They usually represent an end game and are distinguished from ordinary endings only by an unexpected initial move, mostly embodying a sacrifice of several men. Diagrams 116, 117 and 118 furnish some examples:

PROBLEM No. 2. WHITE TO MOVE AND WIN.

32 31 30
+———————————————————-+
| | | | | | | | ** | 29
|———————————————————-|
28 | | | | | | | | |
|———————————————————-|
| | oo | | o | | o | | | 21
|———————————————————-|
20 | | | | | | | o | |
|———————————————————-|
| | | | | | | | * | 13
|———————————————————-|
12 | | | | | | | * | |
|———————————————————-|
| | | | | | | | * | 5
|———————————————————-|
4 | | | | | | | | |
+———————————————————-+
3 2 1

DIAGRAM 117.

If, in Diagram 116, White tried to reach the King row with his man 27, Black would win by first position thus: (1) . . ., 27-23, (2) 16-20, 24-19; (3) 20-24, 19-15; (4) 24-27, 23-19; (5) 27-24, 19-16; (6) 24-19, etc. The only way to draw is to sacrifice first the man on 21 by 21-17; and then to continue as above. This enables White to play 23-18, instead of 19-15, exchanging the King for a man.

The first move in Diagram 117 is 24-28, to which Black must reply (2) 29-25. White then sacrifices his three men by 17-14 and after (3) 25-27 (or 9-27) plays 28-32. Black must take the third man, and White recaptures two men by 32-14, pinning both of the remaining black men.

PROBLEM No. 3. BLACK TO PLAY AND WIN.

32 31 30
+———————————————————-+
| | o | | | | o | | o | 29
|———————————————————-|
28 | o | | o | | o | | | |
|———————————————————-|
| | | | o | | o | | * | 21
|———————————————————-|
20 | * | | | | o | | * | |
|———————————————————-|
| | * | | o | | | | o | 13
|———————————————————-|
12 | o | | * | | | | * | |
|———————————————————-|
| | * | | | | * | | * | 5
|———————————————————-|
4 | | | * | | * | | * | |
+———————————————————-+
3 2 1

DIAGRAM 118.

This is the longest stroke known to have occurred in actual play.
The game from which the above position arose went as follows: