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.)