SUGGESTIONS TO PLAYERS.

The attacking party should first determine upon a plan of attack. Then

proceed to arrange his figures in proper order for the accomplishment

of his plan. He should guard his lines, by throwing forward Light

Infantry and Cavalry; but will endeavor to avoid an engagement until

his order of attack is formed.

Unless to secure a very decided advantage, when once put in operation

his first plan should not be abandoned. The time lost in arranging a

new plan may be taken advantage of by the defending party, who might

assume the offensive and win the game.

The defending party, at the opening of the game, should throw forward

Light Infantry and Cavalry, to guard against any rapid movement to take

the Citadel, that may be attempted by the attacking party with Cavalry

and Light Infantry. This will also give him time and space for moving

up and arranging his figures in proper order for defence.

In advancing the Cavalry and Light Infantry, great caution should be

observed in placing the figures on the squares most desirable for

checking the advance of the attacking party, while at the same time

they are not endangered.

No figure should be lost, if it can be avoided, at this stage of the

game; and no figure of the attacking party, except Artillery, should be

taken at the risk of the loss of one of the defending party. Indeed,

the defending side should continue to remain strictly on the defence

till a good opportunity is offered for an attack; as, for instance,

when the figures of the attacking party are scattered, and not in

supporting distance of each other.

It is, however, best not to cross the river until the attacking side is

weakened by a considerable loss.

Early in the game, an opportunity is seldom offered by a good player,

where it is safe for the defending party to cross the river with

a single figure; and it is only when the attacking party has been

weakened by the loss of three or four figures, that two or three

figures can be spared from the defence.

When such advance is determined upon, be always careful to leave the

Citadel as securely guarded as possible.

If the attacking party be an expert player, he will avoid an engagement

until he has arranged his figures in order for a grand attack.

If it is discovered that he is thus engaged, every good opportunity

to annoy him, and prevent the formation of his plan, should be taken

advantage of by manœuvres, feints, and sometimes real attacks,

particularly at his Artillery: and his Artillery should be taken, if

possible, even if it involve the loss of one or two figures of the

defending party; for by the loss of one piece of his Artillery he will

be more crippled than by the loss of almost any two other figures.

The game requires the constant attention of the players. Often the

slightest mistake leads to defeat; therefore be careful that every move

is for a purpose.[E]

[Illustration: PLATE 1.

_figure 1._

_figure 2._]

Explanation to Plate 1.

The board has one hundred and thirty-nine (139) squares that can be

occupied. It represents a comparatively level field, traversed by a

river impassable except at the fords and bridge.

In crossing the fords and bridge the figures move one, two, or three

squares, according to their power, as elsewhere on the board. The short

black lines indicate the entrances to the fords and bridge.

A figure cannot take, or check, another across the river, except at the

fords and bridge. For example, a figure on square 39 cannot take, or

check, a figure on square 54; nor can a figure on square 55 take, or

check, a figure on square 40 or 48. (Squares are numbered in Plate 4.)

War-Chess, or the Game of Battle · 第 8 / 11 题