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A capture explodes, removing both pieces and every non-pawn piece next to
the capture square. Blowing up the enemy king wins.
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You play both sides. Each position lists every legal move, the solution's first, with
their values, best first.
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Values are from White's side. ≥ and ≤ mark bounds,
shown where a line ends or only quick searches back the value: ≥ +1.50 means at least
+1.50, and ≤ #3 means mate in three or fewer.
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Values are from White's side. #N means that White wins within N
moves of its own from the position, as engines count a mate, and TB win
that the tables win it, as provari confirmed. Open lines show varifish's score, such as
+1.20, or the mate it finds, such as M12, which provari has
not proven; — waits for its probe, and marks White's moves that the solution
does not play, which nothing analyses. Lines still to solve, marked WIP,
come first.
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A value's colour says what gave it: the rules,
the tree, provari,
a shortened proof, or varifish's
standard search or probe.
Values move as the analysis goes on, and #N too.
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A provari win shows White's move and each defence, and nothing below, since no proof is kept:
Prove finds one at the position, in your browser, with at most 4 GB and
the tables up to four pieces, where the campaign has 8 GB and the six-piece ones, so it
can take longer, fail, or find a win of another length.
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Under Lichess's rules, captures are compulsory, and you win by
losing all your pieces.
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You play both sides. Each position lists every legal move, the solution's first: White's
winning move from 1. e3 on, and Black's replies still to solve, marked
WIP, then those that hold out longest. 1. e3 is WIP
until every reply to it is solved, and White's other moves show —, as
nothing analyses them.
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#N means that White wins within N moves whatever Black plays, counting
the current move.
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Every legal move plays. The line marks the move that leaves the solution, and beyond it
the moves have values only where a proof from Prove gives them.
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Every legal move plays. The line marks the move that leaves the solution, and beyond it
the moves have no values.
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Analyse runs varifish, a chess engine, in your browser: once started, it
analyses each position you go to until stopped. The arrow on the board is its best move.
Click a move in its lines to go to its position.
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varifish's scores are from White's side, in pawns, such as +1.20, or
M5 for a mate in five moves that varifish finds, and M-5
for Black's; no proof checks them. Lines sets how many of the best moves
it scores.
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More threads search faster. Memory is the engine's table
of positions it has searched, which it keeps from one position to the next; phones and
tablets allow less.
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Prove runs provari in your browser: it searches the position shown for a
forced win for the side to move, or for the side picked under
Win for in its settings, until it has its answer, its memory fills, or it is
stopped. The bar under the tools fills with its memory.
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Once proven, the proof's moves come first: its move for the attacker and every defence.
#N counts the attacker's moves to the win along the proof's longest line,
which bounds the fastest win.
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With Keep searching for a shorter win, ticked at first, a win doesn't end
the search: it goes on looking for shorter ones, showing each as it is found, and
stopping it keeps the best. A shortest win has no shorter one,
by the search's rules.
Keyboard shortcuts: ← → previous and next move,
↑ ↓ first and last position,
Space play the solution's or a proof's move, else varifish's best,
Space play the solution's move,
Space play varifish's best move,
f flip board,
l start or stop the tool,
Ctrl V follow a pasted game