Hi,

To get a base for Scid that can be used for training (for example) and to
keep track of extra info, I think there is a workaround by mixing indexed
flags and PGN tags.
Each game can get one or several flags that are :

IDX_FLAG_START         // Game has own start position.
IDX_FLAG_PROMO         // Game contains promotion(s).
IDX_FLAG_UPROMO        // Game contains promotion(s).
IDX_FLAG_DELETE        // Game marked for deletion.
IDX_FLAG_WHITE_OP      // White openings flag.
IDX_FLAG_BLACK_OP      // Black openings flag.
IDX_FLAG_MIDDLEGAME    // Middlegames flag.
IDX_FLAG_ENDGAME       // Endgames flag.
IDX_FLAG_NOVELTY       // Novelty flag.
IDX_FLAG_PAWN          // Pawn structure flag.
IDX_FLAG_TACTICS       // Tactics flag.
IDX_FLAG_KSIDE         // Kingside play flag.
IDX_FLAG_QSIDE         // Queenside play flag.
IDX_FLAG_BRILLIANCY    // Brilliancy or good play.
IDX_FLAG_BLUNDER       // Blunder or bad play.
IDX_FLAG_USER          // User-defined flag.

So imagine you have a big (or small ... it also works) DB and want to keep
track of tactics. So each relevant game gets the flag
    IDX_FLAG_TACTICS
and for example the PGN tag is appended :
    FLAG_TACTICS_data "Removal of the guard/23/black/easy"

that is in order : type/move/side/difficulty

Searches in base are fast because the prefilter of indexed flags.

The data added to "tactics" should be defined once for all and part of
Scid's UI. That way when saving a game, we can add to the dialog box the
options needed to set a flag and its data.

The most interesting flags are (I think)
    Middlegame
    Endgame
    Tactics

So for each category could someone list the necessary fields like, for the
tactics example :

Category Tactics :
    type : pin, overburden, ... , undefined
    move : the move number
    side : white or black
    difficulty : very easy, easy, medium, difficult, very difficult,
undefined
    solved : solved or unsolved
    comment : free text

Pascal
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