[Retros] forced h#2 in retroplay.

joose norri joose_norri at hotmail.com
Fri May 4 09:59:29 EDT 2007

This makes more sense. Otherwise 3 repetitions and 50 moves must be
automatic, but even then black just captures wQ, wBs and wRs with a knight.
I don't think it's very interesting.


>From: A J Mestel <A.J.Mestel at damtp.cam.ac.uk>

>Reply-To: The Retrograde Analysis Mailing List <retros at janko.at>

>To: The Retrograde Analysis Mailing List <retros at janko.at>

>Subject: Re: [Retros] forced h#2 in retroplay.

>Date: Fri, 4 May 2007 14:44:43 +0100 (BST)


>How about a "reflex-helpmate" sort of problem. You play an ordinary game,

>but if you have a h#1 you are forced to play it. E.g. 1e4 e5? 2 Qh5 +-

>Or 1 e4 e6 2 Qf3 Qf6? 3 Qa3 +-


> Jonathan

>On Fri, 4 May 2007, Olli Heimo wrote:


>>There is a helpmate in two in the initial game array. But the

>>position is illegal, because it is White to move. I just

>>wonder how long can be a game, where at no instance a

>>helpmate in two is possible. White must begin with 1.Nf3 or

>>1.f3 or 1.g4. Then it seems to me that very long games are

>>possible. Does any of those games end with a real beautiful

>>helpmate problem. Nice challenge, I think. Olli.


>Retros mailing list

>Retros at janko.at


Don't just search. Find. Check out the new MSN Search!

More information about the Retros mailing list