CHESMAYNE

Chess Notation

american trilogy                                                                                                                                                        mack the knife

 

The record of your moves will not only help you remember and analyze the information contained in a particular game, they will also help you to be more creative in decision-making.   Chesmayne has a notation suitable to the different sized boards that can be used for play and is more suitable to the various arrays that are used to play the game.   The center four cells are A01, A02, A03 and A04 - this is B$A.   Next block out is B$B - B01 to B12.    The next block out is B$C - C01 to C20.    The largest block of cells on an 8 x 8 board is B$D - D01 to D28.    B$E, F, G, H, J, K etc are used on the larger boards.   The way in which the moves of the game are recorded.  Brevity, efficiency and active personal involvement are of crucial importance in successful noting during a game of chess.    The notation has been called the language of the game and a knowledge  of it is necessary for those who desire to appreciate the games of other players.  The ‘key’ to understanding printed games lies in understanding the symbols that are used to indicate the moves of the MPs/mps.

Chesmayne Notation for 8 x 8 board

Acentric and XY axis. 

The above diagram was produced using the ‘Zillions’ program.

B$A

= A01 to A04 – middle

B$B

= B01 to B12 - middle center

B$C

= C01 to C20 - outer center

B$D

= D01 to D28  - edge

 

:L01 - Traditional chess - Initial Starting Position - ISP.   Each side has eight PAs.

               

         Above: Traditional Chess ISP in the Chesmayne style/format

Frame of reference

Frame - Chesmayne: a block of cells, B$A, B$B etc.   Notation: a system of coordinates within which a particular set of conditions can be defined.   Note: each block of cells has 8 cells more than the previous block.  

Board Name

Cell of Blocks

Size

Total Number of cells

B$A

A01 to A04

02 x 02

004

B$B

B01 to B12

04 x 04

016

B$C

C01 to C20

06 x 06

036

Tori Shogi

 

07 x 07

049 Tori Shogi

B$D FIDE

D01 to D28

08 x 08

064 traditional board

Shogi

 

09 x 09

081 traditional Shogi

Chinese

 

09 x 10

090 traditional Chinese

QU

E01 to E36

10 x 10

100

Wa Shogi

 

11 x 11

121 ‘Wa’ Shogi

KI

F01 to F44

12 x 12

144 Chu Shogi

Empress

G01 to F52

14 x 14

196

Dai Shogi

 

15 x 15

225 ‘Dai’ Shogi

Emperor

H01 to H60

16 x 16

256

Final Frontier

J01 to J68

18 x 18

324

GO

 

19 x 19

361 GO

Galactic

K01 to K76

20 x 20

400

Cosmic

L01 to L84

22 x 22

484

Universal

M01 to M92

24 x 24

576

Note: the letter ‘I’ is not used in the Chesmayne notation so as not to confuse it with the number ‘1’. 

A new notation - cells

          A system of notation enables you to make a record of a game for future reference.   The squares are referred to as cells.   The board is split into blocks of cells originating at the center of the playing area - see diagram below.  

01    The four central cells are A01, A02, A03 and A04.  B$A. 

02    The middle-center cells are B01 to B12.  B$B. 

03    The next block comprises cells C01 to C20.  B$C. 

04    The outer block of cells on an 8 x 8 board are D01 to D28.   B$D. 

An 8 x 8 board has a cellular structure of 64 cells.  

Note: Algebraic Notation or XY axis [the $ symbol is used to indicate a cell].   The move d4 is simply indicated by $D04. 

Below:  Chesmayne Notation 8 x 8 board - Blocks of cells - A, B, C and D.

Different sized boards

A Chesmayne board may be 8 x 8, 10 x 9, 16 x 16 or any other combination of vertical and horizontal cells.   A board may be referred to as a stage, array, matrix or, grid.   

Name of Board and Size

01 Traditional 8 x 8 = 064 Western chess

02 Princess 9 x 9 = 081 Japanese chess

03 QU 10 x 10 = 100

04 Prince 11 x 11 = 121

05 KI 12 x 12 = 144

06 General 13 x 13 = 169

07 Empress 14 x 14 = 196

08 Subspace 15 x 15 = 225

09 Emperor 16 x 16 = 256

10 The Void 17 x 17 = 289

11 Final Frontier 18 x 18 = 324

12 Hyperspace 19 x 19 = 361

13 Galactic 20 x 20 = 400

14 Cosmic 22 x 22 = 484

15 Universal 24 x 24 = 576

 

Three notations may be used……. 

01 CHESMAYNE ALGEBRAIC NOTATION - used for any chessboard.   XY axis.

02  ACENTRIC NOTATION - used for 8 x 8, 10 x 10, 12 x 12, 14 x 14, 16 x 16. 

03  CENTRIC NOTATION - used for 7 x 7, 9 x 9, 11 x 11, 13 x 13, 15 x 15.

01 Two letters indicate the MP/mp which is moving (KI, QU, RO, BS, KT and PA).  See Monogram AZ list.  

02 After the two letters of the MP/mp comes the number of the MP/mp ie, QU1, KT1, KT2, BS1, BS2, RO1, RO2, PA1, PA2, PA3 etc.  The MPs/mps are numbered from left to right on a Chesmayne board. 

03 The KI is the only MP that is not numbered.  

04 Check is indicated by +CH.  

05 Capture is indicated by an asterisk (*).  

06 Castling on the KI-side is indicated by %K.

Castling on the QU-side is indicated by %Q.

07 Checkmate is indicated by ++CM.

08 The dollar symbol ($) is used to indicate that the Chesmayne XY Algebraic Notation is being used (XY axis) ie……. 

PA4-$DO2/D04.    d2 d4

09 No symbol is used to indicate that the acentric ‘Chesmayne Notation’ is used.    The move shown above is indicated……. 

PA4-C03/A01.   d2 d4

10 If for any reason you wish to stop halfway through a game, you should always record the position of the MPs/mps on the board.    Write down the position of each MP/mp using its monogram and number and then the cell of the board the MP/mp is on.  Record the :A MPs/mps and the :B.

11 Please see ‘Japanese Chess’ - Shogi - for a different type of notation (Centric as opposed to acentric).  

XY axis

The XY axis is a representation of the enduring principle which supports reality, as the spine supports the body, or a tent pole holds up a tent, (the central mound or omphalos).    The invisible principle which connects - or unites - mind with matter, without which there would be no order and which is unseen and intangible.    It is the force which triumphs over inertia, degeneration and decay.    The Djed column in Egypt signified all that was stable and enduring.    The Horn of Plenty, cornucopia and other bags, pots or jars which contain inexhaustible supplies.    Dance: the cycle of time and movement around the world axis.   

          With the MPs/mps lettered and numbered there can be no mistake as to which MP/mp moves to which cell.    Example……. 

RO1-$A01/D01 or,

RO2-$H01/D01. 

In the traditional chess notation some confusion can arise as to which RO moves and these two examples show that no mistake can occur due to the ROs being labeled RO1 and RO2.   The Chesmayne XY notation uses CAPITALIZED letters along the files of cells - A to H.    The ranks are numbered 1 to 8.  

The move pawn e2 e4 (traditional algebraic) = PA5-E02/E04.

The move knight g1 f3 (traditional algebraic) = KT2-G01/F03. 

% = percentage symbol, %K, %Q - indicates Castling (KI and RO etc). 

* = asterisk symbol indicates capture.  

# = sharp symbol - promote mp - ie, PA1-D07/D08#QU2 - PA1 becomes QU2. 

          You cannot read this book or make progress without being able to read and write the moves.    Traditional Algebraic or Descriptive notations are used by nearly all chess players.  Players are strongly advised to familiarize themselves with the Chesmayne notation.   Every move in a competition game must be recorded by each player.    The ‘Chesmayne Notation’ and the ‘Chesmayne XY Notation’ use the same symbols.    The diagrams in the text show how the Chesmayne Notation works in actual practice.   The name of each cell is the capitalized letter designating the file followed by the number of the rank (XY axis).    The MPs are placed on the board in the following manner (acentric notation)……. 

01 KI on $E01 - 02 QU1 on $D01 - 03 RO1 on $A01 - 04 RO2 on $H01

05 KT1 on $B01 - 06 KT2 on $G01 - 07 BS1 on $C01 - 08 BS2 on $F01

Traditional chess uses the symbol ‘x’ to indicate capture, but many Continental (European) players used a colon (:) for this purpose.    In Chesmayne we use the asterisk symbol (*).   The Chesmayne notation can be used in any language with their own monograms for the MPs/mps which are referred to as a ‘keymap’ of the MPs/mps – please see Monogram AZ list.    The moves are always written in columns for neatness.    In every game each player is provided with a score-sheet for recording the game.  When the game is finished each player must record the result on it, ie, 1-0 (++WN for :A), 0-1 (++WN for :B), 0.5-0.5 (drawn game) - sign both score-sheets and hand in a copy to the Arbiter, sometimes known as DOP (Director of Play).

01 There are different types of algebraic notation but the one usually used in traditional chess is called full-algebraic. 

02 When recording a move in a game of chess, however, the two letters for the Chesmayne MP/mp are written first plus its number and followed by the cell that the MP/mp occupied before the move - PA4-D02.

03 Next, a dash (-) is written.  This separates the name of the MP/mp from the move being made - PA4-.

04 If the move is a capture an asterisk (*) is written to signify that the MP/mp is moving to an occupied cell.    In traditional chess the symbol x (or, a colon :) is used -  PA4-D02*. 

05 To the right of the dash (-) or (x) or (:) is written the cell from which the MP/mp is moving - PA4-D02. 

06 This is followed by a forward slash (/) if no capture has taken place.  PA4-D02/D04.  

07 An asterisk (*) is inserted here, if a capture occurs.  PA4-D02*.  

08 Finally the cell into which the MP/mp is inserted.    PA4-$D02/D04.

09 Example PA4-$D02/D04 (no capture) or, PA4-$D02*D03 (capture).

10 :A moves are always recorded first, and then :B.

11 :A moves are indicated by 01A, 02A, 03A etc.

12 :B moves are indicated by 01B, 02B, 03B etc.

13 The moves are always written in columns and are never given in a horizontal fashion across the page which causes confusion for many players - see examples games elsewhere in this text?   

          Additional symbols are used in Chesmayne, to comment on moves and to describe special moves.  The most important of these symbols are listed below.  In competitions, chess players each use a form called a ‘score sheet’ for recording all the moves made during the game.   Some players also like to write on their score sheets the amount of thinking time they each take at various stages of the game (or even after every move).  The record of the moves should be uniformly neat.  The short Chesmayne algebraic can also be used if you are in a hurry to record your moves.  This method does not normally indicate the cell from which a MP/mp moves, nor does it include the asterisk (*).  

Example:

01 Full XY-Notation = 01A PA5-$E02/E04.

02 Short XY-Notation = E4.

Note that in both short and full XY-Notation that three dots are used before each move to indicate that :B has made a move ...01B PA4-$E07/E05.   The dots show that the :A (Alpha) move, which is always recorded first, has been omitted. 

:A-PA3-$C07/C08-#QU2 - in traditional chess this is indicated by c7-c8=Q.  

          A notation is a method of recording the movements of a game.  By using a standard notation you can replay your own games and replay all the famous contests of the past.    The ‘Chesmayne Notation’ is precise, economical and accurate.  Each cell in a file has a letter and number based on a matrix of alphabetical and numerical designations (hence, alphanumeric).  If a MP/mp lands in a cell, for example, $C08, there is no doubt into which cell it has been input.    The MPs/mps, depending on their particular scope, can move vertically, horizontally, diagonally, orthogonally and in other ways. 

Diagonal - File - Rank

D$

Diagonal

28:01

F$

File

28:02

R$

Rank

28:03

:cf

Closed File

28:04

:of

Open File

28:05

B$

Block of cells

28:06

Solution Symbols

:SOL-F

= Solution follows

33:01

:SOL-1

= Solution in 1 move

33:02

:SOL-2

= Solution in 2 moves

33:03

:SOL-3

= Solution in 3 moves

33:04

:SOL-4

= Solution in 4 moves

33:05

COOK

Symbol, :ck

33:06

On a D-array (8 x 8 board) the QUs are placed opposite each on F$D and the KIs take pride of place facing each other on F$E.   Codes enable you to make instant connections between different MPs/mps and their movements on the board.   In Chesmayne these codes take the form of letters and numbers.    Codes can save you a lot of time.   In Chesmayne a range of simple codes are used to represent the pieces, moves, elements and processes that frequently occur on the board.   Codes reinforce and enhance categorization and hierarchy through the simple application of colours, symbols, shapes and images.   If you scribble your moves they will hinder rather than help your memory.    CAPITALIZED printed letters have a more defined shape and are therefore easier for your mind to photograph.   The extra time spent printing is more than made up for by the advantages of rapid association and recall.   Printing also encourages brevity, and upper case letters are used to show the relative importance of what the monograms signify.   The list of moves in a column forms a skeleton for the flesh of the word.    It therefore provides organization and neatness which improves clarity and aids recall.  A properly set-up chessboard encourages internal clarity of thought and will also be more elegant, graceful and attractive. 

          In the Initial Starting Position (ISP) the :A MPs/mps are placed on R$01 and R$02 and the :B MPs/mps on the top ranks.   Each cell is defined by the combination of a letter and a number.    MPs and mps are numbered starting from the left-side of the board to enable tracking of their movements during a contest.   To the initial letters (monogram) of a MP/mp there is added the cell of departure and the cell of arrival. 

01 Thus: BS1-$D06/B02 means that Bishop-01 on $D06 is moved to $B02.  The forward slash indicates the moving process and that no capture has been made. 

02 PA1-$C02*D03 means that PA1 moves from $C02 to $D03 and the asterisk indicates that PA1 has made a capturing move.  With the cells of the Chesmayne board numbered and lettered, all one has to do to indicate a move is to state which MP/mp has moved to which cell.  

Starting position - ISP     :L02

Note that 8 Vanguards are used instead of Pawns.  

Print Chess Set   Print 8 x 8 Board  Print Guards

Please see ‘Guard’ in the dictionary (and print hardcopy of Guards to play with).  Just print, cut with sharp scissors, bend into a triangular shape and glue.  Simple! 

               

File

Most of the Chesmayne MPs/mps move in straight lines and their powers are simply grasped.    There are three obvious types of straight line on a board……. 

01 F$ A file of cells running up-and-down the board. 

02 R$ A rank of cells running from side-to-side. 

03 D$ The diagonal lines of cells of the same colour running at 45 degree angles to the ranks and files.  

04 B$ Refers to a block of cells on a Chesmayne board, B$A, B$B etc.  

Notation is important and it is strongly advised to practice making an accurate and clear record of your moves as early as possible.   Apart from recording the actual moves in a contest, it is often useful to keep a record of a position reached during the course of play.  

          A ‘vertical column’ of cells running up the board ie, F$A, B, C, D, E, F, G, H, J, K etc.   It should be noticed that the letter ‘I’ is not used, so as not to confuse it with the number ‘1’.   In the game of Chesmayne the cells are individually lettered and numbered ie, $A01, $A02, $A03 etc.    On an 8 x 8 board……. 

F$A

A01/A08

file-A

F$B

B01/B08

file-B

F$C

C01/C08

file-C

F$D

D01/D08

file-D

F$E

E01/E08

file-E

F$F

F01/F08

file-F

F$G

G01/G08

file-G

F$H

H01/H08

file-H

Rank

One of the ‘horizontal’ lines of cells on a Chesmayne board.   A line of mps standing abreast.  

R$01

A01/H01

rank-1

R$02

A02/H02

rank-2

R$03

A03/H03

rank-3

R$04

A04/H04

rank-4

R$05

A05/H05

rank-5

R$06

A06/H06

rank-6

R$07

A07/H07

rank-7

R$08

A08/H08

rank-8

Diagonal

A group of cells running at a 45 degree angle to the files and ranks.  The diagonal lines are the preserve of the QU, BS, VC, and GUs.  On an 8 x 8 board there are 26 different diagonals.   The symbol D$ is used to indicate a diagonal line of cells.  D$-H08/A01 is the same as D$-A01/H08 (mirror image).  

D$01

A01/H08 D$-H08/A01

diagonal-01

D$02

B01/H07 D$-H07/B01

diagonal-02

D$03

B01/A02 D$-A02/B01

diagonal-03

D$04

C01/H06 D$-H06/C01

diagonal-04

D$05

C01/A03 D$-A03/C01

diagonal-05

D$06

D01/H05 D$-H05/D01

diagonal-06

D$07

D01/A04 D$-A04/D01

diagonal-07

D$08

E01/H04 D$-H04/E01

diagonal-08

D$09

E01/A05 D$-A05/E01

diagonal-09

D$10

F01/H03 D$-H03/F01

diagonal-10

D$11

F01/A06 D$-A06/F01

diagonal-11

D$12

G01/H02 D$-H02/G01

diagonal-12

D$13

G01/A07 D$-A07/G01

diagonal-13

D$14

H01/A08 D$-A08/H01

diagonal-14

D$15

H02/G01 D$-G01/H02

diagonal-15

D$16

H02/B08 D$-B08/H02

diagonal-16

D$17

H02/B08 D$-B08/H02

diagonal-17

D$18

H03/C08 D$-C08/H03

diagonal-18

D$19

H04/E01 D$-E01/H04

diagonal-19

D$20

H04/D08 D$-D08/H04

diagonal-20

D$21

H05/D01 D$-D01/H05

diagonal-21

D$22

H05/E08 D$-E08/H05

diagonal-22

D$23

H06/C01 D$-C01/H06

diagonal-23

D$24

H06/F08 D$-F08/H06

diagonal-24

D$25

H07/B01 D$-B01/H07

diagonal-25

A Chesmayne board is usually square in size (equal cells horizontally and vertically), but can also be rectangular, or of other shape.    The cells have no intrinsic value but during a game can become very important indeed!   On this board the MPs/mps have differing two-dimensional movements.  It is these differing states of wandering which animate the cells with life.   The complexity of a Chesmayne contest will therefore depend on the following criteria……. 

01 The number of cells on the board (XD and XL).

02 The number of blocked cells on the board (XR red, XW white, and XB blue etc).

03 The number of differing participants allowed onto the board (MPs/mps).

04 The number of differing moves available to the participants.

05 The relationship of these MPs/mps to each other.

06 Tactics.

07 Strategy.

08 Initiative.

09 Rules of conduct during a particular game.

10 Time allowed for a move/match.

11 Your thinking ability and a host of other factors that only a human being can bring to the process.

Each player has a selection of MPs/mps taken from the palette of MPs/mps available on a particular level of play.   On :L01 (8 x 8 board) there are 16 MPs/mps per side.    On R$01 you have……. 

Chesmayne name and monogram…….  

2x

Rooks

RO1 and RO2

2x

Knights

KT1 and KT2

2x

Bishops

BS1 and BS2

1x

Queen

QU1

1x

King

KI

8x

Pawns

PA1 to PA8

The bottom right-hand cell in a game of Chesmayne can be either XD or XL coloured.  The only stipulation is that both sides should have an equal line-up of MPs/mps on the board unless there is a handicap being played.   Alpha can start a game of Chesmayne on either R$01 and 02 or on R$07 and 08 if desired.   However, the :A side always begins a game.    The Chesmayne notation is best suited to describe the moves in a simple, concise manner.   The board is numbered and lettered from the center.   Note that the central cells are lettered A01, A02, A03 and A04 (acentric).  The letter is always given first, then the number and these are always CAPITALIZED.   The Chesmayne notation is necessary because it applies to all the various boards that you can play on including Chinese chess and Shogi ( which uses the centric notation).   The blocks of cells used in the Chesmayne notation appear on all of the larger boards also.   The 8 x 8 board is sometimes referred to as the D-Array, D being the largest block of cells on this board.   The cells on a chessboard may also be blocked off (XR red, XW white, and XB blue etc).    The Chinese chessboard uses a 10 x 10 array with F$K blocked off using XR (red) cells.  

Symbols used in Chesmayne

In the Chesmayne notation :A moves are shown on the left side of the page and :B moves on the right.     A number of the symbols used are as follows……. 

24:01

MP

= Major Piece

24:02

MP-op

= Major Piece outpost

24:03

Vector Pieces

= BS - RO - QU - VC - CN

24:04

FMO

= First Move Option - minor piece

24:05

AOM

= All Other Moves - minor piece

24:06

SM

= Special Move - minor piece ie, en passant

24:07

ISP

= Initial Starting Position

24:08

f(P)

= Evaluation Function

24:09

DOP

= Director of Play - Arbiter

24:10

POB

= Post Office Box - input cell

24:11

TN

= Theoretical Novelty

24:12

adv

= Adversary

24:13

.. [two dots]

= Attacks - threatens ie, B-BS1..A-PA6

24:14

s/he

= she/he

24:15

XY

= Algebraic Notation/Standard Notation

24:16

$

= The $ symbol is used to indicate that the move is given in the Algebraic Notation (XY axis) ie: PA4-$D02/D04.

In the Chesmayne Acentric Notation the dollar symbol is not used ie, PA4-C03/A01 = PA4 $D02/DO4

24:17

XD

= Dark cell

24:18

XL

= Light cell

24:19

XR

= Red blocked cell

24:20

XW

= White blocked cell

24:21

XB

= Blue blocked cell (see Chinese chess)

24:22

XC

= Blocked cell (XR, XW, XB)

24:23

XU

= Unblocked cell/part of the board.   See ‘Pomona

24:24

Mp

= Minor piece

24:25

Mp-op

= Minor piece outpost

24:26

minor piece

mp1, mp2, mp3 etc

 

24:27

Pawn

PA1 PA2 PA3 etc

24:28

Guard

GU1 GU2 GU3

24:29

Foot Soldier

FS1 FS2 FS3

24:30

Vandal

VA1 VA2 VA3

24:31

Trojan

TR1 TR2 TR3

24:32

Berolina

BE1 BE2 BE3

24:33

Baidaq

BQ1 BQ2 BQ3

24:34

Titan

TT1 TT2 TT3

24:35

:pa-mp

= passed :pa-PA, :pa-GU

24:36

:fp-mp

= forward passed :fp-PA, :fp-GU

24:37

:adv-mp

= advanced :fa-PA, :fa-GU

24:38

:adp-mp

= advancd passed :adp-PA, :adp-GU

24:39

:fa-mp

= far advanced :fa-PA, :fa-GU

24:40

:bl-mp

= blocked :bl-PA, :bl-GU

24:41

:is-mp

= isolated :is-PA, :is-GU

24:42

:do-mps

= doubled :do-PAs, :do-GUs

24:43

:tr-mps

= tripled :tr-PAs, :tr-GUs

24:44

:di-mps

= doubled isolated :di-PAs, :di-GUs

24:45

:ha-mp

= hanging :ha-PA, :ha-GU

24:46

:ba-mp

= backward :ba-PA, :ba-GU

24:47

:dy-mp

= decoy :dy-PA, :dy-GU

24:48

:de-mp

= desperado :de-PA, :de-GU

24:49

:op-mp

= outside passed :op-PA, :op-GU

24:50

:co-mp

= connected :co-PA, :co-GU

24:51

:du-mp

= Dummy mp :du-PA, :du-GU

24:52

:lt-mp

= Latent mp :lt-PA, :lt-GU

24:53

:tp

= Tied MP/mp :tp-PA, :tp-GU

24:54

:cp

= Connected passed :cp-PA, :cp-GU

24:55

*

= the asterisk is used to indicate a capture ie, BS2-$C03*F04-PA4 or KT2-$G01*F03-GU3

24:56

-

=  the dash is used to separate the name of MP/mp from the move being made ie,

BS2-$D03/B05.   It is also used to indicate a captured MP/mp BS2-$D03*B05-PA2

24:57

FMO

= First move Option.   Used in reference to a mp – the 1st move

24:58

AOM

= All Other Moves used in reference to a mp – 2nd move onwards

24:59

D$

= Diagonal line of cells

24:60

F$

= File of cells

24:61

R$

= Rank of cells

24:62

B$

= Block of cells

24:63

%K

= KI-side castling

24:64

vo-KI

= vertical opposition

24:65

ho-KI

= horizontal opposition

24:66

do-KI

= diagonal opposition

24:67

%Q

= QU-side castling

24:68

%G

= GE-side castling

24:69

%R

= RE-side castling

24:70

%

= castling (ie, :L01, %K or %Q)

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 etc.  

24:71

+

= plus sign - abbreviation for check, +CH

24:72

+CH

= Check (simple)

24:73

+DC

= Discovered check

24:74

+DO

= Double check - Royal Battery Check

24:75

+DD

= Double Discovered Check

24:76

+FC

= Family Check

24:77

+PE

= Pendulum Check

24:78

+PC

= Perpetual Check

24:79

+CC

= Cross Check

24:80

+DRCC

= Direct Return Capture Check

24:81

+SCH

= Spite Check

24:82

++

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

24:83

++CM

= Checkmate (simple)

24:84

++CMA

= Announced Checkmate

24:85

++ACM

= Arabian Checkmate

24:86

++DCM

= Dilaram's Checkmate

24:87

++DCMP

= Direct Checkmate Problem

24:88

++DC

= Discovered Checkmate

24:89

++DO

= Double Checkmate

24:90

++DD

= Double Discovered Checkmate

24:91

++SM

= Smothered Checkmate

24:92

++ST

= Stalemate

24:93

++DR

= Draw (simple)

24:94

++PDR

= Pendulum Draw

24:95

++TR

= Threefold Repetition of position (++DR)

24:96

++DRR

= Draw by Repetition (repetition of moves - three times)

24:97

++DR50

= Draw after 50 move rule - see draw

24:98

++AD

= Agreed draw

24:99

++CR

= Cognovit Resignation

24:100

++GMD

= Grandmaster Draw

24:101

++RS

= Resigned

24:102

++EPU

= E Pluribus Unum (++CM by a mp)

24:103

++CMK

= Checkmate by a knight (KT, KM, SB etc)

24:104

++BYL

= By-Your-Leave (a request to ++RS game)

24:105

++BR

= Back Rank Checkmate

24:106

++BK

= Bare King Checkmate

24:107

++CME

= Epaulet Checkmate (by QU, RO1 or RO2)

24:108

++BC

= Boden’s Checkmate (++CM by two BSs at the boards edge). 

24:109

++FCM

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

24:110

++BK

= Bare King Checkmate

24:111

++SCM

= Scholar's Checkmate

24:112

++MV

= Medinese Victory (see ++BK)

24:113

++MC

= Mirror Checkmate

24:114

++MS

= Mirror Stalemate

24:115

++SE

= Selfmate (Suimate)

24:116

++LT

= Loses-on-time (failure to make a specified number of moves)

24:117

++ICM

= Ideal Checkmate

24:118

++PM

= ‘Pseudo Checkmate’ a position in which your opponent can only delay ++CM by a series of blocking moves.

24:119

++FM

= ‘Forced Checkmate’ a position in which your opponent has already played a series of moves which have forced the winning move.

24:120

++WN

= Win

24:121

++LS

= Loss

24:122

++A

= Loss

24:123

A++

= :A to play and checkmate

24:124

:A-DR

= :A to play and draw

24:125

++B

= Checkmate for :B

24:126

B++

= :B to play and checkmate

24:127

... three dots

The move of :B is sometimes indicated by three dots ie,   ...PA5-$EO7/EO5.

24:128

:B-DR

= :B to play and draw

24:129

SOL-F

= Solution follows

24:130

SOL-1

= Solution in 1 move

24:131

SOL-2

= Solution in 2 moves

24:132

SOL-3

= Solution in 3 moves

24:133

SOL-4

= Solution in 4 moves

24:134

ep

= en passant (a PA move on Level-01)

24:135

!

= best move/strong move

24:136

!!

= a brilliant move/outstanding move

24:137

?

= a poor move

24:138

??

= a losing move/blunder

24:139

A+

= plus: with advantage to :A

24:140

A

= (used in the text to indicate the :A MPs/mps) ie, A-PA1, A-PA2, A-KT1, A-BS2, A-QU1, A-KI etc

24:141

B+

= plus - with advantage to :B

24:142

B

= (used in the text to indicate the :B MPs/mps) ie, B-PA1, B-PA2, B-KT1, B-BS2, B-QU1, B-KI etc

24:143

$

= used to indicate a cell on the XY axis (Algebraic Notation) ie, $H07 (used to distinguish the XY axis from the Chesmayne Notation).   No symbol is used to indicate the Chesmayne Notation.   $H07 = D14 in the Chesmayne notation. 

24:144

ZP

= Zugzwang Partial see Zugzwang

24:145

ZM

= Zugzwang Mutual see Zugzwang

24:146

ZT

= Zugzwang Trebuchet double Zugzwang position

24:147

#

= sharp symbol - promote mp (enrobe) PA4-$E07/E08-#QU2

24:148

#$

= the promotion cell

24:149

=

= equal sign - equal position

24:150

/

= forward slash - indicates the moving process - no capture

24:151

:

= Colon.  Commentator’s comment

24:152

A

= :A is the first side to move ie, 01A, 02A, 03A. ie, 01A PA4-$D02/D04

24:153

B

= :B is the second side to move ie, 01B, 02B, 03B. 01B PA5-$D07/D05

Note-1 - in Chesmayne the light or dark MPs/mps can open.

Note-2 - :A is always the side to open irrespective of colour.

24:154

&

= The ampersand symbol is used to indicate an opening, defence or gambit.   See :L01 for list

24:155

&O

= Opening

24:156

&OV

= Variation of Opening (see ‘Ossia’).

24:157

&G

= Gambit

24:158

&GV

= Variation of Gambit

24:159

&D

= Defence

24:160

&DV

= Variation of Defence

24:161

~~~

= Ad Libitum/Ad Lib.    See ‘Presa’

24:162

:MG

= Middle Game

24:163

:EG

= End Game

24:164

KI

= King may be replaced by RE, GE etc

24:165

QU

= Queen QU1. (QU2, QU3 = promoted mp to Queen)

24:166

RO

= Rook. RO1 RO2 (RO3, RO4 = promoted mp to Rook)

24:167

BS

= Bishop. BS1 BS2 (BS3, BS4 = promoted mp to Bishop).

24:168

RB

= Reflecting Bishop

24:169

KT

= Knight.   KT1 KT2 (KT3, KT4 = promoted mp to Knight)

24:170

PA

= Pawn, PA1, PA2 etc

24:171

GU

= Vanguard. GU1, GU2 etc

24:172

GE

= General may be replaced by KI, RE etc. (See Chinese chess)

24:173

AD

= Adviser AD1 AD2

24:174

MR

= Minister MR1 MR2 (See Chinese chess)

24:175

CN

= Cannon CN1 CN2 (see Chinese chess)

24:176

KN

= Knight oriental KN1, KN2 (see Chinese chess)

24:177

FS

= Foot Soldier FS1, FS2 (See Chinese chess)

24:178

RE

= Regent may be replaced by the KI, GE etc

24:179

PR

= Prince used on dark (XD) cells

24:180

PS

= Princess used on light (XL) cells

24:181

SB

= Standard Bearer SB1, SB2

24:182

BA

= Bannerette BA1, BA2

24:183

PL

= Palatine PL1, PL2

24:184

PG

= Praetorian Guard PG1, PG2

24:185

VA

= Vandal VA1, VA2

24:186

TR

= Trojan TR1, TR2

24:187

DK

= Duke DK1, DK2

24:188

KM

= Knight Magnifico KM1, KM2

24:189

VC

= Vaunt Courier VC1, VC2 - jumping BS

24:190

GH

= Grasshopper - jumping QU - Empress

24:191

IM

= Imitator

24:192

JK

= Joker

24:193

LE

= Leo

24:194

MA

= Mann/Mantri

24:195

TA

= Talia

 

24:196

>

= forward through blocker GU5-$E04>G06

24:197

>*

= forward capture through blocker GU5-$E04>*G06-GU4

24:198

<

= back through blocker GU5-$E06<E04

24:199

<*

= backward capture through blocker GU5-$E06<*E04-GU5

24:200

|

= horizontal through blocker FS3-$E05|F05

24:201

|*

= horizontal capture through blocker FS3-$E05|*F05-FS5

24:202

KI-fc

KIs fianchetto

24:203

QU-fc

QUs fianchetto

24:204

ex-fc

Extended fianchetto

24:205

do-fc

Double fianchetto

24:206

:fk

= Fork

24:207

:pn

= Pin

24:208

:do-mps

= Doubled mps

24:209

:tr-mps

= Tripled mps

24:210

:of

= Open file

24:211

:od

= Open diagonal

24:212

:hof

= Half open file

24:213

:hod

= Half open diagonal

24:214

:sk

= Skewer

24:215

:fs

= Forced sequence

24:216

:fc

= Forced capture

24:217

:doa

= Double attack

24:218

:mka

= Masked attack

24:219

:dca

= Discovered attack

24:220

:imz

= Intermezzo

24:221

:tp

= Turning point

24:222

:cc

= Central control

24:223

:rc

= Recapture

24:224

:bd-BS

= Bad Bishop

24:225

:rk-BSs

= Raking BSs

24:226

:ds-BS

= Double BS Sacrifice

24:227

:pr-BS

= Protected BS

24:228

:ds-RO

= Double RO Sacrifice

24:229

:th

= Threat

24:230

:ct

= Counter threat

24:231

:lo-MP

= Locked MP

24:232

:lo-mp

= Locked mp

24:233

:co-ROs

= Connected Rooks

24:234

:di-ROs

= Disconnected ROs

24:235

:we-KI

= Weakened KI-side

24:236

:we-QU

= Weakened QU-side

24:237

:ex-KI

= Expansion KI-side

24:238

:exp-KI

= Exposed KI

24:239

:ex-QU

= Expansion QU-side

24:240

:td-MP

= Trapped MP

24:241

:td-mp

= Trapped mp

24:242

:bl

= Blockade

24:243

:sa

= Sacrifice

24:244

:ug

= Unguarded

24:245

:def

= Deflection

24:246

:rd

= Removing the defender

24:247

:sm

= Sealed move

24:248

:sw

= Swindle

24:249

:tg

= Triangulation

24:250

:ud

= United

24:251

:wm

= Waiting move

24:252

:w$

= Weak cell

24:253

:cr

= Coralled

24:254

:ps

= Poisoned MP/mp

24:255

:re

= Retreat – ie, GUs

24:256

:dd

A (d)ead (d)raw (nothing that either player can do to avert a ++DR).

24:257

:bp

A (b)alanced (p)osition

24:258

:cp

A (c)omplicated (p)osition

24:259

:sa

(s)light (a)dvantage

24:260

:da

decisive advantage

24:261

:cw

(c)ertain (w)in

24:262

:dp

(d)ifficult (p)osition

24:263

:wp

An inaccurate move -  (w)eakens  (p)osition

24:264

:sp

(s)trengthens his (p)osition

24:265

:mi

(mi)stake

24:266

:bl

(bl)under

24:267

:sm

(s)trong (m)ove

24:268

:bm

A very strong or (b)rilliant (m)ove

24:269

:bum

A (b)rilliant but (u)nsound (m)ove

24:270

:bm

Best move

24:271

:bmdc

Best move in difficult circumstances

24:272

:sf

safe move

24:273

:pha

(p)ress (h)ome the (a)dvantage

24:274

:pt

(p)lay for (t)ime

24:275

:bt

Beaten

24:276

:fmn

Forget-Me-Not - the last mp to be moved

24:277

:otb

Over-the-board

Example game with comments, XY axis, :L01.    Set up the board and play through the moves as shown below……. 

01A

PA5-E02/E04

:&O-KIs-PA :cc

01B

PA4-E07/E05

:bl-PA

02A

BS2-F01/C04

:&O-KIs-BS ..PA3       

02B

BS1-F08/C05

..PA6

03A

PA3-C02/C03

03B

KT2-B08/C06

..$D04

04A

PA4-D02/D04

..PA4

04B

PA4-E05*D04-PA4

BS1..$D04

05A

PA3-C03*D04-PA4

..BS1

05B

BS1-C05*D04-PA3

06A

KT2-G01/F03

..BS1

06B

QU1-D08/F06

07A

KT2-F03*D04-BS1

..KT2

07B

QU1-F06*D04-KT2

..QU1

08A

KT1-B01/D02

08B

KT1-G08/F06

..PA5

09A

PA6-F02/F03

09B

KT2-C06/E05

..BS2 QU1..$G01

10A

PA2-B02/B03 ??

10B

QU1-D04*A01-RO1

..PA1

11A

%K

11B

KT2-E05*C04-BS2

..KT2

12A

KT1-D02*C04-KT2

12B

%K

13A

QU1-D01/D02

13B

PA6-C07/C05

14A

BS1-C01/B02

..QU1 RO2..QU1

14B

QU1-A01*A02-PA1

..PA2

15A

QU1-D02/G05

15B

KT1-F06/E08

16A

QU1-G05/E03

..PA6

16B

PA1-H07/H06

17A

PA8-H02/H03

:pt

17B

KI-G08/H08

:pt

18A

PA6-F03/F04

18B

PA7-G02/G04

19A

PA7-G02/G04

19B

PA7-B06/B05

..KT1

20A

PA7-G04/G05

..PA1

20B

PA7-B05*C04-KT1

..PA2 :do-PAs

21A

BS1-B02/C03

21B

PA7-C04*B03-PA2

22A

PA8-H03/H04

22B

PA7-B03/B02

23A

PA6-F04/F05

23B

PA7-B02/B01-#QU2

24A

RO2-F01*B01-QU2

24B

QU1-A02*B01-RO2+CH

25A

KI-G01/G02

25B

KT2-E08/D06

26A

PA7-G05/G06

..PA3

26B

PA3-F07*G06-PA7

RO1..PA6 :do-PAs

27A

PA6-F05*G06-PA3

:bl-mp

27B

BS2-C08/B07

..PA5 KT2..PA5

28A

PA8-H04/H05

:bl-mp

28B

KT2-D06*E04-PA5

..BS1

29A

BS1-C03/E05

 

29B

KT2-E04/G05+DC

 

30A

KI-G02/G03

 

30B

RO1-F08/F03+CH

..QU1

31A

KI-G03/H04

 

31B

QU1-B01/F05

 

32A

QU1-E03*F03-RO1

..QU1

32B

QU1-F05*F03-QU1

 

33A

BS1-E05*G07-PA2+CH

..PA1

33B

KI-H08*G07-BS1

 

34A

++ST

 

 

++DR (Result = draw)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The moves listed above are given below with comments.   XY notation.

01A PA5-$E02/E04

01B PA4-$E07/E05

In the ISP the only MPs which can move are KT1 and KT2.   To liberate the other MPs it is necessary to move a PA.   Moving A-PA5 allows A-QU1 and A-BS2 space on which to move forward.    The move of A-PA5 is one of the most frequent first moves seen in actual play (please see ‘Kasparov versus Short’ and notice how many times PA5 is the first mp moved).    A-PA5 has the option of moving one or two cells forward on this first move.  A-PA5 chooses to move two cells forward into B$A seeking to obtain central control of the board (:cc).    You will have noticed that these are the moves of the KIs PA or ‘Royal Opening’ ie, any opening (:&O) that begins PA5-$E02/E04.   :B also moves PA4 into B$A.   A-PA5 and B-PA4 block each others path forward (:bl-PAs).  

02A BS2-$F01/C04

02B BS1-$F08/C05

The movement of A-BS2 gives this opening its name (KIs-BS :&O).  A-BS2 moves into B$B and attacks B-PA3.   B-BS1 moves into B$B and attacks A-PA6.   :A retains the initiative. 

03A PA3-$C02/C03

03B KT2-$B08/C06

The objective for :A on the next move is to play A-PA4 $D02/D04 in order to have two PAs in B$A.    :B seeing this intention hopes to prevent the execution of this move by playing B-KT1.   Notice that both players are trying to control the center of the board (B$A).    So far, :A has moved A-PA3, A-PA5 and A-BS2.   :B has moved B-PA4, B-BS1 and B-KT2.   B-KT2 attacks $D04. 

04A PA4-$D02/D04

04B PA4-$E05*D04-PA4

05A PA3-$C03*D04-PA4

05B BS1-$C05*D04-PA3

:A plays A-PA4 into B$A on move 04A hoping to gain control of the center of the board.  At this point :A has two PAs in B$A.   :B responds on move 04B by capturing A-PA4 to prevent :A controlling B$A.   On move 05A B-PA4 is captured.   Once again :A has two PAs in B$A.  At this point each side has captured a PA.  On move 05B A-PA3 is captured by B-BS1.  A-PA3 and A-PA4 have now been taken off the board.   :B is only PA4 down.   Now look at the board.    A-QU1 attacks B-BS1. 

06A KT2-$G01/F03

06B QU1-$D08/F06

By moving A-KT2 :A is now in a position to %K.   This is considered good play.  A-KT2 is attacking B-BS1.   B-BS1 is protected by B-KT2 and B-QU1.  

07A KT2-$F03*D04-BS1

07B QU1-$F06*D04-KT2

These two moves are considered good.   :A captures B-BS1 and :B captures A-KT2 (this is a fair exchange as they are worth three PAs each).   :A can now %K to protect the KI or exchange QUs if desired. 

08A KT1-$B01/D02

08B KT1-$G08/F06

A-QU1 could capture B-QU1 on this move but instead moves A-KT1 to protect A-BS2 and A-PA5.   :B moves B-KT1 and is now in a position to %K. 

09A PA6-$F02/F03

09B KT2-$C06/E05

By moving A-PA6 :A is prevented from %K due to B-QU1 attacking $G01.  B-KT2 is attacking A-BS2. 

10A PA2-$B02/B03

10B QU1-$D04*A01-RO1

:A makes a serious mistake (blunder - ??) by moving PA2.  A-RO1 is left en prise and B-QU1 captures A-RO1 immediately.   :B is now in an excellent position.   B-QU1 attacks A-PA1.  

11A %K

11B KT2-$E05*C04-BS2

12A KT1-$D02*C04-KT2

12B %K

13A QU1-$D01/D02

13B PA6-$C07/C05

Both sides castle on the KI-side (%K).  Move 13A is clever.  By moving A-QU1 to $D02 A-PA1 is protected and B-QU1 is now coralled (:cr). 

14A BS1-$C01/B02

14B QU1-$A01*A02-PA1

Not the best move by :A.  A-BS1 should have moved to $A03 forcing B-QU1*A-RO2.  B-QU1*A-PA1 and now attacks A-PA2.  B-QU1 escapes the corall (:cr). 

15A QU1-$D02/G05

15B KT1-$F06/E08

By moving A-QU1 to $G05 :A has threatened BS1*KT1.  :B could not recapture PA2*BS1 due to the +CH on B-KI which would occur from A-QU1.   ++CM would follow by QU1*PA2.    :B sees :A’s intent and moves KT2 to protect B-PA2. 

16A QU1-$G05/E03

16B PA1-$H07/H06

A-QU1 moves back to protect A-PA2.    B-PA1 moves to give B-KI breathing space. 

17A PA8-$H02/H03

17B KI-$G08/H08

With these two moves both players are playing for time. 

18A PA6-$F03/F04

18B PA7-$B07/B06

:A should have played RO2-$F01/A01. 

19A PA7-$G02/G04

19B PA7-$B06/B05

:A’s castled position is now breaking-up. 

20A PA7-$G04/G05

20B PA7-$B05*C04-KT1

:B has doubled PAs (:do-PAs) on F$C. 

21A BS1-$B02/C03

21B PA7-$C04*B03-PA2

22A PA8-$H03/H04

22B PA7-$B03/B02

B-PA7 is one cell from promoting to B-QU2. 

23A PA6-$F04/F05

23B PA7-B02/B01-#QU2

:B now has B-QU1 and B-QU2 on the board. 

24A RO2-$F01*B01-QU2

24B QU1-$A02*B01-RO2+CH

25A KI-$G01/G02

25B KT2-$E08/D06

26A PA7-$G05/G06

26B PA3-$F07*G06-PA7

27A PA6-$F05*G06-PA3

27B BS2-$C08/B07

:B has doubled PAs (:do-PAs) on move 26B.     B-RO1 controls F$F.

28A PA8-$H04/H05

28B KT2-$D06*E04

29A BS1-$C03/E05

29B KT2-$E04/G05+DC

Superb move by :B!    B-BS2 +CHs A-KI. 

30A KI-$G02/G03

30B RO1-$F08/F03+CH

31A KI-$G03/H04

31B QU1-$B01/F05

In this position :B should ++WN. 

32A QU1-$E03*F03-RO1

32B QU1-$F05*F03-QU1

33A BS1-$E05*G07-PA2

33B KI-$H08*G07-BS1

B-KI capturing A-BS1 has left A-KI, who is not in +CH, no other move without going into +CH.    Since A-PA7 and A-PA8 cannot move your KI is in a ++ST position and hence this game is ++DR. 

The above game is given below with comments, Chesmayne Acentric Notation. 

01A

PA5-C04/A02

:&O-KIs-PA

01B

PA4-C13/A03

02A

BS2-D06/B12

:&O-KIs-BS ..PA3

02B

BS1-D17/B11

..PA6

03A

PA3-C02/B01

03B

KT2-D21/B10

..$D04

04A

PA4-C03/A01

..PA4 04B

04B

PA4-A03*A01-PA4

BS1..$D04

05A

PA3-B01*A01-PA4

..BS1

05B

BS1-B11*A01-PA3

06A

KT2-D07/B04

..BS1

06B

QU1-D20/B07

07A

KT2-B04*A01-BS1

..KT2

07B

QU1-B07*A01-KT2

..QU1

08A

KT1-D02/C03

08B

KT1-D16/B07

..PA5

09A

PA6-C05/B04

09B

KT2-B10/A03

..BS2 QU1..$D07

10A

PA2-C01/C20

??

10B

QU1-A01/D01-R01

..PA1

11A

%K

11B

KT2-A03*B12-BS2

..KT2

12A

KT1-C03*B12-KT2

12B

%K

13A

QU1-D04/C03

..QU

13B

PA6-C15/B11

14A

BS1-D03/C01

..QU1 R02..QU

14B

QU1-D01/D28-PA1

..PA2

15A

QU1-C03/C09

15B

KT1-B07/D18

16A

QU1-C09/B03

..PA6

16B

PA1-D14/D13

17A

PA8-D09/D10

17B

KI-D16/D15

18A

PA6-B04/B05

18B

PA7-C16/C17

19A

PA7-C06/C08

19B

PA7-C17/C18

..KT1

20A

PA7-C08/C09

..PA1

20B

PA7-C18*B12-KT1

..PA2 27:09

21A

BS1-C01/B01

21B

PA7-B12*C20-PA2

22A

PA8-D10/D11

22B

PA7-C20/C01

23A

PA6-B05/B06

23B

PA7-C01/D01-#QU2

24A

R02-D06*D02-QU2

24B

QU1-D28*D02-RO2+CH

25A

KI-D07/C06

25B

KT2-D18/B09

26A

PA7-C09/C10

..PA3

26B

PA3-C12*C10-PA7

RO1..PA6

27A

PA6-B06*C10-PA3

27B

BS2-D20/C16

..PA5 KT2..PA5

28A

PA8-D11/D12

28B

KT2-B09*A02-PA5

..BS1

29A

BS1-B01/A03

29B

KT2-A02/C09+DC

30A

KI-C06/C07

30B

R01-D17/B04+CH

..QU1

31A

KI-C07/D11

31B

QU1-D02/B06

32A

QU1-B03*B04-R01

..QU1

32B

QU1-B06*B04-QU1

33A

BS1-A03*C11-PA2+CH

..PA

33B

KI-D15*C11-BS1

34A

++ST

34B

++DR (Result = a draw).

There are 120+ different Initial Starting Positions on :L03.

The ISP of the mps are shown for :A in the table below.  :A mps are placed left-to-right and :B mps are placed right-to-left (from :A’s point of view).   On :L03 a handicap game may be played ie, 8 PAs versus 8 GUs etc.   F$ indicates the file on which the mp is placed in the ISP.    PA = Pawn.    GU = Guard.  

Level-03 ISP 

  There are 120+ different Initial Starting Positions on Level-03.  

Level ISP

A02  B02  C02  D02  E02  F02  G02  H02

Level ISP

A02  B02  C02  D02  E02  F02  G02  H02

L3/01

PA1 PA2 PA3 PA4 GU1 GU2 GU3 GU4

L3/31

GU1 PA1 PA2 PA3 GU2 PA4 GU3 GU4

L3/02

PA1 PA2 PA3 GU1 PA4 GU2 GU3 GU4

L3/32

GU1 PA1 PA2 PA3 GU2 GU3 PA4 GU4

L3/03

PA1 PA2 PA3 GU1 GU2 PA4 GU3 GU4

L3/33

GU1 PA1 PA2 PA3 GU2 GU3 GU4 PA4

L3/04

PA1 PA2 PA3 GU1 GU2 GU3 PA4 GU4

L3/34

GU1 PA1 PA2 GU2 PA3 PA4 GU3 GU4

L3/05

PA1 PA2 PA3 GU1 GU2 GU3 GU4 PA4

L3/35

GU1 PA1 PA2 GU2 PA3 GU3 PA4 GU4

L3/06

PA1 PA2 GU1 PA3 PA4 GU2 GU3 GU4

L3/36

GU1 PA1 PA2 GU2 PA3 GU3 GU4 PA4

L3/07

PA1 PA2 GU1 PA3 GU2 PA4 GU3 GU4

L3/37

GU1 PA1 PA2 GU2 GU3 PA3 PA4 GU4

L3/08

PA1 PA2 GU1 PA3 GU2 GU3 PA4 GU4

L3/38

GU1 PA1 PA2 GU2 GU3 PA3 GU4 PA4

L3/09

PA1 PA2 GU1 PA3 GU2 GU3 GU4 PA4

L3/39

GU1 PA1 PA2 GU2 GU3 GU4 PA3 PA4

L3/10

PA1 PA2 GU1 GU2 PA3 PA4 GU3 GU4

L3/40

GU1 PA1 PA2 GU2 GU3 GU4 PA3 PA4

L3/11

PA1 PA2 GU1 GU2 PA3 GU3 PA4 GU4

L3/41

GU1 PA1 GU2 PA2 PA3 GU3 PA4 GU4

L3/12

PA1 PA2 GU1 GU2 PA3 GU3 GU4 PA4

L3/42

GU1 PA1 GU2 PA2 PA3 GU3 GU4 PA4

L3/13

PA1 PA2 GU1 GU2 GU3 PA3 PA4 GU4

L3/43

GU1 PA1 GU2 PA2 GU3 PA3 PA4 GU4

L3/14

PA1 PA2 GU1 GU2 GU3 PA3 GU4 PA4

L3/44

GU1 PA1 GU2 PA2 GU3 PA3 GU4 PA4

L3/15

PA1 PA2 GU1 GU2 GU3 GU4 PA3 PA4

L3/45

GU1 PA1 GU2 PA2 GU3 GU4 PA3 PA4

L3/16

PA1 GU1 PA2 PA3 PA4 GU2 GU3 GU4

L3/46

GU1 PA1 GU2 GU3 PA2 PA3 PA4 GU4

L3/17

PA1 GU1 PA2 PA3 GU2 PA4 GU3 GU4

L3/47

GU1 PA1 GU2 GU3 PA2 PA3 GU4 PA4

L3/18

PA1 GU1 PA2 PA3 GU2 GU3 PA4 GU4

L3/48

GU1 PA1 GU2 GU3 PA2 GU4 PA3 PA4

L3/19

PA1 GU1 PA2 PA3 GU2 GU3 GU4 PA4

L3/49

GU1 PA1 GU2 GU3 GU4 PA2 PA3 PA4

L3/20

PA1 GU1 GU2 PA2 PA3 PA4 GU3 GU4

L3/50

GU1 GU2 PA1 PA2 PA3 PA4 GU3 GU4

L3/21

PA1 GU1 GU2 PA2 PA3 GU3 PA4 GU4

L3/51

GU1 GU2 PA1 PA2 PA3 GU3 PA4 GU4

L3/22

PA1 GU1 GU2 PA2 PA3 GU3 GU4 PA4

L3/52

GU1 GU2 PA1 PA2 PA3 GU3 GU4 PA4

L3/23

PA1 GU1 GU2 PA2 GU3 PA3 PA4 GU4

L3/53

GU1 GU2 PA1 PA2 GU3 PA3 PA4 GU4

L3/24

PA1 GU1 GU2 PA2 GU3 PA3 GU3 PA4

L3/54

GU1 GU2 PA1 PA2 GU3 PA3 GU4 PA4

L3/25

PA1 GU1 GU2 PA2 GU3 GU4 PA3 PA4

L3/55

GU1 GU2 PA1 PA2 GU3 GU4 PA3 PA4

L3/26

PA1 GU1 GU2 GU3 PA2 PA3 PA4 GU4

L3/56

GU1 GU2 PA1 GU3 PA2 PA3 PA4 GU4

L3/27

PA1 GU1 GU2 GU3 PA2 PA3 GU4 PA4

L3/57

GU1 GU2 PA1 GU3 PA2 PA3 GU4 PA4

L3/28

PA1 GU1 GU2 GU3 PA2 GU4 PA3 PA4

L3/58

GU1 GU2 GU3 PA1 PA2 PA3 PA4 GU4

L3/29

PA1 GU1 GU2 GU3 GU4 PA2 PA3 PA4

L3/59

GU1 GU2 GU3 PA1 PA2 PA3 GU4 PA4

L3/30

GU1 PA1 PA2 PA3 PA4 GU2 GU3 GU4

L3/60

GU1 GU2 GU3 GU4 PA1 PA2 PA3 PA4

Notice in the above table that Level-3/1 and Level-3/60 are reversed ISPs ie,

ISP Level-3/01 PA1 PA2 PA3 PA4 GU1 GU2 GU3 GU4

ISP Level-3/60 GU1 GU2 GU3 GU4 PA1 PA2 PA3 PA4

From: http://www.chess-poster.com  

The most common system of notation is the Descriptive one but the Algebraic system is also very popular due to its precision.   In the Descriptive system the initial position of the white and black pieces serves to name the different cells on the board.    In this way, for each player, the cells of the first horizontal row from left to right are denominated in the following manner……. 


Descriptive System:

                                QR1  (Queen Rook one)
                                QN1  (Queen Knight one)
                                QB1  (Queen Bishop one)
                                Q1    (Queen one)
                                K1    (King one)
                                KB1  (King Bishop one)
                                KN1  (King Knight one)
                                KR1  (King Rook one)

On fig. 1, white pieces start the game with P-K4 (Pawn to King four) and the black pieces answer with P-QB4 (Pawn to Queen Bishop four). 
 

Fig. 1
 

QR

QN

QB

Q

K

KB

KN

KR

QR

QN

QB

Q

K

KB

KN

KR

Algebraic System:

The Algebraic system consists of a unique numeration for all the cells on the Chessboard.    The first horizontal row of the white pieces is used for the denomination of all columns.    The cells of such row are named from left to right with the letter: a, b, c, d, e, f, g and h (lower case letters).   The vertical columns have cells numbered from one to eight.    In fig. 2, the first move made by white is Pd4 (Pawn to d4) and the black answer is Nf6 (Knight to f6).    Computer Chess programs interpret it as d2-d4 and g8-f6. 

Fig. 2
 

 8

 

 7

 6

 5

 4

 3

 2

 1

a

b

C

d

e

f

g

h

As a general rule and widely accepted by most professional chess players, the Pawns move is written with two digits only: d4, omitting the letter “P” from Pawn.

Thank you for visiting our website. 
http://www.chess-poster.com  

The words below may be found in this dictionary……. 

5:01 BLOCK DIAGRAM-BLOCK SYSTEM

5:02 BOX-NUMBER

5:03 GRID

5:04 HANGING GARDENS OF BABYLON

5:05 MAILBOX NOTATION

5:06 MATRIX

5:07 NOTATION CHESMAYNE

5:08 NOTATION CHESMAYNE ALGEBRAIC

5:09 PAGODA

5:10 ZIP CODE

5:11 ADSCRIPT

5:12 ADVERSARIA

5:13 AESIR AND VANIR

5:14 A GAUCHE

5:15 ALGEBRAIC NOTATION, STANDARD NOTATION, CO-ORDINATE NOTATION

5:16 ALGORISM

5:17 ANOMALOUS

5:18 APOSTIL

5:19 ARCHIVAL

5:20 ARRAY

5:21 AXON

5:22 BALANCE SHEET

5:23 BASIC CENTRE

5:24 BIAXIAL

5:25 BINDU POINT

5:26 BULL’S EYE

5:27 CENTRE-BOARD

5:28 COLON

5:29 CONTROL NOTATION

5:30 COORDINATES

5:31 CORNER

5:32 COORDINATE NOTATION

5:33 DESUETUDE

5:34 EXCLAMATION MARK (!)

5:35 FIGURINE ALGEBRAIC NOTATION

5:36 FRACTIONAL NOTATION

5:37 HYPHEN

5:38 KEYMAP

5:39 KOCH’S NOTATION

5:40 NOTATION

5:41 NOTATION PARLANTE

5:42 PLAYBACK

5:43 SCORE SHEET (8 x 8 BOARD)

5:44 STANDARD NOTATION

5:45 TABULAR NOTATION (CHESMAYNE)

5:46 AGORA

5:47 AIDE MEMOIRE

5:48 KIESERITZKY NOTATION

5:49 LONG ALGEBRAIC NOTATION

5:50 NOMENCLATURE

5:51 XY (NOTATION)

Notation: Questions

01 How many cells are there on an 8 x 8 board?   How many cells are there on a 10 x 10 board?   How many cells are there on a 12 x 12 board?

02 What do you call the paths going up and down the board?   On a Chesmayne board, what colour can the right-hand corner cell be?

03 On :L01: in what cell is :A-KI placed?   On :L01: in what cell is :B-KI placed?   On :L01: in what cell is :A-QU1 placed?   On :L01: in what cell is :B-QU1 placed?

04 How many MPs/mps are inserted on the board on :L01, 02, 03, 04, 05 and 06?

05 On :L01: how many PAs does each side have?

06 What is a file?   What is a rank?   What is a diagonal?   What is a block?

07 How many XL cells are there on an 8 x 8 board?   How many XD cells are there on an 8 x 8 board?

08 How many cells are there between the two opposing armies?

09 What is the total number of MPs/mps on :L01, 02 and 03?

10 How many F$ are there on an 8 x 8 board?   How many R$ are there on an 8 x 8 board?   How many D$ are there on an 8 x 8 board?   How many B$ are there on an 8 x 8 board?

11 How many KIs are there on :L01, 02 and 03?   How many QUs are there on :L01, 02 and 03?   How many ROs are there on :L01, 02 and 03? What are they called?   How many BSs are there on :L01, 02 and 03? What are they called?   How many KTs are there on :L01, 02 and 03? What are they called?

12 What MPs are placed on R$01 and 08 on :L01, 02 and 03?   What mps are placed on R$02 and 07 on :L01, 02 and 03?

13 In Chesmayne which side makes the first move?

14 What is the light side called in Chesmayne?  What is the dark side called in Chesmayne?

15 What is the total number of PAs on :L01?   What is the total number of GUs on :L02?   What is the total number of PAs on :L03?   What is the total number of GUs on :L03?

16 How many moves are allowed to made at each players turn?

17 Can RO1 or RO2 move from the initial starting position (ISP)? Why?   Can KT1 or KT2 move from the initial starting position (ISP)? Why?   Can PA1 to PA8 move from their initial starting position (ISP)? Why?   Can GU1 to GU8 move from their initial starting position (ISP)? Why?

18 Can a PA retreat?   Can a GU retreat?

19 Can BS1 or BS2 move from their initial starting position (ISP)? Why?   Can QU1 move from her initial starting position (ISP)? Why?   Can a KI move from his initial starting position (ISP)? Why?

20 Can a GU be placed on R$01? Why?  

21 What MPs/mps can move from their initial starting positions (ISP)?   Which MPs move diagonally?   Which MP moves diagonally and along the R$ or F$?   Which MP moves along the R$ and F$?   What mp moves vertically forward?   Which mp captures diagonally?   Which mp moves diagonally forward?   Which mp captures vertically forward or vertically backward?

22 How does KT1 or KT2 move?

23 How many cells forward can a PA move on the first move?   How many cells forward can a PA move on subsequent moves?

24 How does a PA capture?   How does a GU capture?

25 How many cells forward can a GU move on the first move?   How many cells forward can a GU move on subsequent moves?

26 What term is applied to the special capturing move of a PA?   On :L01 - on what rank of cells is a PA promoted/enrobed?

27 What MPs can a promoted PA be changed for?   What MPs can a promoted GU be changed for?

28 What does +CH mean?   What does ++CM mean?

29 Describe KI-side castling? What symbol is used to indicate this?   Describe QU-side castling? What symbol is used to indicate this?

30 How many cells does the KI move during a KI-side castling manoeuvre?   How many cells does RO1 move during a KI-side castling manoeuvre?   How many cells does the KI move during a QU-side castling manoeuvre?   How many cells does RO2 move during a QU-side castling manoeuvre?

31 Under what conditions is a KI not permitted to castle?

32 How near can the KIs stand in relation to each other?

33 What is meant by vertical, horizontal and diagonal opposition?

34 Why would you castle your KI?

35 How many PAs should be in front of the KIs castled position?

36 What is the most important MP on the Chesmayne board?

37 How are the PAs numbered in the Chesmayne notation?

38 In what order are the PAs placed on the Chesmayne board?

39 What is the most important area on the board? What is it called?

40 What is a bad position for KT1 or KT2 on the Chesmayne board?

41 Why do BS1 and BS2 not come into contact with each other during play?

42 What is the home cell position of :A-KI on :L01, 02 and 03?   What are the home cell positions of BS1 and BS2 on :L01, 02 and 03?   What is the home cell position of the :A-QU1 on :L01, 02 and 03?   What are the home cell positions of RO1 and RO2 on :L01, 02 and 03?   What are the home cell positions of KT1 and KT2 on :L01, 02 and 03?   What are the home cell positions of PA1 to PA8 on :L01?

43 Name two cells that KT1 or KT2 can move to on their first move?

44 Why is notation used?

45 Why are the letters of the Chesmayne notation capitalized?

46 In what cell is PA4 placed?   In what cell is PA7 placed?   In what cell is PA2 placed?   In what cell is PA5 placed?   In what cell is PA1 placed?   In what cell is PA6 placed?   In what cell is PA4 placed?   In what cell is PA3 placed?

47 How many MPs/mps are allowed on :L01, 02 and 03?

48 What is the most powerful MP on the Chesmayne board?

49 How many cells are there on an 8 x 8 board?

50 How many cells can a KT move to?

51 How many cells can a PA move to (including captures)?

52 What can a KT, KM, and RE do that other MPs/mps cannot do?

53 What is the monogram for the traditional knight?

54 What can a PA do only on the first move?

55 Can a PA capture forwards?   Can a GU capture diagonally?   Can a PA move diagonally?   Can a GU move vertically?

56 How many moves does it take for a PA to reach R$08?   How many cells can QU1 move to on an empty 8 x 8 board?   How many cells can a KI move to on an empty 8 x 8 board?   How many cells can RO1 or RO2 move to on an empty 8 x 8 board?

57 If BS1 is placed on $D04, how many cells can the BS move to?   If QU1 is placed on $D04, how many cells can she move to?   If RO1 or RO2 is placed on $D04 how many cells could they move to?   If KT1 or KT2 is placed on $D04 how many cells could they move to?   If QU1 is placed on $A01, how many cells can she move to?   If RO2 is placed on $A01, how many cells can the RO move to?   If KT2 is placed on $A01, how many cells can the KT move to?   If BS2 is placed on $A01, how many cells can the BS move to?

58 If there is a MP/mp between your KI and RO1 or RO2, what can you not do?  Can you castle when your KI is in +CH?   Can your KI castle when he has moved from his home cell?   If a cell between your RO and KI is attacked, what can you not do?   Can your KI end up in +CH, after he has castled?   Can you castle if RO1 or RO2 is attacked?   If your KI has already been in +CH, but your KI has not moved, can you castle?   Can you castle if the cell next to RO2 is attacked on the QU-side?

59 What are the five ways in which a :gm can end in a ++DR?

60 What does the rule Touch-And-Move mean?   What does J’adoube’ mean?

61 How many QUs could you have on :L01, 02 and 03?

62 What is ++ST?

63 If you play the same move three times, is it a ++DR?

64 If all the MPs/mps have been captured, what position are you in?

65 If 50 moves have been made without a PA capture what position are you in?

66 What happens if the same position occurs three times?   Are both players allowed to agree a ++DR?   When was the castling rule invented?

67 By what name was QU1 formerly known?   By what name was the BS formerly known?

68 What is the meaning of the word ‘pawn’?   Explain the ‘En Passant’ rule?   For how many years has traditional western chess been played?   In Chesmayne, what is the symbol used for castling?

69 What is the monogram of a Bishop?   What is the King’s monogram?

70 In Chesmayne, what does the forward slash indicate?

71 In Chesmayne, what does the asterisk indicate?

72 In Chesmayne, what does the sharp symbol indicate?

73 What does MP stand for?

74 What does the letter Z indicate?   What does ++CM indicate?   What does +- indicate?   What does &O indicate?   What does &V indicate?   What does &D indicate?   What does &G indicate?   What does :ep indicate?

75 What is the symbol ‘?’ used for?

76 How would you indicate a two cell (FMO) advance of PA4?

77 How would you indicate the move of KT1 from the initial starting position?

78 What MPs are worth three PAs?   What MPs are worth five PAs?   A BS and a KT are worth more than...?   Two ROs are worth more than...?   QU1 is worth?

79 Describe an equal capture?   Describe a bad capture?

80 Which is preferable: RO1 and PA3 or BS1 and BS2?   Which is preferable: RO1 and RO2 or QU1 and PA7?

81 How many first moves can :A play on :L01?   How many first moves can :A play on :L02?

82 What is an :&O (opening)?   What is an :&D (defence)?   What is an :&G (gambit)?

83 Name three :&Os on :L01 (traditional chess)?   Name three :&Ds on :L01 (traditional chess)?

84 On :L01 which is the best opening move:-   A-PA2-$B02/B03 or A-PA5-$E02/E04?   On :L01 which is the best opening move:-   A-KT1-$B01/C03 or A-PA4-$D02/D04?

85 What does 01A indicate?   What does 01B indicate?   What does 02A indicate?   What does 02B indicate?

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