sometimes the objective is antithetical to normal chess, such as helping (or even compelling) the opponent to checkmate one's own king.

Chess problems

While a chess puzzle is any puzzle involving aspects of chess, a chess problem (or chess composition) is a crafted position with a specified task to be fulfilled, such as White mates in n moves. Chess problems are divided into orthodox and heterodox types, both covering a variety of genres.

Orthodox problems employ the standard rules of chess and involve positions that can legally arise from actual gameplay. The most common form of orthodox problem is the directmate, which stipulates checkmate in n moves, usually two or three. The positions are often dissimilar to positions from actual play, sometimes to the extent of being outlandish in comparison. The key move is usually counter-intuitive. Despite their unusual stipulations, helpmates and selfmates are usually considered orthodox problems, as they use standard chess rules. Likewise, retrograde analysis problems are usually considered orthodox.

Heterodox problems, also called fairy chess problems, involve altered rules, such as different boards and pieces not used in standard chess.

Tactical puzzles

Chess puzzles can also be regular positions from actual games, usually meant as tactical training positions. They can range from a simple "Mate in one" combination to a complex attack on the enemy king. Solving tactical chess puzzles is a very common chess teaching technique. They are helpful in pattern recognition.

Example 1

Puzzle 1: Black to play and win Lichess funny.gif
Puzzle 1: Black to play and win

The solution is 1...Qf2!, attacking the f1-rook; 2.Rxf2 would incur a back-rank checkmate after 2...Rd1+. If 2.Rg1, 2...Bc5 sets up a battery targetting g1, where White can stop checkmate only by moving the c1-bishop to connect rooks . Since the only two squares available to the bishop are controlled by the black queen, loss of the bishop is unavoidable. White's best try is 2.Be3, giving up the bishop immediately, but leaving Black an easily won position .

Example 2

Puzzle 2: White to play and win Lichess funny II.gif
Puzzle 2: White to play and win

The solution is 1.Ne6+!, unblocking White's h4-bishop and g1-rook. Black's f-pawn must guard the g6-bishop, preventing ...fxe6 in almost all variations; thus, if the black king moves after 1.Ne6+, then 2.Qxf6 leaves Black down a piece and in a mating net . 1...Kh7 and 2...Rhg8 defending the bishop allows for 3...fxe6, but White's attack is insurmountable, with prospects of opening the h-file with Bg5 and of Bxe6. White can force mate in less than 13 moves against any alternative to 1...Qxe6, which sacrifices material to blunt White's attack.

Mathematical chess problems

Some chess problems, like the eight queens puzzle or the knight's tour problem, have connections to mathematics, especially to graph theory and combinatorics. Many famous mathematicians have studied such problems, including Euler, Legendre, and Gauss. Besides finding a solution to a particular puzzle, mathematicians are usually interested in counting the total number of possible solutions, finding solutions with certain properties, and generalization of the problems to n×n or rectangular boards.

See also

Related Research Articles

Chess strategy is the aspect of chess play concerned with evaluation of chess positions and setting goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares. Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances, which tend to persist for many moves, from dynamic imbalances, which are temporary. This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to ultimately decide the outcomes of games more often than strategy. Many chess coaches thus emphasize the study of tactics as the most efficient way to improve one's results in serious chess play.

<span class="mw-page-title-main">Chess problem</span> Chess composition whose solution is a mate or other clear objective

A chess problem, also called a chess composition, is a puzzle created by the composer using chess pieces on a chessboard, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between Black and White, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are unrealistic in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems.

This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.

A Babson task is a directmate chess problem with the following properties:

  1. White has only one key, or first move, that forces checkmate in the stipulated number of moves.
  2. Black's defences include the promotion of a certain pawn to a queen, rook, bishop, or knight.
  3. If Black promotes, then the only way for White towards a forced checkmate in the stipulated number of moves is to promote a pawn to the same piece to which Black promoted.

This glossary of chess problems explains commonly used terms in chess problems, in alphabetical order. For a list of unorthodox pieces used in chess problems, see Fairy chess piece; for a list of terms used in chess is general, see Glossary of chess; for a list of chess-related games, see List of chess variants.

A Grimshaw is a device found in chess problems in which two pieces arriving on a particular square mutually interfere with each other. It is named after the 19th-century problem composer Walter Grimshaw. The Grimshaw is one of the most common devices found in directmates.

<span class="mw-page-title-main">Grid chess</span> Chess variant where every move must cross a grid line

Grid chess is a chess variant invented by Walter Stead in 1953. It is played on a grid board. This is a normal 64-square chessboard with a grid of lines further dividing it into larger squares. A single additional rule governs Grid chess: for a move to be legal, the piece moved must cross at least one grid line.

A 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. Although the two sides cooperate, all moves must be legal according to the rules of chess.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.

In chess, a discovered attack is a direct attack revealed when one piece moves out of the way of another. Discovered attacks can be extremely powerful, as the piece moved can make a threat independently of the piece it reveals. Like many chess tactics, they often succeed because the opponent would be unable to meet two threats at once unless one of the attacked pieces can simultaneously move away from its own attack and capture the other attacking piece. While typically the consequence of a discovered attack is the gain of material, they do not have to do this to be effective; the tactic can be used merely to gain a tempo. If the discovered attack is a check, it is called a discovered check.

<span class="mw-page-title-main">V. R. Parton</span> English chess variant inventor (1897–1974)

Vernon Rylands Parton was an English chess enthusiast and prolific chess variant inventor, his most renowned variants being Alice chess and Racing Kings. Many of Parton's variants were inspired by the fictional characters and stories in the works of Lewis Carroll. Parton's formal education background, like Lewis Carroll's, was in mathematics. Parton's interests were wide and he was a great believer in Esperanto.

<span class="mw-page-title-main">Cylinder chess</span> Chess variant

Cylinder chess is a chess variant. The game is played as if the board were a cylinder, with the left side of the board joined to the right side. Cylinder chess is one of six chess variants described by the Arabic historian Ali al-Masudi in 947.

The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.

In chess and other related games, a double check is a check delivered by two pieces simultaneously. In chess notation, it is almost always represented the same way as a single check ("+"), but is sometimes symbolized by "++". This article uses "++" for double check and "#" for checkmate.

Tsume shogi or tsume (詰め) is the Japanese term for a shogi miniature problem in which the goal is to checkmate the opponent's king. Tsume problems usually present a situation that might occur in a shogi game, and the solver must find out how to achieve checkmate. It is similar to a mate-in-n chess problem.

A 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, 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. Unlike in ordinary chess puzzles, joke problems can involve a solution which violates the inner logic or rules of the game.

<span class="mw-page-title-main">Checkmate pattern</span> Chess patterns

In chess, several checkmate patterns occur frequently enough to have acquired specific names in chess commentary. By definition, a checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black.

A mathematical chess problem is a mathematical problem which is formulated using a chessboard and chess pieces. These problems belong to recreational mathematics. The most well-known problems of this kind are the eight queens puzzle and the knight's tour problem, which have connection to graph theory and combinatorics. Many famous mathematicians studied mathematical chess problems, such as, Thabit, Euler, Legendre and Gauss. Besides finding a solution to a particular problem, mathematicians are usually interested in counting the total number of possible solutions, finding solutions with certain properties, as well as generalization of the problems to N×N or M×N boards.

<span class="mw-page-title-main">Outline of chess</span> Strategy board game

The following outline is provided as an overview of and topical guide to chess:

Chess on a really big board is a large chess variant invented by Ralph Betza around 1996. It is played on a 16×16 chessboard with 16 pieces and 16 pawns per player. Since such a board can be constructed by pushing together four standard 8×8 boards, Betza also gave this variant the alternative names of four-board chess or chess on four boards.