Chess codes are a kind of topographic code. The chess pieces, their respective functions and the associated rules of the game together provide a kind of dictionary and syntax for describing shapes and outlines on an 8 x 8 = 64 unit board. The board itself becomes the all-important memory device - cache memory, so to speak - to which all instructions must refer. For cognate means of describing areas and curves telegraphically, see elementary signs: letters, specifically.
Two different moves can be combined in one word
for transmission. If telegraphing only one game,
the first two syllables would represent White's
move, and the last two syllables Black's answer.
Each move is designated by giving the square
from which the piece or pawn is moved, followed
by the square to which it is moved.
White: the Pawn on "ge" lands on "go".
Black: the Pawn on "se" lands on "so".
This code is the invention of Mr. D. Gringmuth, a leading Russian problem composer, and has been adopted in several matches:
By an extension of the code suggested by E. D. Nores:
c: added to the last syllable, designates "Check".
p: means "Take pawn en passant".
l: added to the symbols for the King's and Rook's squares, means "Castles".
q, r, b, k: added to the last syllable, indicate that a Pawn reaching the last row becomes respectively a Queen, Rook, Bishop, or Knight.
m: means "Mate".
s: means "Stalemate".
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Ajedrez - Chess