Just as the game of chess can become a lifelong passion, so can chess puzzles. Show us how much you know about the terminology and rules behind the various kinds of chess puzzles.
The stipulation is a statement that dictates what the puzzle player is to accomplish. A common example is “white to play and win in three moves.”
A directmate asks the player to win in a certain number of moves.
A study asks white to win (or draw), but it doesn't require the player to do so in a certain number of moves.
A selfmate is a puzzle where white tries to force black into delivering a checkmate. Helpmates are slightly different, because black cooperates to deliver the checkmate.
A retrograde analysis puzzle asks a question (such as “whose turn is it to move?”) that requires the player to figure out the previous set of moves.
The key is the correct first move in a problem. Keys are often unexpected moves that don’t result in a check or an attack.
A nightrider is a popular unorthodox piece used in fairy chess, a genre of chess puzzles that incorporates unusual rules and pieces.
A “try” is a first move that looks like it will solve the problem, but is actually incorrect.
A problem is considered to be “cooked” when it has more than one solution (or more solutions than the composer intended).
A maximummer requires black to make the geometrically longest move possible. These are used most often in selfmates. Though they're less common, a double maximummer requires both sides to make the longest moves possible.