6. THE PAWN.

The pawn, in spite of its limited power of movement, plays a most important

_role_ amongst the forces. The pawns are the rank and file of the array.

The pawn, is, so to speak, the _tirailleur_; it engages the enemy, advances

into the opponent's camp, and clears the road for the officers who follow

in its wake to the attack; the pawn is mostly the first victim, and in the

large majority of cases the pawn decides the game. Like the private

soldier, who is supposed "to carry the marshal's baton in his knapsack,"

the pawn may be promoted to the highest rank. If it reaches the "eight"

square, it may be converted, according to the choice of the player, into a

Bishop, Knight, Rook, or Queen. Even though the player has still his full

complement of pieces, any pawn may be so converted. Thus a player may have

at the end of a game as many new pieces as pawns reach the eight squares.

The pawn may only move one square at a time, straight forward on the file

on which it is placed, with the option of moving _two_ squares at first

starting. Thus in Fig. 3, section _a_, the pawn at K 2 has the {342} choice

of moving either to K 3 or at once to K 4. But the pawn _takes_ on

_diagonals_ only; thus, in section _b_ of the same figure, the pawn at K 7,

having the move, can take either the black Bishop at K B 8 or the black

Queen at Q 8, and in either case it must be converted into some piece of

its own colour (other than a King), according to the choice of the player,

when the converted piece will act immediately in its new capacity. It is

against the laws of the game to leave it still a pawn.

Black.

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

| | * * #Q | K8 | #B | | |

|-----------*-----*-----------------------------|

| | (c) * * | ^P | (b) | | |

|-----------*-----******************************|

| QR6 | * | | | | | |

|-----------*-----------------------------------|

| #P | ^P * | | | | | |

|************-----------************************|

| | | | * K4 | | | |

|******************-----*-----------------------|

| | #P | * * K3 | (a) | | |

|-----------------*-----*-----------------------|

| #P | ^P | (d) * * ^P | | | |

|-----------------*-----*-----------------------|

| | | * * | | | |

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

White.

FIG. 3.--The Pawn's Moves.

{343}

The pawn cannot move backwards nor sideways, but only forward along the

"file" on which he stands. The pawn is also restricted in his power of

taking. Thus any adverse piece or pawn standing on the adjacent squares to

a pawn (other than forward diagonals) cannot be taken. Pawns placed as

shown in section _c_ or _d_ of Fig. 3 could not take each other.

The pawn may also take "_en passant_," which means that if a pawn moves two

squares at starting, thus "passing" an adverse pawn which could have taken

it had it moved only one square, such adverse pawn has the option of taking

it as if it had moved one square only; but the taking _en passant_ must

form the next move of the adversary. Thus in section _c_ of the diagram,

supposing the black pawn to have just moved from Q R 2 to Q R 4, it may be

taken by the white pawn at Q Kt 5; the white pawn standing, after the move,

at Q R 6. Such a move would be recorded thus: P takes P _e.p._

Hoyle's Games Modernized · 第 312 / 461 题