- 11 Feb '05 03:31

How about 1.e4 Nf6 2.Qe2 (2.f3) 2...Nxe4 3.f3 (3.Qe2) 3....Ng3 4.Qxe7+ Qxe7+ 5.Kf2 Nxh1#.*Originally posted by Quirine***In a game white plays 1.e4**

On the 5th move a knight takes a rook checkmate.

Who gets mated is open.

How did the game go?

Pity about the dual on move 2. Otherwise, a nice problem. - 11 Feb '05 09:02

Correct! How long did it take you to solve this?*Originally posted by BigDoggProblem***How about 1.e4 Nf6 2.Qe2 (2.f3) 2...Nxe4 3.f3 (3.Qe2) 3....Ng3 4.Qxe7+ Qxe7+ 5.Kf2 Nxh1#.**

[fen]rnb1kb1r/ppppqppp/8/8/8/5P2/PPPP1KPP/RNB2BNn w kq - 0 6[/fen]

Pity about the dual on move 2. Otherwise, a nice problem.

If you're interested here's a link about this problem. It states that even Kasparov and several other very strong GM's couldn't solve this.

http://www.chessbase.com/puzzle/puzz05d.htm

Quirine - 11 Feb '05 17:06

It took me awhile to solve this. I solved in my head during slow points at work, but finally got it at home (using a board sure helps!). I'd say an hour or two of total thought.*Originally posted by Quirine***Correct! How long did it take you to solve this?**

If you're interested here's a link about this problem. It states that even Kasparov and several other very strong GM's couldn't solve this.

http://www.chessbase.com/puzzle/puzz05d.htm

Quirine

I'm not surprised that it stumped GM's. They are not trained to think this way at all. For them, White and Black will always be opponents. In this type of problem, White and Black must cooperate to achieve the goal.

A similar example is http://www.chessatwork.com/board/showthread.php?threadid=19565.

- 11 Feb '05 21:36Well a good solver of
**heterodox**problems can be more succesful than a GM.Helpmate problems are perhaps the most challengig, even more so than the selfmate ones. But like in all problemsolving it helps to picture the possible final positions and then to discard the impossible and to distinguish the exact order of moves (so no violation of the rules occurs), and then you've got the solution. But the hardest part is to imagine the final position... - 12 Feb '05 10:31

a) 1.d3 e6 2.Qd2 Ba3 3.Qb4 f6 4.Qf8+ Bxf8*Originally posted by BigDoggProblem***In a Proof Game, the final position is given to you. A good example is:**

[fen]rnbqkbnr/pppp2pp/4pp2/8/8/3P4/PPP1PPPP/RNB1KBNR w KQkq - 0 5[/fen]

Position after Black's 4th move. How did the game go?

a) diagram

b) remove Black's Queen

b) 1.d3 e6 2.Bh6 Qg5 3.Qc1 Qxc1 4.Bxc1 f6 - 12 Feb '05 15:29

Depending on who it is to move it's Nxf7# or Nxc2#.*Originally posted by ilywrin***Just laid my eyes on a beautiful problem and not too complicated at that: Mate in 1**

[fen]r1bknbrN/pppppppp/8/8/8/8/PPPPPPPP/nRBNKB1R [/fen]

EDITED: FEN problems

Doesn't seem that beautiful to me. And nothing compared to a Babson Task. - 12 Feb '05 15:59 / 1 edit

You're missing the point. You have to deduce whose move it is.*Originally posted by XanthosNZ***Depending on who it is to move it's Nxf7# or Nxc2#.**

Doesn't seem that beautiful to me. And nothing compared to a Babson Task.

This is known as a parity problem. The structure is such that neither side can lose tempo, so I can say that White has made an odd number of moves and black has made an even number of moves. Parity is different, which only happens after white has moved. Therefore, it is black's turn, and the answer is**1...Nxc2#**.