CHESMAYNE
Midi: My Elusive
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Annotate :an

01 To make notes about a game -
comment - explaining. To comment on a move/moves of a game. They usually explain what happened
during a contest and point out each error or good move as it occurred in
play. A precondition for victory is an error (:er) by your opponent at some juncture during a contest.
Published
commentary on a chess game. Comments about a particular
position in a chess game. Sometimes variations are displayed in an
annotation.
Annotator:
01A: a “friendly guide” to the complexities of master play, who first cites the
MCO column for the game under review, then remains silent until White
is a RO
ahead, and finally, points out how Black
could have held out longer; alternately, someone whose grasp of chess books
doesn’t extend beyond h/er library
on the opening.
02A:
a Grand Master
of clichés. Comments about the moves of a game. Written
comments about a game or position. May
include variations from the main line of play.
02 Annotation: a verbal
description of what occurred during a game.
They usually give the opening and defence
adopted - errors (:er) - good moves (:gom), and other significant events during the contest. Examples…….
01 .. = Two dots: attacks (threatened) eg, ..PA6 (Pawn-6
is attacked).
02 QU1..BS1 (QU1 attacks BS1). ..$D04 (cell D04 is attacked).
03 * = To indicate a capture: BS2-$C03*F04-PA4 or, KT2-$G01*F03-GU3.
04 - = [dash]
To separate the name of MP/mp from the move being made BS2-$D03/B05.
It is also used to indicate a captured MP/mp BS2-$D03*B05-PA2.
05 ~~~ = Ad Libitum - Ad Lib. See ‘Presa’.
06 $ = [Dollar] The $ symbol is used to
indicate that the move is given in the Algebraic
Notation (XY axis) eg, PA4-$D02/D04. In the acentric
notation the dollar symbol is not
used ie, PA4-C03/A01 = PA4-$D02/DO4 (XY axis). Used to distinguish the XY axis from the acentric notation.
07 % = Castling (ie, Level-01, %K or %Q).
08 %K = KI-side castling.
09 %Q = QU-side castling.
10 %G = GE-side castling.
11 %R = RE-side castling. N.B: it should
be noted that a CN, SB, KM etc, can be used instead of
a RO on
a Chesmayne
board. This means that the KI would castle (%) with the CN, SB, KM, VC, RE etc.
12 ++ = double plus sign - the abbreviation for
‘checkmate’. Used in Chesmayne to indicate the ‘end’ of
the game.
13 + = Plus sign - the abbreviation for ‘check’.
14 ++HM:B-03 Helpmate.
15 ++HST:B Help ++ST.
16 :& = The ampersand symbol is used to indicate an opening.
17 &D, &G. Defence or gambit. See :L01 for list.
18 :&O = Opening (see :L01).
19 :&OV = Variation of Opening (see ‘Ossia’).
20 :&G = Gambit.
21 :&GV = Variation of Gambit.
22 :&D = Defence.
23 :&DV = Variation of Defence.
24 ! = Best move/strong move.
25 !! = A brilliant move/outstanding move.
26 ? = A poor move.
27 ?? = A losing move/blunder.
28 # = Sharp symbol - promote mp ie, PA4-$E07/E08-#QU2.
29 #$ = The promotion cell.
30 = = Equal sign - equal position.
31 / = Forward slash - the moving process - no capture.
32 : = [Colon] Commentator’s comment.
33 > = Forward through blocker GU5-$E04>G06.
34 >* = Forward capture through blocker
GU5-$E04>*G06-GU4.
35 < = Back through blocker GU5-$E06<E04.
36 <* = Backward capture through blocker
GU5-$E06<*E04-GU5.
37 |> = Horizontal right through blocker
FS3-$E05|F05.
38 |< = Horizontal left through
blocker.
39 |>* = Horizontal right capture through blocker
FS3-$E05|*F05-FS5.
40 |<* = Horizontal left capture through
blocker.