FIG. 6. (Illustration of stalemate.)

6. In case of a "stalemate"--_i.e._, when the player whose turn it is to

move cannot make a move without violating the laws of the game. For

instance, in Fig. 6, Black (having the move) would be {350} "stalemate," as

his King (his only piece) cannot move without placing itself in check, the

white pawn guarding the squares Q B 8 and Q R 8, and the King guarding the

squares Q B 7 and Q R 7.

CASTLING.--Once in the game the King has the privilege of making a double

move in conjunction with either Rook. This move is called "Castling." In

castling on the King's side, the King is moved to K Kt square, and the Rook

is placed next to it on K B square; in castling on the Queen's side, the

King is moved to Q B square, and the Queen's Rook placed next to it upon Q

square.

The right to castle is subject to the following conditions:

1. That no piece of its own or the opponent's colour be between the King

and the Rook with which the King is to be castled.

2. That neither the King nor the Rook with which it is to castle has yet

moved.

3. The King cannot castle if in check, or into check; neither can he cross

a square which is commanded by any of the opponent's pieces.

COMMAND.--A piece is said to "command" a given square if it can take any

adverse piece placed on such square.

DEVELOP.--To move a piece from its original position is to develop it or

bring it into play. The quicker the development of the pieces the better.

If a player can concentrate upon a given point a greater number of pieces

than his opponent is enabled to develop for its defence, he must obtain an

advantage.

DOUBLE PAWN.--Two pawns on the same file. A "double pawn" is weaker than

two pawns in the {351} same row, because in the former case they must be

independently defended, whilst in the latter case either can be made to

defend the other.

EN PRISE.--A piece or pawn is _en prise_ if so placed as to be liable to be

taken by any other. Sometimes the same phrase is applied to a piece or pawn

insufficiently defended.

TO EXCHANGE.--Is to give up a piece or pawn for another of equal value.

THE EXCHANGE.--A player gaining a Rook for a minor piece (Bishop or Knight)

is said to "win the exchange." His opponent loses the exchange.

FORCED MOVE.--Is where the player has only one move at his disposal; for

instance, in case of a check with a Knight, where the Knight cannot be

taken, and the King has only one square to which he can move.

FORK.--This term is chiefly used where, by advancing a pawn, two pieces are

attacked. (In Fig. 3, _b_, the white pawn forks K & B.) But it may also be

used to express that any one piece attacks two others simultaneously.

ISOLATED PAWN.--Is a single pawn, the pawns of same colour on the right and

left being off the board. A pawn is said to be "passed" when there is no

pawn of the opposite colour which can bar its progress.

GAMBIT.[76]--Any opening in which a pawn is sacrificed by the first player

in order to obtain a quicker development of his pieces is called a gambit.

The pawn so sacrificed is called the "gambit-pawn." A counter-gambit is

where the second player sacrifices a pawn with a similar object.

{352}

J'ADOUBE.--("I adjust") is said by a player, to inform his opponent,

_before_ touching a piece or pawn of his own or his adversary's, that such

piece or pawn is only to be adjusted, but not played.

PIN.--A piece is said to be "pinned" if it is attacked by an adverse piece

in such manner that, by moving the attacked piece, a more valuable piece

would be "unmasked," and left _en prise_; but chiefly if it is unable to

move because it guards the King from being in check.

Hoyle's Games Modernized · 第 317 / 461 题