CHAPTER XX

FIRESIDE AMUSEMENTS

$Chess in Twelve Easy Lessons.$--There is nothing like beginning at the

beginning, so I first give a diagram of the board and men as set out

for play.

[Illustration: BLACK. WHITE.]

It will be noticed that in the above diagram the square at the bottom

right hand is a white one, and it is in this way that, by custom, the

chess-board is always placed. The board is divided into 64 squares,

coloured alternately black and white, or some similar distinctive

colours. The squares are always called "White" and "Black," whatever

their actual colour may be, and similarly the men are invariably termed

"White" and "Black," though, as a matter of fact, often coloured white

and red.

Having got the board in proper position, with its white square at

the bottom right-hand corner, the next thing is to set up the men

in proper order. There are thirty-two men in all--sixteen White and

sixteen Black. They consist of the following:--

TWO KINGS: one White, one Black. The White King stands on the fourth

square, counting from the White player's _right_ hand, and the Black

King stands on the fourth square, counting from the Black player's

_left_ hand. This brings the two Kings opposite each other, the White

King standing on a black square and the Black King on a white square.

TWO QUEENS: one White and one Black. The White Queen stands on the

white square to the left of the square occupied by the King. Similarly,

the Black Queen stands on the black square next to the Black King. It

is of importance in setting up the men to bear in mind that the Queens

stand on squares of the same colour as themselves, the White Queen

being on a white square and the Black Queen on a black square.

FOUR BISHOPS: two White and two Black. These stand on the squares

adjoining their respective King and Queen. The one next the King is

called the King's Bishop, and the one next the Queen is known as the

Queen's Bishop.

FOUR KNIGHTS: two White and two Black. These stand on the squares

adjoining the Bishops. The Knight nearest the King is called the King's

Knight; the other is called the Queen's Knight.

FOUR ROOKS: two White and two Black. These occupy the four corner

squares, the one nearest the King being termed the King's Rook; the

one nearest the Queen the Queen's Rook. The Rooks are sometimes called

Castles.

These sixteen men are collectively called pieces.

SIXTEEN PAWNS: eight White and eight Black. These stand on the squares

immediately in front of the sixteen pieces. They are named after the

pieces in front of which they stand, as the King's Pawn, the Queen's

Pawn, the King's Bishop's Pawn, and so on.

As it would be very cumbrous to use the full name of each piece or Pawn

every time it may be necessary to refer to it, I shall in future use

the recognised English notation, as follows:--

K for King.

Q for Queen.

B for Bishop.

Kt for Knight.

P for Pawn.

Other abbreviations will be--

Sq for square.

Ch for check.

Dis ch for discovered check; and

Doub-ch for double check.

Written in this notation, King's Rook's Pawn becomes K R P, and Queen's

Bishop's square Q B sq, and so on.

Now for the practical use of this lesson. Let all the readers who wish

to learn the game first of all set the board before them as herein

described. Then let them place the White men in their proper order on

the board, beginning with the K. Similarly let them place the Black

men on the board, beginning also with the K. As a second try, let them

place the men on the board beginning with one of the R's, and going

across to the other R. Finally, let them familiarise themselves with

the English notation, as given above. By the time they have done this

they will be in a position to benefit by a further lesson.

II

THE BOARD.--The chess-board is not merely something upon which the game

of chess is played; it is part of the game itself, for it limits, and,

to some extent, controls the action of the men. In my first lesson I

gave a diagram of the board with the men set out for play, and I now

give an outline diagram of the board on which the name of each square

is given, both from the White and the Black side.

Now, in order to read the moves correctly, it is of the greatest

importance for the student to understand the method of naming the

various squares. From the diagram on page 276 it is clear that,

according to our English style, each square has two names, the White

player naming the squares from his own side, and the Black player from

his. Thus, what the White player calls his King's square the Black

player calls his King's eighth, and so on with all the other squares.

All the boys who are taking an interest in these lessons should get

this point fixed in their minds to avoid mistakes.

[Illustration: FROM BLACK'S SIDE. FROM WHITE'S SIDE.]

III

The squares running across the board are termed _ranks_; those running

up and down, _files_; and those in a slanting direction, _diagonals_.

The squares, as will be seen, are named from the pieces, which, at

starting, occupy their first rank; thus the square at the lower

right-hand corner is White's King's Rook's Square (K R sq); the square

immediately in front is White's King's Rook's second (K R 2)--the word

square being omitted; the next in front is White's K R 3, and so on

till you come to White's K R 8. In a similar way you get White's K

Kt sq, or 2 or 3, etc., or White's K or Q sq, or 2 or 3, and so on.

Similarly, by turning the board round, you count the squares from the

Black side as Black's K R sq, or 2, etc., or Black's K or Q sq, or

2 or 3, etc. The files are also named in a similar manner; thus the

file running from White's K sq to Black's K sq is called the K's file,

and so with all the other files. The ranks are simply called first

rank, second rank, etc. The diagonals have no special name, with the

exception of the two running direct from one corner of the board to the

other--that is, the diagonal from White's K R sq to Black's Q R sq, and

that from White's Q R sq to Black's K R sq. These are called the long

diagonals. Of course, some of the very sharp boys who read this will

at once exclaim, "Why, they are the only diagonals a square can have,

for a rectangular figure can only have two diagonals." Well, that is

all right in mathematics, but in chess, use or custom has brought about

the practice of calling all the sloping lines of squares diagonals, and

the two which, according to mathematics, are really diagonals, the long

diagonals.

Having thus described the board, I next proceed to describe the moves

of the various men.

THE KING.--The King is by far the most important man on the board,

inasmuch as a successful attack upon him (as will be explained later

on) involves the loss of the game. On the other hand, his moves are

much more circumscribed and his powers of attack more limited than

those of any other man except the Pawn. He moves only one square at

a time, but that move can be made in any direction--that is, to any

adjacent square, either forward, backward, sideways, or diagonally.

Place the king on his own square and he can move to Q sq, Q 2, K 2, K

B 2, or K B sq. Similarly, if he be placed on a centre square, he can

move on to any of the eight adjacent squares. The King captures in the

same direction in which he moves; that is, if any one of the enemy's

men stands on an adjacent square to his own, he can occupy that square,

the other piece being removed from the board, or "taken" or "captured,"

as it is termed. The King cannot move on to any square commanded by

an enemy's man, or, as it is technically called, he cannot move into

check; neither can the two Kings occupy adjacent squares. Once during

the progress of each game the King has the option of an extension of

his ordinary move, but this I will describe under its proper head of

castling.

THE QUEEN.--The Queen is by far the most powerful piece on the board,

as she possesses such a wide range of moves. Like the King, she can

move in any direction--forward, backward, sideways, or diagonally; but

these moves are not confined to the adjacent squares, for the only

limits to her range of moves are the sides of the board, provided no

piece or Pawn is in the way of her march. Place the Queen on her own

square, and she can be moved to any one of twenty-one squares, namely,

Q B sq, Q Kt sq, Q R sq, K sq, K B sq, K Kt sq, K R sq, Q 2, 3, 4, 5,

6, 7 and 8 squares, Q B 2, Q Kt 3, Q R 4, K 2, K B 3, K Kt 4, and K R

5. Similarly placed on a centre square, say Q 4 or 5, or K 4 or 5, and

it will be found that she commands (that is, can be moved to) no less

than twenty-seven squares on a clear board. The Queen takes in the same

direction as she moves; this she does by displacing the enemy's man,

and occupying the vacated square herself.

THE ROOK.--Next in importance comes the Rook. This piece moves

forward, backward, or sideways, as far as the open board permits, but

not diagonally. Place the K R on its own square, and it can move to

fourteen squares, namely, R's 2, 3, 4, 5, 6, 7 and 8 squares, K Kt sq,

K B sq, K sq, Q sq, Q B sq, Q Kt sq and Q R sq. Placed on any position

on the open board, in a corner, at the side, or in the centre, it will

be found that it always commands fourteen squares, neither more nor

less. It captures in the same direction as it moves in a similar manner

to the King or Queen; that is, by removing the enemy's attacked man and

occupying the square so vacated.

IV

THE BISHOP.--The Bishop moves diagonally only (that is, in a similar

manner to a man at draughts) but he can pass over any number of squares

that may be open to him. Place the K B on its own square, and it can

move on to any of the following seven squares, viz.: Kt 2, R 3, K 2, Q

3, B 4, Kt 5, or R 6. Placed on a centre square, it commands thirteen

squares in all. It captures in the same direction as it moves, and in

a manner similar to the K and Q. From the nature of its move the B can

never leave the squares of the colour on which it originally stood.

Therefore the White K B is always on a White square, and the Black K B

upon a Black one.

THE KNIGHT.--Whilst the move of the Kt is one of the most beautiful

upon the chess-board, it is, at the same time, the most difficult to

describe, though a knowledge of its move is not by any means difficult

to acquire by a little practice. It may be described as a combination

of the shortest move of the R with the shortest move of the B; that is,

one square in a straight direction--forward, backward, or sideways--and

one square in a diagonal direction. Place the K Kt on its own square,

and it can move on to the following three squares, viz.: K 2, B 3,

and R 3. It will be seen that its imaginary R's move would bring it

over Kt 2, and then its imaginary B's move places it on B 3 or R 3.

Or its imaginary R's move takes it over B sq., and then its imaginary

B's move places it on K 2. Placed on a centre square, say K's 4, it

commands eight squares--K B 2, K Kt 3, K Kt 5, B 6, Q 6, Q B 5, Q

B 3, and Q 2. It will be noticed that it invariably moves on to a

square differing in colour from that which it has just left; or, in

other words, that it leaps from a White square to a Black one, and

from a Black square to a White one. This peculiarity arises from the

combination of the R and B moves. Place the Kt again on K's 4 (a White

square), and it will be seen that the imaginary R's move brings it on

to a square of a different colour (in this case a Black one), either K

3, Q 4, K 5, or B 4--and then the imaginary B's move keeps it on the

same colour. The Knight captures as it moves in the same manner as the

other pieces--that is, the captured piece is removed from the board,

and the capturing Kt occupies the vacated square. It has one advantage

possessed by no other man, and that is the power of leaping over any

intervening piece or Pawn, whether belonging to its own side or the

enemy's. For example, when the men are first set out in battle array,

the only piece that can move without some of the Pawns first making an

opening is the Kt, for it can at once spring on to B 3 or R 3, despite

the intervening Pawns.

THE PAWNS.--The Pawn moves in one direction only, and that is one

square straight forward (that is the shortest P's move, except that

on its first move it has the option of moving forward either one or

two squares). Place the K P on its square, and it can move either to K

3 or K 4. Place on K 4, however, it can only move to K 5. Unlike the

pieces, the Pawn does not capture in the same direction that it moves,

but diagonally, one square only (the Bishop's shortest move). Place a

Pawn at K 4, and whilst it can move to K 5 it can only capture at B 5

or Q 5. The capture is effected, as it is by the pieces, by removing

the enemy's man and placing the Pawn on the square thus left vacant.

The Pawn has the privilege of claiming promotion as soon as it reaches

the eight square. This is done by its being exchanged for any piece of

its own colour (excepting a King) which the player may desire. This

is technically called "queening a pawn," although it does not follow

that a Queen is always called for. It is not necessary that the player

should have lost a piece when he thus promotes a Pawn, and it therefore

follows that he can have two or more Queens or three or more Rooks,

etc., on the board at the same time.

This last statement may puzzle a good many boys, some of whom may say:

"I am under the impression that there is only one set of chessmen used

at a game of chess. If this is so I do not see that there can be two or

more Queens, etc., of the same colour on the board at the same time.

Will you kindly explain this?"

They would be perfectly right in stating that only one set of men is

used in a game. The set constitutes thirty-two men (sixteen White

and sixteen Black), and these thirty-two men form a complete set. To

distinguish one piece from another different figures are used, but the

shape of these figures is purely conventional, and flat counters could

be used with the name or with some other distinguishing mark written

on them. As a matter of fact, indeed, the Mohammedans do play chess

with such counters, sculptured figures of any kind being prohibited by

the Koran. Now, supposing a set is rendered incomplete by a man being

lost, the place of the lost man can be taken by anything that will

serve to denote that the piece should be on the board. I have often

played a game where a thimble has done duty for a Bishop, and a small

paper-weight for a Rook, and so on. So that it is quite easy to get

something to do duty as a second Queen, etc.

In clubs and chess resorts, where there are many sets of men, a second

Queen, if need be, is borrowed from another set. Sometimes, where only

one set of men is available, a Rook (if one has been captured) is

turned upside down, the promoted Pawn is placed on the top, and there

you have a most excellent substitute for a Queen. Supposing, however,

that no piece has been lost when the Pawn is promoted, then a piece of

twisted paper can be placed on the head of the Pawn, and again we have

a good substitute for a Queen.

Some boys may ask me to explain to them what is meant by "Castling" and

"Taking _en passant_," and as it is somewhat difficult to do so without

the use of diagrams, I think I cannot do better than give the required

explanation.

V

CASTLING.--In describing the move of the K, I stated that once during

the game the K had the option of an extension of his ordinary move,

and promised to describe it later on. This extended move of the K--or

rather combined moves of K and R--is termed "Castling." There are two

species of Castling, one on the K's side, the other on the Q's side, as

shown on the diagrams upon the next page.

The operation of Castling can only be performed once on each side in a

game, and that under the following conditions:--

1. The King must not be in check.

2. The King must not have moved.

3. The Rook must not have moved.

4. The King must not pass over or occupy any square commanded by an

adverse man.

5. All the squares between the King and the Rook must be unoccupied.

[Illustration:]

These five points being kept in view, Castling is performed as

follows:--On the King's side by the K being moved to K Kt sq and the K

R over him to K B sq. On the Queen's side by the K being moved to Q B

sq and the Q R over him to Q sq. By inspecting the diagrams this will

be made clear. In Castling it will be observed that the K moves two

squares (to the right or left, as the case may be), and the R leaps

over him to the adjoining square. In Castling it is always best to

move the K first to show clearly that Castling is the move intended.

The diagrams show only White's method of Castling, but Black castles

exactly in the same way. It must be borne in mind that previous checks

do not prevent the K Castling, so long as he has not been moved, and

is not in check at the time of Castling. The young player must also

remember that though the K be on his own square, and the R on its

square with no intervening piece, yet Castling cannot be performed if

either the K or R has moved, and then come back to his original square.

PAWN TAKING EN PASSANT.--This method of capturing can only be exercised

by a P standing on its fifth square, and the captured P on the move

immediately preceding the capture, have been played from the second to

the fourth square. The following diagram will assist the student.

[Illustration:]

If Black in this position move the P to K 3, then the White P at B 5

can capture it in the usual course, that is by taking it off the square

it occupied at K 3 and occupying the vacated square. Should, however,

the Black P go to K's 4 then the White P at B 5 could capture it _en

passant_, or "in passing" as the term means. This is done by lifting

the B P from K 4 (to which square it has gone) and placing the W P not

on the square thus left vacant but on the K 6 (Black K 3) precisely as

if the Black P had only moved to K 3. In the position on the diagram,

should the Black P go to K 4, then the White P at Q's fourth could

capture it in the ordinary manner. It must be borne in mind that

the right of capturing _en passant_ must be exercised on the move

immediately following the one which the adverse Pawn has made its move

from the second to the fourth square, otherwise the right lapses.

VI

I now resume the easy lessons by giving a list of TECHNICAL TERMS.

ADVERSE PIECE, ADVERSE PAWN.--An "adverse piece" is a piece of an

opposite colour to your own, and, of course, belongs to your adversary.

Similarly, an "adverse Pawn" is a Pawn of an opposite colour to your

own.

ATTACK.--The combined action of several men against an adverse

position. Attacks, of course, are generally made directly against the

King, but occasionally they are directed against some weak point in the

enemy's position apart from the King.

TO ATTACK: ATTACKED.--A piece or Pawn attacks an adverse man when it

threatens to capture it on the move. A piece or Pawn is said to be

"attacked" when it is threatened with capture on the move by an adverse

man.

CASTLING.--This combined move of K and R I have fully described

previously.

CHECK.--This term signifies that the King is attacked by an adverse

piece or Pawn. It is one of the very fundamental principles of the game

that the King cannot be captured, and therefore when a move is made by

which he is attacked, notice thereof must be given by audibly saying

"Check." The King is now said to be "checked," or "in check," and this

check must be at once parried. There are three methods by which this

can be done:--

1. By moving the King on to a square not commanded by any of the

adverse men.

2. By interposing a man between the attacking piece and the King.

3. By capturing the attacking man.

There are three descriptions of checks:--

1. The "direct check," which is given by a piece or Pawn directly

attacking the King.

2. The "discovered check," or "check by discovery," which is given by a

piece, which, whilst it does not attack the King directly, yet by its

removal, uncovers an attack from another piece.

3. "Double check," which is a combination of the "direct check" and the

"discovered check." This is brought about by a piece directly attacking

the King and at the same time uncovering an attack from another piece.

This last is the most dangerous form of all the checks, for it cannot

be parried either by interposition or capturing. The available defences

of the King are therefore greatly lessened, as he must move to get out

of check.

VII

CHECKMATE.--When the King is in check and has no power of escape--that

is, the attacking piece cannot be captured, the King moved, or a piece

interposed between the King and the attacking piece--it is "checkmate,"

and the game is lost for his side. To escape from a double check the

King must move, and if there is no square to which he can move the game

is lost, though both the attacking pieces are _en prise_, for it is

plain that if one be taken the check from the other yet remains.

The diagram on page 286 will help the student to understand these

different checks.

In the first place let White play R to Q 2, and it is a _direct_ check.

The Black K cannot move out of check, as all the squares adjoining his

present position are either guarded by White pieces, or blocked by

Black ones; neither can the R be taken, for no Black piece attacks it.

Black, however, has one move to parry the check, and that is by playing

Q to Q 5, or interposing the Q as it is termed. Similarly, White can

play Q to Q sq, again giving _direct_ check, to which Black can again

only reply Q to Q 5. Once more, White can play P to R 8, becoming a Q

or a B and giving _direct_ check, to which Black's only reply is Q, Q

Kt 2.

In the second place, if White play Kt to Q 2 he gives a _discovered_

check; that is, by so moving his Kt he uncovers the attack of the Q

upon the K, or, in other words, the Kt moving discovers the check by

the Q. In reply to this move Black has again only one move, that being

P to B 5 or interposing the P. If White play B R 7, Q 3, B 2, or Kt sq.

there is again a _discovered_ check, for the R now attacks the K. In

reply to this Black has three lines of play, namely, K takes Kt (at K

3) which is left unguarded by the removal of the B, or by playing the

Q either to K 4, or Kt 4 interposing. If the B had gone to Kt 6 the Q

could only interpose at K 4; and if it had gone to Kt 4 or R 3 the K

could not then capture the Kt, but, instead, could have moved to K 5

out of check.

[Illustration: BLACK--5 MEN. WHITE--11 MEN.]

In the third place if the B move to K 4 there is then given _double_

check, for whilst the B now directly checks himself, by moving he has

also discovered the check from the R, and the King to get out of this

double attack must move. He has two lines of escape, one by capturing

the Kt at K's third, the other by capturing the attacking B.

In the fourth place let White play P K 4, and the K is in direct check;

but it is now _checkmate_, for the K has no possible move out of check,

and the checking Pawn cannot be taken. Again, let White play Kt, Kt 6,

and he gives double check, for the Kt checks directly, and has also

discovered the check by the Q. Once more this is _checkmate_, for the K

has no possible move. It is true that the B could capture the attacking

Kt, but then the Q still checks and the danger of mate has not been

averted; similarly, the P could cover at B 5, but the attack from the

Kt remains all the same. This aptly illustrates what I have already

said as to the extra danger of a double check.

VIII

CLOSE GAME.--See "Game" later on.

COMBINATIONS.--The concentrated action of two or more pieces and Pawns,

operating in common either for attack or defence.

COMMAND: COMMANDED.--To "command" a square is to have the power of

moving a piece on to it, or to capture an enemy's piece that already

occupies it. To "command" the board is to have the pieces so placed

that a great many of the squares are commanded.

COUNTER GAMBIT.--See "Game" later on.

COUNTER ATTACK.--See "Game" later on.

DEBUT.--A French word, meaning "opening," sometimes used by English

writers on chess.

DEFI.--A French word meaning "challenge," and sometimes used in English

chess books.

DEVELOP: DEVELOPMENT.--To develop a piece is to bring it into more

active play. To develop a game is to bring as many pieces as you

possibly can into active co-operation.

DOUBLED PAWN.--Two Pawns of the same colour standing on the same file

are said to be "doubled." Generally, but not always, this is a weak

position for the Pawns to occupy, as one cannot support the other.

DOUBLED ROOKS.--When two Rooks of the same colour occupy the same file,

or the same rank with no man of their own colour intervening they are

said to be "doubled." This is one of the strongest positions the Rooks

can occupy.

END GAME.--See "Game" later on.

EN PASSANT.--A French term, meaning "in passing," and applied to a

peculiar capture of P by P, which I have fully described previously.

EN PRISE.--A French term signifying "exposed," or in danger of capture.

In chess a piece or Pawn is said to be _en prise_ when it is attacked

by an enemy's piece and not sufficiently guarded. We do not say,

however, that the K is _en prise_ when attacked, but in check, as

already explained.

ESTABLISH.--To establish a piece or Pawn is to place it in such a

position that it cannot be dislodged by the enemy's pieces, except at a

loss. To establish a centre of Pawns is to occupy the centre squares of

the board with Pawns, which mutually strengthen and support each other.

EXCHANGE.--The winning of one piece by the losing of another.

EXCHANGE, TO WIN THE.--The winning of a superior piece by losing an

inferior one. Especially used when a Rook is won at the expense of a B

or Kt. The player on winning the R is said to have "won the exchange";

the player losing the R is said to have "lost the exchange."

IX

FILE.--Each line of squares stretching from one player's side of the

board to the other is termed a "file," and appears perpendicular in

printed diagrams. Each file is named from the piece which originally

stood on its outermost square, as the King's file, the Queen's file,

the K R's file, and so on. The lines of squares stretching horizontally

across the board are termed "ranks."

FILE: OPEN.--An open file is one unoccupied by pieces or Pawns, and it

is a great point that a Rook should be played so as to command such a

file. In the diagram on page 289 the K B's file is "open," whilst White

has doubled his Rooks on the otherwise "open" K Kt's file.

FORK.--A term originally applied to the attack of a Pawn upon two of

the opponent's men at the same time. It is now, however, so extended as

to include the minor pieces when any one of them--more especially the

Kt, however--attacks two pieces at the same time.

In the diagram the Black Pawn on Q Kt 4 "forks" the Q and B. If White

plays P Q 4 ch, then the P "forks" both K and Q. If the Kt goes to Q 7

ch, it also "forks" K and Q. Similarly if Kt B 3 it "forks" the Q and

R, and lastly, if B takes Kt ch, it "forks" K and Q. A "fork" from a

Kt on two superior pieces is always dangerous, and often fatal, whilst

that from a Pawn is also dangerous.

[Illustration: BLACK--6 MEN. WHITE--11 MEN.]

X

GAMBIT.--See "Game."

GAME.--Besides its ordinary meaning, the word is used in a technical

sense, such as "open game," "close game," etc. A game of chess has

three phases more or less well defined. The "opening," the "mid game,"

and the "end game."

THE "OPENING."--The first or developing moves in a game, wherein the

pieces are brought from their original comparatively inoperative

position into active co-operation, both for attack and defence. It is

here that book play comes in, and in the study of openings the young

student of chess will find wide scope.

THE "MID GAME."--That portion of the game immediately following the

opening; the pieces being developed on both sides, combinations

result, and attack, defence, and counter-attack take place. It is here

that the native skill of the player finds full scope for its display.

THE "END GAME."--The final scene of all, after the bustle and life of

the mid-game pieces have been exchanged, the board stripped of the men,

and the combat reduced to narrower bounds. Here again book knowledge is

of the greatest benefit to the player.

It is to be noted that some games never pass into the third stage, for

the attack in the mid-game may have been so strong that surrender was

imperative forthwith. Nay, in the hands of a weak player, or by some

gross blunder, a game may be finished even in the "opening" stage.

The "openings" may be thus classified--

(_a_) GAMES, when neither player offers any sacrifice of material force

in order to gain some strategical advantage.

(_b_) GAMBITS, when the first player offers to sacrifice some material

force in order to quickly develop his game, or otherwise to gain some

advantage in position. A Pawn is generally sacrificed in the gambits.

(_c_) COUNTER GAMBITS, when the second player makes the sacrifice.

(_d_) DEFENCES, when the game gains its distinctive character from the

line of play adopted by the second player. Some "defences" may properly

be termed _Counter Attacks_.

There are many well-known openings, all of which have a distinctive

name, sometimes that of their inventor, sometimes that of a well-known

player who may have made them familiar, sometimes from some place

or incident with which they have been connected. Thus there are the

"Scotch Game," the "Steinitz Gambit," the "Greco Counter Gambit," the

"Philidor Defence," and "Petroff Defence," the latter of which should

be more properly termed "Petroff Counter Attack." Then there are many

other recognised openings.

XI

GAME, CLOSE.--A "close" game is one wherein the development both of

pieces and Pawns is mainly of a conservative or non-committal nature,

the Pawns being very cautiously advanced, and the pieces mainly

massed behind them. The term "close" is used to designate this class

of openings, because, as a rule, for many moves the board presents a

crowded appearance, owing to the massing of the pieces and Pawns, and

the few exchanges effected. Great nicety is required in playing the

"close" game, so that when the time does come for dissolving the close

position, the pieces may occupy commanding positions.

GAME, OPEN.--An "open game" is one wherein the opening moves are of

a more immediately attacking nature, and where the pieces are more

quickly marched to the front. The game is termed "open" because the

board, as a rule, soon presents an open appearance. Pieces and Pawns

are often got rid of early, and attack and defence embarked on at an

early stage. Formerly all games commencing 1 P K 4 on each side were

classed as open, and all games, such as the French, etc., wherein one

or both players adopted other opening moves were classed as "close."

This is, however, now given up, for as a matter of fact, many French

defences develop into very "open" games indeed, whilst games commencing

1 P K 4, P K 4 often early take on a "close" character.

"HOLE," A.--This is a modern term greatly used by Mr. Steinitz, who

may be considered as the "great apostle" of what is called the "modern

school" of chess. As used by him, a "hole" means any square on the

third rank left unguarded by a Pawn during the developing or opening

moves. For example, if a player having advanced both his K P and Q P,

should follow this up by advancing his K B P, or his Q B P, in each

case he creates a "hole"; in one instance at K 3, in the other at Q

3. These "holes" are regarded by modern theorists as very dangerous,

for an adverse piece can often be posted with great advantage on the

unguarded square.

XII

INTERPOSE.--To move a man between an attacked man and the opponent's

piece which attacks it. Very often "checks" to the King, and attacks

upon the Queen are warded off by interposing a Pawn or piece. As an

illustration of "interposing" let the student refer to the diagram

on page 289. If White play 1 Q R 3 ch, then Black plays 1 ... P Kt

5, thereby warding off the check. The Pawn thus moved is said to be

interposed. Similarly, if it were Black's turn to move, and he played

1 Q K 8 ch, or 1 R Q 8 ch, then White could play either 1 ... R Kt

sq, or 1 ... Kt B sq, either piece then warding off the check, or

"interposing."

ISOLATED PAWN.--When a Pawn occupies any file, both the adjoining files

of which are unoccupied by any Pawns or Pawn of the same colour, such

Pawn is said to be "isolated." In the diagram on page 286, White's

Pawns on Q B 3 and Q R 7 are both "isolated." Isolated Pawns in an end

game are often weak, whilst Pawns on adjoining files are generally

strong.

J'ADOUBE.--This is a French term, and means "I adjust," and is used by

players who may touch a man without intending to move it. Any English

expression signifying that the man is touched merely with the intention

of adjusting it on the board may be used. Any man that may be touched

without such intimation being given, must be moved should it be the

player's turn to move, hence the importance of saying "_j'adoube_" (or

similar words) in such cases. Young players (and indeed old ones also

for that matter) should never get into a habit of touching any piece

unless they intend to move it, except such piece manifestly needs to

be adjusted on its square. Such a habit is likely to irritate your

opponent.

$Draughts in Nineteen Easy Lessons.$--It is very easy to learn the

moves of the men on the draught-board, but it is not quite so easy to

learn to play draughts. Draughts is not a complex game like chess, but

simple and straightforward, and herein lies its charm to many people

who are afraid of chess with its variety of men, and their diverse

powers and moves. In draughts there is only one description of men

when the board is set for play, and the only addition is when any of

these men become promoted to Kings by gaining the opposite side of the

board from that whence they started. It is plain then that any boy can

learn the moves of the game in a few minutes, and can at once commence

to play.

English draughts is played on the 32 white squares of a 64-square

board, the squares of which are alternately coloured white and black,

white and red, or in some other similar distinctive manner. There are

24 men--12 White and 12 Black.

[Illustration: BLACK. WHITE.]

Above is a diagram of the numbered draught-board, and it is well for

the beginners to number the white squares of their draught-board in

a similar manner. The best way to do this is to write the numbers on

small pieces of paper and stick these on the upper left-hand corner of

the squares. Then when the men are placed on the squares the numbers

can still be read. It will be observed that the position of the board

is the reverse of that of the chess-board, for here a black, and not a

white square, occupies the lower right-hand corner. This brings what is

technically called "the double corner" to the right hand of the player.

The black "double corner" is formed by the squares 1 and 5; the white

"double corner" by squares 32 and 28.

At the commencement of the game the Black men occupy the 3 rows of

squares numbered from 1 to 12, and the White the 3 rows numbered from

32 to 21, the intervening two rows, numbered from 13 to 20, being

vacant. The row 1 to 4 is Black's crown-head, and the row 32 to 29

White's crown-head; the square 4 being Black's "single corner," the

square 29 White's "single corner." By usage in this country Black is

always given the first move, which again reverses the custom observed

in chess. The first move at draughts, however, gives no advantage to

the player having it, whereas in chess the advantage of the first move

is of some moment.

II

At draughts the men move forward diagonally from square to square.

That is, a black man on 11 can move to 15 or 16, and a white man on 22

can move to 17 or 18. When a man reaches the far side of the board he

becomes a King, or is crowned; that is, a second man is placed on top

of him. A King moves precisely in a similar way to an ordinary man,

except that he can go either backwards or forwards; that is, a King

(either Black or White) on 11 can go to 7 or 8, or 15 or 16.

In capturing or taking, the capturing piece jumps over the captured

piece or pieces. Supposing a Black man is on 15 and a White man on 18,

whilst 22 is vacant, then the Black man can capture the White man.

This he does by jumping over him to square 22, and the captured man is

removed from the board. If a second White man stood on 25, and 29 were

vacant, the Black man could jump over both the White men, and go to 29.

The King captures in a similar manner, except that he can capture as he

moves either backwards or forwards.

III

A game at draughts is won when all the pieces of one colour have either

been captured, or forced into such a position that their ultimate

capture is certain, or where the remaining pieces of one colour are

so blocked that the player thereof cannot move any of them when it is

his turn to move, and the player, who thus captures or blocks all his

opponent's men, is the winner of the game.

A game at draughts is drawn when an end game results wherein the two

forces are so balanced, both in number and position, that neither side

can force the capture or blocking of all the pieces of the opposite

side.

The following positions are illustrations of the close of games.

White to move and Black to win. (Fig. 1.)

In this position White cannot go to 27, or he would lose at once; he

therefore plays 31-26, and the game goes on 32-27, 26-22, 27-23, 22-17,

23-18, 17-13, 18-14. White has now no other move than 13-9, whereupon

the Black King jumps over it and the game is won. Had White had a King

instead of a man he would just as surely have lost.

Black to move and win. (Fig. 2.)

In this position the pieces are perfectly equal on both sides, but

Black has the advantage in position. He played 1-6, and the game

goes on 5-1, 6-9, 14-5, 7-10. Now White has no other move than 1-6,

whereupon the Black King jumps over it to 1, and the remaining White

man is "blocked" and consequently Black has won.

IV

Further illustrations of won and drawn games are the following

positions:--

White to move and win. (Fig 3.)

Black men on 3, 8, 12, 17, 20, 21, 25, and 28.

Kings on 29, 30, 31, and 32.

White man on 15. Kings on 18 and 19.

This is a position well known to old hands at the game; though it is

not likely to occur in actual play, yet it illustrates the power of the

"block." White has only three pieces against Black's twelve, yet he

wins the day. Here is the play which brings this about:--

19-24 17-26 10- 6 8-11

20-27 15-10 16-19 1- 5

18-22 12-16 6- 1 11-15

White now plays 5-1 and 1-5 alternately, and the Black men must go

forward until they are blocked; and White therefore wins.

Now, to illustrate one form of the draw, let the student look again

at the first position in third easy lesson. Had it been Black's turn

to move, no more than a draw would result, for Black must play 32-28,

whereupon White plays 31-27 and runs down to 1, making a King and

drawing.

In the following position White has two Kings to one, yet Black, by the

strength of his position, forces the draw.

Black to move and draw. (Fig. 4.)

Black King on 22.

White Kings on 25 and 29.

The Black now plays 22-17 or 26, White replies 25-21 or 30, whereupon

the Black King comes back to 25 and the draw is manifest.

V

When a man reaches the crown-head in capturing, and thus becomes a

King, that completes the move, although there may be a piece or pieces

which could have been captured if it had been a King and not a man,

which made the original capture. Many of the finest stroke problems are

based upon this peculiarity, for the opposing player has thereby time

to make a move. The subjoined position (Fig. 5) shows another won game,

the victory being brought about by White gaining a move through the

Black having to stop to be crowned.

Black men on 2, 6, 15, and 22. (Fig. 5.)

White men on 27, 30, and 32.

White plays 30-26, then Black must play 22-31 and becomes a King. Then

the game goes on 32-28, 31-24, 28-1. Black must now play 2-7, and White

follows him up and takes him 24. If the piece on 22 had been a King

this could not have been brought about, for after going to 31, thereby

taking the man on 26, the move would not then have been finished, but

the King would have continued by taking the man on 27, thus winning

easily.

[Illustration: BLACK--ONE PIECE. WHITE--ONE PIECE. FIG. 1.]

[Illustration: BLACK--2 PIECES. WHITE--2 PIECES. FIG. 2.]

[Illustration: BLACK--12 PIECES. WHITE--3 PIECES. FIG. 3.]

[Illustration: BLACK--1 PIECE. WHITE--2 PIECES. FIG. 4.]

Many young players are puzzled how to force the victory when they

have two Kings against one, the single King being within reach of the

"double corner." Take the following position as an example:--

Black Kings on 18 and 19. (Fig. 6.)

White King on 27.

Black wins thus:--

18- 1 15-19 28-32 15-18

27-32 28-32 27-31 26-31

19-24 24-28 (a) 19-15 18-22

32-28 32-27 31-26 B. wins.

(a) It is here that many young players miss the point. They play 19-23

and Black moves to 31-27 and the work is all to do over again.

VI

The last lesson showed how to win with two Kings against one, the

latter being able to reach the double corner. Three Kings can also win

against two, even when each of these latter can reach a separate double

corner. The way to win has often puzzled young players, but yet it

is comparatively easy. The following position shows how to force the

victory:--

Black Kings on 14, 18, and 23. (Fig. 7.)

White Kings on 6 and 24.

Black to move and win.

The win is brought about thus:--

18-15 (a) 6- 1 (c) 27-24 5- 1 (f)

24-28 14-10 1- 5 (e) 24-19

23-27 (b) 28-32 (d) 10-6 B. wins.

(a) One of the Black Kings must now go into the double corner.

(b) This is an important move, forcing as it does the remaining King

into the other double corner.

(c) For if 28-32, then 15-18 wins.

(d) Compulsory, for if 1-5, then 27-24 wins.

(e) If 32-28, then 24-19 wins.

(f) If 32-28, then 6-10 wins.

It will be noticed that Black must force the exchange of a King, and

then he wins with two Kings against one, as shown in fifth lesson.

VII

Already it has been pointed out that the weaker side, though a man

down, can often force a draw by correct play. Here is a position from

Sturge:--

Black man on 7. King on 6. (Fig. 8.)

White men on 14 and 20. King on 3.

Black to play and draw.

The draw is brought about thus:--

7-10 6- 2 2-20 20-16

14- 7 20-16 3- 7 Drawn.

Here is another example of a draw, this time by Payne:--

Black Kings on 7 and 11. (Fig. 9.)

White man on 20. Kings on 18 and 19.

Black to move and draw.

This position is more complicated than the former, and White can vary

his moves to a considerable extent, but Black, by careful play, can

always force the draw. The point is that Black must hold the White man

on 20. Here is a leading line of play:--

7-10 18-23 15-11 (a) 12-16

19-16 11-15 23-19 3- 7

10- 16-12 7- 3 Drawn.

(a) If 19-16 then 11-15 draws.

This is a useful position as similar endings often occur in actual

play, and all younger students should study it carefully.

VIII

Here are some examples of easy forced wins. Payne has the following:--

Black man on 1. King on 7. (Fig. 10.)

White man on 14. King on 5.

Black to move and win.

The win is brought about thus:--

1-6 6-9 7-10 10-1

5-1 14-5 1- 6 B. wins.

Another very interesting position is:--

Black man on 2. Kings on 6 and 11. (Fig. 11.)

[Illustration: BLACK.

WHITE.

FIG. 5.]

[Illustration: BLACK.

WHITE.

FIG. 6.]

[Illustration: BLACK.

WHITE.

FIG. 7.]

[Illustration: BLACK.

WHITE.

FIG. 8.]

White man on 8. Kings on 1 and 4.

Black to move and win.

Black wins thus:--

11-16 2- 7 16-12

1-10 10- 3 B. wins.

IX

Some of the finest play in end games occurs in positions when two Kings

more or less sheltered by the double corner are opposed by three Kings

or two Kings and a man. The point for the player with the strong forces

to seize, is either to force the exchange of a King for a King, or to

give up a King for a forced won position. It is here that great nicety

of judgment is required, and the greatest attention is necessary if the

game is to be won. The following position is from Payne:--

Black Kings on 1 and 2. (Fig. 12.)

White man on 5. Kings on 10 and 11.

Either to move. White wins.

Here is the win when Black moves first:--

2- 6 6- 9 9- 6 6-13

11-15 14-17 22-18 18-14

6- 9 9-13 6- 2 2- 7

15-18 18-22 13- 9 1- 6

9- 6 13- 9 1- 6 White wins (b)

10-14 17-13 (a) 5- 1

(a) Here comes White's opportunity of sacrificing a King, thereby

obtaining a position won by force.

(b) For this King must ultimately "fix" the King now on 7.

This is the victory when White moves first:--

10-14 6- 2 18-22 13- 9

2- 6 16-19 6-2 14-10

14-17 2- 6 (b) 13-9 9-13

6- 9 19-23 (c) 1-6 5- 1

17-13 6- 2 22-18 (d) 13-17

9- 6 23-18 6-13 1- 5

(a) 11-16 2- 6 18-14 White wins (e)

(a) Not 11-15, for then Black wins two for one by 6-9, and this danger

must be guarded against for several moves.

(b) This is the decisive moment when the sacrifice of the King must be

prepared.

(c) 2-7, too, would lose, for White would then move up his King now on

22, and ultimately man off.

(d) If 2-7, 10-14, 7-2, 14-9, and White wins.

(e) Black must play 17-13 or 17-22, and then comes 10-6, 2-9, 5-14, and

all is over.

X

The play in these "double corner" positions is always of a very

delicate nature. Here is a drawn position from Payne, requiring great

nicety of play:--

Black Kings on 1 and 6. (Fig. 13.)

White man on 5. Kings on 14 and 15.

Black to move and draw.

The draw is proved thus:--

6- 9 18-22 9-13 22-18

15-18 13- 9 17-14 9-13 (a)

9-13 14-17 13- 9 Drawn.

(a) Black keeps command of square 13 and so forces the draw.

Here is another drawn position, from Rogers:--

Black Kings on 1 and 10. (Fig. 14.)

White man on 13. Kings on 3 and 16.

Black to move and draw.

The play on the position runs thus:--

1- 6 10- 6 2-6 9-13

16-11 9- 5 7-2 15-10

6- 2 6- 1 6-9 13- 9 (b)

13- 9 (a) 3- 7 11-15 Drawn.

(a) 3- 8 6- 1 16-19

2- 6 12-16 10-14

8-12 1- 6 Drawn.

(b) White cannot crown the man or force an exchange, and hence the game

is drawn.

[Illustration: BLACK. WHITE. FIG. 9.]

[Illustration: BLACK. WHITE. FIG. 10.]

[Illustration: BLACK. WHITE. FIG. 11.]

[Illustration: BLACK. WHITE. FIG. 12.]

XI

When the forces on each side are reduced to two men, or a man and

a King each, many positions occur which are won, lost, or drawn by

well-known and long-recognised lines of play, and all who wish to

become draught players should have a knowledge of them. Here is such a

position:--

Black man on 22. King on 27. (Fig. 15.)

White man on 30. King on 7.

Black to move and win.

Here is the win:--

27-23 18-14 6- 1 5- 1

7-10 6- 1 5- 9 25-21

22-26 22-18 1- 5 1- 5

(a) 10-36 1- 6 9-13 10- 6

26- 1 18-15 10-14 18-15

6- 9 6- 1 13- 9 21-17

31-26 15-10 14-18 5- 1

9- 6 1- 5 9- 6 6- 9

26-22 10- 6 18-15 15-18

6-10 5- 1 30-25 Black wins

23-18 14-10 15-18 by "first

10- 6 1- 5 6-10 position."

(a) 30-25 10- 6 1- 6 1- 5

23-18 18-14 26-22 Black wins

25-21 6- 1 6- 1 by "first

26-30 30-26 22-17 position."

Here is another position:--

Black Kings on 14 and 22. (Fig. 16.)

White man on 29. King on 1.

Black to move and win.

This is the play for the defeat of your opponent:--

22-17 1- 5 18-15 21-17

1- 5 6- 1 29-25 5- 1

17-13 5- 9 15-18 6- 9

5- 1 1- 5 6-10 15-18

13- 9 9-13 5- 1 Black wins

1- 5 10-14 25-21 by "first

9- 6 13- 9 1- 5 position."

5- 1 14-18 10-6

14-10 9- 6 18-15

The student will notice that all these victories are by "first

position." This so-called "first position" will be explained in the

next lesson.

XII

We now come to the ending known amongst all draught players as

THE "FIRST POSITION."

Black Kings on 14 and 17. (Fig. 17.)

White man on 21. King on 5.

Black to move and win.

If the student refers to the solution of the position on the first

diagram in the eleventh lesson, he will find that the play shown in

note (a) ends with the position shown above. The victory is brought

about thus:--

17-13 14-10 15-18 5- 1

5- 1 1- 5 5- 9(a) 6- 9

13- 9 6- 1 1- 5 15-18

1- 5 5- 9 9- 6(b) See

9- 6 10-15 18-15 position

5- 1 9- 5 21-17 below.

(a) 21-17 1- 6 1- 5 Black

18-22 5- 1 22-17 wins.

17-14 6- 2

(b) 9-13 5- 1 14-10 5- 1

18-22 17-14 22-18 Black

21-17 1- 5 10- 6 wins.

A MORE ADVANCED STAGE OF "FIRST POSITION."

Black Kings on 1 and 18. (Fig. 18.)

White man on 17. King on 9.

White to move. Black to win.

This position is formed at the end of main play of both positions given

in eleventh easy lesson, as well as of main play in the position on the

first diagram above.

White has two lines of play. First--

17-13 15-10 25-22 10-15

18-15 17-22 1- 6 22-25

9-14 10-14 22-25 15-18

1- 5 22-25 6-10 Black

14-17 1- 5 25-22 wins.

[Illustration: BLACK. WHITE. FIG. 13.]

[Illustration: BLACK. WHITE. FIG. 14.]

[Illustration: BLACK. WHITE. FIG. 15.]

[Illustration: BLACK. WHITE. FIG. 16.]

Second--

(a) 9- 5 1- 6 1- 5 Black

18-22 5- 1 22-17 wins.

17-14 6- 2 14- 9

(a) Both 17-14 and 9-13 lose at once by 6-2.

XIII

A careful study of the principles underlying the play given in the

positions in the eleventh and twelfth lessons will suffice to show

the student how to secure success (if that is possible) when two

Kings are opposed to man and King, the latter commanding or occupying

his opponent's double corner, where also the man can only hope to be

crowned. If the single man and the King cannot be forced to take up

some of the positions shown at some part of the different lines of the

play, then the game will be drawn.

The next class is composed of endings in which two Kings are opposed to

two Kings and a man.

The following diagram shows what is called

THE "THIRD POSITION."

Black man on 5. Kings on 13 and 21. (Fig. 19.)

White Kings on 14 and 22.

Black to move and win.

The end is brought about thus--

13- 9 25-22 27-23 24-20

22-18 15-10 22-25 22-26

9- 6 22-26 2- 7 20-16

18-22 14-18 25-22 26-22

6- 1 5- 9 7-11 16-12

22-18 10- 6 22-25 22-26

21-25 9-13 11-15 12- 8

18-15 6-10 25-22 26-22

1- 6 26-31 23-27 8- 3

14-17 10-14 22-26 14- 9

6- 2 31-27 27-24 15-10

17-14 18-22 26-22 Black wins.

XIV

Another class of endings is when three pieces are opposed to three

pieces, generally, of course, drawn, but yet in some cases admitting

of forced wins by delicate play. The following is a characteristic

specimen of such a forced victory, and should be carefully studied by

all young students of the game. It is well known to experts as

THE "SECOND POSITION."

Black men on 3 and 6. King on 1. (Fig. 20.)

White men on 12 and 13. King on 8.

Black to move and win.

The play for the victory follows:--

1- 5 32-28 24-27 28-32

8-11 24-27 28-24 19-24

5- 9 28-32 27-32 32-28

11-15 27-31 24-28 11-16

9-14 32-28 32-27 28-19

15-11 31-27 28-32 16-23

14-18 28-32 27-24 12- 8

11-16 27-23 32-28 23-18

18-15 32-28 24-19 8- 4

16-20 23-18 28-32 18-14

15-11 28-24 19-15 4- 8

20-24 18-14 32-28 6- 1

3- 7 24-19 15-10 8-11

24-19 6-10 28-24 14- 9

7-10 19-23 10- 6 13- 6

19-23 10-15 24-19 1-10

10-15 23-27 14-10 11-16

23-27 15-19 19-24 10-15

15-19 27-32 10-15 16-20

27-32 19-24 24-28 15-19

19-24 32-28 15-19 Black wins.

XV

The position given below is well known to experts, and the play upon it

is very fine; but with the proviso, "Black to move and win," it cannot

easily occur in actual play, as the student will speedily discover if

he examine the position carefully. Nevertheless, it aptly illustrates

an important principle in end game play, and is well worthy of careful

study. It is known as

THE "FOURTH POSITION."

[Illustration: BLACK. WHITE. FIG. 17.]

[Illustration: BLACK. WHITE. FIG. 18.]

[Illustration: BLACK. WHITE. FIG. 19.]

[Illustration: BLACK. WHITE. FIG. 20.]

Black man on 21. Kings on 22, 23, and 28. (Fig. 21.)

White man on 30. Kings on 31 and 32.

Black to move and win, or White to move and draw.

The Black victory is brought about as follows:--

28-24 23-19 18-22 24-27

32-28 27-31 31-27 31-24

24-20 19-24 22-26 20-18

28-32 32-27 30-23 Black

22-18 24-28 28-24 wins.

31-27 27-32 27-31

The draw arises thus:--

31-27 32-27 31-27 31-26

23-19 24-20 28-24

27-31 27-32 27-31 Drawn.

19-24 22-18 18-23

Black can vary his play to some extent, but he can never man off to

advantage, or force a winning position by any line of play, and the

position is drawn.

XVI

Here is an example of a Black win brought about by very fine play, and

well worthy of attentive study. It is by the celebrated James Wyllie:--

Black man on 3. Kings on 11, 19, 27. (Fig. 22.)

White men on 12, 20. Kings on 1, 2.

White to move, Black to win.

1- 6 18-14 1- 6 7-10

27-23 5- 1 5- 1 18-23

6-10 14- 9 6- 9 10-15

23-18 6- 2 19-15 23-27

10- 6 13-17 (b) 9- 5 15-19

18-14 1- 5 11- 7 27-32

6- 1 17-14 14- 9 19-23

14-17 5- 1 7- 2 32-28

1- 6 9- 5 9-13 6-10

19-23 2- 6 15-11 28-24

6- 9 14-18 13-17 10-15

23-18 6-10 3- 7 Black

2- 6 18-23 17-14 wins.

17-13 (a) 10-14 2- 6

9- 5 23-19 14-18

Var. (a.)

10- 6 19-15 6- 2 Black

23-19 2-6 17-10 wins.

6- 2 3-7

Var. (b.)

9-13 17-21 17-13 20-16

11- 7 1- 6 10-14 18-15

14-17 13-17 13-17 Black

15-18 6-10 7-10 wins.

XVII

The position given in the last easy lesson showed a Black win when it

was White's turn to play, but it is only a draw if Black had to play

first. Let the student add to the diagram the condition "Black to move,

White to draw."

The draw is brought about as follows:--

27-23 10- 6 7-10 2- 6

1- 6 19-15 5- 1 18-23

19-15 6- 2 14- 9 6-10

6- 1 7-11 20-16 15- 6

15-18 9- 6 10-15 1-10

1- 6 17-13 1- 6 23-19

18-22 6- 1 9- 5 16-11

6- 9 15-10 6- 1 19-16

22-17 2- 6 13-17 11- 7

2- 6 10-14 2- 6 Drawn.

23-19 1- 5 17-14

6-10 (a) 11- 7 6- 2

11- 7 6- 2 14-18

Var.(a.)

11-15 10-14 18-23 23-19

5- 1 5- 1 6-10 11- 7

14-10 9- 5 15- 6 19-16

6- 2 20-16 1-10 7- 2

13- 9 14-18 5- 9 Drawn

1- 5 2- 6 6-11

[Illustration: BLACK. WHITE. FIG. 21.]

[Illustration: BLACK. WHITE. FIG. 22.]

Here is a neat winning stroke from Sturges:--

Black Kings on 10, 16, 23. (Fig. 23.)

White Kings on 9, 19.

Black to move and win.

The win is forced thus:--

10-14, 9-27, 16-32. Black wins.

XVIII

I give the following beautiful example of a Black win by W. G. W.

Leggett:--

Black man on 1. Kings on 3 and 11. (Fig. 24.)

White men on 9, 10, 13. King on 4.

Black to move and win.

The win is thus brought about:--

11- 7 (b) 1- 5 25-22 5- 1

10- 6 15-19 9- 5 7-10

1-10 5- 1 22-18 1- 5

9- 6 19-23 5- 9 10- 6

7- 2 1- 5 18-15 5- 1

(a) 6- 1 23-26 9- 5 14-10

2- 6 5- 9 15-11 1- 5

1- 5 26-30 5- 9 6- 1

10-15 9- 5 11- 7 5- 9

5- 1 30-25 9- 5 1- 5

6-10 5- 9 10-14 Black wins.

Var. (a.)

13- 9 3- 7 8-11 18-22

10-15 4- 8 15-18 Black

6- 1 7-10 11-16 wins.

Var. (b.)

13- 9 4- 8 8-3 Black

3- 7 15-18 7-2 wins.

XIX

CLASSIFIED LIST OF PRINCIPAL OPENINGS.

9-13 OPENING.

Edinburgh

[Illustration: BLACK. WHITE. FIG. 23.]

[Illustration: BLACK. WHITE. FIG. 24.]

9-14 OPENING

Double Corner 9-14

Choice 9-14, 22-18, 11-15

10-14 OPENING

Denny 10-14

10-15 OPENING

Kelso 10-15

11-15 OPENING.

Ayrshire Lassie 11-15, 24-20, 8-11, 28-24

Second Double Corner 11-15, 24-19

Virginia 11-15, 23-19, 10-14

Glasgow (Irregular) 11-15, 23-19, 9-14, 22-17

8-11, 25-22, 11-16

Wilter (Irregular) 11-15, 23-19, 9-14, 22-17

7-11

Fife 11-15, 23-19, 9-14, 22-17

5-9

Souter 11-15, 23-19, 9-14, 22-17

6-9

Sunderland 11-15, 23-19, 9-14, 22-17

14-18

Defiance 11-15, 23-19, 9-14, 27-23

Will o' the Wisp 11-15, 23-19, 9-13

Old Fourteenth 11-15, 23-19, 8-11, 22-17

4-8

Alma 11-15, 23-19, 8-11, 22-17

3- 8

Glasgow 11-15, 23-19, 8-11, 22-17

11-16

Laird and Lady 11-15, 23-19, 8-11, 22-17

9-13

Centre 11-15, 23-19, 8-11, 22-17

15-18

Doctor 11-15, 23-19, 8-11, 22-17

9-13, 17-14, 10-17, 19-10

7-14

Nailor 11-15, 23-19, 8-11, 26-23

Cuckoo 11-15, 23-19, 8-11, 22-18

Wilter 11-15, 23-19, 7-11

Wilter-Cross 11-15, 23-19, 7-11, 26-23

3-7, 23-18

Cross 11-15, 23-18

Cross Choice 11-15, 23-18, 9-14

Dyke (second Irregular) 11-15, 23-18, 8-11, 26-23

4-8, 30-26, 15-19

Single Corner 11-15, 22-18, 15-22, 25-18

8-11

Flora Temple 11-15, 22-18, 15-22, 25-18

9-13

Maid of the Mill 11-15, 22-17, 15-18

Maid of the Mill 11-15, 22-17, 8-11, 17-13

(Irregular) 15-18

Pioneer 11-15, 22-17, 8-11, 25-22

White Dyke 11-15, 22-17, 8-11, 17-14

Albemarle 11-15, 22-17, 8-11, 17-13

4-8, 21-17

Erie 11-15, 22-17, 8-11, 17-13

9-14

Dyke 11-15, 22-17, 15-19

Dyke (Irregular) 11-15, 22-17, 9-14, 25-22

15-19

Boston 11-15, 22-17, 9-13, 17-14

Wagram 11-15, 22-17, 9-13, 24-20

Switcher 11-15, 21-17

11-16 OPENING.

Bristol 11-16, 24-20

Liverpool 11-16, 24-20, 9-13, 20-11

8-15

Paisley 11-16, 24-19

Manchester 11-16, 23-18

London 11-16, 22-18

White Doctor 11-16, 22-18, 10-14, 24-20

16-19, 23-16, 14-23

Leeds 11-16, 22-17

Newcastle 11-16, 21-17

12-16 OPENING.

Dundee 12-16

THE LOSING GAME.

As a matter of fact very fine scientific play is possible with this

form of Draughts, but all the same the youngest beginner can play at

it, and very amusing results will follow. The object in the game is

for one of the players to give all his men away, or get them fixed

immovably, which, of course, would be a lost game in ordinary draughts,

but is a won one at the losing game. It must be borne in mind, in

playing the losing game, that it is not good policy to give away men

at the beginning of the game so as to be left with three men against

six, or two against five, for as a matter of fact in most positions the

player with the superior forces can give all his men away, leaving the

other player with one or more of his men left. Here is where the laugh

comes in. The hasty player keeps giving away his men until possibly he

has only one left, whilst his more wary opponent has three or four.

But can he give that man away and so win? Not much! He soon finds he

is perfectly helpless, and the other player can force him to take all

his men, whilst his solitary man or King remains still on the board, a

woeful example of "vaulting ambition, overleaping itself and falling

on t'other side." In the losing game it is a case of "the more haste

the least speed," for he who is too hasty to give away his men at the

beginning finds he cannot give the remainder away at the end. From

the first "position" must be played for, the board opened, and men

exchanged carefully, so that at the end the player who wants to win

may have such advantage that he can compel his opponent to capture his

remaining pieces. When the game is reduced to one man on each side he

who has "the move," as it is called, which would enable him to win, or

draw, at the least, in the ordinary game must lose at the Losing Game.

Here is an example of

A LOSING GAME.

11-15 8-11 5- 9 20-27

24-19 22-18 17-13 30-26

15-24 9-14 3- 8 23-14

27-20 18- 9 29-25 White wins,

8-11 6-13 12-16 for his sole

20-16 25-22 23-19 remaining man

11-20 1- 6 16-32 is blocked.

32-27 22-17 31-27

4- 8 13-22 32-23

28-24 26-17 21-17

Another form of the Losing Game is for one player to have all his

twelve men against a single man of the other player. I give a position

of this kind as

[Illustration: A PROBLEM IN THE LOSING GAME. BLACK. WHITE. FIG. 25.]

The 12 Black men on their original squares.

White man on 29.

Black to move and win, that is, give all his men away.

Another funny form of draughts is for one player to give the other the

odds of having once (or oftener during the progress of the game) the

right of moving twice in succession, this right being exercised at such

time as the odds-receiver may choose. There should be great disparity

in the strength of the two players, as the odds is really very great.

THE INTERCHANGED MEN.

As a final poser for those who like to puzzle their brains, I give

the following as a problem. Place the men in due order on the

draught-board, and then by a series of legal moves reverse the position

of the men, that is, the Black men must stand where the White men came

from, and _vice versa_.

$Quaternions.$--Quaternions is the name of a somewhat easy yet

interesting game played on a checkered board (similar to a draughts

board) with thirty-two counters or draughtsmen (sixteen white and

sixteen black). The players move alternately by placing one of their

men on a white square of the board, and the object of the game is

to get four men of the same colour in a line, either perpendicular,

horizontal, or diagonally, and the player who first succeeds in doing

this wins the game. Of course, each player also does his best to stop

his opponent from forming his quaternion or file of four. Should

neither player be able to form a quaternion, then the game is drawn.

To show clearly what a quaternion is, I give the following diagram:--

[Illustration: BLACK. WHITE. FIG. 26.]

The four men on squares 1, 2, 3, and 4, form a quaternion, and

similarly do those on 5, 13, 21, and 29, and those on 10, 15, 19, and

24. The numbers here given to the squares are the same as in draughts.

The point to be borne in mind in playing the game is to try to unite

a perpendicular with a horizontal line of squares, or with a diagonal

line. By careful play three men can be got on one of these lines,

and three on a communicating line, each having a vacant square. The

player of the opposite colour can fill only one of these squares, and

consequently cannot prevent the formation of the quaternion on the

other line.

The most careful play on both sides is required from the very first

move, or the game can be forced right off. I give a diagram of an

opening:--

[Illustration: BLACK. WHITE. FIG. 27.]

It is now Black's turn to play, and he must stop White from forming a

line of three men with a vacant square at each end. To do this he must

place a man either on 7 or 17. Supposing he plays on to 17, then White

can force the game thus:--

White. Black.

18 23 Black plays on 23 to stop White

7 3 getting an open three; 9 would not

9 5 be so good.

11 12

2

The position is now as diagrammed:--

[Illustration: BLACK TO PLAY. FIG. 28.]

It will be seen that White has now three on a perpendicular (beginning

at 2) with a vacant square, and he also has three on a diagonal (also

beginning at 2) with a vacant square. Black can now only occupy one of

the vacant squares, and White thereupon occupies the other, thereby

forming his quaternion and winning. Black lost the game on his second

play by placing his man on 17; had he gone on to 7 his game would have

been as good as White's.

Now for a few general hints. Open the game on the middle of the

board. Play to squares near those occupied by your opponent's men.

Keep your men in connection (with an eye to forming threes, as in the

illustrative game given above). Keep forming threes as long as you can

so as to force your opponent to stop the threatened quaternion. Keep

a wary eye always on your opponent's game, and try to confine him

as much as possible so as to prevent him from forming threes with an

adjacent vacant square. Play the cautious game rather than the risky

one--that is, keep the draw always in hand, and win if you can.

$Consequences.$--Each player has a slip of paper. Three inches broad

and eight inches long is a convenient shape and size. Each player

writes upon the top an adjective which might be applied to a lady, and

then folds the top of the slip so as to cover the word. All now pass

their slips to their neighbours so that each one has another slip.

Without looking at the adjective, which should be well covered by the

fold, each writes the name of a lady who is in the room, and folds the

slip again so that no writing may be seen. Once more the slips are

passed along, and upon the new slip which each player has now should

be written an adjective applicable to a gentleman. Fold the paper and

pass it along again. This process is repeated until this adjective

has been followed by the name of some gentleman of the party, then

by the name of a place, next by what the gentleman said to the lady,

then her reply. After that come the consequences, and finally what the

world said. All the slips are now dropped into a hat, and someone is

appointed to read them one by one, supplying the verbs in the right

place. They will create roars of laughter, for they will run something

like this: Simpering Jane Cook met Knock-kneed Peter Thompson up a

tree. He said to her, "Well, I am surprised" and she replied, "Does

your mother know you're out?" The consequences were that he pawned his

boots, and the world said, "I told you so."

$Concert.$--The players having selected a "conductor," seat themselves

round him. The conductor now gives to each a musical instrument,

and shows how it is to be played. When all are provided with their

imaginary instruments, he orders them to tune, and so gives each

musician a chance to make all sorts of noises. Next the conductor waves

an imaginary _baton_, and begins to hum a lively tune, in which he

is accompanied by his band, each player imitating with his hands the

different movements made in performing on his supposed instrument.

Every now and then the conductor pretends to play an instrument, and

the player to whom it belongs must instantly alter his movements for

those of the conductor, and continue to beat time until the conductor

abandons his instrument. Should a player fail to take the conductor's

office at the proper time, he must pay a forfeit.

$Shadow Buff.$--A sheet or other large piece of white linen should be

fastened at one end of the room, so that it hangs without wrinkles;

Buff seats himself on a low stool with his face to the sheet, and

a table, on which is a lighted candle, should be placed about four

or five feet behind him, and the rest of the lights in the room

extinguished. Buff's playfellows next pass in succession, between him

and the candle, distorting their features as much as possible--hopping,

limping, and performing odd antics, so as to make their shadows very

unlike themselves. Buff, who is not blindfolded, must try to guess to

whom the shadows belong, and if he guesses correctly, the player whose

shadow he recognises takes his place. Buff is allowed only one guess

for each person, and must not turn his head either to the right or to

the left to see who passes.

$The Boat Race.$--A most exciting game, and one that is particularly

suited to parties. Any number of players may take part in it, the more

the merrier, and they must be divided into two sides. The players stand

in two rows, facing one another; at one end of the line there is the

starter and at the other the umpire.

At the word "Go!" the starter drops a penny into the hands of each

of the two men nearest him. These two men then drop it into the

outstretched palms of the people next to them, and so the pennies are

passed along from one to the other, and the winning side is the one

which manages to get its penny into the hands of the umpire first.

A great point which all the players must bear in mind is that on no

account must the coin be touched by the fingers. Each player must

secure the penny in the palms of his hands placed together, and must

drop the penny into the hands of the man next him by simply opening his

palms. This greatly adds to the fun of the game. In the hurry to pass

on the coin the excited player will drop the money and pick it up in

his fingers, and his side is then disqualified for that game.

$A Musical Glass.$--Take a thin cut-glass goblet, and having cut out of

stiff writing-paper a cross with arms of equal length, lay it on the

top of the glass, and turn down each end of the four arms, so that the

cross will not slip off. Having thus fitted the cross, take it off the

glass and pour water into the glass until it is nearly full. Now wipe

the rim carefully, so that no particle of moisture remains on it, and

replace the cross. You can make the glass vibrate and give out a sound

by rubbing your damped finger over some part of the exterior. That is

why it is called a musical glass; but an even more wonderful experiment

may be made with it. You rub the glass with your damped finger under

one of the arms of the cross; the cross will not move. Rub it between

any two of the arms, and the cross will begin to turn slowly, as if by

magic, and will not stop turning until one of the arms reaches a point

immediately over the place you are rubbing. You can then move your

finger round the glass and make the cross move as you please.

$Boomerangs.$--The wooden boomerang of the Australian savage has

elements of danger, and attempts should not be made to throw it except

away from other people and from animals. Even the thrower will do well

to have a tree behind which he can retire; but meanwhile much fun can

be derived from small boomerangs made of pasteboard. They should be cut

in the shapes given, A and B are the best. There is no need to be very

exact, but the card should not be bent and should be capable of lying

flat upon a table. Other similar shapes may be invented. The curious

flight of a little boomerang of this kind is induced by placing it upon

a book with one of its ends projecting over the side of the book. Raise

the book to a level with your eyes and then with a pencil or penholder

strike sharply the edge of the boomerang near the end. Do not treat the

boomerang as though you were playing at tip-cat or "peggy," and avoid

smiting it upon its upward flat surface. When you have learned to

hit it properly it will skim through the air, then rise a little, and

finally come back to some place not far from its starting-point. In any

case its peculiar movements are likely to be amusing. A flip with the

finger nail is another way to start the boomerang upon its course.

$An Amusing Game.$--In this game the ball is an empty egg-shell, and

the field a covered table.

After the sides have been chosen--any number of persons taking

part--the players kneel at both sides of the table, a captain at the

head on one side, and another captain at the foot on the other side. In

front of each captain are placed two upright articles--candlesticks,

tumblers, or what not. These are the goals, across which a ribbon is

stretched.

[Illustration: BOOMERANGS.]

The egg-shell is placed in the centre of the table, and put in play by

both captains blowing at it. All the other players then assist in the

blowing, which keeps the ball moving about the table at such a rapid

succession of tangents as to cause a great deal of fun. Soon most of

the players will be helpless with laughter.

A touchdown, which scores four points, is made by blowing the ball

through the opponents' goal. The captain of the victorious side then

takes the ball back to the opposite goal and blows it across the table,

the object being to pass it through the same goal again. This, if

successful, scores two more points.

The time limit of the game is thirty minutes, divided into two parts

of fifteen minutes each. After the first half the two teams change

positions, as in football.

$Nine Men's Morris.$--Two persons, having each of them nine pieces,

or men, different in colour from those of his opponent, lay them down

alternately, one by one, upon the spots; and the aim of both players

is to prevent his antagonist from placing three of his pieces so as

to form a row of three without the intervention of an opposing piece.

If a row be formed, he that made it is at liberty to take up one of

his competitor's pieces from any part he thinks most to his advantage;

unless he has made a row, which must not be touched. When all the

pieces are laid down, they are played backwards and forwards in any

direction that the lines run, but can only move from one spot to

another at one time. He that takes all his antagonist's pieces, is the

winner.

[Illustration: NINE MEN'S MORRIS. FOX AND GEESE.]

$Fox and Geese.$--Fifteen draughtsmen serve for the flock of geese.

The fox may be two draughtsmen placed one upon another. The game is

played on a board marked as shown in the illustration. Sometimes holes

are pricked at the junction of the lines and pegs are used instead of

draughtsmen. The fox is placed in the middle of the board, and the

geese as shown in the illustration. The game is to confine the fox to

some spot on the board, so that there shall be either the edge of the

board or else two rows of men round him. When the fox cannot escape,

the game is done, and the player of the geese wins; but when one of

the geese is left on a point next to that occupied by the fox, and is

not supported by another goose behind, or by the edge of the board,

the fox can take it, and by jumping over its head to the next space,

as in draughts, he may, perhaps, escape the others, as all the geese

are compelled to move forwards towards the end of the board that was

unoccupied at the commencement of the game. The fox is allowed to move

either backwards or forwards. Neither the fox nor a goose must be moved

more than one space at a time. If the fox neglects to take when he has

a chance, he is huffed, and one of the captured geese is restored to

the board. The fox should avoid getting into the lower square of the

board if possible, as he will find it difficult to extricate himself

from a position which can be so easily blockaded.

[Illustration: FOX AND GEESE--A SECOND METHOD.]

A SECOND METHOD.--There is another way of playing fox and geese on a

chessboard, with four white men, representing the geese, and one black

one, for the fox.

The geese are placed on the four white squares nearest one player, and

the fox may be put where his owner pleases. The best place for him is

that marked in the diagram.

The geese can move forward only, and the fox moves either way. The

object of the geese is to pen the fox so that he cannot move, and the

fox has to break through.

The geese have a great advantage, and a good player keeps them in a

line as much as he can. This the fox tries to prevent, and if the geese

make a false move he is able generally to break through the line.

$Puzzles.$--DEAD DOGS MADE LIVING.--The dead dogs are, by placing two

lines upon them, to be suddenly aroused to life and made to run away.

How and where should these lines be placed, and what should be the

shapes of them?

THE SPRINGS PUZZLE.--A is a wall, B C D three houses, and E F G three

springs. It is required to bring the water from E to D, from G to B,

and from F to C, without one pipe or channel crossing the other, and

without passing outside of the wall A.

THREE-SQUARE PUZZLE.--Cut seventeen slips of cardboard of equal

lengths, and put them on a table to form six squares, as in the figure.

Now take away five of the pieces, leaving only three perfect squares.

SIX AND FIVE MAKE NINE.--Draw six vertical lines, and, by adding five

more lines let the whole make nine.

CYLINDER PUZZLE.--Cut a piece of cardboard about four inches long, of

the oblong shape of the figure, and make three holes in it as shown.

Make one piece of wood pass through, and also exactly fill, each of the

three holes.

[Illustration: DEAD DOGS MADE LIVING.]

[Illustration: THE SPRINGS PUZZLE.]

[Illustration: THREE SQUARE PUZZLE.]

[Illustration: SIX AND FIVE MAKE NINE.]

[Illustration: CYLINDER PUZZLE.]

[Illustration: A BUTTON PUZZLE.]

A BUTTON PUZZLE.--In the middle of a piece of leather make two parallel

cuts, and below a small hole of the width of the distance between the

cuts, pass a piece of string under the slit and through the hole, as in

the diagram, and tie two buttons much larger than the hole to the ends

of the string. The problem is to draw the string out without taking off

the buttons.

A SLIT PUZZLE.--Cut a round piece of wood as in A, and four others,

like B. Get them all into the cross-shaped slit, as in C.

[Illustration: A SLIT PUZZLE.]

[Illustration: CREEPING THROUGH A SMALL SPACE.]

CREEPING THROUGH A SMALL SPACE.--Take a piece of cardboard or of

leather, the shape and size suggested in the diagram. Cut it in such a

way that you may creep through it, still keeping it in one piece.

AN INGENIOUS SQUARE.--Here is a way to place one to nine in three rows

of three figures each, so that they will add up to fifteen in eight

different ways.

[Illustration]

+--+--+--+

| 4| 9| 2|

+--+--|--|

| 3| 5| 7|

+--+--+--+

| 8| 1| 6|

+--+--+--+

[Illustration: CIRCLE PUZZLE.]

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

|o o o|

| |

| |

| o o |

|o o|

| o o |

| |

| |

|o o o|

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

THE CABINET-MAKER'S PROBLEM.--A cabinet-maker had a round piece of

veneering, with which he has to cover the tops of two oval stools.

It so happens that the area of the stools, without the hand-holes in

the centre, and the circular piece, are the same. How must he cut his

veneer so as to be exactly enough for his purpose?

CIRCLE PUZZLE.--Secure a piece of cardboard, the size and shape of the

diagram, and punch in it twelve holes in the position shown in the

diagram. Cut the cardboard into four pieces of equal size, each piece

to be of the same shape, and to contain three holes, without cutting

into any of them.

THE NUNS.--Twenty-four nuns were placed in a convent by night to count

nine each way, as in the figure. Four of them went for a walk; how

were the remaining nuns arranged in the square so as still to count

nine each way? The four who went out returned, bringing with them four

friends; how were they all arranged still to count nine each way, and

thus to deceive the sister in charge, as to whether there were 20, 24,

28, or 32 in the square?

[Illustration: THE NUNS.]

CROSS-CUTTING.--How can you cut out of a single piece of paper, and

with one cut of the scissors, a perfect cross, and all the other forms

that are shown in the diagram?

CROSS PUZZLE.--Cut three pieces of paper to the shape of A, one to the

shape of B, and one to that of C. Let them be of the same relative

sizes as in the diagram. Place the pieces together so as to form a

cross.

MORE CROSS CUTTING.--With three pieces of cardboard of the form and

size of A, and one each of B and C, to form a cross.

[Illustration: CROSS CUTTING.]

[Illustration: CROSS PUZZLE.]

[Illustration: MORE CROSS CUTTING.]

A PROBLEM FOR SURVEYORS.--A gentleman who lived in a house on an estate

decided that he would divide the estate into five building plots. There

were ten fine old trees, and his instructions to the surveyor were:

Don't count my house in the division. I shall have that extra, but

divide the remainder of the park into five equal parts with straight

boundaries. I shall retain one part for my own grounds. Be careful

to arrange that each plot shall have two of the trees. How did the

surveyor divide the estate?

[Illustration: A PROBLEM FOR SURVEYORS.]

ANOTHER PROBLEM FOR SURVEYORS.--A squire planted a number of oaks when

his heir was born, and on the twenty-seventh birthday of the young man

there was a tree for every year, and yet though there were only 27

trees, there were ten rows and six trees in each row, which made sixty,

the age of the squire himself. How did he manage it?

HALFPENCE PUZZLE.--Place ten halfpence in a row on the table. Take

up one of them and place it on another, never in any case passing

over more than two halfpence. Repeat the operation until no halfpenny

remains by itself in the row.

PUZZLING ADVICE.--Read the following:--

If your B m t put :

When your IS . putting :

THE MISER'S RUSE.--A miser once asked his tenants to dinner at an inn,

and asked the landlord to join the party. When the bill was presented,

the miser suggested that they should cast lots who should pay the

score. It was decided that they should be counted by the days of the

week, and that every time he who counted called "Saturday," the person

so named should leave the room until there was only one man left, and

he should pay. How did the miser manage to throw the expense on the

landlord?

TWO EYES BETTER THAN ONE.--Put a coin on a table's edge, with half the

coin's edge overlapping. Move three yards away and close one eye; now

advance, and try to knock it off with one finger, keeping the one eye

shut all the time.

[Illustration: THE DOUBLE HANDCUFFS.]

WOLF, GOAT, AND CABBAGES.--Suppose a man has a wolf, a goat, and some

cabbages on the bank of a river, and he wishes to cross with them,

and that his boat is only large enough to carry one out of the three

besides himself. He must, therefore, take them over one by one, in such

a manner that the wolf shall have no opportunity of devouring the goat,

or the goat the cabbages. In which way is he to do this?

THE DOUBLE HANDCUFFS.--Ask two friends to allow their hands to be

fastened together with string, which must be looped, as shown in the

illustration. Now tell them to liberate themselves without unfastening

the knots, or cutting the string.

Answers to Puzzles.

[Illustration: DEAD DOGS MADE LIVING.]

[Illustration: THE SPRINGS PUZZLE.]

THREE-SQUARE PUZZLE.--Take away the pieces numbered 8, 10, 1, 3, 13,

and three squares only will remain.

[Illustration: SIX AND FIVE MAKE]

A SLIT PUZZLE.--Arrange the pieces side by side in the short arms of

the cross, draw out the centre piece, and the rest will follow easily.

The same process reversed will put them back again.

[Illustration: SLIT PUZZLE.]

[Illustration: CREEPING THROUGH A SMALL SPACE.]

CREEPING THROUGH A SMALL SPACE.--Double the cardboard or leather

lengthways down the middle, and then cut first to the right, nearly to

the end, and then to the left and so on to the end of the card; then

open it and cut down the middle, except the two ends. By opening the

card or leather, a person may pass through it. A tough leaf may be

treated in this way.

[Illustration: CIRCLE PUZZLE.]

THE CABINET-MAKER'S PROBLEM.--The cabinet-maker must find the centre

of the circle, and strike another circle, half the diameter of the

first, and having the same centre. Then cut the whole into four parts,

by means of two lines drawn at right angles to each other, then cut

along the inner circle, and put the pieces together as in the following

diagram.

[Illustration: CABINET-MAKER'S PROBLEM.]

[Illustration: THE NUNS.]

[Illustration: MORE CROSS CUTTING.]

BUTTON PUZZLE.--Pull the narrow slip of the leather through the hole,

and the string and buttons may be released.

[Illustration: CROSS CUTTING.]

[Illustration: CROSS PUZZLE.]

CROSS CUTTING.--Take a piece of writing paper about three times as

long as it is broad, say six inches long and two wide. Fold the upper

corner down, as shown in Fig. 1; then fold the other upper corner over

the first, and it will appear as in Fig. 2; you next fold the paper in

half lengthwise, and it will appear as in Fig. 3. Then the last fold is

made lengthwise also, in the middle of the paper, and it will exhibit

the form of Fig. 4, which, when cut through with the scissors in the

direction of the dotted line, will give all the forms mentioned.

[Illustration: CYLINDER PUZZLE.]

CYLINDER PUZZLE.--Take a round cylinder of the diameter of the circular

hole, and of the height of the square hole. Having drawn a straight

line across the end, dividing it into two equal parts, cut an equal

section from either side to the edge of the circular base, a figure

like that represented by the woodcut in the margin would then be

produced, which would fulfil the required conditions.

HALFPENCE PUZZLE.--Place the fourth on the first, seventh on the third,

fifth upon the ninth, the second upon the sixth, and the eighth upon

the tenth.

PUZZLING ADVICE.--

If your grate be (great B) empty, put coal on.

When your grate is (great IS) full, stop putting coal on.

THE MISER'S RUSE.--The counting, which stopped at every seventh man,

was made to begin at the sixth from the landlord, who sat at the end of

the table.

WOLF, GOAT, AND CABBAGES.--First he takes over the goat; he then

returns and takes the wolf; he leaves the wolf on the other side, and

brings back the goat; he now takes over the cabbages, and comes back

once more to fetch the goat. Thus the wolf will never be left with the

goat, nor the goat with the cabbages.

[Illustration: A PROBLEM FOR SURVEYORS.]

[Illustration: ANOTHER PROBLEM FOR SURVEYORS.]

THE DOUBLE HANDCUFFS.--This is the way to do it. C must gather up into

a loop the string which binds his hands, pass it under the string

fastened round either of B's wrists, and slip it over B's hands. This

done, both will be set free. To replace the strings, reverse the

process.

Three Hundred Things a Bright Boy Can Do · 第 20 / 24 章