CHESMAYNE

Eternaly                                                                     “Carolina Moon” Acker Bilk

Check simple, + or, +CH

Checkmate simple, ++ or, ++CM 

Quiz no.1 Quiz no.2 Quiz no.3 Quiz no.4 Quiz no.5 Quiz no.6

  

French:
Discovered check - échec à la décourverte
Double check - échec double
Perpetual check - échec perpetuel
To give check - faire échec
To give checkmate - faire mat

Check and Checkmate.   +CH and ++CM: chess is a war game and the whole point of the exercise is to capture or kill the KI.    However, regicide is not permitted in the game of KIs.   It is a fundamental law of chess that the KI can never be captured (* in Chesmayne the ‘asterisk’ symbol is used to indicate capture), whenever a direct attack is made upon him by your opponent.   The KI must be warned of this danger, immediately!   Shah’ is Persian for ‘ruler’ or ‘KI’, and ‘mat’ is Persian for ‘helpless’ or ‘defeated’.   Over the centuries Shah-mat has become checkmate.   Up to the beginning of the 20th century it was mandatory to announce check.   Up to the 19th century it was mandatory to announce +CH to the QU or ‘gardez’ when the QU was attacked.   In the past, if the KI and another piece were simultaneously attacked, it was the norm to announce this fact by saying check to both pieces.   At one time an unannounced check could be ignored! 

 

             The KI is in +CH from the BS.   Solution: KT-A04*B02-BS. 

 

 

When the KI is directly attacked.   The game is lost unless the KI can be moved out of check, or another piece can be placed between the KI and the attacking piece, or the attacking piece can be captured.    The act of attacking one’s opponent’s KI.  When +CH takes place, a player usually will call out “check” to h/er opponent so that s/he is aware of the threat.   See the check [link] section of the tutorial.   An attack on the KI.   In games between inexperienced players it is usual to announce “+CH” to your opponent when attacking h/er KI.     If you play in adult tournaments you will find that your opponents will probably not do this, expecting you to see for yourself if you are in check.   The act of attacking the opponent’s KI.    When check takes place, a player usually calls out “check” so the opponent is aware of the threat.    The opponent must get out of check on the next move, either by moving the KI, capturing the attacking piece, or moving another piece between the KI and the attacking piece.  

KI is in +CH from the BS on B02.  Solution: Interpose ie, RO-D08/D04. 

 

 

KI is in +CH from the BS.   Solution: KI-E05/F04. 

 

There are three ways to get out of check…

01 Move your KI.

02 Interpose with another MP/mp. 

03 Capture the checking MP/mp. 

chess gif

If none of the above three escapes from check are available, your KI is ++CM.  An attacking move on the KI-GE-RE etc.   The elementary and commonest form of attack on the enemy KI is the simple threat arising from a check.  The :fk (fork) involving a +CH, for example, is nothing but a double attack on the KI and another MP/mp.   The possibility of +CH must be considered above all during the calculation of a series of forcing moves.    In addition to the usual checks, which can have a greater or lesser effect, there are other special types of +CH, namely… 

01 Check (simple): +CH

02 Discovered Check: +DC

03 Double Check: +DO

04 Perpetual Check: +PC

05 Pendlum Check: +PE

 

Rapid checkmate

See notation symbols.  Symbol: +CH.   The KI is attacked.   A move that attacks the enemy KI.   +CH is a move threatening to capture the KI.   Since losing him means the end of the game, the KI must be saved immediately.   Players are also not allowed to make a move that would open their KI to +CH.   By placing your KI on the same diagonal as a KT with one intervening cell between them you cannot be placed in +CH again under three moves!  

01 French: Echec.   02 German: Schach!   03 Italian: Scacco.   04 Spanish: Jaque. 

Is the position below ++CM?    Certainly not!    B-KT can capture A-QU1.    Always look at the position carefully before you play a move you think is checkmate.    If your adversary says “Checkmate”, look carefully to see if you can find a way out of your dilemma.  

 Check

See main text (Major Pieces).   An attack on the KI-GE-RE etc.   A player cannot castle when in +CH.   ++ or ++CM: the game ends when the KI-GE-RE etc cannot get out of +CH.   The enemy KI cannot be captured.   He can only be ‘attacked’ (he can be threatened by capture on the next move).   This occurs when an enemy MP or mp threatens the cell in which the KI resides.   When the KI is attacked by an enemy MP or mp, then one says that the KI is ‘in check’.   The player whose KI is in +CH must parry the +CH with the next move.    If the +CH cannot be parried then the KI is ++CM and the player who has checkmated the enemy KI wins the contest.  Claiming a +CH which does not in fact exist or a non-existent ++CM is of no consequence.   A MP or mp blocking a +CH to the :A-KI can itself give +CH to the :B-KI.   +CH can be parried by moving the KI to a cell which is not threatened by an enemy MP or mp, by capturing the MP/mp which is checking the KI, by placing one of your own MPs/mps on one of the cells lying between the KI and the attacking MP.   This is not possible if the +CH comes from a KT, VC, CN or, in the case of a +DO.  

 Checkmate

 

 Checkmate

 

 Checkmate

            There is a paradox in chess - the KI cannot actually be captured!  A KI can be put in +CH.   If he cannot get out of a +CH position then the game is lost.    The KI is the most important of the MPs and can only move one cell in any direction.    This is a salutary restriction, designed to keep him close to home, where he is less liable to attack than on the open battlefield.   This MP is said to be ‘attacked’ when your opponent has one or more MPs/mps so placed that on their next move they could capture him.   He is said to be ‘defended’ or ‘protected’ if a MP/mp of his own army can recapture the attacker.  An undefended MP/mp who is attacked is said to be ‘en prise’, literally translated from the French ‘in grasp.   A player is not compelled to defend against an attack except when it is the KI who is threatened.   In such a case, the attacker should draw attention to the attack by calling +CH.     In reply, only moves which get the KI out of +CH are admissible.    The commonest form of attack on the enemy KI is the simple threat arising from a +CH.   The :fk (fork) involving a +CH, for example, is nothing but a double attack on the KI and another MP/mp.   The possibility of +CH must be considered above all during the calculation of a series of forcing moves.  

Double check, +DO

            The +CH is a means of pursuing the KI but it is also a weapon that can be used to capture new enemy MPs/mps.   This tactic can create havoc in the enemy camp and often leads to the loss of high caliber MPs.    Removal of a blocked MP/mp to a different cell can put the KI in +CH.   Usually the KI has to move, or another MP/mp must be interposed between the opposing combatant that is checking the KI.  Whatever happens, usually the MP that caused the +DO (double) goes on to capture material.    The objective is to use the +CH to snatch new material from your opponent.   An unsupported MP/mp in enemy territory can be captured using such combinations.   Even QU1 or other MP can be in danger when unsupported.  

            +CH can also be used to undermine the support of one MP for another.   Sometimes the power of +CH can force a mp through to the promotion cell.   The +DO (double) tactic occurs when two MPs +CH the opposing KI simultaneously.    Because both MPs cannot be captured the KI has to move elsewhere on the board.   +DO (double) occurs when the KI is checked by two different MPs.    +DO (double) is nothing other than a +DC (discovered) where the discovering MP itself gives +CH at the same time.   It is obviously more effective than other +CHs.   You cannot defend yourself against it by either interposing a MP/mp or capturing one of the checking MPs with a MP other than the KI.    The KI in +CH is obliged to withdraw from the cell on which he stands.   Also, +DO (double) is given almost without exception by MPs that have different ways of moving.    This rule knows only two exceptions, which arise out of the regulations covering taking ‘en passant’ and PA promotion.   +DO (double) is frequently put to use for the purpose of bringing about a direct ++CM. 

Discovered check, +DC

The +DC (discovered) is a superb form of the +CH.   This type of +CH, which in most cases is very effective, occurs when a MP opens the line of the checking MP by moving away.    Their positioning before executing the +DC (discovered) is sometimes termed a ‘battery’ (:by) and is particularly common in the field of problem chess.   It should be noted here the difference between a ‘battery’ (:by) and a :pn (pin).    In what way lies the extraordinary effectiveness of +DC?   The discovering MP can capture enemy MPs/mps that are defended several times over because your opponent must respect the +CH.    Occasionally, instead of the direct capture of an enemy MP/mp, it is even more effective for the discovering MP to threaten a MP of higher value.   Decoying the KI is a very common method of enforcing a +DC.   +DC (discovered) by an advanced-passed-PA (:ap-PA) is a motif that occurs very often. 

+PC - Perpetual Check

Sometimes the +DC can be used even more effectively for the purpose of a direct ++CM attack.   An interesting example which occurs frequently in practical play, is a series of +DCs (discovered), the so-called ‘pendulum’ (+PE).    In this the +DCs are repeated by discoveries by one and the same MP, which either capture enemy MPs/mps with gain of tempo or creates strong threats by changing position.   There is also the discovered-attack that is combined with a +CH.   In this, one MP opens the line of attack of another MP ie, for the purpose of threatening an unprotected MP/mp or a MP of higher value and gives +CH at the same time.   Your opponent is compelled to cover the +CH and therefore cannot thwart the attack by the other MP.  

Delivering ++CM

The ultimate object of the game is to deliver checkmate to the opposing KI and for this it is usually necessary to have a superiority of forces.   The method of checkmate is always based on the principle of limiting the number of possible moves for the opposing KI.   QU1 is a very powerful MP and it is easy to administer checkmate with her aid, but since QU1 is only one unit and therefore covers only one field of action, QU1 must be helped in her task by one or more of the other MPs including the KI.   This leads us to a fundamental rule in the endgame - always use your KI as much as possible.   The way to checkmate depends on confining the opposing KI to as few cells as possible.   This can be done by limiting the opposing KI to the top four ranks, then to three ranks - two - one, and then ++CM.   You use QU1 or other MP to force the KI to rank-8.  

Thirty eight +CHs occurred in a row between Westerinen and Tal (1969). 

Check and Mate, the 1947 ballet by Sadlers Wells

Click on the pictures for a larger version

The ‘keywords’ below may be found in this dictionary

                                           CHECK Symbols

+ = plus sign - the abbreviation for ‘check’ 31:01

+CH = Check (simple) 31:02

+DC = Discovered check 31:03

+DO = Double check - Royal Battery Check 31:04

+DD = Double Discovered Check 31:05

+FC = Family Check 31:06

+PC = Pendulum Check 31:07

+PE = Perpetual Check 31:08

+CC = Cross Check 31:09

+DRCC = Direct Return Capture Check 31:10

+SCH = Spite Check 31:11

BATTERY 31:12

+RO = CHECK-ROOK. 31:13

DAGGER 31:14

DIRECT RETURN CAPTURE CHECK (Symbol, +DRCC) 31:15

FACER +FA 19:45

HOMONYM 31:46

SPITE +CH (Symbol: +SCH) 31:47

USELESS CHECK 31:48

PARRY 31:49

CHECKMATE Symbols

++ = double plus sign - the abbreviation for ‘checkmate’ 32:01

++CM = Checkmate (simple) 32:02

++CMA = Announced Checkmate 32:03

++ACM = Arabian Checkmate 32:04

++DCM = Dilaram’s Checkmate 32:05

++DCMP = Direct Checkmate Problem 32:06

++DC = Discovered Checkmate 32:07

++DO = Double Checkmate 32:08

++DD = Double Discovered Checkmate 32:09

++SM = Smothered Checkmate 32:10

++ST = Stalemate 32:11

++DR = Draw (simple) 32:12

++PDR = Pendulum Draw 32:13

++TR = Threefold Repetition of position (++DR) 32:14

++DRR = Draw by Repetition of moves - (three times) 32:15

++DR50 = Draw after 50 move rule (see ‘draw’ in dictionary) 32:16

++AD = Agreed draw 32:17

++CR = Cognovit Resignation 32:18

++GMD = Grandmaster Draw 32:19

++RS = Resigned 32:20

++EPU = E Pluribus Unum (++CM by a mp) 32:21

++CMK = Checkmate by a knight (KT, KM, SB etc) 32:22

++BYL = By-Your-Leave (a request to ++RS a game) 32:23

++BR = Back Rank Checkmate 32:24

++BK = Bare King Checkmate 32:25

++CME = Epaulet Checkmate (by QU1, RO1 or RO2) 32:26

++BC = Boden’s Checkmate (++CM by two BSs at the boards edge 32:27

++FCM = Fools ++CM.   Shortest possible game on any

level 32:28

++SCM = Scholar’s Checkmate 32:29

++MV = Medinese Victory (see ++BK) 32:30

++MC = Mirror Checkmate 32:31

++MS = Mirror Stalemate 32:32

++SE = Selfmate (Suimate) 32:33

++LT = Loses-on-time 32:34

++ICM = Ideal Checkmate 32:35

++PM = Pseudo Checkmate.   Your opponent can only

delay ++CM by a series of blocking moves 32:36

++FM = Forced Checkmate: your opponent has already played a series of moves which have forced the winning move 32:37

++WN = Win32:38

++LS = Loss 32:39

++OD = Offered Draw 32:40

++ANCM = Anastasia’s Checkmate 32:41

++GBK = Great Bare KI 32:42

ABORT 32:43

AMOV 32:44

ANASTASIA’S CHECKMATE (symbol, ++ACM) 32:45

ARABIAN ++CM (Symbol, ++ACM) 32:46

AUDLEY 32:47

:bt 32:48

BY-YOUR-LEAVE (++BYL) 32:49

CEDE (++RS) 32:50

CLEAN SCORE 32:51

COGNOVIT (++CR) 32:52

CONGEE 32:53

DEBACLE 32:54

DOLOROUS BLOW (++CM) 32:55

DRAW (symbol, ++DR) 32:56

DRAWN POSITION :dp 32:57

ENFEOFF 32:58

EPUALETTE CHECKMATE (symbol, ++CME) 32:59

EXPUGNABLE 32:60

FAINS-FAINITES 32:61

FIFTY (50) MOVE RULE (Symbol, ++DR50) 32:62

FLAG 32:63

FOOL’S CHECKMATE (Symbol, ++FCM) 32:64

GAME (Symbol, ++WN) 32:65

GAME POINT 32:66

GRANDMASTER DRAW (Symbol, ++GMD) 32:67

GREE 32:68

HARE AND THE TORTOISE (the) 32:69

HONOURS OF WAR 32:70

KAYO - K.O 32:71

KER-RUNCHED 32:72

LOSE ON TIME (Symbol, ++LT) 32:73

LOSS (Symbol, ++LS) 32:74

MEDINESE VICTORY (Symbol, ++MV) 32:75

MIRROR ++CM (Symbol, ++MC) 32:76

MIRROR ++ST (Symbol: ++MS) 32:77

MISERE 32:78

PARTIE (Symbol, ++WN) 32:79

PENDULUM DRAW (Symbol ++PDR) 32:80

PLUS 31:81

QUIT (++RS) 32:82

REPETITION OF POSITION (++TR) 32:83

RESIGN (++RS) 32:84

SCHOLAR'S ++SCM (:L01) 32:85

SCHOOL 32:86

SMOTHERED CHECKMATE (Symbol, ++SM) 32:87

STALE-STALEMATE (Symbol, ++ST) 32:88

STUDY 32:89

SUIMATE (Symbol: ++SE) 32:90

SWINDLE (Symbol, :sw) 32:91

VALEDICTION 32:92

WHITEWASH 32:93

WIN (Symbol ++WN) 32:94

AGREED DRAW (Symbol, ++AD) 32:95

CREEPING MOVE 32:96

CRITICAL POSITION 32:97

GAMMON 32:98

GREAT BARE KING (symbol, ++GBK) 32:99

LITTLE BARE KING 32:100

PERFECT SCORE 32:101

PHILIDOR'S LEGACY 32:102

REMUS 32:103

++HM:B-03 Helpmate

++HST:B Help ++ST

Longest series of checks: 48

Behm - Hitselberger, Racine (Wisconsin) 1986


1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 O-O 6.Be2 e5 7.d5 Nbd7 8.Bg5 h6 9.Bd2 Nc5 10.Qc2 a5 11.O-O Ne8 12.Qc1 Kh7 13.Ne1 f5 14.exf5 gxf5 15.Nd3 b6 16.Nxc5 bxc5 17.f4 e4 18.Be3 Nf6 19.Qd1 Bd7 20.h3 Qe8 21.g4 fxg4 22.hxg4 Nxg4 23.Bxg4 Bxg4 24.Qxg4 Bxc3 25.Kf2 Bxb2 26.Rab1 Bd4 27.Rg1 Qf7 28.Rh1 Qxf4+ 29.Qxf4 Rxf4+ 30.Ke2 Bxe3 31.Kxe3 Raf8 32.Rb7 Rf3+ 33.Ke2 R8f7 34.Rg1 Ra3 35.Rb8 Rxa2+ 36.Ke3 Rc2 37.Rgg8 Rf3+ 38.Kxe4 Rcc3
39.Rh8+ Kg6 40.Rbg8+ Kh5 41.Rxh6+ Kxh6 42.Rg6+ Kh5 43.Rg5+ Kh4 44.Rg4+ Kh3 45.Rh4+ Kg2 46.Rh2+ Kf1 47.Rh1+ Ke2 48.Re1+ Kd2 49.Re2+ Kc1 50.Re1+ Kb2 51.Rb1+ Ka2 52.Rb2+ Ka3 53.Ra2+ Kb3 54.Ra3+ Kxc4 55.Ra4+ Kb3 56.Ra3+ Kc2 57.Ra2+ Kd1 58.Rd2+ Ke1 59.Re2+ Kf1 60.Re1+ Kg2 61.Rg1+ Kh3 62.Rh1+ Kg4 63.Rh4+ Kg5 64.Rg4+ Kf6 65.Rg6+ Ke7 66.Re6+ Kd7 67.Re7+ Kc8 68.Rxc7+ Kb8 69.Rb7+ Kc8 70.Rc7+ Kd8 71.Rd7+ Ke8 72.Re7+ Kf8 73.Re8+ Kf7 74.Re7+ Kg8 75.Rg7+ Kf8 76.Rg8+ Ke7 77.Re8+ Kf6 78.Re6+ Kg5 79.Rg6+ Kh4 80.Rg4+ Kh3 81.Rh4+ Kg2 82.Rh2+ Kf1 83.Rh1+ Kf2 84.Rf1+ Ke2 85.Re1+ Kd2 86.Rd1+ Kc2 0-1

 

Greatest number of checks: 141 (100 by White; 41 by Black)

Wegner - Johnsen, Gausdal 1991


1.d4 d5 2.c4 e6 3.Nf3 c5 4.cxd5 exd5 5.Bg5 Be7 6.Bxe7 Nxe7 7.dxc5 Nbc6 8.e3 Qa5+ 9.Nbd2 Qxc5 10.Nb3 Qb6 11.Be2 Bg4 12.O-O Bxf3 13.Bxf3 O-O 14.Qd2 Rfd8 15.Rfd1 Ne5 16.Nd4 N7c6 17.Be2 Rac8 18.Nxc6 Rxc6 19.Rac1 Rxc1 20.Qxc1 h6 21.Qd2 Qg6 22.Qc3 Qd6 23.h3 a6 24.Rd2 Kh7 25.Qc2+ g6 26.Qd1 Qc5 27.Bf1 Kg7 28.b3 Kh7 29.g3 d4 30.exd4 Rxd4 31.Rxd4 Qxd4 32.Qxd4 Nf3+ 33.Kg2 Nxd4 34.f4 Kg7 35.Kf2 Kf6 36.Bd3 h5 37.Ke3 Nf5+ 38.Kf3 Nd6 39.b4 Ke6 40.g4 hxg4+ 41.hxg4 Kd5 42.Ke3 Nc4+ 43.Bxc4+ Kxc4 44.Ke4 Kxb4 45.Ke5 Ka3 46.Kf6 b5 47.f5 gxf5 48.gxf5 b4 49.Kxf7 Kxa2 50.f6 b3 51.Kg7 b2 52.f7 b1Q 53.f8Q Qg1+ 54.Kh6 Qe3+ 55.Kh5 Qe5+ 56.Kh6 Qe6+ 57.Kh5 Qd5+ 58.Kh6 a5 59.Qf2+ Kb3 60.Qg3+ Kb4 61.Qb8+ Kc5 62.Qa7+ Kb5 63.Qb8+ Ka6 64.Qc8+ Kb6 65.Qb8+ Qb7 66.Qd8+ Qc7 67.Qd3 Qf4+ 68.Kh7 Qh4+ 69.Kg6 Qg4+ 70.Kh6 Qf4+ 71.Kh7 a4 72.Qb1+ Kc5 73.Qc2+ Qc4 74.Qf2+ Qd4 75.Qc2+ Kb4 76.Qb1+ Ka3 77.Qc1+ Qb2 78.Qc5+ Ka2 79.Qc4+ Qb3 80.Qe2+ Ka1 81.Kh6 Qb6+ 82.Kh5 Qc5+ 83.Kh6 a3 84.Qd1+ Kb2 85.Qd2+ Kb3 86.Qd3+ Kb4 87.Qd2+ Kb5 88.Qd3+ Kb6 89.Qd8+ Kc6 90.Qe8+ Kc7 91.Qf7+ Kb6 92.Qb3+ Ka5 93.Qa2 Ka4 94.Kh7 Qh5+ 95.Kg7 Qg5+ 96.Kh7 Qf5+ 97.Kg7 Qd3 98.Kh6 Kb4 99.Kh5 Qc4 100.Qd2+ Kb5 101.Qd7+ Ka5 102.Qd2+ Qb4 103.Qd8+ Qb6 104.Qa8+ Kb4 105.Qe4+ Kc3 106.Qe1+ Kb2 107.Qd2+ Ka1 108.Qd1+ Ka2 109.Qc2+ Qb2 110.Qc4+ Qb3 111.Qe2+ Kb1 112.Qe1+ Kb2 113.Qe2+ Qc2 114.Qe5+ Kb1 115.Qe1+ Ka2 116.Qe6+ Qb3 117.Qe2+ Kb1 118.Qe1+ Kb2 119.Qf2+ Qc2 120.Qf6+ Qc3 121.Qf2+ Kb3 122.Qb6+ Ka4 123.Qb1 Qh3+ 124.Kg5 Qg2+ 125.Kh5 Qd5+ 126.Kh6 a2 127.Qc2+ Kb5 128.Qb2+ Kc6 129.Qc3+ Kd7 130.Qg7+ Kd8 131.Qa1 Qd2+ 132.Kh5 Kc7 133.Qe5+ Kc6 134.Qe8+ Kc5 135.Qc8+ Kb4 136.Qb7+ Ka4 137.Qc6+ Kb3 138.Qb5+ Qb4 139.Qd3+ Ka4 140.Qd1+ Qb3 141.Qd4+ Kb5 142.Qd7+ Ka6 143.Qc8+ Ka5 144.Qd8+ Kb4 145.Qd6+ Kc4 146.Qe6+ Kc3 147.Qe5+ Kc2 148.Qe4+ Qd3 149.Qa4+ Kb1 150.Qb4+ Kc1 151.Qc5+ Kd1 152.Qg1+ Kd2 153.Qg5+ Ke1 154.Qh4+ Kd1 155.Qa4+ Qc2 156.Qd4+ Ke2 157.Qg4+ Kf1 158.Qf3+ Kg1 159.Qg3+ Kh1 160.Qf3+ Qg2 161.Qd1+ Kh2 162.Qd6+ Kg1 163.Qc5+ Qf2 164.Qg5+ Kh1 165.Qd5+ Kh2 166.Qe5+ Kh3 167.Qc3+ Qg3 168.Qa1 Qf3+ 169.Kh6 Qe3+ 170.Kg6 Qb6+ 171.Kh5 Qa5+ 172.Kg6 Qd2 173.Kh5 Kg2 174.Qg7+ Kh2 175.Qe5+ Kh1 176.Qa1+ Kg2 177.Qg7+ Kh3 178.Qa1 Qd5+ 179.Kh6 Qe6+ 180.Kh5 Kg3 181.Kg5 Kf2 182.Kh5 Qh3+ 183.Kg6 Qg2+ 184.Kf6 Qf3+ 185.Kg6 Qg3+ 186.Kf6 Qf4+ 187.Kg6 Qd6+ 188.Kg5 Qd8+ 189.Kh5 Qa5+ 190.Kg6 Qa6+ 191.Kh5 Qb5+ 192.Kh6 Qb6+ 193.Kh5 Qc5+ 194.Kh6 Qd6+ 195.Kg5 Qd5+ 196.Kg6 Ke3 197.Qe1+ Kd3 198.Qd1+ Kc4 199.Qc2+ Kb5 200.Qb2+ Kc6 ½-½
 

Longest mutual series of checks: 5

 
Van Mil - Kas 
Budapest 1985 
1.Rxd5+ Qxd5+ 2.Nge4+ Qxe4+ 3.Nxe4+ and White won

 
Blees - Plachetka 
Copenhagen 1985 
48.Qxf7+ Qg7+ 49.Qg6+ Qxg6+ 50.hxg6+ and White won

In a problem, a series of 37 consecutive mutual checks has been achieved.   See the story Check! elsewhere on this site.  

 

From: Chess Kids Home Page

Below: If your KI is attacked by an enemy MP/mp you are said to be in ‘+CH’.   You are obliged to escape +CH immediately if you can do so.   In this position :A has moved a RO to +CH the B-KI.     B-KI has to move to F07 to escape  – immediately – a safe cell. 

 

Below: B-KI is in +CH from A-RO on cell A08.   In this example there is no safe cell for B-KI – can you see why?    If you find yourself in +CH from a QU, RO or BS you can escape by blocking the +CH – putting a piece in the way of the attacker.    Here, B-BS moves to cell G08 thus blocking the +CH from A-RO. 
 
 

Below:  a good way of escaping +CH is to capture the offending combatant that is placing your KI in check.   In this example B-KI cannot move to a safe cell or block the +CH from A-RO.    However, B-BS can capture A-RO on A08. 

 

Below: in this diagram B-KI cannot move to a safe cell, block the +CH by placing a piece in the ROs line of fire and cannot capture the RO that is giving the +CH.   What’s up?    This is ++CM – just in case you were wondering?.    :A has won the game. 

 

Below: can B-KI move to G08?   If B-KI did so, A-RO would be able to capture him – this is not allowed – you cannot place a KI in +CH.   :A can only achieve ++CM by trapping the enemy KI with A-RO and A-KI together at the top of the board. 

 

Below: B-BS is shielding B-KI from +CH by A-RO.  The Bishop cannot be moved as this would leave B-KI in +CH.   B-BS is pinned. 

 

 

See how it works.   B-KI is on cell E08 of Rank-08 - the edge of the board.   A-QU is on cell E07 and is defended by A-KI on cell E06.   It’s checkmate [++CM].   If you have KI and QU versus KI you can head for this position, but be careful to avoid Stalemate.   Visit the movie theater for an example of how to do this –

RETURN TO MOVIE MENU ?

 

 

In the examples below :A is to ++CM in 1 move. 

Diagram–01 and 02 below:

 

Diagram–03 and 04 below:  

    

Diagram–05 and 06 below:

    

Diagram–07 and 08 below:

    

Diagram–09 and 10 below:

    

 

In the examples below :A is to ++CM in 1 move. 

Diagram–11 and 12 below:

  

Diagram–13 and 14 below:

    

Diagram–15 and 16 below:

    

Diagram–17 and 18 below:

    

Diagram–19 and 20 below:

    

Diagram–21 and 22 below:

    

Diagram–23 and 24 below:

    

Diagram–25 and 26 below:

    

Diagram–27, 28, 29 and 30 below:

      

Diagram–31 and 32 below:

    

Diagram–33 and 34 below:

    

Diagram–35 and 36 below:

    

Diagram–37 and 38 below:

    

Diagram–39 and 40 below:

    

Diagram–41 and 42 below:

    

Diagram–43 and 44 below:

    

Diagram–45 and 46 below:

    

Diagram–47 and 48 below:

    

Diagram–49 and 50 below:

    

 

 

 

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