Unlike Gliński's hexagonal chess, which is adapted to the algebraic notation of orthodox chess,
its own notation seemed desirable, which would make it easier to read on a large chessboard,
while sacrificing compatibility.
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Piece identification letters
Each of the chess pieces is identified by a letter. This letter, in C'escacs,
and in the algebraic notation CTL-AN, is invariant
with the language. The letters are used in capital letters, but when it is necessary to differentiate
the colour of the piece, capital letters are reserved for white, and lower case letters for black.
Possible alternatives are also defined for some pieces, to partly preserve certain habits and tradition,
but a consistent use of these alternatives is required,
using the same character to denote a piece throughout the game; in the formal notation
CTL-AN the declaration of the alternative letter
must be incorporated at the beginning, before its use, thus invalidating the standard identification letter.
Below the name of each piece is shown, in a large font, what the specific
Unicode characters look like.
Shogi symbols are used for the elephant, since there are no assigned characters,
but they are already appropriate.
The last row of the table shows the alternative identification letters
that can be used for some pieces.
Unicode chess characters
There are also Unicode chess characters, which can be used instead of the identification letters
in the notation called CTL-FAN.
In this case, it has to be taken into consideration that the character to represent a piece
is different depending on the colour of the piece, but analogously to the case of the letters,
white piece version will be used as neutral, except when there is the indispensable
requirement to differentiate them by colour; This makes the conversion from CTL-FAN to CTL-PGN
simple and straightforward, but overuse of graphical symbols can complicate the conversion.
The graphic symbols of CTL-FAN notation have certain utilities, but, in general,
it is not recommended as a mechanism for algebraic notation,
as it makes it difficult to read if the characters are not of very large fonts,
and it presents difficulties to be written by hand by people, nor on a keyboard with a computer.
C'escacs board
A Hextiled
chequerboard has three colors. The C'escacs board
is a hexagonal hextiled chessboard, and the colours of the hextiles are called:
white,
black and
coloured, distributed
in such a way that the central hextile is coloured.
These hextiles are also named hexes, as an abbreviation of hextile.
In the case of C'escacs, the board has the shape of a regular hexagon
with 169 hexes, eight on each side. The three longest
files have fifteen hexes each,
the three intersecting at the central hex, which is coloured.
The board is positioned with two of the vertices pointing to the two players facing each other,
so that the hexes are aligned in
lengthwise files,
which are called columns.
There are also
oblique files
in two other inclined directions.
We also note that the hexes of the same colour form
transversal lines
or cross-lines
that cross the hextiled board from left to right, perpendicular to the columns;
oblique lines
are formed in two other directions, more inclined than the oblique files.
The six vertices of the hextiled board are three white and three black;
this means that the board must be correctly oriented to play;
the white player will have a black vertex, thus positioning
the King and Queen in white hexes,
contrary to the black player, who will have a white vertex,
thus positioning King and Queen in black hexes:
King and Queen in hexes of his colour.
The positioning of the board has to be such that the whiteKing and Queen
are initially placed in white hexes, and the black ones in black hexes.
In this position, the columns are named using one letter, from left to right for white:
P, T,
A, B,
C, D, E,
F,
G, H, I,
K, L,
X, Z.
The name of the eleven central columns coincides with the name of the columns of
Gliński's hexagonal chess,
and also the fact that the J is not included.
In C'escacs, four new columns have been added,
bringing the total number of columns to fifteen.
The F-column is the
central column,
which divides the board into two flanks
or wings: the queenside and the kingside.
The cross-lines, or transversal lines, are numbered from zero to
twenty-eight, starting from the white
court.
Transverse lineszero and twenty-eight are single hex lines,
but counting them there are a total of twenty-nine cross-lines.
Line fourteen divides the board into two halves:
White's half and Black's half.
The fourteenth line hexes do not belong to either of the two halves, and this line is called the
midline;
the hexes in this line are coloured, and in the F-column the
central hex of the board is defined.
Hex identification: CTL coordinates
A hex is uniquely identified by the
column and cross-line to which it belongs,
a letter and a number which are written one after the other,
without separation.
This way of naming the hexes of a hextiled board is called
CTL coordinates,
where CTL is the acronym for
Column and Transversal Line.
One can think that it is an anomaly that the values of the hexes of a column are exclusively
even or only odd; in F-column the values are F0, F2, F4, F6…
while in E-column the values are E1, E3, E5, E7…
as well as in G-column: G: G1, G3, G5, G7…
Indeed, there are even columns and odd columns,
and advancing two units each time you move up or down the column is actually more natural than it might seem,
considering the arrangement of the columns.
It is true that the columns do not all start at the same number,
but this is also a consequence of the geometry of the board,
since the different columns have different lengths.
The biaxial system used in Gliński's hexagonal chess seeks this property,
but only fulfils it for White, sacrificing in exchange the continuity of the orthogonal and diagonal
moves when they cross the central column F. In C'escacs it has been preferred
to maintain the continuity of the moves in order to facilitate the reading of the algebraic notation.
Moves
Orthogonal movement
Moving up/down the column increments/decrements the line number by two.
The other four orthogonal moves are obtained by incrementing/decreasing the column
by one, and at the same time incrementing/decreasing the line by one.
Example, displacements from the central hex, F14:
F12, F16, E13, E15, G13, G15
They allow us to define the three orthogonal movements that cross the hexF14,
and a perfect continuity is observed:
F12-F14-F16
E13-F14-G15
G13-F14-E15
Diagonal movement
The displacement along the transverse line increases/decreases the column by two.
The other four diagonal shifts are obtained by incrementing/decreasing the column
by one, and at the same time incrementing/decreasing the line by three.
Example, displacements from the central hex, F14:
D14, H14, E11, E17, G11, G17
They allow us to define the three diagonal movements that cross the hexF14,
and a perfect continuity can be observed:
D14-F14-H14 (even columns, same cross-line)
E11-F14-G17
G11-F14-E17
Remember that in diagonal moves the colour of the hex is maintained.
Algebraic notation: CTL-AN
The algebraic notation uses CTL coordinates,
and for this reason it is called
CTL-AN, an acronym for
Columns and Transversal Lines Algebraic
Notation. A Reversible Algebraic Notation
is used, an extension of the Long Algebraic Notation that includes
in the captures, the captured piece. Using a long algebraic notation
avoids ambiguities, which are much more frequent than in orthodox chess,
and the increase in length due to including the captured piece in the captures
is negligible, greatly improving the readability.
The CTL-AN notation is referred to as CTL-FAN
when piece-specific Unicode characters are used instead of identification letters.
Notation of a movement
The first character indicates the type of piece it moves, the
identification letter of
the piece, except in the case of a pawn, which is omitted.
Then, without separation, the CTL coordinates of the
hextile of origin.
A separation:
For movements without capture, a hyphen ‐
(U+2010), but the multi-purpose hyphen-minus character -
(U+002D), which is always available on keyboards, is also admissible.
In the captures, the source hextile is separated from
the destination hextile by the character × (U+00D7),
the multiplication symbol, but in manual input using the computer you can use the
asterisk symbol *, which is more accessible with the
keyboard. The letter x must never be used.
When a pawn that makes a triple move is
captured in passing over the line where
the capturing pawn is, i.e. when the en passant capture is made
on the first of the two hextiles that the pawn crosses in a
triple move, two @ (at) characters are used
instead of just one.
None for ordinary movements, but if it is a capture, the
destination hextile is prefixed with the character of the
identifying letter indicating the type of piece being captured,
except in the case of a pawn, where the captured piece is not indicated.
The piece indicated is in the target hextile; in the en passant capture
the piece is not indicated, and neither is in the scornful pawn capture, because
it is a pawn, except in the very rare case of capturing a pawn in its
promotion, in which case the promoted piece is captured and must be indicated.
This rare case of en passant capture can only happen in the flank columns:
T, A, L y X.
The case for scornful pawn capture is also limited to the flanks:
Promotion in columns T or A, with a scornful move from
column A or B respectively.
Promotion in columns L o X, using a scornful move from
column K o L respectively.
The CTL coordinates of the destination hextile.
If it is the move of a pawn that reaches the last hextile of the column, the
promotion is
indicated by the symbol =:
If there is a regainable piece, then the letter identifying the
piece to which the pawn promotes is added.
If there is no recoverable piece, the ampersand symbol
& is added, indicating the situation of a
pawn awaiting promotion.
Exceptions in movement notation
The specific notation for castling, with the prefix
KRK
when using the king's rook,
KRD if using the queen's rook, or
KRR when using both, in the case of
double castling.
This is followed by a hyphen ‐ (U+2010), or the multi-purpose hyphen-minus
character - (U+002D), which is generally available on keyboards, and finally
a two-character identifier indicates the target rank of the King and Rook,
three characters in the case of double castling, to indicate the ranks
of both rooks.
The specific notation for the promotion of a
pawn
awaiting promotion, a specific and very rare case of
forced
movement. The anomaly of this case is that it is written starting with
the destination hextile, because in this particular case there is no
displacement from an origin hextile.
Check indication
As part of the move notation, without separation, an indicator is added
if the opponent's King is threatened (check); it can also occur in the
two exceptions to the move notations, as it is possible to check with a castling
move.
+∞Check from afar, from a hextile not adjacent
orthogonally or diagonally to the King's position. The symbol is
optionally alternative to the check indicator to add information.
+^Adjoining check, from an orthogonally or
diagonally adjacent hextile, or
Check on the knight's leap. The symbol
is optionally alternative to the check indicator to add
information. Indicates that the King must be moved or the
threatening piece captured.
++Double check. The symbol is optionally
alternative to the check indicator to add information.
Indicates that the King must necessarily move.
#Checkmate.
This indicator also acts as an end-of-game indicator.
Movement assessment
After each move, separated by a space, an rating can be added,
except after a last move that provokes checkmate, which is understood
not to require a rating:
? Poor move or mistake;
NAG equivalent: $2.
?? Very poor move or blunder;
NAG equivalent: $4.
?! Questionable or dubious move;
NAG equivalent: $6.
! Good move;
NAG equivalent: $1.
!! Very good or brilliant move;
NAG equivalent: $3.
!? Speculative or interesting move;
NAG equivalent: $5.
◇ (U+25C7, White Diamond) forced, only move;
NAG equivalent: $7.
Indicator relating to the game
Finally, in a move you can incorporate an indicator regarding the game. This
indicator is separated from the move with a space, but is joined with the rating,
if any:
(=) The player offers a draw
(can only be done after moving).
: (colon) Last move; end of the game
or point where it has been interrupted.
It is mandatory, except in checkmate completion,
which is ended with #.
(=): Combine both symbols: the player offers
a draw, and the game is interrupted; the result indicator must be read to determine
if the draw has been accepted, or if the game has been interrupted and must be
continued.
Examples, combined with movement assessment:
?!(=): Combine dubious move rating,
the player offers a draw, and the game is interrupted; the result indicator
must be read to determine if the draw has been accepted.
◇(=): Combine forced move rating,
the player offers a draw, and the game is interrupted; the result indicator
must be read to determine if the draw has been accepted.
(=) The player offers a draw. If
there is no valuation of the move, it appears after a space; if it is
not followed by a colon (:), it means that the draw
have not been accepted and the moves continue.
Sequence of moves
A move is a
pair of White/Black moves. Each move is written on
a line, numbered starting with the number one, but also, all
the moves can be written to form a single line. The movement number is
separated by a dot and a space from White's move. Then,
separated by a comma and a space, Black's move. Only the
last move can be a single move, when the last move of the
game was a move by White. The last move, whether it is White's
last move or Black's last move, shall end with the end symbol
(: colon) or with the checkmate symbol
(# pad).
Final result game score
The last line, after the last move ended with the completion symbol,
or with the checkmate symbol, is the final indicator of
the outcome of the game; it supports five different possible values,
and an additional one for non-completed games:
3-0White wins.
2-1WhitestalematesBlack's King.
0-3Black wins.
1-2BlackstalematesWhite's King.
1-1Draw.
* (asterisk) Unfinished game.
Exception: continuation of games
The annotation of a game does not always start with the first move; perhaps
a game has been retaken, or part of a fictitious position, or simply has not
been annotated from the start.
To annotate a position for later retaking the game there is the
PDTL
(Position Description by Transversal Lines) format,
but it is not properly part of the CTL-AN algebraic notation; it is
incorporated as a tag value in a label, and is detailed below.
The first move may begin with a move by Black. In
this case White's move is replaced with a ellipsis
(three dots), either by using the Unicode character …
(U+2026), or by using three dot characters "...", followed by a comma, a
space and Black's move.
The first move may not be number one, and in that case it
will start with another number.
If the starting movement number is not known, start with
one, but end the number one with a question mark
(?) instead of a dot; the numbering will
continue from this value; example:
1? …, RC25-D26
2. VF10-H14, RD26-H22
PDTL: Record board position
In addition to representing the moves with algebraic notation,
there is the need to record the state of a game that is interrupted,
in order to be able to resume it, and many other reasons that may
exist for recording a specific position on the board.
PDTL
(Position Description by Transversal
Lines) describes a game situation with all its
conditions, although it does not allow to detect
repetitions of previous positions. It consists of six
components, which are separated by spaces:
Example: C'escacs initial setup,
without redefining piece names.
/28:v/27:dk/26:gjg/25:rnnr/24:pejep/23:ppeepp/22:2pjp2/21:3pp3/20:3p3/8:3P3/7:3PP3/6:2PJP2/5:PPEEPP/4:PEJEP/3:RNNR/2:GJG/1:DK/0:V/ w RKRrkr - 0 1
Positioning of the pieces
The position of the pieces on the hextilled chequerboard is indicated
for each of the transversal lines, in a string
written between slashes, where the value of each line
is separated from the next one also with a slash; there is
no blank space in this sequence.
The value of each line is always between slashes.
The value of the lines is entered starting with 28,
in descending order.
The value of a line incorporates the line number at the beginning,
ending in a colon.
Lines without pieces are omitted.
The values of each hex of the line are written in order,
starting with the first column of the queenside, i.e. the columns
in alphabetical order. The empty hexchecks are indicated by
a digit, which represents the number of consecutive empty
hexchecks, and the pieces by their identifying letter,
capital letters for white and small letters for black.
There are even and odd lines, and the columns
of the even lines are different from the columns of
the odd lines; the even lines have the columns:
T, B, D, F, H, K,
X; the odd lines have the columns:
P, A, C, E, G, I,
L, Z.
Turn
The turn is identified by a lower case letter:
w if it is white's turn,
b if it is black's turn.
In the example above we see the w,
because white always starts the game.
Castling and king's leap status
The state is represented using a maximum of six characters;
three for white, and three for black. The
first characters are written in capitals, representing
white's state, and then, without separation, the
characters for black's state, which are written in
lower case.
If the King has not moved, and neither have any of
the Rooks we get RKR
for White, rkr for
Black.
If the Queen's Rook has moved, but not the
King, nor the King's Rook we get
KR for White,
kr for Black.
If the King's Rook has moved, but not the
King, nor the Queen's Rook, we get
RK for White,
rk for Black.
If both Rooks have moved, but not the King,
we get K for White,
k for Black.
If the King has moved we get one hyphen
(‐), the same for
White's King, and for Black's King;
if both Kings have moved, we get two hyphens
(‐‐).
Hextile of capture in passant
or scornful pawn
The en passant capture and the
scornful pawn capture are
moves that can only be made on the move following certain
moves of a pawn; therefore, you must be aware of their
availability on the current move, if you do not know the
previous move.
At most, only one of the options will be available,
and the same field is used to record both cases:
In the previous move, a pawn has made a
En el moviment anterior, un peó ha fet un
double or
triple move.
The en passant capture is available:
Double move: Record the hetille where the pawn is,
and, separated with the at symbol @, the line where it can
be captured; you do not have to indicate the column of the second
hetille, because it is the same as the one where the pawn is now.
Example: G15@13
Triple move: Record the hetille where the pawn is,
and, separated with the at symbol @, the two lines where
it can be captured, separated with a hyphen ‐. Example:
G13@9-11
In the previous move, a pawn has made a
scornful move.
Its capture is available:
Scornful move: Simply record the CTL coordinate of
the hextile where the scornful pawn is positioned, the
position where it can be captured.
Example: F14
The example denotes that two pawns of different sides were facing
each other at
G13 y G15
or at
E13 y E15,
and one pawn, of the player who does not have the turn, made a
scornful move to F14.
When neither of the two situations applies,
a hyphen ‐ is used.
Halfmove counter (halfmove clock)
The halfmove counter, which is also called halfmove clock, starts with the
value zero, and is incremented for every move that is neither a pawn move nor a
capture; when a capture is made or a pawn is moved, the counter is reset to zero.
This counter allows to apply the rules of exhaustion of movements that make the game draw:
the fifty-move rule (one hundred moves), which has to be claimed by the player,
and the seventy-five-move rule (one hundred and fifty moves), which is
automatically applied. In a friendly game it may be an unknown value,
and then the zero value will be used.
Movement number
The last number is the number of the current move. It starts with the value
one and is incremented after each black move. In
a friendly game it may become an unknown value, and then a question mark
(?) will be used.
CTL-PGN: Exchange format
The CTL-PGN
format enriches the CTL-AN, algebraic notation,
by incorporating meta-information, game information, in a similar way as the
PGN (Portable Game Notation)
format enriches the
SAN
(Standard Algebraic Notation), and with a similar format.
The main functionality of the PGN format is to establish a format
to enable the exchange of information. It does this by using plain text
formats, linking algebraic notation with meta-information
in three different ways:
Metadata classified in labels, information about the game event
itself. Each label has an identifier and a tag value in a specific format, set
according to the type of value being represented.
Free comments interspersed in the algebraic notation.
Variations, alternative moves to the moves of the main game,
for didactic purposes.
All three features are also incorporated in CTL-PGN, which introduces some
subtle changes with respect to the PGN format, mainly by adopting the
notation CTL-AN. We have already seen
some differences between CTL-AN and SAN notation, some of which
relate to the format in computer media, such as the case of the symbol ×,
which can be replaced by an asterisk *, but never by the letter x;
also of note is the date format, adjusted to the standards, which use the hyphen
as a separator, and always beginning with the four digits of the year. The files,
since all file systems already support extensions of more than three characters,
will use the extension .ctl-pgn in the name.
Labels
A label is written on one line, enclosed in square brackets
[ ... ], and contains a label identifier
word, followed by a text in quotes, which is the
value of the tag.
Initial variant label
Every CTL-PGN record must always
start with the Variant label, using the tag value
C'escacs for that label; it is the
initial label:
[Variant "C'escacs"]
It happens to be the case that in the application that allows you to test
C'escacs positions, an option is included that
calls Grand C'escacs. For this variant, we would
use a different label:
[Variant "Grand C'escacs"]
But no PGN fitcheros of Grand C'escacs are generated,
as it is experimental.
Labels for the registration of a game
If you want to register a game, after the initial label,
the seven mandatory PGN labels are required (at
total of eight, counting the mandatory initial), with some subtle variation.
The order of these labels has to be as presented here:
Event Name of the event; if unknown
?, if not an organised event
CGacronym for
Casual Game.
[Event "Barcelona Championship"]
[Event "Moià Championship"]
[Event "CG"]
Site Location, in the format
City, Region Country, where country is a
three-letter ISO code; it can be limited to Region Country
only, or simply to the country code. If the entire location is unknown
?.
[Site "Barcelona, Catalunya ESP"]
[Site "Moià (Barcelona), Catalunya ESP"]
[Site "New York City, NY USA"]
[Site "St. Petersburg RUS"]
Date Date, in the format year-month-day,
with four-two-two digits, using ? for every unknown digit.
[Date "2020-08-15"]
[Date "2010-07-20"]
[Date "2025-??-??"]
[Date "2031-??-??"]
[Date "201?-??-??"]
Round For competitions, but also to
identify different games of the same match; if not applicable it is
indicated with a hyphen ‐ (U+2010), or with the multipurpose
hyphen-minus - (U+002D).
[Round "‐"]
When indicating the Round
label, consideration should be given to also indicate the
EventDate
or MatchDate label.
It may be required to indicate different numbers, in
competitions, or if different matches are played between two
players on the same day; then the numbers are separated by a dot
between them:
[Round "2.1"]
White White player:
Surname(s), and then,
separated by a comma and a space, the first name. Initials can
be used using the letter and a full stop.
If the player is unknown, ? is used.
If it is a software program,
the name is used, followed by the version.
It may optionally be followed by the label
WhiteAlias.
It can be omitted, if the
WhiteNA
label is used instead; then the
WhiteAlias
tag will be mandatory to make the registration public.
[White "Ferràs, Jaume"]
[White "Noguera, X."]
[White "Prat, J. A."]
Black Black player, following the same
indications as for the White label.
If the WhiteAlias, label is used,
it will be the eighth label.
It may optionally be followed by the.
BlackAlias tag.
Result result of the game, with six
different acceptable values:
[Result "3-0"]White wins.
[Result "0-3"]Black wins.
[Result "1-1"]Draw.
[Result "2-1"]Whitestalemates the Black's King.
[Result "1-2"]Blackstalemates the White's King.
[Result "*"] (asterisk) Unfinished
game.
If either the WhiteAlias or BlackAlias label
is used, it will be the ninth label, if both are used it will be
the tenth tag.
Minimalist registration labels
If a game is not recorded, but movements are recorded to illustrate
a concept, even in the case of an exemple or typical game
on paper, such as the fool's mate, instead of the seven labels for the game
record, the label Id is used, always as the
second label.
A record using the Id tag will also require the inclusion of
the Annotator tag
identifying the publisher.
It should be noted that items identified only by a publisher's key
are not intended to be exported, nor are they intended to
be integrated into a database other than the publisher's own database.
However, they may still represent opening
model items that other items may reference with the tag "[model "..."]".
Id As a value it will have an
identifier consisting of letters, numbers and hyphens, consisting of
a first part that uniquely identifies the publisher (this website
use the publisher identifier Cescacs), and
separated by a hyphen, a unique identifier of this publisher;
The publisher has to appear in the first Annotator tag, which will be the third
tag, after the mandatory [Variant "C'escacs"], followed
by [Id "…"].
Publisher identifiers should use a number, combined with
a sorting prefix:
O – Opening sample
C – Opening continuation
Z – Puzzle
P – Example
E – Ending
M – Middlegame
X – Refutation (counterexample)
…
A particular case is the letter A, for items
of an Annotator registered
by the publisher. In this case there will optionally be a second
Annotator tag, as the first
one will be the publisher's, and obligatorily an AnnotatorId tag.
The numerical value of the AnnotatorId will be the number
following the letter A and then a suffix with
a unique value among those of this second Annotator.
The functionality of these identification tags is the registration
of drafts created by a user (Annotator), where the
players are not listed, they are generally unfinished games, and only
accessible to Annotator; the equivalence would be:
[Event "CG"]
[Site "?"]
[Round "‐"]
[WhiteNA "Annotator2@Annotator1"]
o similar
[BlackNA "Annotator2@Annotator1"]
el mateix que WhiteNA
[Result "*"]
The tag [Date "????-??-??"] will in this case be
incorporated after the tag [*Id "…"], and in the
exceptional case of a completed game, it could then incorporate the tag
[Result "..."] with a value; this would relegate the
Annotator tag to the fourth or
fifth position.
Suffixes can also be included by separating them with
hyphens, to indicate that it is a variation, to indicate the
language of the comments, or for both reasons, always ending
with the language suffix, if any.
A publisher should only incorporate a version with
variations, but may add new alternatives or modify existing
ones, identifying the new version with Roman numerals, separated
by a hyphen after the letter V, which indicates the
presence of variations. This mechanism never allows the alteration
of the main line represented.
A particular variation may be represented linearly, e.g.
for readers without the ability to interpret variations. It shall
then be indicated by an S after the letter V and
any version indication in Roman numerals, followed by a sequence
of numbers separated by a colon to indicate the variation being
represented. It is not permitted a sequence of zeros, which would
be equivalent to not indicating variations, corresponding to the
identifier without the letter V.
Id
The Id identifier label can also
be used to export games anonymously, preserving the
identity of the players, and also allows game fragment
records. In this case it is incorporated after the labels that
identify the game.
A unique identifier shared by all items in an encounter
is used: a publisher's identifier, and separated by a hyphen
‐ (U+2010), or a hyphen-minus -,
an identifier number, which the publisher must ensure is
unique.
For a game fragment, after the unique identifier, separated
by a hyphen, or a hyphen-minus, we add a prefix and other numbers
defining the fragment. The prefixes that would then be used would
be:
O
(Opening),
the number being the last recorded move.
C
(Continuation)
using a pair of numbers for the first and the last movement
recorded, separated by a hyphen ‐
(U+2010), or a multipurpose hyphen-minus -.
It will usually refer to an opening using the label
Model.
M
(Middlegame) Although
it will not usually reference an opening, in practice it is
equivalent to C
E
(Ending) incorporating
as a number the movement from which the record starts.
A question mark (?) shall be used instead of the initial movement number,
if the number of the first movement is unknown, but then it is
always required to indicate the number of movements recorded,
separated by a hyphen ‐ (U+2010), or
a hyphen-minus -.
A letter b will be added to the first movement number, when the
record starts with a move by Black. The case
?b can then be given to refer to the beginning
of the black on an unknown movement number.
A w shall be added to the number of the last move when the
record ends in a move by White that is not the end of the game.
A specific case is the letter A, for items of
an Annotator registered by the
publisher. In this case we can find a second Annotator tag, as the
first one will be that of the publisher, which can be absent for privacy
reasons, but obligatorily an AnnotatorId tag, the identifier that the publisher
has assigned to this Annotator; this identifier should allow to
locate the individual file card, where the person will determine which data
are public.
This feature allows users to register games from players who are not
required to be registered; a registered user may accept games from an
Annotator as their own, always with privacy in mind.
Other optional labels
EventDate Date of the event. When it is a
Casual Game (CG) it refers to
the date of the match, i.e. it can be used instead of
MatchDate when
[Event "CG"]
MatchDate Start date of the match. The value
is meaningless if no value is given for the
Round tag, and is unnecessary
when the value is the same as the value of the
Date tag,
e.g. when the Round tag
has the value 1 (or a sequence of numbers ending with the number
1).
Termination Termination detail;
supports the values: abandoned,
rules infraction,
time forfeit and for indefinitely
postponed games: death or
emergency
Lang Language to be used in comments; the
value has to be a two-letter ISO 639 language code (ISO 639-1
alpha-2) or, if required, the three-letter ISO 639-3 code.
Title Very exceptionally, a game may have
a name, and this could also be the case for opening or closing situations. Keep
in mind that the name will change with the language of the comments, and is not
an identifier. Avoid assigning a name for free, and reserve
this label for really exceptional cases. In any case it will appear after
the Lang label.
Revisited Only for model games,
without players. The value shall be the identifier of a game, also a model
game, without players. Possible functions of this tag are:
When the identifier is from the same publisher: It leaves the main
referenced line as obsolete.
When the identifier is from another publisher: Publishing a game
from another publisher with the new publisher's own modifications or
variations; this involves acknowledgement of authorship.
Model Only in real games, with players.
The value shall be the identifier of a model opening item.
Mode Only in real games, with players.
Allows the values: OTB (over the board),
on line modes: ICS (internet connection
sharing, for chess server) or TC (telecommunication, for P2P programs),
and off line modes: EM (for electronic mail
and any other mail/messenger system) or
BBS (Bulletin Board System, for pasive server, no interactive).
WhiteType,
BlackType
Only in real games, with players.
Both labels allow the values:
human and
program
TimeControl Only in real games, with players. Values:
[TimeControl "?"] unknown
[TimeControl "-"] not used
[TimeControl "number1/number2"] number1 number of movements
in number2 seconds
[TimeControl "number"]
total number of seconds ("sudden death")
[Timecontrol number1+number2] number1 seconds, plus
number2 seconds
for each move
[TimeControl "*number"]
number seconds per move
Concrete exemples:
[TimeControl "40/9000"]
40 moves in 2½ hours (9000 seconds)
[TimeControl "4500"]
1¼ hours to sudden death (4500 seconds)
[TimeControl "4500+60"]
1¼ hours and a minute for each move
[TimeControl "*180"]
three minutes each move; sandclock, hourglass control.
WhiteNA,
BlackNAnetwork access
allows to collect the e-mail address of the players; in an anonymous game they
can substitute the labels White
and Black,
respectively. In this case they are written in the position corresponding to these,
assuming the value ? for the substituted label; the export of
the game will not always report these values, for confidentiality of digital data.
WhiteAlias,
BlackAliasNickname, used as an identifier for the
White and Black player,
respectively. It shall be mandatory if the label
WhiteNA is used instead
of the label White,
or BlackNA instead of the label
Black, to avoid making the values
WhiteNA or
BlackNA public. If used,
it shall be written after the label
WhiteNA / BlackNA,
and failing that, after the label
White / Black.
Annotator Name of the person who
registered and commented on the game, in the same format as the name of the
players; there can be more than one label, one per person, but all labels with
the identifier Annotator
have to be consecutive; the first one has to be the person responsible for the
registration of the game, with contributors and commentators added afterwards.
This is an exception, since together with the
Example label, these are the only
label identifiers that can be repeated.
In the games with [Mode "ICS"] or [Mode "BBS"] the
server will be stated as the first Annotator label, in the same
way that in [Mode "TC"] the P2P program will be stated; likewise,
if the game is entered with any other computer program capable of assisting
the entry of C'escacs games, it will be stated in the
first Annotator label. Thus, we could say that this first label
Annotator is compulsory in every computerised game.
The user posting the game, if reflected, will be listed on the second label
Annotator; it will only be the first label when the annotation
has been made manually, and will be listed second once the game has been
entered into a system with move verification capability.
But if another program subsequently adds automatic comments, the user
would be relegated to the third Annotator tag; for this
reason, in server-side modes ([Mode "ICS"] or
[Mode "BBS"]) it is advisable to use the
AnnotatorId tag.
If a program, other than the one used for recording the game, subsequently adds
automatic comments, it will appear in the second Annotator tag;
it is important to include it.
It is considered a different program only if there is a change in the
edition, the major version number. However, also in this case adding
a new Annotator tag will be optional, and discouraged
if there is not a big jump between versions.
AnnotatorId This label is reserved exclusively for the user
posting the game, when posting on a server-based system ([Mode "ICS"]
or [Mode "BBS"]) capable of linking the user to a unique identifier
within the server.
Note that if the Annotator label of the game publisher does not
appear, the second Annotator label may contain any annotator
or contributor, but the AnnotatorId tag is unique.
Example Only for model games,
without players. The value will be the identifier of a real game, with players. This
identifier can be repeated to reference a set of games that follow the same model,
always consecutive. The usual thing will be the reference with the
Model label, while referencing with
the Example label is reserved for
exceptional cases, which have given rise to the model. Only the modification of the
model is a reason to add new instances of the Example label, usually with new
variations.
Label for using alternative piece identifiers
Redefine Allows to use alternative identification
letters for some pieces, always among the predefined ones. If there is a
PDTL label, Redefine
has to be just before it, as it applies also to the PDTL
label tag value, otherwise Redefine will be the last
label.
[Redefine "A@J, C@N, T@R"]
Defines the letter A for the Bishop, instead of J, the
letter T for the Rook, instead of R, and C for the Knight, instead
of N (Approaches to Español,
Lingua italiana or
Català).
[Redefine "B@J, Q@D, W@V"]
Defines the letter B for the Bishop, instead of
J, the letter Q for the Queen, instead of
D, and W for the Wyvern, instead of
V (Approaches to English).
[Redefine "L@J, S@N, T@R, W@V"]
(Approaches to Deutsche Sprache).
[Redefine "F@J, C@N, T@R, W@V"]
(Approaches to Français).
[Redefine "FAN"]
Use specific Unicode characters for the piece symbols, different for
white and black, instead of the identifying letters.
Initial setup label
PDTL Label which allows to indicate
the initial state of the board to resume a game, using as tag value a
PDTL string. It must be
the last label; the
Redefine label also applies
to the PDTL string.
C'escacs initial setup
[PDTL "/28:v/27:dk/26:gjg/25:rnnr/24:pejep/23:ppeepp/22:2pjp2/21:3pp3/20:3p3/8:3P3/7:3PP3/6:2PJP2/5:PPEEPP/4:PEJEP/3:RNNR/2:GJG/1:DK/0:V/ w RKRrkr - 0 1"]
[PDTL "/28:w/27:qk/26:gbg/25:rnnr/24:pebep/23:ppeepp/22:2pbp2/21:3pp3/20:3p3/8:3P3/7:3PP3/6:2PBP2/5:PPEEPP/4:PEBEP/3:RNNR/2:GBG/1:QK/0:W/ w RKRrkr - 0 1"]
C'escacs initial setup: [Redefine "FAN"]
[PDTL "/28:🩒/27:♛♚/26:🩓♝🩓/25:♜♞♞♜/24:♟☗♝☗♟/23:♟♟☗☗♟♟/22:2♟♝♟2/21:3♟♟3/20:3♟3/8:3♙3/7:3♙♙3/6:2♙♗♙2/5:♙♙☖☖♙♙/4:♙☖♗☖♙/3:♖♘♘♖/2:🩐♗🩐/1:♕♔/0:🩏/ w ♖♔♖♜♚♜ - 0 1"]
RAV (Recursive Annotation Variation)
RAV (Recursive Annotation Variation) allow you
to annotate alternative moves; each alternative starts with an open parenthesis
(. Inside, the alternative moves are then written, always with their move
number, and the variation ends with the closing parenthesis ).
Variation moves
The first character of the first move of a variation is a parenthesis, and the movement number
repeats the previous one, but the following moves advance the number, and this could confuse
them with the moves of the main line.
Preceding the movement number, or preceding the parenthesis when starting a new imbricated variation,
any number of dots can be included, which will be ignored, in the same way as the spaces; the
dots allow the level of imbrication to be indicated, the dots being more explicit than a simple
indentation with spaces; either way, both techniques make it much easier to read the annotated
moves.
Variation label
Adding a label to a variation allows you to reference it from a comment external to the variation.
The label is written after the parenthesis, consisting of a number in square brackets
preceded by the dollar sign ($[1]. Different variations can exist
for the same move, and the labels assign a number to each variation of the move.
Comments
Comments are written between braces { … }, using lines
specifically for this purpose. The opening brace character { need only
appear at the beginning of a line, although it is acceptable for it to be preceded by whitespace;
on this line a comment begins, which cannot be nested, so any occurrence of the closing brace
character } will end the comment. The end-of-comment character
} must be the last character on the line, although it is acceptable
for it to be followed by whitespace.
A comment can be opened and closed on a single line, but often comments will span multiple lines;
only comments (and variations) can span multiple lines, because moves and labels are limited to
one per line.
Comments at the start of the game
The comments written before the first move describe the context in which
the game is played.
Final comments on the game
Final comments are added after the final result indicator line,
after the moves of the game have been completed.
This place is suitable for descriptions of the game; they can also be
used to explain circumstances of the ending, or situations that have
occurred during the game, freeing the move comments from any kind of
anecdotes concerning the development of the game.
Comments on the moves
The comment for a move is always written on a new line, following the line
of the move. There may be a maximum of one comment for each player move,
unless there is also a comment automatically generated by a program.
A player move comment will start with a reference to the player, either
@W or @B, and a colon.
The @W move comment, if present, will precede the @B move
comment.
Automatically generated comments shall begin with the
colon symbol at the start of the comment, written immediately after the
open brace.
References within comments
@W reference to the white player.
@B reference to the black player.
A hextile is referenced using its
CTL coordinate, prefixed with a
tilde (~).
Pieces are referenced using the
identifying letters,
prefixed with a tilde (~).
Capital letters are used for white and lower case for black.
Some pieces are unique in C'escacs, due to the
promotion policy; for White: ~K, ~D, ~V. Bishops can also be referred to uniquely
by indicating their colour in square brackets: d
(dark), l (light)
and c (colour);
for White: ~J[d], ~J[l], ~J[c].
If we want to refer to a piece in a position, the
CTL coordinate of the position shall be written
after the letter of the piece, without separation.
Reference to moves You may never reference a later move;
the commentary must be postponed. Nor may you reference variants other than the
current line, except for labelled variants.
Reference to a move Using the symbol
# and the number; example:
#14 refers to move 14. The movement number always
refers to the line or variant in which the comment appears.
Reference to a player's move Example:
#14@B refers to Black's move on move
14.
Reference to a labelled variant Variant labels allow
you to refer to variants from outside the variant itself, always at a later
point in time. Example: #14[#12.2] refers to move #14
of the variant defined from move #12 labelled $[2], while
#14[#12.2]@W refers explicitly to its White's move,
#12.2 refers generically to all the moves of the variant,
and #12[#12.2] refers explicitly to the alternative move #12
of the variant [2] that is defined in move #12.
Also, when nesting exists, we can traverse the variations, as long
as there are labels all the way through. Example:
#16[#14.1#12.2] indicates move #16 in the variant
defined from move #14 labelled $[1], which is inside the
variant defined from move #12 labelled $[2] (note the reverse
order).
A NAG
(Numeric Annotation Glyphs) code,
numeric prefixed with $ particularly in
automatically generated comments. Example: $24— White has a
slight space advantage.
A minimum reader is limited to reading the moves in the CTL-AN section,
which must be algebraically correct; that is, the CTL coordinates must be correct, each
move must represent an existing piece at the origin, and the destination must be a free
hextile, or in the case of a capture, the captured piece must also exist, just as the
captured pawn must exist in the en passant or scornful pawn capture. Promotion requires a pawn
in the position of promotion, and in castling the final places for the pieces must be available.
On the other hand, the rules of the game will not be checked, accepting what
is indicated algebraically: neither the movements of the pieces, nor the checks, nor any other
rule, only algebraic coherence, but the reader must generate an error if this algebraic
coherence is not satisfied.
Labels incorporate meta-information useful for the storage and classification of items,
comments and variations add additional information. Only the
Redefine label and the PDTL
label affect the content.
A minimum reader will check the initial label and can ignore the rest of the labels; although
it will be convenient to read the PDTL label,
generating an error if it is not able to process it, and similarly for the
Redefine labels. A minimum reader must be
able to read a CTL-PGN file with no variations, no comments, no alternative piece
identification letters, i.e. no Redefine labels,
and can ignore any labels except the required initial label.
Redefine labels modify the content, and removing them
requires a prior conversion. A pre-filter can remove them by transforming the file,
removing also comments, variations and even ratings, leaving a clean input, with only
the rest of the labels, which the minimal reader should be able to ignore.
The PDTL label incorporates a necessary
context to represent a game already started, and, if the reader is not able to interpret
it, verifying its presence allows early detection of algebraic incoherence. The initial
label [Variant "C'escacs"] guarantees
the type of content, and will always be a requirement.