Breton : after each capture, a unit of the same nature must disappear (if possible) from the capturing side
: a unit changes colour if it does not capture
{}
a) {}
1.Bc2-a4[+bBa4] f2-f1=R[+wRf1] 2.Rf1-e1[+bRe1] {(unpins Rb4 on the line h4-g2-e1-c2-b4-c6-e7)} a7*b6[-a5] 3.Rb4*a4 + ROe8*a4[-e1] #
{(via f6-e4-c3) unmasks battery.}
b) wPd6-->a6 {d6 --> a6}
1.Rb4-e4[+bRe4] f2-f1=B[+wBf1] 2.Bf1-g2[+bBg2] {(unpins Bc2 on the line h4-g2-e1-c2-b4-c6-e7)}
b7*a6[-d5] 3.Bc2*e4 + ROe8*e4[-g2] # {(Unmasks the battery) Specific Breton batteries.}
2 - h#2 3 sol take & make, zebu, night zebra
Barth, M & Pachl F2014
neutral CHh6 ZEh3 Se2 Rb4 ZRd5
black Qh5 Pa7a5 Ka6
white Ke6
: after a Take, the capturing piece is required to Make a move with the moving way of the captured piece
(a sort of posthumous tribute, as Alain ... Delon would say).
: leaper (2,3)
: extended Zebra.
: conjunction of a Camel and a Giraffe, in other words a 1-3 and 1-4 Leaper at the same time
Leapers (2,4): To better familiarize ourselves with the 2-4 Leapers, we can observe that they are a Diminished Nightrider
(or a double Knight).
neutral piece: piece that can be played indifferently by white or black
{}
1.Qh5*h3-g7 + {the Queen who captured a Zebu made a Zebu (in this case Giraffe) move}
ZRd5*g7-g2 + {(makes a Queen's move)} 2.CHh6-d4 Se2*d4-b8 # {by double check.}
1.Qh5*h6-f2 {(the Queen who captured a 2-4 Leaper has made a 2-4 Leaper move)}
ZRd5*f2-g2 + 2.Se2-d4 + ZEh3*d4-b3 # {: the Zebu has played like a Giraffe, captured a Knight of which he has taken a step, made
finally check since it is a Camel!!!; checkmate also by double check}
1.Qh5*e2-g3 {(the Queen who captured a knight has made a knight move)}
ZRd5*g3-g2 + 2.ZEh3-d4 CHh6*d4-e8 # {(a Giraffe step); mate also by double check).
Cyclic captures of 3 neutral pieces in d4. Zilahi also cyclic. The "Noctamzebra" comes to checkmate on g2 in all three solutions, accompanied
three solutions, accompanied successively by a nNb8, a nZub3 & a nBone8.}
3 - 2# avec locustes et rose-locuste
Cheylan, Y.2015
white Bf1 Kf6 Lc1e8g8h8 Pg4 Se6 LSh1
black Ph5d4b3 Kd3 Bd1e2
#2(9+6)🨊c1, e8, g8, h8: Locusth1: Rose Locust
: A grasshopper that swallows its sautoir.
: Piece moving like a Queen, but with the help of a sautoir behind which it lands
Note that the square just behind the sautoir must be free or occupied by an enemy unit
: Rose needing a sautoir to move, which sautoir she swallows
{Tries :}
1.Se6-c5 + ? Kd3-c4 ! {}
1.Se6-f4 + ? Kd3-e3 ! {}
1.Kf6-f7 ? b3-b2 ! 2.Se6-c5 + Kd3-c4 ! { the g8 locust was intercepted on the diagonal}
1.Kf6-e7 ? {(and there, the defence} 1...Bd1-c2 {doesn't work because of} 2.Lh8*d4-c3 #
{car} Kd3-e4 {is impossible because of} 3.LSh1*e4-f6 {through f2, as well as} 2...Kd3*c3 {because of} 3.LSh1*c3-b1
{passing by g3 and e4.) but } 1...Be2*f1 ! 2.Se6-f4 + Kd3-e3 ! {Locust e8 is intercepted on the column e ;}
1.Kf6-g5 ? {ou} 1.Kf6-g6 ? h5*g4 ! {as the Locust g8 is intercepted on the g-file, we do not have checkmate by } 2.Lg8*g4-g3 {}
1.Kf6-f5 ! {}
1...Bd1-c2 2.Lh8*d4-c3 # {(car} Kd3*c3 {est impossible à cause de} 3.LSh1*c3-b1 {passing through g3 and e4 as already seen.
Note that this was not a threat because of 2...Kc2! slipping between the two Locusts.) }
1...b3-b2 2.Se6-c5 # {}
1...Be2*f1 2.Se6-f4 # {}
1...h5*g4 2.Lg8*g4-g3 # {}
1...h5-h4 2.Lh8*h4-h3 # {
Three test rebuttals become three variants. The judges (Dupin & Kerhuel) point out that a Nereid (Sea Bishop)
could have been placed in d1 instead of a second Bishop of white squares. "A matter of taste", they say.
We obviously prefer the author's choice.
This problem is also the 5th of a competition in which... the first four seemed undrinkable to us.
It is therefore the best that our modest constitution can offer.}
4 - h#3 2 solutions back-to-back with Nightrider Mao
Foster, G.2018
white NAh1 Ke3
black Pb3 Kg4
h#3 back-to-back(2+2)🨷h1: Nightrider Mao
: The Mao is a creeping Knight who makes a rook step and then a bishop step,
but he needs the square for his rook step to be free..
And "at night", the cats may not all be grey but the animals extend their march..
So NMh1 can play f2, d3 (because e2 is free), b4 and g3 but not f5 because g4 is occupied
back-to-back: if two pieces of opposite colour are "back-to-back",
for example a white one on e5 and a black one on e4, they exchange moving way the time of the opposite.
{ }
1.Kg4-h3 NAh1-b4 {making the modest b3 pawn a formidable Nightrider Mao... which remains a pawn all the same, able to promote itself !}
2.b3-f1=R ! NAb4-d5+ 3.Kh3-h2 NAd5-h3 # ! {NM, having acquired the King's moving way, attacks the bK which, having become a NM,
cannot go anywhere: to f1, f3 and even less to g4 as h3 is occupied.}
1.Kg4-g5 NAh1-e7 {(g4 square being freed)} 2.b3-b2 NAe7-g6 + {(NM having the moving way of a King, checks)}
3.Kg5-a2 {(bK having the march of a NM)} NAg6-a3 # ! {
the bK is attacked by the NM who has become King; he himself, now NM, is completely immobilized because his rook steps are forbidden}
{}
a) {}
1.Kc7-d6 WVe3-a7 2.PAc1-c7 WVa7-b8 #
{Pao and bK moves (other than ...Ke5, remaining under the attack of the Vao) are prohibited according to the Isardam effect.}
b) -wVAe3 +wPAe3 {Pao e3}
1.Kc7-c6 PAe3-e8 2.BVg3-c7 PAe8-c8 #
{Vao and bK moves (other than ...Kc5, remaining under the attack of the Pao) are prohibited according to the Isardam effect}
7 - serial h#17 2 sol with nightrider-hopper and Grasshopper
{}
1.Rc5-c7 Sd7*e5-f4 + 2.Kd5-d6 Rc8*c7-c8 # {}
1.Be5-c7 Sd7*c5-c3 + 2.Kd5-c6 Bb8*c7-b8 # {
Another placement of the Bishop or Rook on the last move would allow a black capture immediately replacing a unit on c7.
Reciprocal batteries and returns.}}
11 - s#2 Fuddled Men
Bissicks, P.2013
white Kf3 Ra1
black Pg6 Kh1 Bf1
s#2 Fuddled Men(2+3)
: a unit must rest after each move to digest its alcohol
{Tries :}
1.Ra1-a4 ? Bf1-c4 ! 2.Kf3-e2 g6-g5 + 3.Ra4*c4 {}
1.Ra1-a7 ? Bf1-a6 ! 2.Kf3-e2 g6-g5 + 3.Ra7*a6 {}
1.Ra1-a6 ! {}
1...g6-g5 2.Kf3-f4 Kh1-h2 # {(or K elsewhere, or B plays)}
1...Bf1-e2 + 2.Kf3-g4 g6-g5 # {or Kh1 plays}
1...Bf1-g2 + 2.Kf3-e4 g6-g5 # {or Kh1 plays}
1...Bf1-h3 2.Kf3-g4 g6-g5 # {or Kh1 plays}
1...Bf1*a6 {(or on b5, c4)} 2.Kf3-e2 g6-g5 # {or Kh1 plays}
1...Kh1-g1 2.Kf3-f2 g6-g5 # {or Bf1 plays}
1...Kh1-h2 2.Kf3-g3 g6-g5 # {or Bf1 plays.
The white King moves to 6 separate squares (of the 8 available).}
12 - #2 sat
Gockel, H.2008
white Bb8 Ka8 Qb4 Pa7g4 Sg3g7 Ra4
black Qg2 Pg6h6g5h3 Kh4 Bh1 Sf2
#2 sat(8+8)
: a King is in check when... he threatens to play on a square where he is not in check in the traditional sense..
It is checkmate if the King cannot deny himself this "free" square.
{}
1.Sg3-e4 ? {is illegal}
1.Sg7-e6 ! {threatening} 2.Se6-f4 # {giving 2 free squares for bK}
1...Qg2*g3 {(to parry} 2.Se6-f4 + ? {by} Sf2*g4 ! {)} 2.Se6-d4 # {because after} 2...Sf2*g4 {, the black King would have the square h5.}
1...Sf2*g4 {(to parry} 2.Se6-f4 + ? {by} Qg2*g3 ! {)} 2.Se6-c7 # {because after} 2...Qg2*g3 {, the black King would have the square h5.}
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