Organized by Suomen tehtäväniekat ry (The Finnish Chess Problem Society) with permission of Suomen Keskusshakkiliitto (The Finnish Central Chess Federation).
Judge: Joose Norri
Supreme judge: Olli Heimo
RIGHT TO PARTICIPATE:
The competition is open for Finnish and foreigners alike. The official
title will, however, be awarded to the best Finnsih citizen.
SOLVING TIME:
The solutions should be sent not later than March 1st 1999 (postmark
date) to: Joose Norri, Meritullinkatu 7 A 13, FIN-00170 Helsinki, Finland
or to the E-mail address stniekat@sci.fi.
You are allowed to correct and complete your solutions once by the end
of the closing date. There is no participation fee.
PROBLEMS AND SCORING SYSTEM:
The enclosed 10 problems are to be solved, the correct solution of
each scoring 10 points. In case your solution is incorrect or incomplete,
points are reduced by the judge at his discretion. No problem will score
less than 0 points.
SOLUTIONS:
The intended solutions are available with the judge on March 2nd 1999,
from which date they can be published freely. The official solutions which
the scoring will be based on, as well as the detailed scoring criteria,
will be published along with the preliminary results of the qualifying
round.
THE FINAL:
All solvers who score at least 80 points will qualify to the final,
in all cases, however, at least 20 best solvers. The problems for the final
will be sent to the eligible solvers as soon as the results of the qualifying
round have been established.
CLAIMS:
In case you are discontent with the scoring criteria or their application,
or the way in which the official solutions are presented, you are allowed
to put forward a claim in writing to the supreme judge Olli Heimo, Vattuniemenkatu
16 b A 7, FIN-00210 Helsinki, Finland. The period for claims will be announced
later. The supreme judge makes the decisions so that the final can take
place in May-June 1999. His decisions are decisive.
PRIZES:
Five book prizes will be allotted to five competitors who have scored
at least 20 points. The three top solvers of the final will receive 200,
150 and 100 FIM respectively.
THE FINNISH CHAMPIONSHIP:
The best Finnish solver of the final is awarded the title of The Finnish
Solving Champion 1999.
GENERAL INSTRUCTIONS:
Every problem has one intended solution. If the problem has more
than one solution, it is sufficient to give only one. If a problem
should prove having no solution, all competitors get full points from it.
A solution that leads to mate in lower number of moves than required is
considered as valid as a full-length solution. If a competitor writes any
part of a solution ambiguously, that part will be rejected unless the judge
can be absolutely positive of competitor´s intention. The supreme
judge will decide on the matters which these rules and instructions do
not cover.
Problem 1 (2#):
Write the key which leads to mate on white´s 2nd move at the latest
against black´s best play.
Problem 2 (3#):
Write the key and all variations that lead to mate on white´s 3rd
move at the latest against black´s best play. Variations = all black
moves that call for different white 2nd moves, and the respective white
2nd moves. If black´s move allows white more than one 2nd move, you
do not need to write the variation. If more than one black move allow the
same white 2nd move, you only have to mention one of them.
Problems 3-4 (4# and 6#):
You have to write the solution as in the problem Nr 2 with the addition
that the variations must be written up to white´s next to the last
move. Notice that the variations may branch from any black move.
Problem 5 (shortest proof game):
From the initial position of the game white and black moving in turns in
cooperation strive for the diagram position with as small amount of moves
as possible. The moves of the shortest game must be given.
Problems 6-8:
In these problems white moves first and attains a winning position (Nr.
6 and 7) or a drawn position (Nr. 8) against black´s best play. You
have to write the key and not more than three variations you think are
the most important ones. Each variation may diverge from any black move.
Problem 9 (h#4):
In this problem black plays first, and black and white move in turn in
cooperation striving for a position where white can deliver mate on his
4th move. Write the solution completely up to the mating move.
Problem 10 (s#2):
In this problem white moves first and forces the reluctant black to deliver
mate on his 2nd move. Write the key, all black´s moves that call
for different white 2nd moves, and the respective white 2nd moves. If black
has more than one 1st move that call for the same white 2nd move, you only
have to give one of them. If black´s move allows white more than
one 2nd move, you need not to write the variation.
You have to solve the problems unassisted!
These rules and instructions are translated from Finnish. In cases of dispute, the Finnish text is authoritative.
![]() 1) Mate in two (2 #) |
![]() 2) Mate in three (3 #) |
![]() 3) Mate in four (4 #) |
![]() 4) Mate in six (6 #) |
![]() 5) Shortest proof game |
![]() 6) Win (+) |
![]() 7) Win (+) |
![]() 8) Draw (=) |
![]() 9) Helpmate in four (h#4) |
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