Die Schwalbe

1 problem(s) found in 2666 milliseconds (displaying 1 problem(s)). [PROBID='P0002471'] [download as LaTeX]

1 - P0002471
Gerd Rinder
(G) Die Schwalbe 48 12/1977
Lob
P0002471
(4+3)
#2 (AP)
BTM: 1. ... Lxb7+ 2. Ke3 0-0-0 3. Sb6#
WTM: 1. Sf6+! Kd8,Kf8 2. Dc7#,Ld6#
play all play one stop play next play all
If WTM, b000 rights are already lost. Under Keym AP, Black attempts to steal the move. White disruption of castling now counts as win for White, so the only chance is 1. … BxQb7+ 2. Ke3! thr 3. Sf6+ disrupting castling but 2. … 0-0-0 3. Sb6#. 2. Kf5? Be4+ 3. ~ 0-0-0! or 2. K~? 0-0-0! directly. As usual when flip of player to move in d#n, Black gets an extra move rather than White losing one (c.f. Codex Article 15). Sublime miniature!
VL: AP after Keym. Solution:
I: 1.Sf6+.
II: Bl's try to be on move. 0... Bxb7+! 1.Ke3! O-O-O (legalizing!) 2.Sb6#. (2007-01-26)
A.Buchanan: Very nice problem. But why didn't VL say "Omigod! Sorry chaps: this problem doesn't work without PRA! You need to add it!" Answer: because PRA is irrelevant. So can't we get rid of it from most of the stipulations? (2022-02-15)
comment
Keywords: Castling (sg), a posteriori (AP) (Type Keym), Homebase (s), Aristocrat, Miniature
Genre: Retro, 2#
FEN: r1b1k3/1Q1N4/8/8/4K3/8/7B/8
Reprints: Die Schwalbe 99 06/1986
Input: Gerd Wilts, 1995-06-03
Last update: A.Buchanan, 2022-03-24 more...
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Gerd Wilts (1)