LITHUANIAN
DRAUGHTS COMPOSITION AMATEURS'
UNION
INTERNATIONAL RULES FOR
DRAUGHTS PROBLEM COMPOSITION
Preface
Problemism (herein defined as the composition of
draughts problems) is a creative activity within and alongside the game of
draughts. Problemism means/contains search of new ideas, analysis, analysis
retrograde. The end product is a draughts position, which may or may not have
occurred in a game, with a definite task. This position (and further positions
passed through as the solution progresses) must satisfy certain rules.
During the history of problemism several types
of problem have emerged. At the present time the two main types are Combination
Problems (C-Problems) and Endgame problems (E-Problems).
The International Rules are defined for these
two types, with a view to the creation of a standard for competitions, organised
or recognised by the CPI of the FMJD. Rules for other types of problem will be
drawn up in the future as the need arises.
The present rules apply to international
draughts problems.
PART 1
THE
INTERNATIONAL RULES FOR
COMBINATION PROBLEMS (C-problems)
These rules have been developed from the Dutch
rules (G. Gortmans, "1001 miniaturen", Deventer 1938; the magazine "De
Problemist", July 1969), the French rules (G. Avid, "Le problème de dames et sa
technique", Paris 1958) and the rules of the former USSR ("Shashnechnyi Kodex",
Moscow 1986).
1.1. Definition of the Type
The essential component of this type of problem
is the sacrifice of White pieces leading ultimately to a won position. In the
initial position the number of white pieces must not be less than 5. For each
colour, the number of pieces must not exceed 20. The main technical definitions
are to be found in articles 1.2 to 1.16. In the solution of a problem, the moves
are usually given in short notation, only the square where the move ends being
indicated. If, for example, both a piece on 47 and one on 48 can move to 42, the
moves 47-42 and 48-42 are indicated as 472 and 482, respectively.
1.2. The Format
For all problems the task is ‘White to move and
win’. First White move may not be as a capture move (as move herein defined a
movement of a piece from a square to the square on which this piece finishs its
movement). In a problem, any or all of the following five phases may occur:
A. The Initial Position.
B. The Introductory Play. This phase consists of
moves at the beginning of the solution which do not involve a sacrifice of White
piece.
C. The Combination. This phase consists of
sacrifices by White, leading to an uninterrupted series of obligated or forced
moves by Black. The moves of White in the Combination may be either captures or
non-captures (including last move).
D. The Endgame Position. This is the position
after the combination. Black’s first move in the endgame position must not be a
capture.
E. The Final Position. Black has no pieces left,
or is blocked.
Phases A, C and E must occur in all problems.
The absence of phases B and/or D is not regarded as a weakness, and would not
affect the evaluation of a problem in a competition.
Problems can be classified according to the
number of pieces in the initial position as follows:
Miniatures (at most 7x7).
Small problems (at most 9x9, at least 8 pieces
of either Black or White).
Intermediate problems (at most 12x12, at least
10 pieces of either Black or White).
Large problems (at most 15x15, at least 13
pieces of either Black or White).
Giant problems (at most 20x20, at least 16
pieces of either Black or White).
This classification gives an idea of the length
of the combination. None of these groups is to be regarded as being superior to
any other. Organizers of a problem competition may state the maximum and minimum
number of pieces according to their own wishes, irrespective of this
classification.
1.3. Legality of the Initial Position
If in the Initial position one or more White
pieces are attacked, the author must demonstrate how this position could result
from an earlier one in which no piece, either Black or White, is under attack,
and where neither colour has more than 20 pieces. It is not necessary to give a
retrograde analysis up to the 20x20 initial position of a game, unless this is
required by the special conditions of the competition. It is only required to
prove the legality of the initial position, using both men and Kings if
necessary. There is no obligation to prove that these previous moves would be
best both for Black or White. An illogical previous move is a weakness if it has
to be accompanied by a proof of the legality of the position. Though a so-called
"logical" or "illogical" previous Black move is of course an illusion. In any
initial position Black’s previous move is a mistake, because it enables White to
play and win. There is no necessity to take this illusion into account as either
a positive or a negative factor if Black is attacking White in the initial
position. Whenever Black’s previous move can be identified, it implies an
attack, which is perfectly in line with the purpose of the game, namely,
winning.
1.4. The Combination. The sacrifice of White
pieces.
The essential part of this type of problem is
the combinational play, which consists of a series of sacrifices by White. Ever
since G.Gortmans’ rules the notions of "economy" and "uneconomy" as regards to
the sacrifices of the White pieces have been used in connection with the number
of White pieces offered at one moment. In actual practice the "uneconomic"
sacrifices (the sacrifice of more than one piece without some additional effect)
always were considered as a negative factor.
The present RI take a different view on this
subject. The absence of economy is not regarded as a negative factor. At the
same time the concept of economy is to be maintained, because it plays an
important role in judging the quality of a sacrifice. The "economic" sacrifice
(1.4.1.-1.4.2) is considered as a very good feature in the development of the
play.
1.4.1. The simple sacrifice and the
economic sacrifice.
A sacrifice of one piece is considered as "the
simple sacrifice". A sacrifice leading to the capture of two pieces by a Black
man, beginning and ending on the row 36-40 and proceeding by way of White’s
basic row 46-50, also is considered as "the simple sacrifice".
A sacrifice of two or more pieces leading to the
capture by a Black man in a single move is considered as "the economic
sacrifice" if it causes the appearance of a variant (1.11.- 1.11.2.) or if an
economic Majority-sacrifice is presented. Any other sacrifice of two or more
pieces by White is considered as "the uneconomic sacrifice".
If it is a Black King which performs the capture
of more than one piece, the move of White leading to this capture will be
regarded as economical sacrifice if there are appeared the Thematic or
Non-thematic variants (1.11.– 1.11.1) or the economic Majority-sacrifice (1.4.2)
is present.
1.4.2. The presence of the several
directions of the captures.
Here we must distinguish between real and
virtual choices for Black.
Real: Black can choose from several
possibilities admitted by the rules of the game, such as 1x1, 2x2, 3x3 etc. All
such real options with two or the several directions of the captures are
considered as economical, and this will also apply when further capturing
possibilities are present, such as 1x3x3, 2x4x4, etc.
b) Virtual: Black has no real choice, because
the rules of the game require the execution of the only move by which the
maximum number of White pieces is captured (The Majority-rule). In this case,
the Majority-sacrifice is economical if there is a difference of exactly one
piece between the obligatory capture and the most fertile virtual one.
[Examples: 1x2, 1x3x4, 2x3x4, 2x2x4x5, etc.]
1.4.3. The statements of art. 1.4.1. and
1.4.2. apply exclusively to the phase "The Combination".
In the Endgame position the notion of the
"uneconomical sacrifice" is applied only at the level: Rules Superior (1.17.3.).
1.5. The Endgame position.
There are two types of Endgame position, none of
them to be regarded as being superior to the other one:
the Short Endgame position: one move by both
Black and White till the Final position (e.g. : 18/28; K46/K5; 45,K50/K6;
K4/15,K36 etc.) apart exceptions indicated in art. 1.15.
b) the Playing Endgame position: more than one
move by both Black and White till the Final position
Special requirements of the development of play
in Endgame position (and its transformations) with a Black King (or with a Black
King and Black men) does not exist.
It do exist special requirements of the
development of play in Endgame position (and its transformations ) in which
Black has a piece(s), which does (do) not stay in simple or multi opposition
(art.1.15-1.15.4). These requirements are written in articles 1.5.1 and 1.5.2.
If in the Endgame position (and its
transformations) Black is not attacked, then:
if Black has three (or more) men, which may
move, in this case at least one of these men must execute more than one move
till the appearance of the Final position. The sacrifice of these men on their
first move or by one, two or three moves one after another is not considered as
development of the play and it is not admissible.
if Black has two men, which may move, in this
case the sacrifice of these men on their first move or by one or two moves one
after another is not considered as development of the play, and it is not
admissible [Exception: admissible is the Endgame position with Black men 5,36
and a White King on the one of the following squares: 14, 19, 23, 28, 32, 37 and
46 if at least one of these Black pieces did participate in the previous play
(art. 1.13.1.). In this case the White King move leading to this Endgame
position must be exact].
if Black has one man, which may move, in this
case the sacrifice of this man is not considered as development of the play if
Black has the choice: to sacrifice or not to sacrifice.
If in the Endgame position (and its
transformations) Black is attacked by a single White King in absence of any
other White piece, then:
if Black has at most three men, in this case a
Dual is not permitted.
if Black has more than three men, in this case
such Endgame position may be considered as the end of the Thematic variation if
White move(s) is(are) not exact till Final position.
1.6. The Final position.
The Final Position can be arrived at in two
ways: directly after the Combination or after the Endgame.
1.6.1. The Final position appears
immediately after the Combination.
This Final position must be pure. It means:
a) the presence of only one White piece (man or
King) if Black is absent in the Final position;
b) the Black pieces are blocked, and White has
nothing but the minimum number of blocking pieces.
1.6.2. The Final position appears after
the Endgame position.
This Final position may be pure, but absence of
purity in this Final position is also allowed. [e.g., the Short Endgame
position: 43, K48/49, K26, where after (31)39/25 the the remaining position is
impure, or the Playing Endgame position: 14, 36, 41, K46/47, 44. Solution (19)
39 (23) 33(28/29)22/24; this final position is impure]
1.7. The solution.
Solving the problem means finding the
winning series of moves for White. A position is not considered as a produce of
problemism if there is no way to victory, or if there are several ways to
victory. In a problem, there must be only one way to win, the one given by the
author.
1.8. The second solution.
This is a series of moves, different from
those indicated by the author, which leads to a win before the Endgame position.
1.8.1. The second solution in the Endgame
position. This is a move or a series of moves, to be played in the Endgame
position of the author’s Thematic variant and different from the author’s
solution, which leads as well to a win for White, but with a different Final
position.
1.9. The Dual.
The Dual is the disturbance of the punctuality
in the move(s) of White. The Dual does not lead to another Endgame position or
to another Final position different from those appearing in the Thematic variant
given by an author. The Dual exists with regard to the moves of White only.
There are several types of Dual:
1.9.1. The alternative move. It means:
a) that a White piece can choose between two
directions for a march without a capture with the same winning procedure
[Example 1 (for a man): the moves 38-32-28 and 38-33-28 result in the same
position. Example 2 (for a King): the moves 3-26 and 26-48 result in the same
position like 3-25 and 25-48.].
b) that a White King can choose between two
directions for a march with a capture with the same winning procedure [Example 3
: Black 13,19,23,26,30,38,42,45; White : 10,14,31,41,44; Solution : 4,4x27x25,
40,5 + or 4,4x31x25,40,5 +.].
1.9.2. The Freedom of movement for a
White king.
This is a move, which may end at will on two or
several squares of one diagonal.
1.9.3. The Interversion of moves. This is
a change in the order in which White executes his moves.
1.9.4. The Prolongation of the solution,
not leading to a Final position different from that indicated by author.
[Example: Black K47; White 46,48,K15; Black to move. Solution: (36), and White
wins either by 41,482(38)42/47, or by 4(47)15(36)41,482.]
1.9.5. Different sacrifices.
This notion means the sacrifice of different
pieces, without a change of Endgame or the Final position of the Thematic
variant. [Example 1: Black 10,25,K14; White K2, K35, K45. Solution: 2-19(46)
30,5, or 35-19(46)30,5. Example 2: Black 2,11,16,43; White K3,K26,K35. Solution:
3-21,8,49+ or261,8,49+.]
1.10. The Mill-capture. It is a capture in
which apiece executes a circle-movement.
Such move may consist a complete circle-movement
and in this case it begins and finish on the one and the same square. But such
move may consist also another movement and in this case a circle-movement is
part of such move [Example 1: Black 8,9,13,17,28,36,38; White 24,29,37,40,48;
Solution:43,31,23,23. Example 2 : Black 1,6,24,25,27,34,39; White 8,17,50;
Solution: 44,2,2 +. Example 3 : Black 11,12,21,22,23,32,33; White 31,36;
Solution: 27,27 +. Example 4 : Black 11,18,21,29,32,44,D23 White 10,14.
Solution : 5,23 +.]
The inaccurate Mill-move executed by a White
King is considered as a Dual (1.9.2). [Example 5: Black 21,22,23,28,31,32; White
39,D5; Solution: 33,44 or 50 +.]
1.11. The Thematic variant.
The Thematic variant (TV) is the development of
the play with the exact order of moves indicated by the author, leading from the
Initial position to the Final position without a Superfluous White piece (1.12.)
and/or a Figurant (1.13.) either in the Endgame position or in the Final
position if an Endgame position is absent. It is the author’s privilege to
propose one variant as the Principal thematic variant (VTP) if several Thematic
variants are present.
The presence of several Thematic variants is
welcome, specially in the course of the combination, but it is in itself
insufficient to make the Problem superior to one with a single Thematic variant.
The originality and the spectacular character of the Combination remain the most
important factors.
If its VTP is found to be defective, but some
other thematic variant(s) is(are) presented, the Problem is considered as the
produce of the problemism. If several TV are presented, they should be
identified by upper case letters; lower case letters are to be used for
Non-thematic variants and for Quasi-variants.
The organizers of a competition may specify an
obligatory theme for the Thematic variant in a category.
1.11.1. The Non - thematic variant.
It is a development (appearing when Black has a
real choice of moves) different from the development of the Thematic variant and
leading to the win of White without the observance of requirements of the
Thematic variant. [Example: 8,9,10,35,K49/37,42,45,K50. Solution: 38(46,a)40,5;
a)(41)40,46. The variant a) is the Non-thematic variant.]
1.11.2. The Quasi-variant.
It is a development, which does not change the
subsequent development of the Thematic variant if two (or more) Black pieces
have the choice of the capture-move. [Example: 17,33,35,38,40,42/24,29,30,K4.
Solution: 19(33x13, a) 49,48. The variant a) is the Quasi-variant:
(35x13)4x27x35,48.
1.12. The White superfluous piece.
This is White piece, which is not necessary for
the win in the Endgame position of the Thematic Variant (or in this Variant’s
Final position in the absence of an Endgame position). No such piece can be
permitted.
1.13. The Figurant.
The Figurant is a Black piece, which is staying
in the Endgame position (or in the Final position), which did not participate in
the development of the play (art.1.13.1), and which:
sacrifices itself in short Endgame position
[1.5. a)];
does not participate in the development of the
play from the Endgame position till the Final position;
is blocked in the Final position.
1.13.1. As participation in the
development of the play there is considered the execution at least the one of
the following functions:
the movement of piece;
the limitation of the movement of Black piece;
the creation of the capture-move of White by its
presence;
the creation of the Initial position (with its
transformations during the solution);
the creation of the naturality of the previous
move of Black if White are attacked in the Initial position.
Points d) and e) of 1.13.1. are demonstrated by
two examples. Example 1: 6,8,15,18,20,37/11,21,24,27,29. Solution: 23,3,271,24.
Example 2: 8,9,18,20,26,30,36/28,37,40,41,42,46. Solution: 38,23,34,37. In the
Initial position Black man 26 may be removed, but then it is necessary to prove
the legality of the Initial position. After the removal of the Black man 26 the
legality is proved from the position: 8,9,16,20,30,36/21,22,28,37,40,42,46,47.
After 471(18) the Initial position of this example appears, but from the point
of view of the aesthetic impression such situation harms more than the presence
of Black man 26 in the Initial position.
1.14. The Latent figurant.
The Latent figurant is Black man which did not
participate in the development of the play (1.13.1.) before an Endgame position
or a Final position and which is not staying in an Endgame position or a Final
position being captured by a White piece during the combination. The Latent
figurant may be removed out from the Initial position without an infringement
either Initial position or a change of White moves of author’ TV [Example 1:
Black 10,32,42; White 33,39,43,D50; Solution: 28,38,5 +. In this example Black
man 10 is not latent figurant because Black man 10 is utilized to form exact
capture move of White King. Example 2: D.de Ruiter, De Problemist, February
1992 . Black 7,8,10,14,19,20,22,24,27,28,29,32,35,36; White
16,30,31,33,39,40,42,43,44,45,46,47,48,50; Solution: 394, 43, 33, 33, 39, 471,
11, 11x4, 49(41) 37(23) 450, 44, 5 +. In this example Black man 8 may be removed
out from Initial position without an infringement of author’ TV, but if it will
be done, in this case White moves will be changed: 394,43,33,33,39,471,11,
11x2,etc… +, Therefore Black man 8 is not Latent figurant.].
Nevertheless, Latent figurant may be performed
in the Initial position to keep the TV if otherwise there is a Dual (or a threat
or a Dual). [Example: 3,5,8,11,26,27,33,35/ 15,23,24,30,36,42,47,50. Solution:
10,31,42,2,9, 44. Black man 33 is the Latent figurant placed to avoid the threat
of the second solution by first move 427 etc.] But the presence of a latent
figurant in a problem is undesirable.
1.15. The simple opposition.
The present RI consider the simple opposition as
the position in which one Black man and one White piece (man or King) are
staying vis-à-vis over one square on one and the same vertical, or diagonal, or
horizontal, where Black has no move apart from the self-sacrifice [Examples:
24/34; 25/34; 35/34; 38/D48; 36/D47; 36/D37, etc.]
Too the present RI consider as the simple
opposition the following positions: 1/11, 11/21, 21/31, 31/41, 10/20, 20/30,
30/40 in spite of the fact there is more than one move till Final position is
appeared.
The present RI don’t consider as simple
opposition the position in which the Black man and the White piece are staying
on different horizontals and diagonals (e.g. 36/K32 is not a simple opposition).
Also positions in which the White man and the Black piece are staying on the
same diagonal or vertical line at a distance of more than one square are not
considered as simple oppositions. [Examples: 26/48; 8/28 etc.]. Such a position
is considered as a Playing Endgame position leading to opposition (like, p.e.,
the position: 27/D1, Black move (32)29(37)47]
1.15.1. The Natural simple opposition.
This is an opposition involving a Black man which has participated in an earlier
phase according to a), b), d), e) of art.1.13.1.
1.15.2. The Artificial simple opposition.
It is the opposition in which the Black man may
be removed without a distortion of the Problem solution. Such a Black man is
considered as a Figurant, even if this removing leads to the appearance of the
second solution or the Dual. At the same time the Black man present in the
Artificial opposition is not considered as a Figurant in the Principal TV, if
this Black man participates in some other variant. [Example: B.Shkitkin, "64", N
11, 1978: 8,10,11,21,28,32,38/ 19,20,24,30,40,43,47. Solution: 194(19,A)2,43,
38,38. A(49)5,23, 2,38,38. The Black man 28 stays in the Artificial opposition
of the Principal thematic variant, but participates in the other variant and may
not be removed.]
1.15.3. The Multi-opposition.
The Multi-opposition is a position in which two
(or more) simple oppositions are present. The Multi-opposition is admissible
only if each Black man in this position has performed at least one function
according to 1.13.1. [Example 1: 17,20,26,30,35,39,40/28,31,32,33,37,44,50.
Solution: 23,317,44,22,45. Black man 26 is placed to avoid the superfluous White
piece 37 and has executed no function written in 1.13.1., therefore Black man 26
is a Figurant.]
The same requirement applies to the Playing
Endgame position leading to the Multi-opposition: each of the Black men of that
Endgame position must have performed at least one of the functions written in
1.13.1. [Example 2: 4,7,14,22,23,32,38/16,25,30,40,43,44,45. Solution:
20,27,34,27(12)22(9)29(13)23. In the Endgame position of this example the Black
men 4 and 7 have executed no one function written in 1.13.1., therefore they are
considered as figurants. Example 3: D.Bosma, "Het Damspel", 01.03.1931:
6,8,9,15,17,18,22,27,28,36/ 11,25,26,29,34,37, 38,43,44,47. Solution:
41,24,32,21,1. The Playing Endgame position leads to the Multi-opposition:
(28)29(32)42(11)21(16)17(20,37)47. This Playing Endgame position is correct
because Black men 6 and 22, arrived in the Multi-opposition on the squares 16
and 37 did participate in the creation of the Initial position, and, thus they
correspond to art. 1.13.1. d).]
1.15.4. Everything written in the
articles 1.15 - 1.15.3. is valid also if the opposition (simple or
multi-opposition) is only a part of the Endgame position, e.g. if in some
Endgame position there is, apart from the opposition (simple or
multi-opposition), some other position which may be considered as either an
independent Endgame position or a Final position (p.e., K46/K5; 36,41,K46/47;
43,K49/48,K35 etc.)
In these cases:
a) the Natural simple opposition is admissible;
b) the Artificial simple opposition is not
admissible;
c) the Multi-opposition is admissible if it
satisfies the requirements written in 1.15.3.
1.16. The main technical definitions given in
arts.
1.1-1.15.4. applies equally to problems with and
without Kings in the in the Initial position. The additional and essential
requirement for problems with one or more Kings in the Initial position is, that
none of these Kings can be replaced by a man.
1.17. Three levels of composition rules are
defined, according to the conformity of the Thematic variant to restrictions in
terms of the technical features described in 1.1-1.16: Rules of Base (RB), Rules
of Master (RM), Rules Superior(RS).
The technical quality of a Problem is to be
established by referring to the Rules Superior, it increases together with its
conformity to the RS. However, this does not imply that a Problem at the RS
level is automatically superior to one, which observes these rules less
completely.
1.17.1. Rules of Base.
A problem satisfies the RB, if:
the Initial position is legal (1.3.);
in the Initial position equal pieces number of
each color is present or a Black advantage is at most two pieces ( a White
advantage is not limited);
the Problem has a solution (1.7.);
the author’s solution is the only solution
(1.8.);
there is no type of the Dual (1.9.-1.9.5.) on
the first move of the solution.
Thus any position, invented or taken from an
actual game, may be considered as a Problem, if it corresponds to the RB.
1.17.2. Rules of Master.
A Problem satisfies the RM, if the Problem has a
solution (1.7.) given by the author as the Principal TV (1.11.), and if its the
VTP satisfies the following requirements (if a Problem has only one TV then this
one TV is considered as the Principal TV):
the Initial position is legal (1.3);
in the Initial position equal pieces number of
each colour is present or a Black advantage is at most one piece or a White
advantage is at most two pieces [An exception is allowed for the Giant problems
(1.2), where Black may have an advantage of two pieces; in this case, however,
there must not be any type of the Dual (1.9-1.9.5.) in the solution.];
there is no solution apart from the one given by
the author (1.8-1.8.1);
there is no Dual, neither in the Introductory
play nor in the Combination (1.2);
there is no Dual on the first move of the White
King in the Endgame position (1.5.-1.5.3) if this move is a capture [except the
Dual in the Natural oppositions Black man/White king (1.15.1.): 32/K42, 33/K43,
38/K48, 39/K49, in these cases the Dual is admissible];
in the development of the Endgame position the
Dual is absent or at most one type of Dual occurs [except one case of the
Endgame position with a single white King [1.5.2. a)], in this case the Dual is
not admissible]. The presence of two types of Dual in one and the same TV and in
one and the same move is not allowed.
the development of play in Endgame position
without an opposition satisfies the requirements of 1.5.1.-1.5.2. and the
development of play in Endgame position with an opposition satisfies the
requirements of 1.15.-1.15.4.;
neither a Superfluous piece (1.12.) nor a
Figurant (1.13) is present.
If a Problem presents several Thematic variants,
then only the Principal VT must conform to the technical definitions in
1.1-1.16.; in that case the disagreement of the other TV with the requirements
stated in the points d), e), f) and g) of this section is not a negative factor
for these other TV and for the Problem as a whole.
The regulations of a competition may overrule
conditions "b" by forbidding any material advantage in the Initial position, or
by admitting an advantage of only one piece for any colour, in this case the
point "b" no more valid. The organizers of a competition have a right to include
point e) from RS (about inadmissibility of the Latent figurant) as the special
condition of a competition.
1.17.3. Rules Superior.
A Problem satisfies the RS, if the Problem has a
solution (1.7.) given by the author as the Principal TV (1.11.), and if its the
VTP satisfies the following requirements (if a Problem has only one TV then this
one TV is considered as the Principal TV):
the Initial position is legal (1.3.);
in the Initial position equal pieces number of
each colour is present or a material advantage of any colour amounts to at most
one piece.
there is no solution apart from the one given by
the author (1.8.-1.8.1);
there is no type of Dual in the solution
(1.9.-.1.9.5.);
no Latent figurant (1.14.) is present.
the Endgame position (1.2.) satisfies the
article 1.5.1. and 1.5.2. a) and the Final position (1.2.) is pure [it is
possible only in two cases written in a) and b) of 1.6.1.];
all sacrifices of White pieces and all the
Majority-sacrifices are economic or simple (1.4-1.4.3.);
the Mill-capture (1.10.) is absent from the
moves of White;
the Artificial opposition (1.15.2.) is absent;
j) neither a Superfluous piece (1.12.) nor a
Figurant (1.13) is present.
If a Problem presents several Thematic variants,
then only the Principal TV must conform to the technical definitions in
1.1-1.16.; in that case the disagreement of the other TV with the requirements
stated in the points d), e), f), g) h) and i) of this section is not a negative
factor for these other TV and for the Problem as a whole. The regulations of a
competition may contain the additional condition of a material equilibrium in
the Initial position, instead of "b", in this case the point "b" is not valid.
1.18. These composition rules for problems
were formulated by the technical committee of the CPI FMJD
[S.de Bruijn (The Netherlands), A.Tavernier
(France), S.Yushkevitch (Ukraine, the chief of the committee)].
January 2002 – June 2002
PART 2
RULES
FOR COMPETITIONS
2.1. All draughts problem competitions
are conducted by correspondence. A competition must be run according to The
International Rules (RI) from the moment of their issue. The RI are in force
from the moment they are advertised by the FMJD in "Le Monde Damiste", or "The
FMJD Almanac", or the FMJD websites on the Internet : http://www.fmjd.nl or
http://www.fmjd.org. The advertisement of a competition must specify what kind
of C-problem is acceptable as an entry to the competition. A C-problem will
receive no points if it does not satisfy the conditions specified in the
advertisement of the competition, or if there are less than 5 White pieces, or
if the first White move is a capture, or if its development of play does not
include a combination. (see 1.2.) A problem will also receive no points if it is
substantially the same as a problem already published or took part in a previous
competition. International master points are not awarded for C-problems at Base
Level only. They are only awarded for C-problems at Master Level and Superior
Level. Superior Level C-problems will always be accepted for Master Level
competitions. For Superior Level competitions, only Superior Level C-problems
will be accepted. Problems with joint authorship will not be accepted, except in
team competitions. Master points are not awarded for problems with joint
authorship.
2.2. Any problem entered for any
competition must be accompanied by a solution written by the author. The problem
must be previously unpublished. It must not have been entered for any previous
competition. It must not be a corrected version of a problem (or a correction of
the solution of a problem) which was awarded zero points in a previous
competition. Both such and published problems may be entered in the so-called
‘retro competition’ which may be organized (or recognized) by the CPI every 4
years, where a candidate may submit not more than 3 problems for each type
(combination and/or endgame). Problems must be sent by post. (Email is not
acceptable.)
2.3. The panel of judges for any
competition must include at least 3 and at most 7 members from different
countries. The final score awarded to each problem from each candidate is worked
out according to the following formula. If there are 3 judges then the average
of the 3 scores is taken giving the middle score double weighting. If there are
4 or more judges then the highest and lowest scores are discarded and the
average taken of the rest. Judges may also be candidates as long as there are at
least 5 judges. Judges must not judge their own entries. Candidates can never be
judges in the Individual neither World (Europe, America, Asia, Africa,
Australian region) Championship nor Cup tournament. The judges only consider the
solutions which have been submitted by the authors. Judges must be accepted by
the CPI before the judging begins. The organizers of the competition may appoint
a Chief Judge, who may or may not be one of the judges. The chief judge will be
responsible for collecting the individual judges’ scores, remarks sent to
positions, handling appeals, etc. Judges must not know the names of the authors
until the defined results are issued. In the case of an appeal the chief judge
shall be the only judge who knows the name of the candidate who has appealed.
2.4. A list of provisional results should
be issued. This list should be a rank order only. Points scored should only be
indicated for problems which have been awarded zero points. Authors’ names
should not appear with the provisional results. All authors’ names and all
points scored should include in the defined results. Infringement of the
provisions of this paragraph will result in the non-endorsement of the final
results of the competition by the CPI as regards the awarding of master points.
2.5. The competition advertisers should
include information as to where the provisional results and defined results will
be issued. This information should be given in French or in English; a Russian
translation should also be available. Competitors must be informed of the
reasons for any zero score if such information is absent. Competitors may appeal
against awards of zero points. They must appeal within one month of the
publication of the provisional results, or within one week of the publication of
the defined results. There is no appeal against the defined results. Appeals
must be made to the organizers of the competition, who must inform the judges
immediately. Appeals must be based on analytic errors of fact only.
2.6. The person who receives the entries
for a competition must not be one of the judges for that competition. Entries
received should be sent to all the judges, or to the chief judge if there is
one. Authors’ names should be withheld. Deadlines must be strictly adhered to.
Authors may revise their entries subject to the following conditions. Only one
revision is allowed. A completely new entry must be submitted including all the
other unrevised problems (if any). This new entry will replace the previous
entry which will be discarded. All entries must include solutions to the
problems, and the names and addresses of the authors, otherwise they will not be
considered.
2.7. The defined results must be issued
between 2 and 3 months after the first list of provisional results is issued.
This time limit can be extended in exceptional circumstances. (For example, if a
new judge is appointed to replace a previous judge, or if a zero score appears
in defined results which did not appear in the original provisional results.)
Authors must not publish problems submitted to the competition until after the
defined results have been issued. Should any author do this, his/her problem
will be disqualified from the competition. Possible circumstances in which it
might be necessary to issue a revised defined results are the following:
a) If it turns out that one of the judges is
related to one of the competitors.
If it turns out that one of the competitors has
entered 2 or more problems which are too similar. In this case the problem
scoring the most points is retained, and the others are disqualified.
If an appeal against a zero score appearing in
the defined results are upheld.
If it turns out that a competitor has infringed
paragraph 2.2 above.
Defined results become the final results within
2 weeks of their issue, if there is no situation indicated in a), b), c), d), of
this section. If that situation is appeared, defined results become the final
results within 1 mounts after their issue. After defined results are issued no
remark as regards to the quality of positions sent is accepted, except an appeal
of a participant.
2.8. All problems should be given a score
out of 100,0 (minimal score is ‘0,0’points). Once the provisional results have
been issued judges may only revise their score for a problem if it is later
found to be defective, or not sufficiently original, or if an appeal of a
participant is upheld.
2.9. Anyone participating in any
competition authorized by the CPI is regarded as having agreed to be bound by
the International Rules of the CPI.
2.10. Any special regulations for a
particular competition should be advertised. The advertisement of the
competition should be given in English or French, and be translated into
Russian. The advertisement of a competition should include the following
information.
a) The organization who will run the
competition.
b) The number of sections, any restrictions on
both the type and level of problem that may be entered for each section, a theme
for each section: free or obligatory.
c) The numbers of Black and White pieces allowed
in the initial position of problems entered.
d) The maximum number of problems that may be
entered for each section by one author.
e) The address of the organization running the
competition, or of the person entries should be sent to.
f) The deadline for sending entries. (This
deadline should be at least 3 months from the date of the advertisement of the
competition.) The date of submission is defined by the post mark of sending.
g) Any other special conditions as may be
required by the organizers of the competition.
h) Where the provisional results and the defined
results will be made available.
2.11. Master points in competitions
organized or recognized by the CPI FMJD must be awarded in accordance with the
CPI FMJD statutes. The procedure for endorsement of a competition by the CPI
FMJD (if not organized by the CPI FMJD itself) is as follows:
a) the CPI FMJD should receive a copy of the
regulations of the competition, and the names of the judges before the judging
starts;
b) the CPI FMJD should receive copies of all
provisional and final results of the competition, including copies of the
judges’ reports.
Recognition of a competition by the CPI FMJD is
conditional on the International Rules and the CPI FMJD statutes being observed
at all times. It is the responsibility of the organizers of the competition to
ensure that this is done.
2.12. The French text of the
International Rules is definitive in case of different interpretations.
Amendments to the International Rules may only be made by decision of the CPI
FMJD. The current International Rules were confirmed by the CPI FMJD 03.10.2002.
President of the CPI FMJD S. Yushkevitch
Secretary of the CPI FMJD S. de Bruijn
P.S.
The English translation
of international
rules take from the
web-site of E.van Dusseldorp:
http://www.euronet.nl/users/evdussel.
PART 3
THE
INTERNATIONAL RULES FOR ENDGAME-PROBLEMS (E-problems)
These rules
are defined based on rules of J.Mozer ("Het Eindspel" 1941, 1951) and former
USSR rules ("Shashechnyi kodex" 1986).
3.1. Definition of the Type, contents of Endgame problems (E-problems),
principal (technical) requirements of E-problems ("Fins de Partie"/"Etudes").
3.1.1. E-problem is the end product of draught-composing, which is
characterized by the number of pieces: at most 4 white pieces and at most 7
black pieces. There are two kinds of tasks for E-problem: "Win" and "Draw". In
both cases white is to move first. First white move must not be capture move.
The present International rules are valid for E-problems with tasks both "Win"
and "Draw".
3.1.2. E-problem must be original. An E-problem must neither have been
previously published nor participated or currently participating in a
competition, must not repeat neither a published position of actual game nor a
position of a published analysis.
3.1.3. Initial position of E-problem has to be legal (that is to
correspond to the rules of draughts). If in the Initial position white is
attacked, the author has to demonstrate last move(s) both black and white
resulted to the Initial position.
3.1.4. An E-problem has to be solved in all variants. A position is not
considered to be an E-problem if the solution is absent in a variant.
3.1.5. An E-problem must contain at least two different Thematic
(Compositional) variants (see 3.1.5.1.).
A variant is series of moves of black and white. Thematic variant (VT) is the
variant with single solution leading to an economical final position (see
3.1.7.).
A position should contain at least two different VT to be recognized as an
E-problem. An E-problem solution should consist of exact order of white moves.
No second solution (see 3.1.6.) is admissible. The only one inexact white move
(Dual) is admissible (see 3.1.6.).
3.1.5.1. The difference between of two VT may consist of either:
A) Different final positions of every VT, or B) The presence of at least two
different moves in every VT as regards to each one if final positions are
identical in both VT.
3.1.6. The single solution is the requirement, which means that no second
solution is admissible neither in Principal VT nor an other VT. The only one
dual is admissible in every VT [also in every Thematic false solution (FST) and
in every Thematic Illusional Play (JIT), see 3.1.9.]. No dual is admissible
before second VT is appeared.
The notion of "Second solution" in a VT means series of moves to be played in an
other way leading to a final position different from that indicated by the
author.
The notion "Dual" means a disturbance of the punctuality in move(s) of white.
The dual does not lead to another final position different from that appearing
in the VT given by the author. The different types of duals are indicated in
3.1.10. The notion "Dual" is not applied after the final position of a VT has
appeared. A VT is not recognized as such if it does contain either second
solution or more than one dual.
3.1.7. The following economical positions are considered to be the end of
VT in E-problems with the task "Win":
a) all positions placed as motives in first edition of J.Mozer "Het Eindspel",
Firma R.Los 1941 on pages 54-68 (motives 1A-53C), also all positions placed as
motives in second edition of J.Mozer "Het Eindspel", Wed/Ahrend/Zoon 1951, on
pages 236-256 (motives 1A-136B), also all positions placed as motives in Russian
edition of J.Mozer, "Fizkultura i sport" 1963 on pages 65-84, because all those
positions are recognized as "classical motive-positions" at International level;
b) any final position (resulted from previous play), which does correspond to
the principle of economy: no one white piece may be removed without the
infringement of task [p.e., position in which black is blocked by minimum means
(36,41,K46/K47, black moves) or position in which any black move lead to
immediate loss, p.e., 45,K48/50,K12,K25, black moves, where after (37) white win
by 40 and after
(26) white win by 25-3];
c) a position with one black piece against of one white piece or a position with
two black pieces against of one white piece;
d) a position with single white piece appearing immediately after black capture
move(s);
e) a position with double/multi opposition of men, if each black piece is
necessary in a VT.
3.1.8. Any position with clear draw-balance of color is considered as the
end of VT in E-problems with the task "Draw".
3.1.9. A) Thematic False Solution (FST) and B) Thematic Illusional Play (JIT)
are also relevant to the contents of E-problems.
FST is a variant, which may lead to white win if black does not use its single
chance for draw (if black has more than one chance for draw, then such variant
is not FST).
JIT is the variant in FST; in JIT white win only if this variant corresponds to
the VT requirements.
Example: S.Yushkevitch, "Shashechnyi Mir", # 4, 1998. Black 2,22,28,34,35; White
11,K17,K44. "Win". Solution is: VP (Principal variant): 7(2x11,A) 6(340,B)
39,Z(45) 50(40) 11(44,C) 33,50+. A:(22x11) 6, 25+. B: (350) 35(39) 1(43)23, 49+.
C: (27) 35(32) 24(37) 47+.
Z: 50?(45) 11(27,Y) 31/36(50)=. Y: (40) 6(44) 39, 50+. Y1: (27) 35 etc.+.
Here VP, A, B, C, are Variants Thematic(VT). Z is Thematic False Solution (FST)
because black use its single chance for draw (45 etc.). Y and Y1 are Thematic
Illusional Play because white win by variants, which correspond to the VT, if
black does not use its single chance for draw.
3.1.10. The types of duals are as follows:
3.1.10.1. The alternative move. It means:
a) a white move can choose between two directions for a march without a capture
with the same winning procedure. Example 1 (for a man): moves 38-32-28 and
38-33-28 result in the same position. Example 2 (for a King): moves 3-26-48
result in the same position like moves 3-25-48.
b) a white
King can choose between two directions for a march with a capture move with the
same winning procedure. Example 3 (for a King): 9,10,24,29,33,35/45,K49:
450,49x35x15 or 49x40x15.
3.1.10.2. The white king freedom of movement.
This is a move, which may end at will on two or several squares of one diagonal.
3.1.10.3. The interversion of moves. This is a change in the order in
which white executes his moves.
3.1.10.4. The prolongation of the solution (with the repetition of a
position).
Example: K47/46,48,K15, black moves (36) and white win either by 41,482 or by
4(47)15(36)41,482.
3.1.10.5. Different sacrifices. It means that sacrifices of different
pieces do not change final position of a VT. Example 1: 10,25,K14/K2,K35,K45:
2-19(46) 30,5 or 35-19(46)30,5. Example 2: 2,11,16,43/ K3,K26,K35: 3-21,8,49 or
261,8,49.
3.1.11. Only VT (FST, JIT) indicated by the author are considered by the
judges of a competition.
3.1.12. The infringement of principal (technical) requirements annuls
E-problem (FST, JIT).
3.2. Aesthetic characteristics of E-problem.
3.2.1. The originality of the concept: a) the novelty of themes/ideas, b)
new contents of known themes/ideas, finals (motives), c) more beautiful design
of known themes/ideas, finals (motives), d) new combination of VT, FST, JIT.
3.2.2. The beauty of the solution. It is expressed by non-evident moves
(which are difficult to find), by impressive finals (motives). Subtle maneuvers
by white are more preferred to evident ones. White sacrifices are more preferred
while using the majority-rule.
3.2.3. The play variations. The full value VT (long, beauty, without a
dual), FST, JIT, the E-problem is more rich.
3.2.4. The solution purity. The E-problem solution should be pure,
containing as little duals as possible. Aesthetic impression of E-problem is
defined by the decrease of duals quantity in VT, FST, JIT. The presence of a
dual (moreover second solution) is especially undesirable in Principal VT.
3.2.5. The practical side and the economy. Natural initial position is
more attractive. The economy of E-problem means the activity of all pieces in
the solution, the absence of black attack in the initial position, the absence
of both exchange in the beginning of solution and passive pieces. A passive
piece is a piece, which does not participate in the solution of an E-problem
till final (motive). No Black King may be replaced by black man in the initial
position. The more economical is the E-problem, the richer it is.
3.2.6. The richness of the E-problem contents is defined by the totality
of aesthetic characteristics and it has decisive influence for the E-problem
quality. The infringement of aesthetic characteristics worsens the quality of
the E-problem.
3.3. The solution notice, the signification for VT, FST, JIT, not-thematic
variants.
3.3.1. E-problem solution may be written by short notation. For instance,
47-42 is full notice of white move, 42 is short notice. If white pieces are
present both on 47 and 48 in this case short notice is 472.
3.3.2. VT (apart of VP) are to be indicated with big letters of Latin
alphabet: A, B, C, D, E etc. (apart of letters Z and Y). Principal VT is to be
indicated with two big letters: VP.
3.3.3. FST is to be indicated with big letter Z, if they are several then
Z1, Z2, Z3 etc.
3.3.4. JIT is to be indicated with big letter Y, if they are several then
Y1, Y2, Y3 etc.
3.3.5. Only VT, FST, JIT should be present in E-problem solution given by
an author. If FST is inside of a non-thematic variant(s), then such
non-thematic variant(s) should be indicated with small letters of Latin
alphabet: a,b,c,d etc.
NOTA
BENE: The English
translation from French is done by S.Yushkevitch, taking to attention
suggestions of Mr A.Rom (U.S.A.). The French text of the International rules for
E-problems is definitive in case of different interpretations. The French text
of the International rules for E-problems is placed in Internet at the following
addresses:
at the web-site of the
FMJD:
http://www.fmjd.nl
at the
web-site of E.van Dusseldorp:
http://www.euronet.nl/users/evdussel
Page update 18 10 2004