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,
$C08, there is no doubt into which cell it has been input. The MPs/mps, depending on their particular scope, can move
vertically, horizontally, diagonally, orthogonally and in other ways.
Diagonal - File - Rank
Solution Symbols
On a D-array (8 x 8 board) the QUs are placed opposite each on F$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, $A03 etc. On an 8 x 8 board…….
Rank
One of the ‘horizontal’ lines of cells on a Chesmayne
board. A line of mps standing abreast.
Diagonal
A group of cells running at a 45 degree angle to the
files and ranks. The diagonal lines are
the preserve of the QU, BS, VC, and GUs. On an 8 x 8
board there are 26 different diagonals.
The symbol D$ is used to indicate a diagonal line of cells. D$-H08/A01 is the same as D$-A01/H08 (mirror
image).
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…….
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…….
24:35
|
: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
|
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.
24:139
|
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
|
24:172
|
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
|
Example game with comments, XY axis, :L01. Set up the
board and play through the moves as shown below…….
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-$H08*G07-BS1
B-KI capturing A-BS1 has left A-KI, who is not in +CH, no
other move without going into +CH.
Since A-PA7 and A-PA8 cannot move your KI is in a ++ST position and hence this game is ++DR.
The above game is given below with
comments, Chesmayne Acentric Notation.
There are 120+ different Initial
Starting Positions on :L03.
The ISP of the mps are shown for :A in the table below.
:A mps are placed left-to-right and :B mps are placed right-to-left
(from :A’s point of view). On :L03 a handicap game may be played ie, 8 PAs versus 8 GUs etc. F$ 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.
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

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
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.
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you for visiting our website.
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The words below may be found in this
dictionary…….
Notation: Questions
51 How many
cells can a PA move to (including captures)?
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52 What can a
KT, KM, and RE do that other MPs/mps cannot do?
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53 What is the
monogram for the traditional knight?
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54 What can a
PA do only on the first move?
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55 Can a PA
capture forwards? Can a GU capture
diagonally? Can a PA move
diagonally? Can a GU move vertically?
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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?
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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?
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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?
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59 What are
the five ways in which a :gm can end in a ++DR?
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60 What does
the rule Touch-And-Move mean? What
does J’adoube’ mean?
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