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Fairy chess is the area of chess composition in which there are some changes to the rules of chess. The term was introduced by Henry Tate in 1914. Thomas R. Dawson (1889–1951), the "father of fairy chess", [1] invented many fairy pieces and new conditions. He was also problem editor of Fairy Chess Review (1930–1951).
Although the term "fairy chess" is sometimes used for games, it is more usually applied to problems where the board, pieces, or rules are changed to express an idea or theme impossible in orthodox chess. [2] Variations on chess intended to create complete, playable games are more typically referred to as chess variants.
Types of changed rules in fairy chess problems include:
There are fairy chess problems that combine some of these changed rules.[ clarification needed ]
All entries in the world championships and in the FIDE Albums are divided into eight sections: directmates ( 2-movers , 3-movers and more-movers ), endgame studies, helpmates, selfmates, fairy chess, retros, and mathematical problems.
Books and pamphlets devoted to fairy chess: [3]
Periodicals devoted to fairy chess: [4]
Three-dimensional chess is any chess variant that replaces the two-dimensional board with a three-dimensional array of cells between which the pieces can move. In practice, this is usually achieved by boards representing different layers being laid out next to each other. Three-dimensional chess has often appeared in science fiction—the Star Trek franchise in particular—contributing to the game's familiarity.
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, 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.
Milan R. Vukcevich was a Yugoslav-American chemist, a grandmaster of chess problem composition and writer.
A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems. Compared to conventional pieces, fairy pieces vary mostly in the way they move, but they may also follow special rules for capturing, promotions, etc. Because of the distributed and uncoordinated nature of unorthodox chess development, the same piece can have different names, and different pieces can have the same name in various contexts as it can be noted in the list of fairy chess pieces.
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 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.
Caïssa is a fictional (anachronistic) Thracian dryad portrayed as the goddess of chess. She was first mentioned during the Renaissance by Italian poet Hieronymus Vida.
Checkless chess, also known as prohibition chess, is a chess variant where neither player may give check unless it is checkmate. All other rules are as in regular chess. The origin of the game is unknown, dating from the mid-19th century. The variant is a popular problem theme, usually requiring a fairy mate.
The grasshopper is a fairy chess piece that moves along ranks, files, and diagonals but only by hopping over another piece. The piece to be hopped may be any distance away, but the grasshopper must land on the square immediately beyond it in the same direction. If there is no piece to hop over, it cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture that piece. The grasshopper may jump over pieces of either color; the piece being jumped over is unaffected.
A joke chess problem is a puzzle in chess that uses humor as a primary or secondary 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.
This article covers computer software designed to solve, or assist people in creating or solving, chess problems – puzzles in which pieces are laid out as in a game of chess, and may at times be based upon real games of chess that have been played and recorded, but whose aim is to challenge the problemist to find a solution to the posed situation, within the rules of chess, rather than to play games of chess from the beginning against an opponent.
Thomas Rayner Dawson was an English chess problemist and is acknowledged as "the father of Fairy Chess". He invented many fairy pieces and new conditions. He introduced the popular fairy pieces grasshopper, nightrider, and many other fairy chess ideas.
A seriesmover is a chess problem in which one side makes a series of legal moves without reply at the end of which the other side makes a single move, giving checkmate or yielding stalemate, depending on the precise stipulation. Checks cannot be given except on the last move of the series. There are various types of seriesmover:
Dunsany's chess, also known as Dunsany's game, is an asymmetric chess variant in which Black has the standard chess army and White has 32 pawns. This game was invented by Lord Dunsany in 1942. It was published the same year in Fairy Chess Review and in Joseph Boyer's Nouveaux Jeux d'Echecs Non-orthodoxes.
The Problemist is a bimonthly chess problem magazine which has been in publication since January 1926. It originally had the subtitle "Proceedings of the British Chess Problem Society" but the words "Proceedings of" were dropped in January 1985.
In chess composition, a motif is basic element of a move in the consideration why the piece moves and how it supports the fulfillment of a stipulation. Any move may and often does contain multiple motifs. Some composition schools put specific emphasis on motivation in chess problems, especially strategical school and Slovak school.
Valerian Oniţiu was a Romanian chess problemist.
Wolf chess is a chess variant invented by Dr. Arno von Wilpert in 1943. It is played on an 8×10 chessboard and employs several fairy pieces including wolf and fox – compound pieces popular in chess variants and known by different names.
The ferz or fers is a fairy chess piece that may move one square diagonally. It was used in orthodox chess and in Shatranj form of chess before being replaced by the queen.
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