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.
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 |

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).
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 |