CHESMAYNE

Midi: My Elusive

 

 

 Annotate :an

 

01 To make notes about a game - comment - explaining.   To comment on a move/moves of a game.   They usually explain what happened during a contest and point out each error or good move as it occurred in play.   A precondition for victory is an error (:er) by your opponent at some juncture during a contest.  

Published commentary on a chess game.     Comments about a particular position in a chess game.   Sometimes variations are displayed in an annotation.  

Annotator: 01A: a “friendly guide” to the complexities of master play, who first cites the MCO column for the game under review, then remains silent until White is a RO ahead, and finally, points out how Black could have held out longer; alternately, someone whose grasp of chess books doesn’t extend beyond h/er library on the opening.

02A: a Grand Master of clichés.   Comments about the moves of a game.   Written comments about a game or position.   May include variations from the main line of play.  

02 Annotation: a verbal description of what occurred during a game.  They usually give the opening and defence adopted - errors (:er) - good moves (:gom), and other significant events during the contest.   Examples…….

 

01  .. = Two dots: attacks (threatened) eg, ..PA6 (Pawn-6 is attacked). 

02  QU1..BS1 (QU1 attacks BS1).   ..$D04 (cell D04 is attacked).  

03  * = To indicate a capture: BS2-$C03*F04-PA4 or, KT2-$G01*F03-GU3. 

04  - = [dash]  To separate the name of MP/mp from the move being made BS2-$D03/B05.   It is also used to indicate a captured MP/mp BS2-$D03*B05-PA2. 

05  ~~~ = Ad Libitum - Ad Lib.   See ‘Presa’. 

06  $ = [Dollar]  The $ symbol is used to indicate that the move is given in the Algebraic Notation (XY axis) eg, PA4-$D02/D04.   In the acentric notation the dollar symbol is not used ie, PA4-C03/A01 = PA4-$D02/DO4 (XY axis).   Used to distinguish the XY axis from the acentric notation. 

07  % = Castling (ie, Level-01, %K or %Q). 

08  %K = KI-side castling. 

09  %Q = QU-side castling. 

10  %G = GE-side castling. 

11  %R = RE-side castling.   N.B: it should be noted that a CN, SB, KM etc, can be used instead of a RO on a Chesmayne board.   This means that the KI would castle (%) with the CN, SB, KM, VC, RE etc. 

12  ++ = double plus sign - the abbreviation for ‘checkmate’.   Used in Chesmayne to indicate the ‘end’ of the game. 

13  + = Plus sign - the abbreviation for ‘check’. 

14  ++HM:B-03 Helpmate. 

15  ++HST:B Help ++ST. 

16  :& = The ampersand symbol is used to indicate an opening. 

17  &D, &G.  Defence or gambit.   See :L01 for list. 

18  :&O = Opening (see :L01). 

19  :&OV = Variation of Opening (see ‘Ossia’). 

20  :&G = Gambit. 

21  :&GV = Variation of Gambit. 

22  :&D = Defence. 

23  :&DV = Variation of Defence. 

24  ! = Best move/strong move. 

25  !! = A brilliant move/outstanding move. 

26  ? = A poor move. 

27  ?? = A losing move/blunder. 

28  # = Sharp symbol - promote mp ie, PA4-$E07/E08-#QU2. 

29  #$ = The promotion cell. 

30  = = Equal sign - equal position. 

31  / = Forward slash - the moving process - no capture. 

32  : = [Colon]  Commentator’s comment. 

33  > = Forward through blocker GU5-$E04>G06. 

34  >* = Forward capture through blocker GU5-$E04>*G06-GU4. 

35  < = Back through blocker GU5-$E06<E04. 

36  <* = Backward capture through blocker GU5-$E06<*E04-GU5. 

37  |> = Horizontal right through blocker FS3-$E05|F05. 

38  |< = Horizontal left through blocker. 

39  |>* = Horizontal right capture through blocker FS3-$E05|*F05-FS5. 

40  |<* = Horizontal left capture through blocker. 

 

 

 

 

 

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