THE 43RD FINNISH SOLVING CHAMPIONSHIP COMPETITION

The Qualifying Round

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.


INSTRUCTIONS FOR SOLVING

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.


Problems for solving:

Kh5 Da2 Lb7 Lf8 - Kg3 sf5 h3
1) Mate in two (2 #)
Kb1 Da7 Tb3 d8 La2 Rc8 f4 sa4 b5 c2 d5 - Kc4 Dd7 Rb7 f5 sf6
2) Mate in three (3 #)
Kg1 Dg7 Tc7 Le4 g3 Rf1 sa2 b2 b5 d3 h5 - Kd4 Tb4 f6 La3 Rg8 sa6 b3 d6 h6
3) Mate in four (4 #)
Kd1 Th1 Rc3 f6 sh6 - Kh8 sc4
4) Mate in six (6 #)
Kb2 Tc1 Lg5 Rd7 g2 sa3 d3 e2 f3 g6 - Kd4 Tf8 Lf2 g8 Ra7 c7 sa5 b6 d5 e3 e6
5) Shortest proof game
Ke2 Lb5 Rd1 sf2 - Kg1 Th1 sg2 g4 h2
6) Win (+)
Kg7 Lh5 sd6 - Kb2 Te4 Lc6
7) Win (+)
Kf1 Rb6 - Kd8 Dd6 Tg2 Lf4 Rd5 sh2
8) Draw (=)
Kd6 Dg4 Lh7 h8 Ra7 sb2 c2 e2 e7 - Kd4 Dh6 Td1 e5 Le8 f4 Ra8 f8 sc4 d7 e3 e6 g5 h5
9) Helpmate in four (h#4)

Kd6 Dg4 Lh7 h8 Ra7 sb2 c2 e2 e7 - Kd4 Dh6 Td1 e5 Le8 f4 Ra8 f8 sc4 d7 e3 e6 g5 h5
10) Selfmate in two (s#2)


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Created by: © Hannu Harkola, Helsinki, 1999, E-mail: hannu.harkola@sci.fi
Updated March 2nd 1999