User Interface
89
In the above example we are looking for games in which a white bishop moved from
somewhere to f7 capturing a pawn ("wB??f7xP"), the black king recaptured the bishop
("bK??f7xB"), after which a white knight delivered check on g5 ("wN??g5+"). "Check
move order" means the moves must have occurred in that order, "Length" that it had
to be within three ply, "Mirror horizontal" that it could be a black bishop capturing on
h2.
How to define a manoeuvre
Colour: The boxes W, B and WB select which side makes the move in question.
Piece: The piece type is selected from the list of pieces that appears when you
click the arrow down symbol. Use the question mark to denote an arbitrary piece.
Squares: The start and destination square are given in long notation (“e2e4”). Use
the question mark as a joker: For example, “?3?3” means any move along the third
rank, “??h7” means from anywhere to h7. You must first delete a question mark before
entering a number or a character in its place.
Capture: If the check box between the squares and the destination piece is
clicked on, then the move must be a capture. You can specify which piece is to be
captured in the pull-down menu on the right. Once again “?” means any piece, and “0”
means that the move only counts when it does not capture anything.
Promotion: You can specify whether the move should be a promotion and to what
piece.
Sacrifice: Click the “sacrifice” checkbox and give a material value (in pawn units)
to find manoeuvres in which material was sacrificed for a certain period of time (this
must be specified under “Length”). The program checks whether the moves defined
won or lost material to the specified extent.
Move window: This defines the area of the game in which the program is to search
for the manoeuvre in question. The “length” value refers to the maximum number of ply
(half-moves) in which the whole manoeuvre must occur.
Check move order: In a manoeuvre over a number of moves you may or may not
want to restrict the search to games in which the moves occurred in a specific order.
Not: Switching this on will retrieve games in which the defined manoeuvre did not
occur. Example: White promotes to a knight and Black does not capture it in the next
five moves.
Examples
A. Kingside a t t a c k w it h Qg3/Qg4 a nd Bh6
wQ??g?
wB??h6
Suggested move window settings: 5–40, length 8.
B. Knight m a noe uv re f3-e 1-c 2-e 3-d5
wNf3e1
wNe1c2
wNc2e3
wNe3d5
ChessBase 2014