CHAPTER I.

------------------------------------------------------------

| TRANSCRIBER'S NOTE |

| |

| 1. At the end of this text, an addition has been made |

| of the translation of the eighty-five "Illustrative |

| Games" into Portable Game Notation. While every effort |

| has been made to reproduce the text of "The Blue Book |

| of Chess" exactly as published, the exception has been |

| the inclusion of identification "tags" of the form |

| "{PGN xx}", where "xx" is a two digit number. This has |

| been done to facilitate the reader in locating the PGN |

| for each game by performing a search on the |

| identifying tag. |

| |

| |

| 2. Due to the limitations of ascii art, the Knight has |

| been abbreviated as "N" on the chessboard, while it |

| appears as "Kt." in the text. The ascii convention of |

| the Black pieces being marked with an asterisk has |

| also been followed. |

------------------------------------------------------------

THE BLUE BOOK

OF CHESS

TEACHING THE RUDIMENTS OF THE GAME,

AND GIVING AN ANALYSIS OF

ALL THE RECOGNIZED OPENINGS

----ILLUSTRATED BY----

APPROPRIATE GAMES ACTUALLY PLAYED

BY MORPHY, HARRWITZ, ANDERSSEN, STAUNTON,

EVANS, MONTGOMERY, MEEK AND OTHERS

----INCLUDING----

LASKER, STEINITZ, SCHLECHTER, PILLSBURY,

AND OTHER RECENT PLAYERS

REVISED EDITION

Based on the work of Staunton and Modern Authorities

THE JOHN C. WINSTON COMPANY

PHILADELPHIA, U.S.A.

Copyright, 1910, by

THE JOHN C. WINSTON Co.

Copyright, 1870, by

PORTER & COATES

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

| R*| N*| B*| Q*| K*| B*| N*| R*|

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

| P*| P*| P*| P*| P*| P*| P*| P*|

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| P | P | P | P | P | P | P | P |

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

| R | N | B | Q | K | B | N | R |

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

CHESS BOARD

Showing the men properly set up

to commence play.

PREFACE TO NEW REVISED EDITION.

The following work is designed for those who are learning the noble game

of Chess.

Many persons have been confused and discouraged at the very outset of

the study by the great variety and the delicate distinctions of the

openings: and this has constituted a fault in many otherwise excellent

manuals for the learner.

The chief aim of the Editor of these pages has been to avoid this fault,

by simplifying the openings, and by giving to the student chiefly such

moves as are recognized to be the best, both in attack and defence. By

playing over carefully the illustrative games, the learner will also

see, at each opening, the variations made by experienced players in

accordance with circumstances. As great a variety of actually played

games has been given as was possible in a work of such limited scope. To

this end the games of the distinguished players of different nations

have been introduced, classified according to the different openings;

and thus the reader will find the combined genius and skill of the old

heroes like Philidor, Morphy, Staunton, Anderssen, Harrwitz, Evans,

Montgomery and Cochrane, together with such recent masters as Lasker,

Steinitz, Schlechter, Pillsbury, Marshall, Tarrasch, Janowsky,

Tchigorin, and many other players of world-wide celebrity. The basis of

this work is Staunton's "Chess Player's Handbook;" but other standard

books have been drawn upon to fit it to be a manual for the beginner of

to-day.

In order to insure perfect accuracy, all the lessons and games have been

carefully gone over on the board after being put in type.

NAMES OF PLAYERS.

ANDERSSEN, 91, 93, 98, 165, | MARACHE, 94, 110.

206, 207, 212, 214. | MARSHALL, 190.

BIERWIRTH, 200. | MEAD, 92.

BLEDOW, 132, 140. | MEEK, 110.

BOUCHER, 57. | MONTGOMERY, 80, 184, 201, 206,

BUCKLE, 86. | 208, 209.

CAPDEBO, 79. | MORPHY, 57, 58, 59, 60, 65, 91,

CHENEY, 85. | 94, 98, 200, 203, 206,

CLEMENTS, 204. | 207, 210, 211, 212, 214.

COCHRANE, 72, 111, 125, 166. | NEW YORK, 108, 109, 202.

DANIELS, 126. | PERIGAL, 178.

DER LAZA, 96, 140, 141, 159. | PETROFF, 66, 73.

DESCHAPELLES, 111. | PHILADELPHIA, 108, 109, 202.

DESLOGES, 180. | PHILIDOR, 60.

EVANS, 114, 135, 136, 166. | PILLSBURY, 67, 188.

GHULAM CASSIM, 161. | PINDAR, 201.

HARRWITZ, 58, 59, 79, 86, 113, | POPERT, 85, 122, 141.

210, 211. | POTIER, 65.

HENDERSON, 114. | PRETI, 203.

HILLEL, 93. | ROUSSEAU, 131.

HORWITZ, 80, 83, 114, 132. | SCHLECHTER, 188.

JAENISCH, 73. | SCHULTEN, 132.

JANOWSKY, 190. | ST. AMANT, 84, 136, 137.

JONES, Dr., 208, 209. | STANLEY, 131.

KIESERITZKY, 180. | STAUNTON, 72, 80, 83, 84, 113,

KIPPING, 165. | 122, 125, 162, 179.

LA BOURDONNAIS, 124, 161, 177, | STEINITZ, 99, 213.

178. | SZEN, 159.

LASKER, 99, 199. | TARRASCH, 199.

LEWIS, Dr., 204. | TCHIGORIN, 67.

LEWIS, Mr., 158. | THOMPSON, 206.

McADAM, 184. | VON BILGUER, 132.

McCABE, 80. | WALKER, 126, 137.

McDONNELL, 124, 161, 177, 178. | ZUKERTORT, 213.

CONTENTS.

CHAPTER I. INTRODUCTION Page 7

The Chess-Board and Men--Moves and Powers of

the Pieces and Pawns--Notation Used to

Describe their Movements--Technical Terms of

Chess--Illustrations of Technical

Terms--Relative Value of the Chess

Forces--The Chess Code, or, Laws of the

Game--General Rules and Observations--Maxims

and Advice for an Inexperienced

Player--Preliminary Game.

II. KING'S KNIGHT'S OPENING 51-115

Damiano Gambit, 52; Philidor's Defence, 54;

Petroff's Defence, 61; Counter Gambit in the

Knight's Opening, 68; The Giuoco Piano, 74;

Captain Evans's Gambit, 88; The Two Knights'

Defence, 95; The Knight's Game of Ruy Lopez,

97; The Queen's Pawn Game, or Scotch Gambit,

101; The Queen's Bishop's Pawn Game in the

King's Knight's Opening, 116.

III. THE KING'S BISHOP'S OPENING 116-137

The Two Kings' Bishops' Game, 116;

McDonnell's Double Gambit, 120; The Lopez

Gambit, 121; The King's Knight's Defence in

King's Bishop's Opening, 127; Counter Gambit

in the King's Bishop's Opening, 128; The

Queen's Bishop's Pawn's Defence in the King's

Bishop's Opening, 130; Queen's Bishop's

Pawn's Opening, 134.

IV. THE KING'S GAMBIT 138-184

The King's Gambit proper, or King's Knight's

Gambit, 138; The Cunningham Gambit, 142; The

Salvio Gambit, 144; The Cochrane Gambit,

146; The Muzio Gambit 152; The Allgaier

Gambit, 162; The King's Rook's Pawn Gambit,

164; The King's Bishop's Gambit, 166; The

Gambit Declined, 180.

V. THE QUEEN'S GAMBIT 185-191

The Gambit refused, 188.

VI. IRREGULAR OPENINGS 192-214

The French Game, 192; The Sicilian Game, 193;

The Wing Gambit, 194; The Centre Counter

Gambit, 195; The Fianchetto, 196, Steinitz

Gambit, 213.

VII. ENDINGS OF GAMES 215

CHESS PROBLEMS 248

THE CHESS HANDBOOK.

CHAPTER I.

INTRODUCTION.

DESCRIPTION OF THE CHESS-BOARD AND MEN--ARRANGEMENT OF

THE MEN--THE KING--THE QUEEN--THE ROOKS OR CASTLES--THE

BISHOPS--THE KNIGHTS--AND THE PAWNS--THEIR MOVEMENTS,

POWERS, METHOD OF CAPTURING AN ADVERSE MAN, ETC.

DESCRIPTION OF THE CHESS-BOARD AND MEN.

The game of Chess is played by two persons, each having at command a

little army of sixteen men, upon a board divided into sixty-four

squares. The squares are usually colored white and black, or red and

white, alternately; and custom has made it an indispensable regulation,

that the board shall be so placed that each player has a white square at

his right-hand corner.

The following diagram represents the board with all the men arranged in

proper order for the commencement of a game:--

No. 1.

BLACK.

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

| R*| N*| B*| Q*| K*| B*| N*| R*|

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

| P*| P*| P*| P*| P*| P*| P*| P*|

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| P | P | P | P | P | P | P | P |

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

| R | N | B | Q | K | B | N | R |

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

WHITE.

Each player, it will be observed, has eight superior Pieces or officers,

and eight minor ones which are called Pawns; and, for the purpose of

distinction, the Pieces and Pawns of one party are of a different color

from those of the other.

A King [Illustration: Chess Pieces, White and Black Kings.]

A Queen [Illustration: Chess Pieces, White and Black Queens.]

Two Rooks, [Illustration: Chess Pieces, White and Black Rooks.]

or Castles (as they are indiscriminately called)

Two Bishops [Illustration: Chess Pieces, White and Black Bishops.]

Two Knights [Illustration: Chess Pieces, White and Black Knights.]

And each of these Pieces has his Pawn or

Foot-soldier [Illustration: Chess Pieces, White and Black Pawns.]

making in all an array of sixteen men on each side.

On beginning a game, these Pieces and Pawns are disposed in the manner

shown on the foregoing diagram. The King and Queen occupy the centre

squares of the first or "royal" line, as it is called, and each has for

its supporters a Bishop, a Knight, and a Rook, while before the whole

stand the Pawns or Foot-soldiers in a row. (To prevent a common error

among young players, of misplacing the King and Queen on commencing a

game, it is well to bear in mind that at the outset each Queen stands on

her own color.) The Pieces on the King's side of the board are called

the King's, as King's Bishop, King's Knight, King's Rook; and the Pawns

directly in front of them, the King's Pawn, King's Bishop's Pawn, King's

Knight's Pawn, and King's Rook's Pawn. The Pieces on the Queen's side

are, in like manner, called the Queen's Bishop, Queen's Knight, and

Queen's Rook; and the Pawns before them, Queen's Bishop's Pawn, Queen's

Knight's Pawn, and Queen's Rook's Pawn.

MOVEMENT OF THE PIECES AND PAWNS,

AND MODE OF CAPTURING AN ADVERSE MAN.

A knowledge of the moves peculiar to these several men is so difficult

to describe in writing, and so comparatively easy to acquire over the

chess-board, from any competent person, that the learner is strongly

recommended to avail himself of the latter means when practicable: for

the use, however, of those who have no chess-playing acquaintance at

command, the subjoined description will, it is hoped, suffice.

The "Pieces," by which title the eight superior officers are technically

designated, in contradistinction to the "Pawns," all take in the same

direction in which they move. This act consists in removing the adverse

Piece or Pawn from the board, and placing the captor on the square the

former occupied. To make this clear, we will begin with the King, and

show his mode of moving and of capturing an adverse man.

THE KING.

The King can move one square only at a time (except in "Castling," which

will be explained hereafter), but he can make this move in any

direction, forwards, backwards, laterally, or diagonally. He can take

any one of the adversary's men which stands on an adjoining square to

that he occupies, provided such man is left unprotected, and he has the

peculiar privilege of being himself exempt from capture. He is not

permitted, however, to move into check, that is, on to any square which

is guarded by a Piece or Pawn of the enemy, nor can he, under any

circumstance, be played to an adjacent square to that on which the rival

King is stationed. Like most of the other Pieces, his power is greatest

in the middle of the board, where, without obstruction, he has the

choice of eight different squares. At the sides, he may play to any one

of five, but when in the angles of the board, three squares only are at

his command.

No. 2.

BLACK.

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | K*| | | | | |

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

| | | P | | | | | |

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

| | | | | | P*| | |

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

| | | | | | K | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

WHITE.

Supposing diagram No. 2 to show the position of the men towards the

conclusion of a game, and it being either party's turn to play, he could

take the adverse Pawn from the board, and place his King on the square

it occupied; and, by doing so, the King would not depart from the order

of his march, which, as we have before said, permits him to move _one

step_ in every direction. In each of these instances we have placed the

Pawn in _front_ of the King, but he would be equally entitled to take it

were it standing on any other part of the eight squares immediately

surrounding him, _always provided it was not sustained or guarded by

some other Piece or Pawn_.

THE QUEEN.

The Queen is by much the most powerful of the forces.

No. 3.

BLACK.

2

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

1 | | | | | | | | |

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

| | | | | | | | | 3

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

| | | | | | | | |

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

| | | | | | | | |

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

8 | | | | | Q*| | | | 4

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | | 5

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

7 6

WHITE.

She has the advantage of moving as a Rook, in straight lines, forwards,

backwards, and sideways, to the extent of the board in all directions,

and as a Bishop, diagonally, with the same range. To comprehend her

scope of action, place her alone in the centre of the board; it will

then be seen that she has the command of no less than twenty-seven

squares, besides the one she stands on. (Diagram No. 3.)

Thus placed in the middle of the board, the range of the Queen is

immense. She has here the option of taking any one of eight men at the

extremity of the board, on the squares respectively numbered 1, 2, 3, 4,

5, 6, 7, and 8, should her line of march be unobstructed; and if these

men were nearer, on any of the intermediate squares, she would be

equally enabled to take any one of them at her choice. Like all the

other Pieces and Pawns, she effects the capture by removing the man from

the board and stationing herself on the vacated square.

THE ROOK.

No. 4.

BLACK.

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

| | | | | 1 | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| 4 | | | | R*| | | 2 |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | 3 | | | |

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

WHITE.

The Rook, or Castle, is next in power to the Queen. He moves in a

straight line, forwards, backwards, or sideways, having a uniform range,

on a clear board, of fourteen squares, exclusive of the one he occupies.

The Rook has the same power in taking as the Queen, forwards, backwards,

and sideways, but he cannot, like her, take any man diagonally.

For example, place the Rook in the centre of the board, and an opposing

man on each of the squares numbered, and the Rook has the power of

taking any one of the four; and he has the same power if the Pieces are

one or two squares closer to him, or immediately surrounding him, in the

direction indicated by the four figures. (See Diagram No. 4.)

THE BISHOP.

The Bishop moves diagonally forwards or backwards, to the extent of the

Board. It follows, therefore, that he travels throughout the game only

on squares of the same color as the one on which he stands when the game

begins, and that each player has a Bishop running on white squares, and

one on black squares. When placed on a centre square of a clear board,

he will be found to have a range of thirteen squares.

No. 5.

1 BLACK. 2

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | B*| | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

4 | | | | | | | | |

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

| | | | | | | | | 3

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

WHITE.

The Bishop takes, as he moves, diagonally, either forwards or backwards,

his range extending, on unobstructed squares, to the extent of the

diagonal line on which he travels. (See Diagram No. 5.)

THE KNIGHT.

The action of the Knight is peculiar, and not easy to describe. He is

the only one of the Pieces which has the privilege of leaping over

another man. The movements of the others are all dependent on their

freedom from obstruction by their own and the enemy's men. For example,

when the forces are duly ranged in order of battle before the

commencement of the game, the Knight is the only one of the eight

capital Pieces which can be played before the Pawns are moved--King,

Queen, Bishop, and Rook are all hemmed in by the rank of Pawns, which

they cannot overleap; but the Knight, having the liberty of springing

over the heads of other men, can be brought into the field at once. His

move is one square _in a straight line_, and _one in an oblique

direction_; or it may be perhaps better understood by saying that he

moves two squares _in a straight line_, and _one in a side direction_.

No. 6.

BLACK.

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | 2 | | 3 | | | |

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

| | 1 | | | | 4 | | |

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

| | | | N*| | | | |

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

| | 8 | | | | 5 | | |

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

| | | 7 | | 6 | | | |

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

| | | | | | | | |

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

WHITE.

His power and method of taking an opponent's man will be seen from the

diagram (No. 6) on page 14.

In this situation, in the centre of the board, he would have the power

of taking any one of the men stationed on the squares numbered, by

removing the man and placing himself on the vacant square.

THE PAWN.

The Pawn moves only one square at a time, and that _straight forward_,

except in the act of capturing, when it takes one step diagonally to the

right or left file on to the square occupied by the man taken, and

continues on that file until it captures another man. It may, however,

for its _first_ move advance _two_ steps, _provided no hostile Pawn

commands the first square over which he leaps_, for, in that case, the

adverse Pawn has the option of taking him in his passage, _as if he had

moved one step only_. A Pawn is the only one of the forces _which goes

out of his direction to capture_, and which has not the advantage of

moving backwards; but it has one remarkable privilege, by which, on

occasions, it becomes invaluable, _whenever it reaches the extreme

square of the file on which it travels, it is invested with the title

and assumes the power of any superior Piece, except the King, which the

player chooses_. From this circumstance it frequently happens that one

party, by skilful management of his Pawns, contrives to have two, and

sometimes even three Queens on the board at once, a combination of force

which of course is irresistible.

As we before observed, the Pawn is the only man which captures in a

direction different from his line of march. Suppose, at the opening of

the game, White begins by playing King's Pawn to King's fourth square

(see the article on Notation), Black may reply in the same manner with

King's Pawn to King's fourth square, and neither Pawn can do more than

remain an obstruction to the onward march of the other, but if Black

answer instead with King's Bishop's Pawn to Bishop's fourth, or as in

the diagram, with Queen's Pawn to Queen's fourth, then White, if he

choose, may take the adverse Pawn from the board and place his own in

its stead.

No. 7.

BLACK.

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

| R*| N*| B*| Q*| K*| B*| N*| R*|

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

| P*| P*| P*| | P*| P*| P*| P*|

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

| | | | | | | | |

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

| | | | P*| | | | |

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

| | | | | P | | | |

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

| | | | | | | | |

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

| P | P | P | P | | P | P | P |

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

| R | N | B | Q | K | B | N | R |

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

WHITE.

THE NOTATION ADOPTED TO DESCRIBE

THE MOVES OF THE MEN.

There is no portion of an elementary work on Chess of so much importance

to the learner, and none which requires more resolute mastering than

this.

The notation may be called the language of the game and a knowledge of

it is absolutely indispensable to every one who is himself ambitious of

excelling, or who is desirous of appreciating the excellencies of other

players.

Having marshalled the men in battle order, as shown in the first

diagram, you will observe that each party has two _ranks_ of men, on the

first of which stand the superior Pieces, and on the next the eight

Pawns. The eight squares which compose the first rank are each

distinguished by the name of the Piece which occupies it when the men

are first arranged. There are, therefore, the King's square, the King's

Bishop's square, King's Knight's square, and King's Rook's square, and

in like manner, the Queen's square, Queen's Bishop's square, Queen's

Knight's and Queen's Rook's squares. The _files_, that is, the row of

squares running from top to bottom of the board, are also named by the

Pieces occupying the first square in each _file_. Thus each of the

superior officers has a file or row of eight squares running from his

end of the board to the corresponding Piece of the enemy, and every one

of these eight squares takes its name from such officer.

Bear in mind that White names every square on the board, in accordance

with its relative position to one of _his_ eight Pieces, and that Black

does the same. Hence it follows that Black's _first_ squares are White's

_eighth_, and _vice versâ_.

Before proceeding further, it will be desirable for the student to

familiarize himself with the respective moves of the Pieces, names of

the squares, &c. A very little practice will enable him to do so,

especially with the aid of any friend acquainted with them. He should,

in the first place, accustom himself to the setting up the men in order

of battle; after a few repetitions of the process, and comparing their

position with diagram No. 1, he will soon have no difficulty whatever in

arranging them correctly without referring to the book. It will then be

well to clear the board of all but a single Piece, and practise with

that until perfect in its movements; another, and then another, may be

added, until the action of every one is as familiar as the alphabet.

Suppose, as a first exercise, you begin by placing your Queen on her

square (_i.e._, her first square), then play her to Q's 5th square, then

(diagonally, observe) to Q. Rook's 8th square, then to King's Rook's 8th

square, then to Q. R's square, and then home again to her square. It is

proper to mention that the directions for moving a Piece are not usually

printed in full, and that, according to the modern abbreviations in the

present and other chess-books, these several instructions would be given

thus:--

1. Q. to her sq.

2. Q. to her 5th.

3. Q. to her R's 8th.

4. Q. to K. R's 8th.

5. Q. to her R's sq.

6. Q. to her sq.

As a next exercise, put the Queen's Bishop on his square, beside the

Queen, and play him as follows:--

1. Q. B. to K. R's 6th.

2. Q. B. to K. B's 8th.

3. Q. B. to Q. R's 3d.

4. Q. B. to his sq.

To these two Pieces now add the Queen's Knight, on his own square, and

play as follows:--

1. Q. Kt. to Q's 2d.

2. Q. Kt. to K's 4th.

3. Q. Kt. to K. B's 6th.

4. Q. Kt. to K's 8th.

5. Q. Kt. to Q. B's 7th.

6. Q. Kt. to Q. Kt's 5th.

7. Q. Kt. to Q. B's 3d.

8. Q. Kt. to his sq.

By taking all the Pieces in succession thus, you will speedily obtain

sufficient knowledge of their movements to commence the opening of a

game; but before attempting this, it is needful for you to be

acquainted with the technical terms in use among chess-players, and the

code of laws which governs the game.

TECHNICAL TERMS IN USE AMONG CHESS-PLAYERS.

_Castling._--Although, as a general rule, the move of the King is

restricted to one square at a time, he has the privilege, under certain

conditions, once in the game, of moving in conjunction with either of

the Rooks two squares. This peculiar movement is called _Castling_, and

is performed in the following manner:--If a player wishes to castle on

his King's side of the board, he moves the King to K. Kt's sq., and then

places the K's Rook on K. B's square. If he castles on the Queen's side,

he plays his King to Q. B's sq, and Q's Rook to Q's sq. The object of

this compound move is to place the royal Piece in safety, and at the

same time bring the Rook from the corner square into better play.

The conditions under which a player is permitted to castle are:--1st.

The King must not be in check. 2d. The King must not have moved. 3d. The

Rook must not have moved. 4th. The King must not pass over or on to any

square attacked by an enemy's man. And 5th. There must be no Piece,

either of his own or the adversary's, between the King and the Rook.

In exemplification of the importance of castling, to escape from an

attack, and to retort one on the adversary, see, presently, the diagram

No. 8 (p. 24).

_Check and Checkmate._--The King is said to be in _check_ when he is

attacked by any Piece or Pawn, for it being a fundamental law of chess

that the King can never be taken, whenever any direct attack upon him is

made, he must be warned of his danger by the cry of _check_, and the

player is then compelled either to remove his King _out_ of _check_, or

parry the check by interposing a man between the King and the attacking

Piece, or capture the checking man.

When he can do none of these three things, he is _checkmated_, and the

game won by the other side. (See diagrams Nos. 9 and 10.) When the King

is directly attacked by the Piece played, it is a _simple_ check; but

when the Piece moved does not itself give check, but unmasks another

which does, it is called a _discovered check_. (See diagram No. 8.) The

third species of check is named the _double check_, where the King is

attacked both by the Piece moved and the one discovered. The fourth

description is called _perpetual check_, a case which arises when a

player has two or more squares on which he can give check, and his

opponent can only parry one check by affording an opportunity for

another. If the first player then persists in the repetition of these

particular checks, the game must be abandoned as drawn. (See diagram No.

11).

_Doubled Pawn._--When two Pawns of the same color are on the same file,

the front one is called a _doubled pawn_.

_Drawn Game._--When neither party can give checkmate, the game is drawn.

This may arise from several causes, as:--1st. _Perpetual check._ 2d.

Where there is not sufficient force to effect a mate, as a King and a

Knight only, or a King and two Knights, &c., &c. 3d. Where one party has

force sufficient, but is ignorant of the proper mode of applying it, and

thus fails to checkmate his helpless adversary within the fifty moves

prescribed by the "Code". 4th. Where both parties persist in repeating

the same move from fear of each other. 5th. Where both parties are left

with the same force at the end, as a Queen against a Queen, a Rook

against a Rook, and the like, when, except in particular cases, the game

should be resigned as a drawn battle. And 6th. When one of the Kings is

_stalemated_.

_En Prise._--When a Piece or Pawn is in a situation to be taken by the

enemy, it is said to be _en prise_. To put a piece _en prise_, is to

play it so that it may be captured.

_The Exchange._--When a player gains a Rook for a Bishop or a Knight, it

is termed _winning the exchange_.

_False Move._--Any illegal move, such as castling when the King has

been moved or is in check, moving a Rook diagonally, or a Bishop like a

Knight, is called a false or an "impossible" move.

_Fool's Mate._--This is the simplest of all checkmates, being

accomplished in two moves in the following manner:--

WHITE. BLACK.

1. K. Kt. P. to K. Kt's 4th. 1. K. P. to K's 4th.

2. K. B. P. to K. B's 4th. 2. Q. to K. R's 5th, checkmate.

It cannot possibly be given by the first player.

_Forced Move._--When a player has one only legal move at command, it is

said to be a _forced move_.

_Gambit._--This word is derived from an Italian phrase in wrestling, and

signifies a movement by which the adversary is tripped up. In chess,

this is attempted by the first player putting a Pawn _en prise_ of the

enemy early in the game, by which he is enabled more rapidly and

effectually to develope his superior Pieces. There are several gambits,

but the most important, and one which includes many others, is the

King's gambit, commenced as follows:--

WHITE. BLACK.

1. K. P. to K's 4th. 1. K. P. to K's 4th.

2. K. B. P. to B's 4th. 2. P. takes K. B. P.

The Pawn offered by the first player here at his second move is called

the Gambit Pawn, and when taken by the adversary the opening becomes a

gambit.

The varieties of the gambits are often designated by the names of the

players who invented or first brought them into vogue--as the _Muzio_

gambit, the _Salvio_ gambit, the _Allgaier_ gambit, the _Lopez_ gambit;

while others obtain their names from the opening moves of the first

player, as the King's Bishop's gambit, which begins thus:--

WHITE. BLACK.

1. K. P. to K's 4th. 1. K. P. to K's 4th.

2. K. B. P. to B's 4th. 2. P. takes P.

3. K. B. to Q. B's 4th.

and is so called because the K's Bishop is played out at the 3d move

instead of the K's Knight.

There is also the Queen's gambit, of which the opening moves are--

WHITE. BLACK.

1. Q. P. to Q's 4th. 1. Q. P. to Q's 4th.

2. Q. B. P. to B's 4th. 2. P. takes P.

The gambits are the most brilliant and animated of all the openings,

full of hair-breadth 'scapes and perilous vicissitudes, but affording an

infinitude of beautiful and daring combinations.

"_Giuoco Piano_," a solid and instructive modification of the King's

Knight's game, is safe and for drawing games generally practised by the

leading players. The opening moves are:

WHITE. BLACK.

1. P. to K's 4th. 1. P. to K's 4th.

2. K. Kt. to B's 3d. 2. Q. Kt. to B's 3d.

3. K. B. to Q. B's 4th. 3. K. B. to Q. B's 4th.

_To Interpose._--When the King is checked, or any valuable Piece in

danger from the attack of an enemy, you are said to _interpose_ a man

when you play it between the attacked and attacking Piece.

_Isolated Pawn._--A Pawn which stands alone, without the support and

protection of other Pawns, is termed an _isolated_ Pawn.

_J'adoube._--A French expression, signifying "I arrange," or "I

replace," which is used by a player when he touches a man merely to

adjust its position on the board, without intending to play it. (See the

7th law.)

_Minor Pieces._--The Bishop and Knight, in contradistinction to the

Queen and Rook, are called _Minor Pieces_.

_The Opposition._--A player is said to have the opposition when he can

place his King directly in front of the adverse King, with only one

square between them. This is often an important advantage in ending

games.

_Party._--From the French _partie_. Frequently used by modern writers

instead of the word "game."

_Passed Pawn._---A Pawn is said to be a _passed_ one when the adversary

has no Pawn to obstruct its march on the same file, or on either of the

next files to the right or left.

_Pion Coiffé, or Marked Pawn._--This is a description of odds but rarely

given, and only when there is a vast disparity between the skill of the

players. It consists in one party placing a _cap_ or ring on one of his

Pawns, and undertaking to checkmate his opponent with that particular

Pawn. He is not allowed to _Queen_ the Pawn, and if he loses it, or

happens to checkmate his opponent with any other man, he forfeits the

game. The Pawn usually _capped_ is the King's Knight's, because it can

be more readily and effectually surrounded by protecting Pieces.

_To Queen a Pawn, or to advance a Pawn to Queen._--When a player has

contrived to advance a Pawn to the eighth or last square of the file, it

assumes the rank and power of a Queen, or of any other Piece he chooses,

and he is then said to have _queened_ his Pawn. (See the 21st law.)

_Scholar's Mate._--A checkmate occasionally given at the opening of a

game by a practised player to one but little tutored in the science. The

following are the moves:--

WHITE. BLACK.

1. P. to K's 4th. 1. P. to K's 4th.

2. K. B. to Q. B's 4th. 2. K. B. to Q. B's 4th.

3. Q. to K. R's 5th. 3. Q. P. one.

4. Q. takes K. B. P., giving checkmate.

_Smothered Mate._--A checkmate which is sometimes given by the Knight

when the adverse King is hemmed in, or _smothered_, by his own forces.

(See diagram No. 12.)

_Stalemate._--When one party has his King so circumstanced that, not

being at the moment in check, he cannot play him without going into

check, and at the same time has no other Piece or Pawn to move instead,

he is said to be _stalemated_, and the game is considered drawn. (See

diagram No. 13.)

_Taking a Pawn en Passant, or in Passing._--It has been shown before, in

speaking of the action of the Pawn, that he is limited in his march to

one square forward at a time, when not capturing, and one square forward

diagonally, either to the right or left, when he takes an adversary, but

that he has the privilege, on being first played in the game, to advance

two squares, unless in so doing he pass a square which is attacked by a

hostile Pawn; in which case the opponent may, at his option, permit him

to make the two steps forward, and there remain, or may capture him in

his passage in the same way as if he had moved but one step.

ILLUSTRATIONS OF TECHNICAL TERMS.

_The Operation of "Castling;" and "Discovered Check."_

No. 8.

BLACK.

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

| | | | | R*| K*| | R*|

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

| | P*| B*| | Q*| | P*| P*|

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

| P*| | N*| | | | | |

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

| | | | | | | | |

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

| | | | | B*| | | |

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

| | B | Q | | | | | |

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

| P | P | P | | | | P | P |

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

| R | | B | | K | | | R |

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

WHITE.

In this situation the white King is threatened with what is called "a

discovered check," that is, his opponent, by removing the Bishop, would

_discover_ check from the Queen, a proceeding in the present instance,

which would speedily involve the loss of the game to White. Not being

at the moment in check, however, and having moved neither King nor Rook,

and there being no _intervening_ Piece between the King and his own

Rook, White is enabled to castle, giving check to the adverse King at

the same time, and win the game easily, for Black has no square to which

he can move his King without going into check, and is consequently

obliged to interpose his Q. at K. B's second, or K. B's third square, in

either case being checkmated in two more moves, as you will soon be able

to see.

_Checkmate._

No. 9.

BLACK.

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

| | | | R*| K*| B*| | |

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

| P*| | Q*| N*| | P*| | |

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

| | | | | P*| | | |

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

| | | | | | | | |

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

| | B | | | Q | | | |

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

| P*| | | | | | | |

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

| | | B | | | | P | |

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

| | | | | | | K | |

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

WHITE.

The above position represents the appearance of the forces on each side

towards the end of a game, and will assist to explain the application of

two or three of the technical terms described in the present section, as

well as to exhibit the King in a situation of checkmate. You already

understand that the moves at chess are played by each party

alternately; in this case it is White's turn to play, and he will

checkmate his antagonist in two moves. Place the chess-men on your board

exactly in the order they stand in the diagram; having done this,

suppose yourself to be playing the White men, and take the Black King's

Pawn with your Queen, in the manner before shown, _i.e._, by taking the

Pawn from the board and stationing your Queen on the square it occupied.

By this act, you not only take his Pawn, but you attack his King, and

must apprise him of his danger by calling "_check_." He has now two ways

only of parrying this check. It is clear he cannot move his King,

because the only two squares to which he could move without going into

check are occupied by his own men; he is forced then either to take the

Queen with his K. B's Pawn, or to interpose the Bishop at King's second

square. If he take the Queen with his K. B's Pawn, you must reply by

playing your King's Bishop (which you will know by the color of the

diagonal on which he travels) to K. Kt's sixth square, crying "check."

Examine the position attentively, and you will find that Black has no

square to which he can move his King, the only vacant one being attacked

by your Queen's Bishop, that he has nothing wherewith to take the Bishop

that has given check, and neither Piece nor Pawn with which to interpose

between it and his King, and that consequently, he is not only checked,

but _checkmated_. In like manner, if, at his first move, instead of

capturing your Queen, he interpose his Bishop at King's second square,

you immediately take the Bishop with your Queen, who is protected by her

Bishop, and say "checkmate."[A]

[Footnote A: We append a diagram here, showing a position which has

frequently been misapprehended by unpractised players.

By inspecting the diagram it will be seen that the White King is in

check of the Black Queen. By the simple move of the White Rook to K.

Kt's 5th square, checking the Black King, and at the same time

discovering check by the White Queen, Black is checkmated, although

having by far the strongest force of men. We give the position to show

that any Piece or Pawn, although employed in covering a check of its own

King, has nevertheless the power to check the adverse King.

No. 10.

BLACK.

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

| | | | | | | | Q |

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

| | | | | Q*| P*| R | |

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

| | | | P*| N*| | | |

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

| | | | | K*| | | |

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

| | | | | R*| P*| | K |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

WHITE.]

_Perpetual Check._

The diagram on page 28 will enable you to understand what is meant by

_perpetual check_ as well as the most elaborate arrangement of the men

could do. Place the men on your chess-board according to the diagram,

suppose yourself to be playing the white Pieces, and that it is your

turn to move. Your adversary, you will observe, has the advantage in

point of force, but this is counterbalanced by the situation, which

enables you to draw the game. To do this, you must first play your Queen

to one of the three squares where she will check the King, _i.e._, to

K's 4th, Q's 5th, or Q. B's 6th; it is indifferent which, say,

therefore, Q. to K's 4th (check). Black has no option, his King cannot

move, he must interpose his Queen. If now you were to take the Queen you

would lose the game, on account of his two Pawns; but instead of doing

so, you play the Queen to King's 8th sq, giving check. The black Queen

must again interpose; you repeat the check at K's 4th, Black can only

parry it with his Queen, and you may persist in giving the same two

checks, _ad infinitum_. In such cases, the game is resigned as "drawn by

_perpetual check_."

No. 11

BLACK.

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

| K*| Q*| | | | | | |

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

| P*| | | | | | | |

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

| | P*| | | | | | |

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

| | K | | | | | | |

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

| | | Q | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

WHITE.

_Smothered Mate._

This is a familiar example of _smothered mate_, which you will find can

be effected by no other Piece than the Knight. White first move is,

Queen to her 5th square checking. Black is obliged to retreat his King

to the R's sq., because, were he to play him to his B's sq., the Q would

checkmate at once. Upon the King retiring, White gives check with his

Kt. at K. B's 7th; this brings the King back again to Knight's sq., and

affords to White an opportunity of giving _double check_, which he does

by moving the Knight to K. Rook's 6th, checking with both Q. and

Knight; as before, the King must go to Rook's sq.; and now follows a

beautiful move--White plays his Queen down to K. Kt's 8th (next square

to the Black King), giving check; the King cannot take on account of the

Knight; he is compelled, therefore, to capture with his Rook, and the

Knight then gives the _smothered mate_ at K. B's 7th square.

No. 12.

BLACK.

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

| R*| | R*| | | | K*| |

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

| P*| | | | | | P*| P*|

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

| | | | | | | | |

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

| | | | | | | N | |

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

| | | | | | | | |

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

| | | | | | | | P |

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

| | Q*| | | | | | P |

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

| | | | Q | | | | K |

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

WHITE.

_Stalemate._

(See Diagram on page 30.)

Here you observe that White has the great advantage of a Queen against a

Rook; but with all this, and the move to boot, it is impossible for him

to do more than draw the game. It is evident that he cannot move his

Queen from the front of his King on account of exposing him to check

with the Rook. If he move his King, Black takes the Queen, and the game

is drawn. And lastly, if he take the Rook with his Queen, he places the

adverse King in the position before described of _stalemate_.

No. 13.

BLACK.

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

| K*| | | | | | | |

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

| | | R*| | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | Q | | | | | |

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

| | | K | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

WHITE.

ON THE RELATIVE VALUE OF THE CHESS FORCES.

An attempt to establish a scale of powers whereby the relative values of

the several men could be estimated with mathematical exactitude,

although it has frequently engaged the attention of scientific minds,

appears to be an expenditure of ingenuity and research upon an

unattainable object. So ever varying, so much dependent on the mutations

of _position_ which every move occasions, and on the augmented power

which it acquires when combined with other forces, is the proportionate

worth of this with that particular man, that it would seem to be beyond

the reach of computation to devise a formula by which it can be reckoned

with precision. But still an approximation to correctness has been made,

and the result arrived at gives the following as the ultimate respective

values:--

Pawn = 1.00

Knight = 3.05

Bishop = 3.50

Rook = 5.48

Queen = 9.94

The King, from the nature of the game, which does not admit of his being

exchanged or captured, is invaluable, and he is not, therefore, included

in the calculations.

The Pawn, it is seen, is the least valuable of all the men, the Knight

being worth at least three Pawns.

The Bishops and Knights are practically considered of equal value,

although there is a difference in the estimate here given.

A Rook is of the value of five Pawns and a fraction, and may be

exchanged for a minor Piece and two Pawns. Two Rooks may be exchanged

for three minor Pieces.

The Queen is usually reckoned equal, in average situations, to two Rooks

and a Pawn, but towards the end of a game she is hardly so valuable as

two Rooks.

These comparative values may be of service to the student in general

cases of exchanging men, but he will find in practice the relative worth

of his soldiers is modified by so many circumstances of time,

opportunity, and position, that nothing but experience can ever teach

him to determine accurately in every case "which to give up and which to

keep."

THE CHESS CODE.

OR, LAWS OF THE GAME.

DEFINITIONS OF TERMS USED.

Whenever the word "_Umpire_" is used herein, it stands for any

Committee having charge of Matches or Tournaments, with power to

determine questions of chess-law and rules; or for any duly

appointed Referee, or Umpire; for the bystanders, when properly

appealed to; or for any person, present or absent, to whom may be

referred any disputed questions; or for any other authority

whomsoever having power to determine such questions.

When the word "_move_" is used it is understood to mean a legal

move or a move to be legally made according to these laws.

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

embraces both Pieces and Pawns.

THE CHESS-BOARD AND MEN.

The Chess-board must be placed with a white square at the

right-hand corner.

If the Chess-board be wrongly placed, or if there is a deficiency

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

game, the game shall be annulled, provided the error is discovered

before the second player makes four moves.

FIRST MOVE AND COLOR.

The right of first move must be determined by lot.

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

lost or drawn.

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

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

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

begun.

CONCESSIONS.

The concession of an indulgence by one player does not give him the

right of a similar or other indulgence from his opponent.

ERRORS.

If, during the course of the game, it be discovered that any error

or illegality has been committed in the moves of the pieces, the

moves must be retraced, and the necessary correction made, without

penalty.

If the moves cannot be correctly retraced the game must be

annulled.

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

absence, such moves must be retraced and the man restored. If this

cannot be done, to the satisfaction of the Umpire, the game must be

annulled.

CASTLING.

The King can be Castled only:--

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

Where the King is not in check, and

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

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

placed, or the square he crosses.

In Castling, the King must be moved first, or before the Rook is

quitted. If the Rook be quitted before the King is touched, the

opposing player may demand that the move of the Rook shall stand

without the Castling being completed.

The penalty of moving the King prohibits Castling.

EN PASSANT.

Taking the Pawn "_en Passant_," when the only possible move, is

compulsory.

PROMOTING THE PAWN.

A Pawn reaching the eighth square must be at once exchanged for any

piece of its own color (except the King) that the player of the

Pawn may elect.

CHECK.

No penalty can be enforced for an offence committed against these

rules in consequence of a false announcement of "check." When check

is given it is not obligatory to announce the check.

"J'ADOUBE."

"J'adoube," "I adjust," or words to that effect, cannot protect a

player from any of the penalties imposed by these laws, unless the

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

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

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

to adjust.

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

must stand.

Men overturned or displaced accidentally may be replaced by either

player, without notice.

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

the game.

PENALTIES.

Penalties can be enforced only at the time an offence is committed,

and before any move is made thereafter.

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

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

cannot move, the offender must move a man selected by his opponent.

For playing two moves in succession the adversary may elect which

move shall stand.

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

offender must move his King. If the King cannot move, the offender

must move a man selected by his opponent. But if the man touched

can be legally taken, it must be captured.

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

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

legally, or to move the King. If the latter penalty be exacted, and

the King cannot legally be moved, the offender must move any piece

designated by the opposing player.

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

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

neither is possible, the offender must move a man selected by his

opponent.

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

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

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

either man that his opponent may name.

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

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

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

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

be captured, then the King must be moved.

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

either to move the King elsewhere, or to move some other piece

designated by the opposing player.

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

legally move the man touched, or move the King at his adversary's

option. In case neither move can be made he must move a piece

designated by his adversary.

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

the check, the player may be required to recover with another

piece, or move the King, as the opposing player may elect.

ADJOURNED GAME.

Upon a game being adjourned, the player whose turn it is to move

shall seal his move. Sealing a move consists in writing it legibly

on a piece of paper which shall remain in the keeping of a third

party during the adjournment.

Upon the resumption of an adjourned game the position existing at

the time of adjournment shall be set up and the sealed move made on

the board.

If the position existing at the time of adjournment cannot be

ascertained the game shall be annulled.

If upon opening a sealed move the record cannot be interpreted as

expressing a legal move, the offending player may be required to

move his King, or, if the King cannot legally be moved, a piece

designated by his opponent. If the record can be interpreted as

expressing either of two moves, the offender shall make the one

selected by his opponent.

DRAWN GAMES.

A game is drawn--

(a) When the players agree to treat it as drawn.

(b) Upon the proof by either player that fifty moves have been

made on each side without a piece being captured.

(c) When either player claims a draw upon his turn to play, and

proves that the existing position has occurred at least twice

before during the game.

(d) When either player claims a draw and demonstrates that he can

subject the opposing King to an endless series of checks.

(e) When a stale-mate occurs.

TIME LIMIT.

The penalty for exceeding the time limit is the forfeiture of the

game.

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

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

whether the time be taken by clocks, sand-glass, or otherwise. No

complaint respecting an adversary's time can be considered, unless

this rule be strictly complied with. But nothing herein is intended

to affect the penalty for exceeding the time limit as registered.

ABANDONING THE GAME.

If either player abandon the game by quitting the table in anger,

or in an otherwise offensive manner; or by momentarily resigning

the game; or refuses to abide by the decision of the Umpire, the

game must be scored against him.

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

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

consumed shall, in every case, be registered against him.

DISTURBANCE.

Any player wilfully disturbing his adversary shall be admonished;

and if such disturbance be repeated, the game shall be declared

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

appeals to the Umpire.

THE UMPIRE.

It is the duty of the Umpire to determine all questions submitted

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

his best judgment when they do not apply.

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

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

tournament shall have been commenced.

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

players.

RULES FOR PLAYING THE GAME AT ODDS.

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

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

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

square, he has the right to choose the men, and to move first,

unless an arrangement to the contrary is agreed to between the

combatants.

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

move, are given, the Pawn given must be the King's Bishop's Pawn

when not otherwise previously agreed on.

III. When the odds of two or more moves are given, the player

receiving the odds shall begin the game with these moves, but may

not, in making them, advance any piece beyond his fourth rank.

IV. When a player gives the odds of a Rook he may move his King as

though to castle with the Rook given, provided the square of the

missing Rook has been unoccupied throughout the game, and provided

the ordinary conditions as to squares and the King are complied

with.

V. When the odds of a Pawn, Knight, Bishop, or Rook, are given, it

is understood that the King's Bishop's Pawn, or the Queen's Knight,

Queen's Bishop or Queen's Rook, is intended unless special

agreement to the contrary is made.

GENERAL RULES AND OBSERVATIONS.

_Concerning the King._--It is mostly advisable to castle the King pretty

early in the game, and to do so on the King's side, because he is less

subject to an attack, and better able to repel one on that side than the

other.

Be fearful, when castled on the King's side, of permitting an adverse

Knight to gain safe possession of your King's Bishop's 4th square, and

remember that it is seldom prudent in an inexperienced player to advance

the Pawns on the side his King has castled.

Be cautious of playing your Queen in front of your King and in

subjecting yourself to a _discovered check_. It is better when check is

given to your King to interpose a man that attacks the checking Piece

than with one that does not. Beware of giving useless checks to your

adversary's King, but when, by checking, you can oblige him to move, and

thus deprive him of the right to castle, it is generally good play to do

so. It is sometimes useful to give a series of checks, and even

sacrifice a Piece, to force the King into the middle of the board, where

he may be subjected to the attacks of your other men.

Do not in all cases take an enemy's Pawn which stands before your

King,--it may serve sometimes as a protection to him; and bear in mind

that towards the termination of a game, especially when the superior

Pieces have been taken off the field, the King should be made to

compensate for his previous inactivity, by being busily engaged. The

fate of the game is then dependent for the most part on the skill

displayed in the management of the King.

_Concerning the Queen._--The Queen is so powerful and important a Piece

at chess that she should rarely be employed to defend or attack any

point if you can do it as well with a subordinate.

It is not good to play the Queen out in the game at the beginning,

because she can be attacked by inferior Pieces, and is compelled to

retire with the loss of many moves.

Be careful, too, when about to capture a distant Pawn or Piece, that you

do not remove your Queen too far from the immediate point of action. A

skilful player will often permit you to win a Pawn with the Queen, that

he may prevent her returning in time to rescue your King from his

attack. The power of the Queen is wonderfully greater when she is aided

and protected by other Pieces than when she goes forth unsupported; it

is generally injudicious, therefore, to make an attack with her unless

in combination with some other of your forces.

_Concerning the Rook._--The Rook is a most important officer, yet few

players even amongst the best avail themselves sufficiently of his

power. He has seldom much scope for action in the early part of the

engagement, but when the field is thinned no time should be lost in

bringing him into action. You should then endeavor to _double_ your

Rooks, that is, to place them one before the other on the same file: in

this situation, mutually sustaining one another, their potency on a

clear field is equal to the Queen's.

It is usually good play to get command of an open file, that is to say,

a file which is occupied by no other man, by stationing a Rook at one

end of it. When you have thus gained possession of the file, should your

opponent try to dispossess you of it, by playing one of his Rooks on the

same file, it is frequently better to defend with your other Rook than

to take his or remove your own. You will often embarrass your adversary,

too, if you can manage to post a Rook on his second rank, say at your

King's 7th or Queen's 7th square. In this position he generally makes an

attack on the Pawns unmoved, and compels the enemy to lose time in

defending them, while you can bring more forces into action.

One of the strongest reasons for playing out your Pieces early in the

battle, is, that while at home they are not only themselves inactive,

but they utterly retard the movements of your Rooks. In an unskilfully

developed game it is a common occurrence to see the victory won before

the defeated player's Rooks have ever moved.

_Concerning the Bishop._--When the game is opened by each party with

King's Pawn to King's 4th square, the _King's Bishop_ is somewhat

superior to the _Queen's_, because it can be sooner brought into play,

and may be made to bear immediately on the King's weak point, his

Bishop's Pawn. It is desirable therefore generally to exchange your

Queen's Bishop or Queen's Knight for the adversary's King's Bishop. The

King's Bishop should rarely or never be played to the Queen's 3d square

before the Queen's Pawn is moved. His best position, as we have remarked

above, is to Queen's Bishop's 4th square, where he attacks the

opponent's King's Bishop's Pawn. If your antagonist then challenges an

exchange of Bishops by moving his Queen's Bishop to King's 3d square, it

is not always prudent to accept it, because although you may double the

Pawns on his King's file, you at the same time afford him an open range

for his King's Rook when he has castled. The best play in such a case

is, therefore, to retreat your King's Bishop to _Queen's Knight's 3d

square_.

Be careful, as a general rule, in an open game, not to move your

Queen's Pawn _one_ square _before_ you bring out the King's Bishop, as

by so doing you leave him but the _King's 2d square_ on which to move,

and there his position is defensive rather than attacking.

If strong in Pawns towards the conclusion of the game, endeavor to get

rid of the enemy's Bishops, because they can impede the march of your

Pawns more readily than either the Rooks or Knights.

When the other men are exchanged off, and you remain with a Bishop and

two or three Pawns, it is often proper to keep your Pawns on squares of

a different color from those on which your Bishop travels, as he can

then prevent the opposing King from approaching them. If, however, you

have the worst of the game, it is mostly better then to keep them on the

same color as the Bishop, that he may defend them.

Supposing you have _Pawns only_ at the end of a game, and the adversary

has a Bishop, it is generally advisable to move the Pawns as soon as

possible to squares of a different color from the diagonals on which he

moves.

Do not indiscriminately exchange your Bishops for Knights, or _vice

versâ_. Two Bishops at the finish of a game are stronger than two

Knights, and one Knight generally more useful than a single Bishop.

_Concerning the Knight._--The Knight is at once the most striking and

most beautiful of all the Pieces. The singularity of its evolutions, by

which it is enabled to overleap the other men and wind its way into the

penetralia of the adverse ranks, and if attacked leap back again within

the boundary of its own, has rendered it the favorite Piece of leading

players in every country.

The assault of the Knight is more subtle and dangerous than that of any

other Piece, because he attacks without putting himself _en prise_, and

his attack can never be resisted by the interposition of another man.

At the commencement of a game, the best place for the King's Knight is

at _K. B's 3d sq._; it there attacks your adversary's K's Pawn, if it

has been moved two squares, and offers no impediment to the playing out

your King's Bishop, and prevents the adversary from placing his Queen

on your King Rook's 4th sq., where she would often be a source of

restraint and danger to your King. Many persons prefer playing the

K. Kt. to _K's 2d_ at the second move, from the mistaken notion that the

K. B's P. should be moved before the Knight is played to B's 3d; this is

an error, and generally leads to a very bad game.

When you have brought out your _Q. Kt._ to _B's 3d_, it is frequently

advisable, at a proper opportunity, to get him round by K's 2d sq. to

the _K. Kt's 3d_, where he exercises a very important influence, by

threatening, whenever the square is left unguarded, to post himself on

_K. B's 5th_.

A Knight with three or four Pawns, at the end of a game, has an

advantage over a Bishop with an equal number of Pawns, because he can

leap from white to black, and thus attack the Pawns on either colored

squares, whereas the Bishop can attack them only when they move on

squares of the color of his diagonals. In similar circumstances,

however, he is not so useful in defending as a Bishop or a Rook, since

if forced to remove he ceases to defend, while the Rook or Bishop may

retreat and still protect.

_Concerning the Pawns._--Struck by the scope and power of the higher

Pieces, young players commonly overlook the homely Pawns, or deem them

scarcely worthy of regard, and are amazed to learn that the combinations

of these simple elements are among the most refined and arduous studies

of the science. Yet such is the fact, and without a thorough

comprehension of their quiet but remarkable predominance in almost every

circumstance of the game, it is impossible for any one to attain a high

degree of excellence.

It is generally advantageous for your Pawns to occupy the middle of the

board, because when there they greatly retard the movements of the

opposing forces. The King's Pawn and Queen's Pawn, at their fourth

squares, are well posted, but it is not easy to maintain them in that

position, and if you are driven to advance one of them, the power of

both is much diminished. It is well, therefore, not to be too eager to

establish two Pawns abreast in the centre until you are fully able to

sustain them there.

When you have two Pawns abreast, the King and Queen's, for instance, at

their fourth squares, should the adversary attack one of them with a

Pawn, it is occasionally better to advance the Pawn that is attacked

another step, than to take the Pawn.

The Pawns, however, should seldom be far advanced, unless they can be

properly sustained by the Pieces. Pawns at their fourth squares are

therefore mostly more powerful than at their sixth.

The King's Bishop's Pawn having no support but that of the King, is

usually the point to which the first attack is directed, and more than

ordinary care should be taken to preserve it. It is rarely good play to

move the King's Bishop's Pawn to Bishop's 3d early in the game.

As a general rule, it is not advisable to move King's Knight's Pawn or

Queen's Knight's Pawn early in the game. The former played to K. Kt's 3d

square will often allow your adversary to play his Queen's Bishop to

your King's Rook's 3d square, a dangerous move when you have castled on

King's side.

After castling, it is generally proper not to move the Knight's Pawn

that is before your King, until you are obliged.

In a diagonal line of Pawns you should endeavor to preserve the Pawn at

the head of them. Pawns, when united, have great strength; but when

separated, their power is sensibly lessened.

A passed Pawn is mostly serviceable when supported by another Pawn.

A doubled Pawn is not in all cases a disadvantage, especially if it is

united with other Pawns. The worst kind of doubled Pawn is one on a

Rook's file; while the most advantageous is the King's Bishop's Pawn

doubled on the King's file, because it strengthens your middle Pawns and

opens a file for your King's Rook.

The Pawn being less important than a Piece, it is usually better to

defend with it than with a Piece. For the same reason it is likewise

better to protect a Pawn with a Pawn than with a Piece. No Piece can

interpose between the attack of a Pawn, it can therefore frequently

check the King with great advantage.

Be cautious generally of advancing the Pawns far on either side, till

you see on which your opponent castles; and remember, when approaching

the end of a game, where you have Pawns, or even a Pawn, against a minor

Piece, that _you may win_, but that your opponent, except in very rare

cases, cannot, and that two Pawns in any situation can _protect

themselves_ against the adverse King.

MAXIMS AND ADVICE FOR AN INEXPERIENCED PLAYER.

There is nothing that will improve you so much as playing with good

players; never refuse, therefore, when any one offers you odds, to

accept them: you cannot expect a proficient to feel much interest in

playing with you upon _even_ terms, and as you are sure to derive both

amusement and instruction from him, it is but fair that he should name

the conditions. It will soon happen that you yourself will be able to

give odds to many amateurs whom you meet; when this is the case, avoid,

if possible, playing them _even_, or you are likely to acquire an

indolent, neglectful habit of play, which it will be very difficult to

throw off.

Never permit your hand to hover over the board, or indeed to approach

it, until you have completely made up your mind what Piece to move; a

contrary habit begets a feeling of indecision that is fatal to success.

Play invariably according to the laws of the game, neither taking back a

move yourself, nor allowing your opponent to recall one. Do not exhibit

impatience when your adversary is long in making his move. His slowness

is a tacit compliment to your skill, and enables you to play with

proportionate quickness, because while he is meditating on his next step

you can take advantage of the time to consider what shall be your

rejoinder; besides, it is absolutely necessary for every one desirous

of excelling at chess to play slowly. A fine player examines

occasionally from five to twenty or more moves on each side: can this be

done in a moment? It is easy enough to play quick against inferior play;

but against equal and very good play one cannot play quick without

losing.

Learn to play indifferently either with the white or black men. Do not

play too many games at a sitting--and never suffer the loss of a game to

occasion you much disquietude. Think of how many thousand games a

Philidor must have lost before he attained his highest excellence;

besides, the loss of one well-fought game with a fine practitioner will

do more towards your improvement than the gain of ten light skirmishes

with weaker players than yourself. Endeavor to play all your Pieces

equally well. Many young players have a predilection for a particular

Piece, as the Knight or the Queen, and lose both time and position in

trying to prevent exchanges of their favorite. In opening your game,

endeavor to bring your superior officers into action speedily, but avoid

all premature attacks. Take care not to play a Piece to a square where

it impedes the action of another, and beware of venturing an unsupported

Piece in the adversary's game.

If subjected to a violent attack, you may often disconcert your opponent

by compelling the exchange of two or three Pieces. When, however, you

are about to exchange officers, you must calculate not only their

ordinary value, but their peculiar worth in the situation in question;

for example, a Rook is generally more valuable than a Knight or a

Bishop; but it will happen, that by exchanging a Rook for one of the

latter you may greatly improve your game.

It is mostly good play to exchange the Pieces off when you are superior

in power, so that when you have the odds of a Piece given to you by a

finished player, you should endeavor to exchange as often as you can

consistently with safety.

When an exchange of two or more Pieces appears inevitable, look closely

to see whether it is better for you to take first or to compel your

opponent to do so. When one of the enemy is _completely_ in your power,

do not be too eager to make the capture--there may perhaps be a move of

importance which you can make before you take him. Beware also of

snatching hastily a proffered man, it may be only given as a bait to

catch a more important advantage from you.

If at the end of a game you remain with Pawns against a Knight and find

it difficult to evade his repeated checks, recollect that by placing

your King on the same diagonal as the Knight, with but one intervening

square between them, you cannot again be checked under three moves.

When you have lost a game which has cost you great attention, it is a

good practice to play it over afterwards in private, and endeavor to

discover where the error occurred through which your opponent gained his

first advantage. This custom will improve both your memory and your

play.

ON THE SEVERAL OPENINGS OR BEGINNINGS OF GAMES.

Before proceeding to the consideration of the various methods of

commencing the game, it is advisable for you to recur to the preceding

sections, which treat of the arrangement of the men--the moves of the

men--their relative powers--the technical terms in use among

players--and the laws of the game. When you have familiarized yourself

with these, it will be time for you to direct your attention to that

most important feature in the game of chess--the art of opening the

game.

There are several modes of beginning the game, but the following are the

principal:--

1st. Each player begins by moving his _King's Pawn to King's 4th

square_, and the first player then moves _King's Knight to King's

Bishop's 3d square_. This is called the _King's Knight's opening_.

2d. Each player commences by moving his _King's Pawn to King's 4th

square_, and then he who has the first move plays _King's Bishop to

Queen's Bishop's 4th square_. This is known as the _King's Bishop's

opening_.

3d. Each player opens with _King's Pawn to King's 4th square_, and the

first plays _Queen's Bishop's Pawn to Bishop's 3d square_. This is

termed the _Queen's Bishop's Pawn's opening_.

4th. Each player begins with _King's Pawn to King's 4th square_, and the

first follows with _King's Bishop's Pawn to Bishop's 4th square_. This

is called the _King's gambit_.

Of these four openings on _the King's side_ there are many

modifications, of which each has its appropriate appellation; there are

also several openings begun on the Queen's side, but the four

above-named are those most generally practised, and with them you should

be thoroughly conversant before advancing further.

PRELIMINARY GAME.

Preparatory to the investigation of the several openings treated of in

the following chapters, it may not be uninstructive to give a short game

which shall exhibit the application of some technical phrases in use at

chess, and at the same time show a few of the most prominent errors into

which an inexperienced player is likely to fall.

In this game, as in all the analyses which follow, the reader will be

supposed to play the White Pieces and to have the first move, although,

as it has been before remarked, it is advisable for you to accustom

yourself to play with either Black or White, for which purpose it is

well to practise the attack, first with the White and then with the

Black Pieces.

WHITE. BLACK.

1. K's P. to K's 4th. 1. K's P. to K's 4th.

When the men are first arranged in battle order, it is seen that the

only Pieces which have the power of moving are the Knights, and that to

liberate the others it is indispensably necessary to move a Pawn. Now,

as the King's Pawn, on being moved, gives freedom both to the Queen and

to the King's Bishop, it is more frequently played at the beginning of

the game than any other. You will remember, in speaking of the Pawns it

was shown that on certain conditions they have the privilege of going

either one or two steps when they are first moved.

2. K's B. to Q's B's 4th. 2. K's B. to Q's B's 4th.

Thus far the game illustrative of the _King's Bishop's_ opening is

correctly begun. Each party plays his King's Bishop thus, because it

attacks the most vulnerable point of the adverse position, viz., the

_King's Bishop's Pawn_.

3. Q. B's Pawn to B's 3d. 3. Q's Knight to B's 3d.

In playing this Pawn your object is afterwards to play Queen's Pawn to

Queen's 4th square, and thus establish your Pawns in the centre; but

Black foresees the intention, and thinks to prevent its execution by

bringing another Piece to bear upon the square.

4. Q's Pawn to Q's 4th. 4. Pawn takes Q's Pawn.

5. Q's B's Pawn takes Pawn. 5. K's B. takes Pawn.

Here you have played without due consideration. Black's third move of

Queen's Knight to Bishop's 3d square was a bad one, and afforded you an

opportunity of gaining a striking advantage, but omitting this, you have

enabled him to gain a valuable Pawn for nothing. Observe, now, your

reply to his third move was good enough, (4. Queen's Pawn to Queen's 4th

square), but when he took your Pawn with his, instead of taking again,

you ought to have taken his _King's Bishop's Pawn_ with your Bishop,

giving check: the game would then most probably have gone on thus:--

5. K's B. takes K. B. Pawn (ch.) 5. K. takes Bishop.

6. Queen to K. R's 5th (check). 6. K. to his B's square.

7. Queen takes K's Bishop (check).

In this variation, you see Black has lost his King's Bishop's Pawn, and

what is worse, _has lost his privilege of castling_, by being forced to

move his King; and although for a moment he had gained a Bishop for a

Pawn, it was quite clear that he must lose a Bishop in return by the

check of the adverse Queen at King's Rook's 5th square. It is true that

he need not have taken the Bishop, but still his King must have moved,

and White could then have taken the King's Knight with his Bishop,

having always the better position.

But now to proceed with the actual game:--

6. K's Knight to K's B's 3d. 6. Queen to K's B's 3d.

Bringing out the Knight is good play; you not only threaten to win his

Bishop, but you afford yourself an opportunity of castling whenever it

may be needful. Black would have played better in retiring the Bishop

from the attack to Queen's Knight 3d square than in supporting it with

the Queen.

7. Knight takes Bishop. 7. Queen takes Knight.

Both parties played well in their last moves. You rightly took off the

Bishop, because supported by the Queen he menaced your Queen's Kt's

Pawn, and Black properly retook with his Queen instead of the Knight,

because having a Pawn ahead, it was his interest to exchange off the

Queens.

8. Q's Knight to Q's 2d. 8. K's Knight to B's 3d.

You played correctly here in not exchanging Queens, and also in

protecting your Bishop and your King's Pawn, both of which were attacked

by the adverse Queen; but all this might have been done without impeding

the movements of any of your Pieces, by simply playing Queen to King's

2d sq.; as it is, the Knight entirely shuts your Queen's Bishop from the

field. Black properly brings another Piece to the attack of your King's

Pawn:--

9. K. B's Pawn to B's 3d. 9. Q's Knight to King's 4th.

In protecting the King's Pawn with your K. Bishop's Pawn, you are guilty

of a very common error among young players; as you improve, you will

find that it is rarely good play to move the K. Bishop's Pawn to the

third square--in the present instance, for example, you have deprived

yourself of the power of castling, at least for some time, since the

adverse Queen now commands the very square upon which your King, in

castling on his own side, has to move. Black's last move is much more

sensible. He again attacks your Bishop, and by the same move brings his

Q's Knight into co-operation with the King's, on the weak point of your

position:--

10. Pawn to Q. Kt's 3d. 10. Q. takes Queen's Rook.

This is a serious blunder indeed. In your anxiety to save the threatened

Bishop, which you feared to withdraw to Q. Kt's 3d sq., on account of

the adverse Knight's giving check at your Queen's 3d square, you have

actually left your Q's Rook _en prise_! Black takes it, of course, and

having gained such an important advantage, ought to win easily.

11. Castles, (_i.e._, plays 11. Q's Kt. takes Bishop.

K to his Kt's sq., and

Rook to K. B's sq.)

12. Kt. takes Kt. 12. Castles.

13. Queen to her 2d. 13. Q. B's Pawn to B's 4th.

Your last move is very subtle; finding the mistake that Black had

committed in not retreating his Queen directly after winning the Rook,

you determine, if possible, to prevent her escape by gaining command of

all the squares she can move to. Seeing the danger, Black throws forward

this Pawn to enable him, if possible, to bring the Queen off, by playing

her to her 5th sq., giving check.

14. Bishop to Q. Kt's 2d. 14. Q. takes Q. R's Pawn.

This move of the Bishop is well timed; it does not, to be sure, prevent

the Queen from escaping for a move or two, but it gives you an attack,

and very great command of the field.

15. Q. to K. Kt's 5th. 15. Knight to K's sq.

Very well played on both sides. By playing the Queen to K. Kt's 5th, you

threatened to win his Knight by at once taking it with your Bishop,

which he could not retake without opening check on his King. Instead of

so moving, you might have played the Knight to Q. Rook's 5th sq., in

which case, by afterwards moving the Rook to Q. Rook's square, it would

have been impossible for his Queen to get away.

16. Q. to King's 3d. 16. K. R's Pawn to R's 3d.

You prudently retreated your Queen to guard her Knight's Pawn, which it

was important to save, on account of its protection to the Knight. Black

played the King's R's Pawn to prevent your Queen returning to the same

post of attack.

17. K. R's P. to R's 3d. 17. K. to his R's sq.

Here are two instances of what is called "lost time" at chess, neither

move serving in the slightest degree to advance the game of the player.

That you should have overlooked the opportunity of gaining the adverse

Queen was to be expected. Similar advantages present themselves in every

game between young players, and are unobserved.

18. K. B's Pawn to B's 4th. 18. Q. Kt's Pawn to Kt's 3d.

Again you have failed to see a most important move; you might have taken

the K. Rook's Pawn with your Queen, giving check safely, because Black

could not take your Queen without being in check with your Bishop. All

this time, too, your opponent omits to see the jeopardy his Queen is in,

and that as far as practical assistance to his other Pieces is

concerned, she might as well be off the board.

19. K. Kt's Pawn to Kt's 4th. 19. Q. Kt's Pawn to Q. Kt's 4th.

Your last move is far from good. By thus attacking your Knight, Black

threatens to win a Piece, because upon playing away the Knight you must

leave the Bishop unprotected.

20. Pawn to K. Kt's 5th. 20. Pawn takes Knight.

Although your Knight was thus attacked, it might have been saved very

easily. In the first place, by your taking the adversary's Q. B's Pawn,

threatening to take his K's Rook, on his removing which, or interposing

the Q's Pawn, you could have taken the Pawn which attacked your Knight;

or, in the second place, by moving your Queen to her 2d square. In the

latter case, if Black ventured to take the Knight, you would have won

his Queen by taking the K. Kt's Pawn with your Bishop, giving check, and

thus exposing his Queen to yours. Black would have been obliged to parry

the check, either by taking the Bishop or removing his King, and you

would then have taken his Queen. This position is very instructive, and

merits attentive examination.

21. B. to Q. B's 3d. 21. Pawn takes Q. Kt's Pawn.

22. Pawn to K. R's 4th. 22. Pawn to Q. Kt's 7th.

In such a position, the advance of your King's flank Pawns is a process

too dilatory to be very effective.

23. Pawn to K. B's 5th. 23. Pawn to Q. Kt's 8th,

becoming a Queen.

Now the fault of your tortoise-like movements with the Pawns becomes

fatally evident. Black has been enabled to make a second Queen, and has

an overwhelming force at command.

24. Rook takes Queen. 24. Queen takes Rook (check).

You had no better move than to take the newly-elected Queen, for two

Queens must have proved irresistible.

25. King to his Kt's 2d. 25. Kt. to Queen's 3d.

26. K. Kt's Pawn to Kt's 6th. 26. P. takes Pawn.

27. P. takes Pawn. 27. Bishop to Q. Kt's 2d.

Here you have given another remarkable instance of lost opportunity. At

your last move you might have redeemed all former disasters by

checkmating your opponent in two moves. Endeavor to find out how this

was to be accomplished.

28. K. R's Pawn to R's 5th. 28. Knight takes King's Pawn.

29. Bishop to King's 5th. 29. Kt. to K. Kt's 4th

(discovering check).

Up to Black's last move you had still the opportunity of winning the

game before mentioned.

30. King to Kt's 3d. 30. K's Rook to B's 6th. (ch.)

31. King to R's 4th. 31. Q. to K. Bishop's 4th.

At this point you were utterly at the mercy of your antagonist, but

fortunately he wanted the skill to avail himself properly of his vast

superiority in force and position, or he might have won the game in half

a dozen different ways.

32. Q. takes Rook. 32. Q. takes Queen.

33. B. takes K. Kt's Pawn (ch.) 33. King takes Bishop.

This was your last chance, and its success should serve to convince you

that in the most apparently hopeless situations of the game there is

often a latent resource, if we will only have the patience to search it

out. By taking the Bishop, Black has left your King, _who is not in

check_, no move without going into check, and as you have neither Piece

nor Pawn besides to play, you are _stalemated_, and the game is DRAWN.

If thoroughly acquainted with the information contained in the preceding

sections, you may now proceed to the consideration of the openings;

before you do this, however, it is necessary to apprise you that without

a great abridgment of the notation adopted in the foregoing game, it

would be impossible to compress within the limits of this work one-third

of the variations which are required to be given. The following

abbreviations will therefore be used throughout the remainder of our

HANDBOOK:--

K. for King.

Q. Queen.

R. Rook.

B. Bishop.

Kt. Knight.

P. Pawn.

sq. square.

adv. adversary's.

ch. check or checking.

dis. ch. discovering check.

The word "square" is only used to distinguish the first row of squares

on which the superior Pieces stand at the commencement--thus, we say,

Kt. to K's 2d, and omit the word square; but if the Kt. were played to

K's _first_ square or R's _first_ square, the move would be described

not as Kt. to K's or R's _first_ square, but "Kt. to K's or R's square."

The blue book of chess · 第 1 / 7 章