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1 - h#2 2 sol Mars circe with sparrow
Kohring, R.2024
white Re1b4 Pd2 Bf5 Kd5 SWe6
black Rh7 Kb3 Pb2c2 Bf4
h#2 mars circe 2sol.(6+5)
🨊e6: sparrow
: The piece that wants to capture is first moved to the square it occupied at the start of the game
(according to the rules of standard Circe), which must be free.
If a piece is fairy, it is moved to the promotion square on its column.
: Sparrow is a 135-degree or -45-degree Grasshopper.
{}
1.Bf4-b8 Re1-c1 2.Rh7-c7 SWe6*c7 #
{(via e8, jumper b8) ;checking via c8, jumper c2.}
1.Rh7-h5 Re1-b1 2.Bf4-h6 SWe6*h6 # {
(via e8, jumper h5) ; checking via h8, jumper b2 ;
Rb4 controls file a, and Bf5 controls the c4 square
Black rook and bishop take turns acting as a jumper to capture the other piece.
On each mate, the jumping pawn is blocked by the white Rook.}
2 - h#2,5 2 sol take & make circe
Giakatis, T.2020
white Rc6 Bc2 Ka1
black Bb7 Sa5 Rf6f2 Qg6 Ph7f4 Ke8
h#2.5 T&M Circe 2sol.(3+8)
: After a capture (Take), you must pay tribute to the captured piece by making a move without capturing (Make)
with march of the captured unit.
: A captured unit is reborn on its original square if that square is free.
: moves along the queen's lines using a jumper.
Unlike the Grasshopper, which lands behind the jumper, Lion can land beyond it.
: Like Lion, but with two (!!) jumpers that aren't necessarily adjacent on the same line
{}
1.LIb7-b3 2.LIb3*g8 3.LIg8-b3 4.LIb3-b7 g7-g8=LI # {}
1.KLa7-d4 2.KLd4*h8 3.KLh8-d4 4.KLd4-a7 h7-h8=KL #
{Birthday gift for S. Luce.}
5 - h#3 set play take & make parrain circe
Stun, J.2020
black Se6g5 Ke4
white Se5 Kc3 Pe2
h#3 set play T&M parrain circe(3+3)
: The captured unit is revived, if possible, immediately after another unit (the godfather) has made its move,
traveling a distance equivalent to that of the godfather from the capture square.
{ J.A.:}
1...Se5-f3 2.Sg5*f3-d4 e2-e3[+wSf4] 3.Se6*f4-d3 Kc3*d4-e6[+wSg5] # !
{It is indeed a mate, since the Black king is not allowed to capture the pawn on e3 because a white pawn move would return it to e4.
}
1.Se6-d4 Kc3*d4-c2 2.Ke4-e3[+bSd3] Se5-f3 3.Sg5*f3-d2 Kc2*d3-e5[+wSg4] # !
{It is indeed a mate, since the Black king is not allowed to capture the pawn on e2 because a white pawn move would return it to e3.
Echo-chameleon.
Olive declares this problem unsolvable, RP & set play.}
6 - 2# assassin circe
Caillaud, M.2018
white Sg8d6 Rg7 Pd7d5e5a5 Kh5
black Bb8 Kc7 Pc5f4g4g2h2e2 Sh4b2 Qg3 Re1
#2 assassin circe(8+12)
: A captured piece is returned to its original square, even if that square is currently occupied.
: Any unit that makes a move that is not a direct check immediately becomes neutral.
If it is already neutral, it becomes white or black, depending on which side plays it.
{ (}
1.d3-d2 ? Kc3*c2 {illegal, because must play on c1) }
1.Ka1-b1 Kc3-d2 2.c2-c1=B + Kd2*c1-b2[b1=rB] # { }
1.c2-c1=S Kc3*d3-d2 2.Sc1-d3 Kd2*d3-b2[a1=rS] # { }
10 - 6# take & make double grasshopper
Dietrich, St2020
white Bd4e5 Ka6
black Ka8 DGc4
#6 T&M(3+2)
🨐c4 : double Grasshopper
How on earth can you checkmate with only bishops on dark squares?
: Perform two Grasshopper moves.
Unless otherwise specified, null moves are not allowed
{ }
1.Ka6-b6 ! zugzwang.
1...DGc4-e6
2.Bd4-c3 zugzwang.
2...DGe6-c6
3.Kb6-a6 zugzwang.
3...DGc6-c4
4.Bc3-b4 zugzwang.
4...DGc4-a7
5.Be5-g3 zugzwang.
5...DGa7-c3
6.Bb4*c3-f3 #
{ The Bishop made a Double Grasshopper move.
Too bad the T&M rule only applies to the last move.}
11 - aidé 10# 2 sol with Grasshopper and Rook Grasshopper
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