To view problems in this selection just click the blue link in the text and the diagram will appear on the board above. The button "Solution" displays the solution of the problem in the window. The program employed to generate this page is the courtesy of Marek Kwiatkowski.

Just a Hobby

Solving and creating chess problems and endgames is my hobby. I got it from Mathematical Snapshots by Hugo Steinhaus, my favorite book on amusing mathematics. Although I have never had much time to compose many problems, I had a lot of fun with the few that I managed to do. Almost one third of my problems (25) have been chosen by FIDE (the International Chess Federation) to the collections of world's best compositions, published every three years in the form of a FIDE Album. In 1988 FIDE awarded me with the title of the International Master of Chess Composition.

Many modern chess problems are rather technical and esoteric. Here I present problems which may be fun for an average chess amateur. In the chess problem world I use my second name, Piotr.

Twomovers

The most old-fashioned of my two-move problems is Problem 3. We can immediately see that if there were no Qh5 then any move of Sd4 would mate. The key is rather difficult and leads to seven battery mates.
Problem 2 has two set variations: 1 ... Rd7 2. Re6#, 1.. Bf6 2. Sc6#. They are replaced by two completely different variations after the key. The problem has few pieces, so you may try to solve it yourself.
In Problem 6 we have to choose between two similar ways of creating a battery. They lead to two analogous systems of four variations.
In Problem 7 each move of Rb5 or Sc4 creates a battery of Ba6 and the other piece (this setting is called a half-battery). In order to create a threat we need to close the lines of Ba7 and Rb8 (Nowotny combination). The problem is to choose between two possible keys, which lead to two sets of four variations.
Try to solve Problem 9 yourself. It is clear that we need to prepare an answer to 1 ... c:d4. Maybe 1. Qd6 or 1. Qf7 are good keys?
Problem 10 presents a change of two mates in four phases: the set play, two tries and the solution. It is most technical of the twomovers here and you may just look at the solution.

Threemovers

You can solve Problem 1 yourself. It has very few pieces and is rather easy. It has four different nice mates, in which all squares around the Black King are controlled only once and all White pieces participate in this (they are called model mates).
Problem 4 has a difficult key and presents the idea of half-pin: if one of the two black men between the White Queen (in this case) and the Black King moves out of the line, the other piece gets pinned. In this problem we also have two identical model mates at different squares (so-called echo).
Problem 5 features two pairs of echo mates, and in the first pair we have two weak promotions of Pd7.
Problem 8 has four variations with the R--B battery and four different model mates. In two of them, the pinning of black Q and S is employed.
The focal point of Problem 11 is the square d4. The Black Bishop and the Black Rook by taking Pawn d4 either clear the d-line or get pinned on this line. In the third variation, they both get cut off d4.
In Problem 24 the Grimshaw intersection on the square c3 is exploited with two anticipatory shutoffs from a white half battery, daring the defence to to find an answer over three variations.

Moremovers

Problem 12 looks deceptively easy, but it is very difficult. It is clear that the White Rook is standing too close to the Black King and has to move away. The problem features the so-called Turton combination in which the Rook moves back to make space for the Queen. Here, however, things do not go this easy and the `clever' key 1. Rh1?! fails.
In Problem 13 we have two possibilities to attack from the R--S battery: 1. Sb7+ and 1. Sf7+, but the Black King escapes through e4 and c4, respectively. We need to bring a Black Rook to one of these squares. This can be achieved by 1. Rc8 and 1. R:e6, but the Black manages to defend with the `wrong' Rook and free the square b4 or f4. This motivates the solution.

Studies

You probably have no time to solve these endgames (studies) yourself, but if you do, here are some hints.
In Study 14 the immediate objective of the White is to stop Pc2. This has to be done in such a way that the Black cannot easily free himself from the danger of losing one of his pieces. The fight culminates in a position when the Black King finds himself in a net. A waiting move forces the Black Rook and Bishop to intercept each other at c6, featuring the two-move Grimshaw combination.
In Study 15 the fight for Pawn d2 ends with Black's victory, but the prize for it is mate.
In Study 16 the lonely White Bishop defeats two Black Rooks by a half-pin setting.

Spectacular Problems by Polish Authors

Here are some excellent chess problems by my fellow countrymen. I chose positions which impressed me much 30 years ago and which may be attractive for a non-expert. You must try to sove them yourself to really appreciate their quality.

Problem 17 comprises three nice problems in one position. It seems that 1. Rf5 or 1. Rb8 are good solutions. Are they?
In Problem 18 the idea is to intercept Black Rook and Bishop on e4 (Nowotny combination again), but the White Rook and Bishop intercept themselves, too, and Black finds a defense. The solution uses a different Nowotny combination and everything works fine.
In Problem 19 a trivial mate seems to be ready from the beginning 1 ... B~. 2. Bc4+ Ba7 3. R:B#. Unfortunately, White has no waiting moves (1. R:a7? creates a stalemate position). The choice of the key is guided by the necessity to avoid taking the Black Bishop and creating a stalemate.
Problem 20 is one of the most difficult threemovers ever. You have to try it yourself to understand what I mean by that.
In Problem 21 the Black King is totally blocked and avoiding a stalemate is the motivation for the solution.
In Problem 22 the idea is to use the battery Qf1--Sd3, but the Knight is pinned by the Black Queen. We have to unpin it somehow...
Study 23 is probably the most famous endgame study. White's only chance are his Pawns, but Black has a clever mate combination. To refute it, White promotes his three Pawns into a Knight, a Bishop and a Rook, and achieves a spectacular stalemate. /BODY>