_=THE MIDDLE GAME.=_ After a little experience with openings, the

player will usually select one or two which he feels that he can

handle better than others, and will make a specialty of them. Having

mastered a number of variations, and learned the object of them in

forming his pieces for attack or defence, he will naturally be led

to the study of the middle game. In this there are a few general

principles which should be steadily kept in view. For attack, the

player should secure command of a wide range of the board; but for

defence he should concentrate his forces as much as possible. He should

be careful not to get his pieces in one another’s way, and not to

leave pieces where they can be attacked and driven back by inferior

pieces, because that entails a loss of valuable time. A player should

never exchange a man in active service for one that is doing nothing.

If several lines of play are open, the one offering the most numerous

good continuations should be selected. When a player is not ready for

attack, he should develop his pieces, and remember that the more of

them he can get to bear on the enemy’s King, the better. Supporting

pieces should be placed where they are not easily attacked, because

good players attack the supports first, so as to isolate the advance

guard. Beginners are usually in too great a hurry to give check; the

best players do not check until they are ready to follow it up with

a mate, or a winning position, or can gain time in developing their

pieces.

_=END GAMES.=_ There are certain positions in which apparently equal

games are not necessarily drawn, and there are others in which a player

with a decided advantage cannot win, within the fifty moves which are

allowed him, unless he knows exactly how to proceed. If a player is

not well up in endings he may lose many a game which could be won if

he only knew how to win it. The following games may be abandoned as

_=drawn=_:--

King and Bishop against a King.

King and Knight against a King.

King and two Knights against a King.

King and Queen against two Rooks.

King and Queen against King and two Bishops.

King and Rook against King, Rook and Pawn.

King and Rook against King and Bishop.

King and Rook against King and Knight.

King and Rook against King, Rook and Bishop.

The following games can be _=won=_:--

King and Queen, or King and Rook, against a King.

King and Queen against King and Rook.

King and Queen against King and Bishop.

King and Queen against King and Knight.

King and Queen against King and Pawn.

King and two Rooks against King and Rook.

King and two Bishops against a King.

King Bishop and Knight against a King.

In order to master all these endings, the student should take up

Staunton’s Handbook, or the Lehrbuch des Schachspiels, in which they

are given very fully. For the beginner only one or two of the most

common and important are necessary.

K and Q, or K and R, against K. All that is necessary is to drive the

King to the edge of the board, which may be done by holding him below

a certain parallel with the Q or R, and then getting your own King in

front of him; a check will then drive him one line further back, and

when he arrives at the edge of the board, and can no longer go back, he

is mated.

K and Q against K and R. Freeborough has devoted an entire volume to

this ending, which may be very much prolonged by a skilful player. The

object is to drive the King to the edge of the board, and then to get

the Rook in such a position that it must be sacrificed to save the

mate, or that the mate can be accomplished with the Rook on the board.

The player with the Queen must be on his guard against stale-mate in

this ending.

K and Q against K and B, K and Kt, or K and P. This is easy enough for

the Queen if the player is careful to avoid stale-mate.

K and two R’s against K and R. This can be won easily by forcing an

exchange of Rooks.

K and two B’s against K. In this position the King must be ruled off

into a corner by getting the Bishops together, protected by their King.

Start with the men in the following position:--

Black K on his own square. White King on K B 6; white Bishops on K B 4

and K B 5. White to move and win. The mate can be accomplished in six

moves, as follows:--

B-B7 B-Q7 K-Kt6

1 --------- 2 -------- 3 ---------

K-B sq K-Kt sq K-B sq

B-Q6 ch B-K6 ch B-K5 mate

4 --------- 5 -------- 6 ---------

K-Kt sq K-R sq

K, B and Kt against K. This is one of the most difficult endings for a

beginner, but is very instructive, and should be carefully studied. Set

up the men as follows:--

Black King on K R sq. White King on K B 6, white Bishop on K B 5, and

white Knight on K Kt 5; White to move and win. The object is to drive

the King into a corner of the board which is commanded by the Bishop,

as he cannot otherwise be mated.

Kt-B7 ch B-K4 B-R7 Kt-K5

1 --------- 2 -------- 3 --------- 4 --------

K-Kt sq K-B sq K-K sq K-B sq

Kt-Q7 ch K-K6 K-Q6 B-K6 ch

5 --------- 6 -------- 7 --------- 8 --------

K-K sq K-Q sq K-K sq K-Q sq

K-B6 B-B7 Kt-Kt7 ch K-B6

9 --------- 10 --------- 11 --------- 12 --------

K-B sq K-Q sq K-B sq K-Kt sq

K-Kt6 B-K6 ch Kt-B5 B-Q7

13 --------- 14 --------- 15 --------- 16 --------

K-B sq K-Kt sq K-R sq K-Kt sq

Kt-R6 ch B-B6 mate

17 --------- 18 ---------

K-R sq

If, at the fourth move, the black King does not go back to the Bishop’s

square, but goes on to the Queen’s square, hoping to cut across to the

other black corner of the board, the continuation will be as follows,

beginning at White’s fifth move:--

K-K6 Kt-Q7 B-Q3 B-Kt5

5 --------- 6 --------- 7 --------- 8 --------

K-B2 K-B3 K-B2 K-Q sq

Kt-K5 Kt-B4 K-Q6 Kt-R5

9 --------- 10 --------- 11 --------- 12 --------

K-B2 K-Q sq K-B sq K-Q sq

Kt-Kt7 ch K-B6 Kt-Q6 K-B7

13 --------- 14 --------- 15 --------- 16 --------

K-B sq K-Kt sq K-R2 K-R sq

B-B4 Kt-B8 ch B-Q5 mate

17 --------- 18 --------- 19 ---------

K-R2 K-R sq

_=PAWN ENDINGS.=_ There are a great number of these, many being

complicated by the addition of Pawns to other pieces. The following

example, which is a position that often occurs, should be understood by

the beginner:--

Put the black King on K B square; the white King on K B 6, and a white

Pawn on K 6. If it is Black’s move, White can win easily; but if it is

White’s move it is impossible to win, because whether he checks or not

the black King gets in front of the Pawn and either wins it or secures

a stale-mate.

Put the Pawn behind the King, on K B 5, and White wins, no matter which

moves first, for if Black moves he allows the white King to advance to

the seventh file, which will queen the Pawn. If White moves first, and

the black King keeps opposite him, the Pawn advances. If Black goes in

the other direction, the white King goes to the seventh file and wins

by queening the Pawn.

If the white King and Pawn are both moved one square further back, the

King on K B 5, and the Pawn on K B 4. the win will depend on the move.

If it is White’s move he can win by advancing the King; but if it is

Black’s move he can draw by keeping his King always opposite the white

King. If the Pawn advances, he will get in front of it, and if the

King is afterward advanced, he will get in front of it; winning the

Pawn or securing a stale-mate.

_=THE KNIGHT’S TOUR.=_ Owing to the peculiarity of the Knight’s move,

many persons have amused themselves in trying to cover the entire chess

board with a Knight, touching the same square once only, and returning

to the starting-point again. There are several ways of doing this, one

of the simplest being the following:--

[Illustration:

+--+--+--+--+--+--+--+--+

|14|29|34|55|12|27|24|49|

+--+--+--+--+--+--+--+--+

|35|56|13|28|33|50|11|26|

+--+--+--+--+--+--+--+--+

|30|15|54|51|58|25|48|23|

+--+--+--+--+--+--+--+--+

|41|36|57|32|61|52|63|10|

+--+--+--+--+--+--+--+--+

|16|31|40|53|64|59|22|47|

+--+--+--+--+--+--+--+--+

|37|42| 1|60|19|62| 9| 6|

+--+--+--+--+--+--+--+--+

| 2|17|44|39| 4| 7|46|21|

+--+--+--+--+--+--+--+--+

|43|38| 3|18|45|20| 5| 8|

+--+--+--+--+--+--+--+--+

]

_=TEXT BOOKS.=_ Among the very large number of works on Chess there

is abundant room for choice, but the following works are considered

standard authorities on the game:--

Freeborough’s Chess Openings, 1896.

Cook’s Synopsis.

Minor Tactics of Chess, by Young and Howell.

Modern Chess Instructor, by W. Steinitz.

Common Sense in Chess, by E. Lasker.

Walker’s Treatise on Chess, 1841.

Handbuch des Schachspiels.

Lehrbuch des Schachspiels, by J. Dufresne.

Teoria e Practica del Giuoco degli Schacchi.

British Chess Magazine.

Chess Player’s Chronicle.

Chess Monthly.

_Westminster Papers_, 1868 to 1879.

Of these works, “Minor Tactics” will be found most useful to the

beginner, as it simplifies the openings by grouping them, and

concentrates the attention on the essential points of chess strategy.

CODE OF CHESS LAWS. ADOPTED BY THE FIFTH AMERICAN CHESS CONGRESS.

_=Definitions of Terms Used.=_ Whenever the word “_Umpire_” is used

herein, it stands for any Committee having charge of Matches or

Tournaments, with power to determine questions of chess-law and rules;

or for any duly appointed Referee, or Umpire; for the bystanders, when

properly appealed to; or for any person, present or absent, to whom

may be referred any disputed questions; or for any other authority

whomsoever having power to determine such questions.

When the word “_move_” is used it is understood to mean a legal move or

a move to be legally made according to these laws.

When the word “_man_” or “_men_” is used, it is understood that it

embraces both Pieces and Pawns.

_=The Chess-Board and Men.=_ The Chess-board must be placed with a

white square at the right-hand corner.

If the Chess-board be wrongly placed, it cannot be changed during the

game in progress after a move shall have been made by each player,

provided the men were correctly placed upon the board at the beginning,

_i.e._, the Queens upon their own colours.

A deficiency in number, or a misplacement of the men, at the beginning

of the game, when discovered, annuls the game.

The field of the Standard Chess-board shall be twenty-two inches square.

The Standard Chess-men shall be of the improved Staunton Club size and

pattern.

_=First Move and Colour.=_ The right of first move must be determined

by lot.

The player having the first move must always play with the white men.

The right of move shall alternate, whether the game be won, lost or

drawn.

The game is legally begun when each player shall have made his first

move.

Whenever a game shall be annulled, the party having the move in

that game shall have it in the next game. An annulled game must be

considered, in every respect, the same as if it had never been begun.

_=Concessions.=_ The concession of an indulgence by one player does

not give him the right of a similar, or other, indulgence from his

opponent.

_=Errors.=_ If, during the course of the game, it be discovered that

any error or illegality has been committed, the moves must be retraced

and the necessary correction made, without penalty. If the moves cannot

be correctly retraced, the game must be annulled.

If a man be dropped from the board and moves made during its absence,

such moves must be retraced and the man restored. If this cannot be

done, to the satisfaction of the Umpire, the game must be annulled.

_=Castling.=_ The King can be Castled only:

When neither the King nor the Castling Rook has been moved, and

When the King is not in check, and

When all the squares between the King and Rook are unoccupied, and

When no hostile man attacks the square on which the King is to be

placed, or the square he crosses.

In Castling, the King must be first moved.

The penalty of moving the King prohibits Castling.

_=En Passant.=_ Taking the Pawn “_en passant_,” when the only possible

move, is compulsory.

_=Queening the Pawn.=_ A pawn reaching the eighth square must be at

once exchanged for any piece (except the King) that the player of the

Pawn may elect.

_=Check.=_ A player falsely announcing “check,” must retract the move

upon which the announcement was based and make some other move, or the

move made must stand at the option of the opponent.

No penalty can be enforced for any offence committed against these

rules in consequence of a false announcement of “check,” nor in

consequence of the omission of such announcement, when legal “check” be

given.

_=“J’adoube.”=_ “J’adoube,” “I adjust,” or words to that effect, cannot

protect a player from any of the penalties imposed by these laws,

unless the man or men touched, obviously _need_ adjustment, and unless

such notification be distinctly uttered _before_ the man, or men, be

touched, and only the player whose turn it is to move is allowed so to

adjust.

The hand having once quitted the man, but for an instant, the move must

stand.

Men overturned or displaced accidentally may be replaced by either

player, without notice.

A wilful displacement, or overturning of any of the men, forfeits the

game.

_=Penalties.=_ Penalties can be enforced only at the time an offence is

committed, and before any move is made thereafter.

A player touching one of his men, when it is his turn to play, must

move it. If it cannot be moved he must move his King. If the King

cannot move, no penalty can be enforced.

For playing two moves in succession, the adversary may elect which move

shall stand.

For touching an adversary’s man, when it cannot be captured, the

offender must move his King. If the King cannot move, no other penalty

can be enforced. But if the man touched can be legally taken, it must

be captured.

For playing a man to a square to which it cannot be legally moved, the

adversary, at his option, may require him to move the man legally, or

to move the King.

For illegally capturing an adversary’s man, the offender must move his

King, or legally capture the man, as his opponent may elect.

For attempting to Castle illegally, the player doing so must move

either the King or Rook, as his adversary may dictate.

For touching more than one of the player’s own men, he must move either

man that his opponent may name.

For touching more than one of the adversary’s men, the offender

must capture the one named by his opponent, or if _either_ cannot

be captured, he may be required to move the King or capture the man

which can be taken, at the adversary’s option; or, if _neither_ can be

captured, then the King must be moved.

A player moving into check may be required, by the opposing player,

either to move the King elsewhere, or replace the King and make some

other move--but such other move shall not be selected by the player

imposing the penalty.

For discovering check on his own King, the player must either legally

move the man touched, or move the King at his adversary’s option. In

case neither move can be made, there shall be no penalty.

While in check, for touching or moving a man which does not cover the

check, the player may be required to cover with another piece, or move

the King, as the opposing player may elect.

_=Touching the Squares.=_ While the hand remains upon a man, it may be

moved to any square that it commands, except such squares as may have

been touched by it during the deliberation on the move; but if all the

squares which it commands have been so touched, then the man must be

played to such of the squares as the adversary may elect.

_=Counting Fifty Moves.=_ If, at any period during a game, either

player persist in repeating a particular check, or series of checks,

or persist in repeating any particular line of play which does not

advance the game; or if “_a game-ending_” be of doubtful character as

to its being a win or a draw, or if a win be possible, but the skill to

force the game questionable, then either player may demand judgment of

the Umpire as to its being a proper game to be determined as drawn at

the end of fifty additional moves, on each side; or the question: “Is,

or is not the game a draw?” may be, by mutual consent of the players,

submitted to the Umpire at any time. The decision of the Umpire, in

either case, to be final.

And whenever fifty moves are demanded and accorded, the party demanding

it may, when the fifty moves have been made, claim the right to go on

with the game, and thereupon the other party may claim the fifty move

rule, at the end of which, unless mate be effected, the game shall be

decided a draw.

_=Stale-Mate.=_ A stale-mate is a drawn game.

_=Time Limit.=_ The penalty for exceeding the time limit is the

forfeiture of the game.

It shall be the duty of each player, as soon as his move be made, to

stop his own register of time and start that of his opponent, whether

the time be taken by clocks, sand-glasses, or otherwise. No complaint

respecting an adversary’s time can be considered, unless this rule be

strictly complied with. But nothing herein is intended to affect the

penalty for exceeding the time limit as registered.

_=Abandoning the Game.=_ If either player abandon the game by quitting

the table in anger, or in any otherwise offensive manner; or by

momentarily resigning the game; or refuses to abide by the decision of

the Umpire, the game must be scored against him.

If a player absent himself from the table, or manifestly ceases to

consider his game, when it is his turn to move, the time so consumed

shall, in every case, be registered against him.

_=Disturbance.=_ Any player wilfully disturbing his adversary shall

be admonished; and if such disturbance be repeated, the game shall be

declared lost by the player so offending, provided the player disturbed

then appeals to the Umpire.

_=The Umpire.=_ It is the duty of the Umpire to determine all questions

submitted to him according to these laws, when they apply, and

according to his best judgment when they do not apply.

No deviation from these laws can be permitted by an Umpire, even by

mutual or general consent of the players, after a match or tournament

shall have been commenced.

The decision of the Umpire is final, and binds both and all the

players.

RULES FOR PLAYING THE GAME AT ODDS.

I. In games where one player gives the odds of a piece, or “the

exchange,” or allows his opponent to count drawn games as won, or

agrees to check-mate with a particular man, or on a particular square,

he has the right to choose the men, and to move first, unless an

arrangement to the contrary is agreed to between the combatants.

II. When the odds of Pawn and one move, or Pawn and more than one move

are given, the Pawn given must be the King’s Bishop’s Pawn when not

otherwise previously agreed on.

III. When a player gives the odds of his King’s or Queen’s Rook, he

must not Castle (or more properly speaking leap his King) on the side

from which the Rook is removed, unless before commencing the game or

match he stipulates to have the privilege of so doing.

IV. When a player undertakes to give check-mate with one of his Pawns,

or with a particular Pawn, the said Pawn must not be converted into a

piece.

V. When a player accepts the odds of two or more moves, he must not

play any man beyond the fourth square, _i.e._, he must not cross the

middle line of the board, before his adversary makes his first move.

Such several moves are to be collectively considered as the first move

of the player accepting the odds.

VI. In the odds of check-mating on a particular square it must be the

square occupied by the King mated, not by the man giving the mate.

VII. The player who undertakes to win in a particular manner, and

either draws the game, or wins in some other manner, must be adjudged

to be the loser.

In all other respects, the play in games at odds must be governed by

the regulations before laid down.

RULES FOR PLAYING CORRESPONDENCE AND CONSULTATION GAMES.

I. In playing a game by correspondence or in consultation, the two

parties shall always agree beforehand in writing or otherwise as to the

persons who are to take part in the contest, as to the time and mode

of transmitting the moves, as to the penalties to be inflicted for any

breach of the contract, and as to the umpire or referee.

II. In games of this description each party is bound by the move

dispatched; and in this connection the word move refers to what is

intelligibly written, or delivered _viva voce_.

In any game the announcement of a move which does not include the

actual transfer of a man from one square to another, shall be

considered as a move not intelligibly described within the meaning of

this section.

III. Each party must be bound by the move communicated in writing,

or by word of mouth, to the adversary whether or not it be made on

the adversary’s board. If the move so communicated should prove to be

different from that actually made on the party’s own board, the latter

must be altered to accord with the former.

IV. If either party be detected in moving the men when it is not their

turn to play, or in moving more than one man (except in castling) when

it is their turn to play, they shall forfeit the game, unless they can

show that the man was moved for the purpose of adjusting or replacing

it.

V. If either party has, accidentally or otherwise, removed a man from

the board, which has not been captured in the course of the game, and

made certain moves under the impression that such man was no longer in

play, the moves must stand, but the man may be replaced whenever the

error is discovered.

VI. If either party permit a bystander to take part in the contest,

that party shall forfeit the game.

* * * * *

The foregoing laws differ very slightly from those of the British Chess

Association, and it is to be hoped that an international code will be

agreed upon before a second edition of this work is issued.

CHECKERS, OR DRAUGHTS.

_=The Board.=_ Checkers is played upon a board which is not more

than sixteen, nor less than fourteen inches square, and is divided

into sixty-four smaller squares of equal size. These squares are of

different colours, alternately light and dark, and the board must be so

placed that each player shall have a light square at his right on the

side nearer him.

_=The Men.=_ Each player is provided with twelve men, which are

circular in form, one inch in diameter, and three eighths thick. The

men on one side are red or black; those on the other white or yellow.

The men must be placed on the _=black=_ squares.

_=Diagrams.=_ For convenience in illustrating games and problems the

men are always shown as placed on the white squares, type made in that

manner being more easily read. The following diagram will show the

proper arrangement of the men at the beginning of the game, if the

white squares are supposed to be black ones:--

[Illustration:

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛀ | | ⛀ |

+---+---+---+---+---+---+---+---+

| ⛀ | | ⛀ | | ⛀ | | ⛀ | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛀ | | ⛀ |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛂ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | ⛂ | | ⛂ | | ⛂ | | ⛂ |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛂ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

]

_=Two Move Restriction.=_ It has lately become the custom in important

tournaments to write an opening and second move, such as 10-14, 22-17

on a slip of paper; 10-14, 24-19 on another, and so on for all possible

openings. These are placed in a hat and when the players face each

other, a slip is drawn. If it is 11-15, 22-18, the game must be opened

with those moves. When these players start the second game, the one who

was second player on the first game begins with 11-15, and his opponent

must play 22-18. The same opening is never again used by the same pair,

the object being to diversify the play and drive contestants out of

their favourite ruts.

_=The Players=_ are designated by the colour of the men with which

they play, White or Black, and Black always has the first move. In a

series of games each player in turn takes the black men and the move.

It is usual to draw for the first game, one player concealing in each

hand a man of different colour, and offering the choice of hands to his

adversary. Whichever colour the chosen hand contains the chooser must

take for the first game.

_=The Moves.=_ The men never leave the colour of the squares on which

they are originally set up, so that they always move diagonally. At

the beginning of the game the men move only one square at a time, and

always forward, and can be placed only on squares which are unoccupied.

If an adverse piece stands upon a square to which a man might be moved,

and there is a vacant square beyond, the man must jump over the adverse

piece to the unoccupied square, at the same time removing from the

board the piece so jumped over. In the position shown in Diagram No.

1, for instance, it being White’s turn to move, he must jump over the

black man, removing it from the board. Black will then have a choice

of two jumps, over one man or over two, and will of course select the

jump toward the right of the board first, and then over the second man,

removing both from the board. A man may jump over and capture several

men at one move, provided there are vacant squares between them, and

beyond the last man.

[Illustration: No. 1.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 58 / 70 段