NOTE: You can practice on past Challenges - simply click on its date above.
In most countries, your local problemists have gone to great lengths to help new solvers learn the basics of solving via their websites. Most of these are listed at the Links page in WFCC. Simply scroll down to your national page, click on an appropriate link and then search the pages for FREE solving advice; in a familiar language
#2 |
White to play and mate Black in 2 moves |
You only have to give White's first move (known as the Key) |
#3 |
White to play and mate Black in 3 moves |
Give the Key and all variations after that which delay mate until White's 3rd move. In each case give Black's 1st move (called a Defence) and White's 2nd move |
#n |
White to play and mate Black in n moves |
Give the Key and all variations after that which delay mate until White's final move. In each case give all moves up to and including White's penultimate move |
+ |
White to play and Win |
Give all moves until a position is reached in which White has more than one move that wins |
= |
White to play and Draw |
Give all moves until a position is reached in which White has more than one move that draws |
H#2 |
Black to play and Help White to mate him in 2 moves |
Black and White work as a team to enable White to mate Black on White's 2nd move Give all moves for both Black and White in the format 1.Black White 2.Black White |
S#2 |
White to play and force Black to mate him in 2 moves |
Give the key and all variations after that which delay mate until Black's 2nd move. In each case give Black's 1st move (called a Defence) and White's 2nd move Remember: Everyone is doing their best to lose |
H#n |
Black to play and Help White to mate him in n moves |
Black and White work as a team to enable White to mate Black on White's nth move. Again all Black & white moves must be given in the format 1.BW 2.BW 3.BW etc |
S#n |
White to play and force Black to mate him in n moves |
Give the key and all variations after that which delay mate until Black's nth move. In each case give Black's 1st move and all moves except Black's last |
Collectively: #2, #3 and #n are known as Directmates while + and = are known as Endgame Studies. H# are known as Helpmates and S# as Selfmates. Each is referred to as a Stipulation (or Aim) |
It's also really useful to know about: |
|
THREATS |
For Directmates and Selfmates, a Threat is what White would play to meet the Stipulation if Black were to miss his next move. Threats are written like Defences but without Black's 1st move. Note: not all White Key moves carry threats but, when they do, they are super-useful |
|
ZugZwang |
Many early problems are composed around this theme, often following a sacrifice. Usually, no Threat is evident so the Key and a full set of Defences must be given |
|
Promotion |
On promoting a pawn, be alert to the possibility that the Queen may not be the correct option. Composers of problems generally prefer under-promotions whenever possible |
|
Points |
5 points are awarded for a fully correct solution for each problem. Partial awards between 0 and 5 are given for partly correct solutions. No points are awarded for incorrect solutions NOR for Threats & Defences that are not of full length (eg. where White gives mate in 2 moves in a #3) and so need not be given in your Solution |
Unlike regular chess, every piece & pawn on the board is relevant to the problem. Often, an innocent looking piece/pawn will provide a strong clue to the solution. ALWAYS ask yourself "What is that remote-looking piece/pawn there for ?" |
The #2 problem is always your best chance to score 5 points. Correctly giving White's 1st move for a Study can also score a point. Time spent carefully checking your solution until you are sure you haven't missed a refutation is time well spent. Even the best GrandMasters do it |