Maximummer: Fairy chess condition
Maximummer
Definition
Maximummer is a fairy chess condition used in chess compositions and problem solving. Under Maximummer, the side to move must choose, among all its legal options, a move that is geometrically the longest. In practice, this means the move with the greatest distance from the starting square to the destination square. If multiple legal moves tie for the maximum distance, any of those tied moves is permissible.
Distance is typically measured geometrically (Euclidean distance between the centers of the origin and destination squares). Some quick implications: a king’s diagonal step (length √2) outranks a king’s orthogonal step (length 1); a pawn’s initial two-step (length 2) outranks its single push (length 1) and usually outranks its capture (length √2); rooks, bishops, and queens tend to be “pulled” to the board’s edges along longest files/diagonals; a knight’s jump has fixed length √5, which can out-rank many short steps.
How It Is Used in Chess
Maximummer is not part of over-the-board rules; it’s a fairy condition in compositions and studies. You’ll see “Max” or “Maximummer” specified in the stipulation of problems such as helpmates and seriesmovers. Both sides are typically bound by the condition unless the problem explicitly states otherwise (e.g., “Black Maximummer” where only Black must play longest moves).
- In check, the condition still applies: only legal checking-escape moves are considered, and among them the longest must be played.
- If multiple moves share the same maximal distance, the mover can choose any of those tied moves.
- Stalemate remains stalemate: if the side to move has no legal move, the position is stalemated.
Maximummer pairs especially well with problem genres like Helpmate, Selfmate, and Seriesmover in the realm of Fairy chess.
Strategic and Thematic Significance
Because the longest move must be chosen, Maximummer adds a distinctive “geometric gravity” to the position. Composers exploit this to create precise move-order control, paradoxical detours, and subtle tempo effects. Typical strategic themes include:
- Forcing routes: Kings are compelled to move diagonally when possible; pawns often must use their two-step; long-range pieces are forced to slide to the board edge or to a distant square chosen by the composer.
- Line-opening and line-closing: The condition can force a rook or bishop to vacate or occupy a line, enabling model mates or batteries.
- Decoys and deflections: Since the “longest” move can be predictable, White or Black can decoy the opponent onto a particular flight square.
Illustrative Micro-Examples
Consider Black to move, with only kings and a White queen on the board:
Position (Black to move): White King h1, White Queen h2; Black King h8. Because the Black king can legally move to g8 (distance 1), h7 (distance 1), or g7 (distance √2), Maximummer forces 1...Kg7, the longest of the three. This kind of compulsion is frequently used to steer the king onto a specific square to enable a mating net next move.
Interactive board sketch (arrows show candidate king moves; g7 is the forced longest):
- Pawn nuance: From its starting square, a pawn’s two-square push (length 2) is longer than its one-step (length 1) and often longer than a capture (length √2). So under Maximummer, a pawn may be forced to advance two squares if legal.
- Knight nuance: A knight’s jump has fixed length √5. If any legal knight move exists and all other pieces’ legal moves are shorter, the knight must move.
Worked Motif in a Helpmate Setting
In many helpmates with Maximummer (stipulated as, for example, “h#2, Maximummer”), Black is compelled to make the longest possible move on Black turns, helping White deliver mate on the final move. A typical idea:
- Black’s king is forced by Maximummer to step diagonally toward a prearranged mating net, because the diagonal step is the geometric maximum.
- White uses tempo moves and line-clearance so that the forced Black king route lands on a square where a quiet White move gives a model mate.
Even without a full PGN solution here, the key takeaway is that Maximummer turns “choice” into “compulsion,” enabling composers to script surprisingly exact sequences.
History and Origins
Maximummer emerged from the rich tradition of 20th-century fairy problem composition, where conditions like Circe, Madrasi, and Andernach were explored to extend the language of chess ideas. While individual attributions vary, the condition was popularized by problemists who sought more precise control over defensive play in helpmates and selfmates.
It remains a staple in specialty tourneys, anthologies, and thematic collections curated by modern problemists and solvers.
Practical Tips (Solvers and Composers)
- Rank candidate moves by distance first. In analysis, list all legal moves and sort by geometric length; discard any non-maximum options immediately.
- Mind tie-breakers. If multiple moves share the maximum length, all are legal. Some tourneys announce extra preferences (e.g., “capture preferred if tied”); always read the stipulation carefully.
- Exploit forced diagonals. Kings and bishops frequently must move diagonally; use this to predict routes.
- Compose for control. Combine Maximummer with line-clearance or decoy themes to guide the opponent onto precise squares.
Related Terms and Variants
- Minimummer: The mirror condition where the shortest legal move must be played (sometimes seen as a separate fairy condition in problem literature).
- Fairy chess: The umbrella category for conditions like Maximummer.
- Helpmate and Seriesmover: Genres where Maximummer is commonly specified.
- Circe, Madrasi, Andernach: Other popular conditions that can be combined with Maximummer for rich thematic effects.
Interesting Facts and Anecdotes
- Geometry meets chess. Maximummer is one of the few conditions where the Euclidean geometry of the board directly governs legality, making diagonal king moves “feel” stronger than orthogonal ones.
- Predictability as a weapon. Because the opponent’s move is often predetermined, composers can embed deep paradoxes and “aha” moments into short helpmates and selfmates.
- Community flair. Some solvers track their progress on fairy genres the way players track blitz stats—see also k1ng and other problem aficionados in community leaderboards.
Example Exercise
Try constructing a two-move helpmate (h#2) where Black, under Maximummer, is forced to bring the king onto a square that allows a model mate by a lone White rook. Hint: Place the Black king in a corner with two longest diagonal options and arrange White pieces so that only one route remains legal.
SEO Summary
Maximummer is a fairy chess condition that forces the longest legal move each turn. Learn how Maximummer works, how it’s used in helpmates and seriesmovers, key strategy and motifs, and see a board sketch that demonstrates forced diagonal king moves. Explore related fairy conditions and discover why Maximummer is a favorite among problem composers for precise, elegant solutions.