Albino (chess)

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This article uses algebraic notation to describe chess moves.

An Albino is a chess problem in which, at some stage in the solution, a White pawn standing on its starting square makes each of its four possible moves: one square forward, two squares forward, capture to the left, and capture to the right. When a Black pawn exhibits similar activity it is instead termed a Pickaninny.

Camil Seneca, Bulletin Ouvrier des Echecs, April, 1949
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Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 ql c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 kd b4 c4 bd d4 e4 f4 g4 h4
a3 nl b3 c3 d3 e3 f3 rl g3 h3
a2 b2 c2 pl d2 e2 f2 g2 h2
a1 b1 c1 d1 bl e1 f1 g1 h1 kl
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A simple example of an Albino is the problem to the right, a mate in 2 (White moves first and must checkmate Black in two moves against any defense). It is by Camil Seneca and was first published in the April 1949 edition of the Bulletin Ouvrier des Echecs. The first move of the solution (or key) is 1.Nb1. This threatens 2.Ra3#. Black has four ways to defend against this, each of which leads to a different move of the White pawn. After 1...Bb3, this only move that mates is 2.cxb3# (the pawn captures to the left). After 1..Bd3, the only mate is 2.cxd3# (capturing to the right). After 1...Bb5 only 2.c3# will do (forward one square; 2.c4 is no good because the b4 square needs to be covered by the pawn now the White queen has been cut off). After 1...Bd5 only 2.c4# will do (2.c3 is no good, because Black could play 2...Bb3).

Lev Loshinsky, Moskau-Rostow, 1930
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Image:chess zver 26.png a8 b8 c8 d8 e8 f8 g8 h8 Image:chess zver 26.png
a7 kl b7 c7 d7 e7 rl f7 bd g7 pd h7 pl
a6 b6 c6 d6 e6 pd f6 nl g6 h6 rl
a5 b5 c5 bl d5 e5 kd f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 ql h4 pd
a3 b3 c3 nl d3 rd e3 f3 nd g3 h3
a2 b2 c2 d2 nd e2 pl f2 g2 h2
a1 b1 bl c1 d1 rd e1 f1 g1 h1
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The Albino pawn moves need not necessarily be in the post-key play of the problem; they can instead be tries: moves which almost solve a problem but which fail to a single Black defense. The mate in 2 to the right, which combines the Albino with a Pickaninny, is an example. It is by Lev Loshinsky and was published in Moskau-Rostow in 1930. The key is 1.Nfd5 (threatening 2. Qf4#) with the variations 1...g5 2. h8=Q#; 1...Rxc3/Rxd5 2.Qf5#; and 1...Rd4 2.Qxg7/f5#. The main point of the problem however, is in the Albino tries, each of which is refuted by a Pickaninny defense. The relevant variations are:

  • 1.exd3 (capture to the left; threatens 2.Nd7#) fails to 1...gxf6 (capture to the right)
  • 1.exf3 (capture to the right; threatens 2.Qg5# and 2.f4#) fails to 1...gxh6 (capture to the left)
  • 1.e3 (one square forward; threatens 2.Qf4#) fails to 1...g5 (two squares forward)
  • 1.e4 (two squares forward; threatens 2. Qf5#) fails to 1...g6 (one square forward)

In each of these cases there are other ways for Black to counter White's threat, but the Pickaninny move is the only one that doesn't give White a new mate (for example, after 1.exf3, Bg6 prevents White's threats, but is no good because it allows 2.Rxe6#).

Adrian Storisteanu, British Chess Magazine, 1977
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Image:chess zver 26.png a8 b8 c8 qd d8 e8 rd f8 nd g8 h8 Image:chess zver 26.png
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 pl e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 pd g5 h5
a4 gd b4 pd c4 d4 e4 f4 g4 h4 kl
a3 rd b3 c3 d3 e3 gd f3 g3 h3
a2 b2 rl c2 pl d2 e2 f2 g2 h2 kd
a1 gd b1 gl c1 d1 e1 f1 gd g1 h1 gd
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An albino chess problem with a fairy chess piece called a grasshopper.

The nature of the Albino theme is such that in orthodox chess there must be at least four variations to show the four different moves of the White pawn. However, if the rules of circe chess are applied, the number of required variations can be reduced to two (circe is a chess variant in which captured pieces, rather than being removed from the board, are returned to their home squares). The problem to the right is an example; it is by Adrian Storisteanu and was first published in the British Chess Magazine in 1977. The problem is a helpmate in 2, which means Black moves first and cooperates with White to move to a position where Black is in checkmate after White's second move. This problem features grasshoppers (represented here by inverted queens), a fairy chess piece which moves along the same lines as a queen, but which must "hop" over another piece (friendly or enemy) and land on the square immediately beyond.

There are two solutions to the problem (note that in helpmates, Black's moves are given first):

  • 1.Rd3 c3+ 2.Gaxc3(pc2) cxd3(Ra8)#
  • 1.Rb3 c4+ 2.Gxc4(pc2) cxb3(Ra8)#

The first solution has the White pawn moving forward one square, then, after its rebirth on c2, capturing to the right; the second solution has the pawn first moving two squares and then capturing to the left. Problems like this, showing an Albino with fewer than four variations, are very unusual.

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