# Chess Problem Glossary

Algebraic Notation: The squares, pieces and moves are denoted like this:

 K = King Q = Queen R = Rook B = Bishop N = Knight x = capture o-o = K-side castle o-o-o = Q-side castle + = check # = checkmate

So the move Nxe5+ means a knight captures on the square e5 and gives check. If more than one knight can move to e5, then (in order of preference) we would say

• Ncxe5+ to mean the knight on the c-file,
• N6xe5+ to mean the knight on the 6th rank, or
• Nc6xe5+ to mean the knight on square c6.

A move without a letter (such as e4) is a pawn move. Pawn captures are written like this: ef means a pawn on the e-file captures on the f-file.

Construction Task: Construct a game (from the normal starting position) that results in the position shown. The game is only required to be legal, not plausible!

DON'T mate: White plays first, and must avoid checkmating whatever moves black makes. Black is trying to lose!

DON'T mate in 1: White must make a move that is not checkmate.

Draw: White moves first, and must eventually draw (or win) against any possible defence.

Mate: White moves first, and checkmates black against every possible defence.

Mate in 2: White moves first, and checkmates black on white's second move (or earlier) against any possible defence.

Mate in 3: White moves first, and checkmates black on white's third move (or earlier) against any possible defence.

Mate in 4: White moves first, and checkmates black on white's fourth move (or earlier) against any possible defence.

Mate in 5: White moves first, and checkmates black on white's fifth move (or earlier) against any possible defence.

Mate in 6: White moves first, and checkmates black on white's sixth move (or earlier) against any possible defence.

Retrograde Analysis: Establish a fact about what must have happened previously in the game in order to reach the given position. Unless stated otherwise, it could be either player's turn to move.

Selfmate: White moves first, and forces black to play a checkmate. Black tries to avoid checkmating!

Selfmate in 2: White moves first, and forces black to play a checkmate on black's second move (or earlier).

Selfmate in 3: White moves first, and forces black to play a checkmate on black's third move (or earlier).

Selfmate in 5: White moves first, and forces black to play a checkmate on black's fifth move (or earlier).

Win: White moves first, and must eventually win against any possible defence.