I wrote about this initially in the main club forums. I have amended what I have written there to bring into discussion here. If you would like to see the original post (which will also contain more examples) then please click here.
Use this thread to comment on what I put forward, but please do come up with your own suggestions and don't be afraid to provide constructive criticism. The main point of this thread is to come up with methods that can be used to simplify the communication and notation of 4PC game activity - princapally with analysis and theory in mind.
This will not be canonized in the wikibook unless a significant number of people suggest their approval. Ideally we will go through a number of iterations before we can consider it finalized.
Positional Indication
When indicating who makes the following notated move, the primary convention is to indicate the player using a lowercase letter representing their colour (r=red, b=blue, y=yellow, g=green).
The Positional indication method indicates a player based upon where they sit on the board using hyphens as "place-markers" to indicate where a previous player during that move would have been, similar to the elipsis (...) in 2 player chess to indicate that it is Black to move.
The move itself here is not important, so for the sake of argument, lets assume it is the 6th ply/round and we see a bunch of Queen exchanges on the h8 square...
If Red captures a piece on this square it can be written without a hyphen as such:6. Qxh8
To indicate that the player moving is Blue, we would use one hyphen:6. - Qxh8
Yellow is indicated by 2 hyphens:6. -- Qxh8
Green is indicated by 3 hyphens:6. --- Qxh8
Positional indication is not meant to be as a replacement for the colour indication method but as a potential alternative.
Any Move
~
The tilde (~) is used to represent that essentially "Any move" can be made by this player because the inevitable outcome is the same. For example, when analysing a checkmate sequence on Green, one can use the tilde to describe Blue's movement in such a position because essentially it doesn't matter what they play... checkmate on Green is still coming.
Any Move Except
(/XX, XX)
Works the same as the "Any Move" notation but with the added condition that the bracketed moves are not played in this particular scenario. Any-Move-Except brackets are opened with the symbol (/ and closed with the symbol ). Each move within the bracket is seperated by a comma ( , ).
This or That Move
(XX, XX)
Brackets used to indicate many moves that could be made by the player in this position, usually because the outcome (in analysis for example) is essentially the same.
Conditional Brackets
Conditional Brackets are an aspect of notation that still need a little work so please do come up with ideas because if we can crack this then we can simplify the writing of a huge number of moves. This is what I have come up with so far:
[XX, XX]
The move that is played within these brackets is dependent on what was played within the previous regular brackets (in allignment order). Conditional brackets can play a role in the formulation of plans as well as in the description of trivial responses that don't particularly change an inevitable outcome.
Capture Brackets
Px(XX, XX)
When a Piece captures brackets, this means that when a previous player has been given This-or-That-Move brackets then a player can capture "whatever piece happened to be played" - usually because in the description of a sequence, the outcome is the same. The idea is that this can help save writing out many variations that essentially lead to the same thing. Similar to Conditional brackets, this is an aspect that needs some work in order to fully define and clarify how it will operate.
Checks
Symbol
Name
Meaning
+
Check
Check
{+2}
Double Check
The checked King is now checked twice
{+3}
Triple Check
The checked King is now checked thrice
{+4}
Quadruple Check
++
Doscheck
Checking two seperate Kings
+++
Trescheck
Checking three seperate Kings
+{+2}
-
First King is checked, second is double checked
If needing to desribe a situation where more than one opponent King is checked, but it so happens that at least one of them is in double, triple, quadruple (or more) check, then the order in which to notate this goes: {+Red}{+Blue}{+Yellow}{+Green}. Let me know if you think the order would be better going clockwise from the player that delivered the check.
Here is an example of "Fools Mate" written using some of the notation mentioned above:
1. (h3, h4) ~ (g12, g11) (l7, k7)2. QxQn8+ (/Qg13, Qh14, Bh13) Bm7 #
In words this is to says that if Red, Yellow and Green all open with their Kings pawn and Blue does not intervene by providing a check on Yellow (on the second move), then Green becomes checkmated when Red captures Green's Queen with 2. Qxn8+, and Yellow defends Red's queen with 2. -- Bm7#.