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1) 6 moves
Sorry, I've been a little tired for retros the past week. Now I get to look at this...
11+14. Poking around the position a while, we find the bottom right cage is really tough to unlock. Various tries fail:
(try) -1...Nf4 -2. g3? and white is in retropat next.(try) -1...Nf4 -2. gx~h3? and black's king can't go home.
(key) -1...Nf4 -2. fx(B/R)g4! gxNh1=R! -3. Ng3.
Now here was a little trick. It looks completely illegal thanks to the colour effect (white Bf1 vs c7xd6xe5xf4xg3) until I recalled using the same trick in an elementary composition. The d4-pawn came from c7, and the colour effect is broken and legality becomes obvious.
One last finesse: the d4-pawn took white's light bishop, since trying to retract a light capture by the g2-pawn locks out either black's R or B that was taken on f3, since white's dark bishop would then have to been captured by the d4-pawn (colour effect!) and white's light B + 2R must return home before uncapping gxf3.
Therefore 14 pawn moves were made in total.
Good job on the solving Remellion.
Stating the obvious, I have been inactive in these forums unfortunately as I have began working in a full time job as well as started studying computers. If I have the extra time I might compose some easier yet fun retro puzzles...
we have a genius over here
what post number?
Waar's ek nou?!??
Kingside, no. Queenside, yes.
I find no problem letting kingside castling possible.
The number 1 no. 2, 3 and 4 yes.
Forgot that black is missing a knight as well! Ugh.
Yes, he can castle queenside
2 is legal
2 dark squared bishops for white, but he has all his pawns. So no.
Bf2 -> Bg2 makes it slightly less boring.
c4 -> c6 + removing the Bc5 makes it almost a real problem.
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