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GAMES OF SKILL.
415

combines the powers of the bishop and the rock. She can, at move, pass along the whole length of the board, or, if moving diagonally, from corner to corner. Although she can and take in the same manner as a bishop or as a rook, she must make the whole me move in one direction, and cannot combine in one move the powers of these two pieces: in other words, she cannot move round a corner at one step.

The rook (sometimes called the castle) may pass along the entire length of the board at one move. It may move backwards, or forwards, or sideways—but always horizontally, never diagonally.

The bishop can move only in a diagonal direction, but can go any number of squares, from one to eight, or as far as the space be open. The bishop can never change the color of his square. Thus, the white king's bishop being on a white at the beginning, remains so throughout the game. This is a necessary consequence of his move being purely diagonal.

The knight has a power of moving which is quite peculiar, and rather difficult to explain. He moves two squares at once in a direction partly diagonal and partly straight. He changes the color of his squares at every move. The knight is the only piece that possesses what is styled the "vaulting motion." He is not precluded from going toa square between which and his own other pieces intervene. Thus, instead of moving your king’s pawn two, as your first move, you might, if good play permitted it, move out either of your knights right over the row of pawns in front. This power is possessed by the knight alone, all the other pieces being obliged to wait until there is an opening in front of them before they can emerge.

The pawn moves in a straight line towards the adverse party. It cannot move out of its file except in capturing one of opposing pawns or pieces, when it steps one square in a diagonal or slanting direction, and occupies the square of the captured piece. It can only be moved one square at a time, excepting in the first move, when the player has the option of advancing it two squares. The pawn is the only piece which cannot retreat, and which does not take in the direction in which it moves. For full explanations relative to "queening the pawn," and taking a pawn en passant, see instructions on those points.

ABBREVIATIONS.

The abbreviations which are invariably used in chess publications are the following: K. for king, Q. for queen, B. for bishop Kt. for knight, R. for rook, P. for pawn, Sq. for square and Ch. for check. The pieces on one side of the board are a from those on the other in the following manner: Those on the same side as the king are named after him, as K.'s B, (king’s bishop), K.’s Kt. (king's knight), K's R. (king’s rook); while those on the same side as the queen are named Q.’s B. (queen’s bishop), Q.’s Kt. (queen's Knight), Q.’s R. (queen’s rook). The pawns are distinguished in like manner. The pawn occupying the square in front of the K's B is called K.’s B.’s P.; that in front of the K.’s Kt. is called K.’s Kt.’s P.; that in front of the Q.’s R. the Q.’s R's P.. etc,

CHESS NOTATION.

It is very necessary that the beginner should thoroughly understand the system of notation which is invariably used throughout England, for without it he could never make any use of book games.

The following diagram fully explains it. It will be seen that the moves are reckoned both for black and white.

Black.

Q.R.sq.
Q.R.8.
Q.Kt.sq.
Q.Kt.8.
Q.B.sq.
Q.B.8.
Q.sq.
Q.8.
K.sq.
K.8.
K.B.sq.
K.B.8.
K.Kt.sq.
K.Kt.8.
K.R.sq.
K.R.8.
Q.R.2.
Q.R.7.
Q.Kt.2.
Q.Kt.7.
Q.B.2.
Q.B.7.
Q.2.
Q.7.
K.2.
K.7.
K.B.2.
K.B.7.
K.Kt.2.
K.Kt.7.
K.R.2.
K.R.7.
Q.R.3.
Q.R.6.
Q.Kt.3.
Q.Kt.6.
Q.B.3.
Q.B.6.
Q.3.
Q.6.
K.3.
K.6.
K.B.3.
K.B.6.
K.Kt.3.
K.Kt.6.
K.R.3.
K.R.6.
Q.R.4.
Q.R.5.
Q.Kt.4.
Q.Kt.5.
Q.B.4.
Q.B.5.
Q.4.
Q.5.
K.4.
K.5.
K.B.4.
K.B.5.
K.Kt.4.
K.Kt.5.
K.R.4.
K.R.5.
Q.R.5.
Q.R.4.
Q.Kt.5.
Q.Kt.4.
Q.B.5.
Q.B.4.
Q.5.
Q.4.
K.5.
K.4.
K.B.5.
K.B.4.
K.Kt.5.
K.Kt.4.
K.R.5.
K.R.4.
Q.R.6.
Q.R.3.
Q.Kt.6.
Q.Kt.3.
Q.B.6.
Q.B.3.
Q.6.
Q.3.
K.6.
K.3.
K.B.6.
K.B.3.
K.Kt.6.
K.Kt.3.
K.R.6.
K.R.3.
Q.R.7.
Q.R.2.
Q.Kt.7.
Q.Kt.2.
Q.B.7.
Q.B.2.
Q.7.
Q.2.
K.7.
K.2.
K.B.7.
K.B.2.
K.Kt.7.
K.Kt.2.
K.R.7.
K.R.2.
Q.R.8.
Q.R.sq.
Q.Kt.8.
Q.Kt.sq.
Q.B.8.
Q.B.sq.
Q.8.
Q.sq.
K.8.
K.2.
K.B.8.
K.B.sq.
K.Kt.8.
K.Kt.sq.
K.R.8.
K.R.sq.

White.

CHESS NOTATION FROM BACK END OF THE BOARD.

Suppose the white queen’s bishop moves one square, it is then said to stand on its second, which is the black queen’s bishop’s seventh. The white king’s eighth is the black king’s first, and vice versâ all through the pieces.

TECHNICAL TERMS USED IN THE GAME.

The Move.—Whichever player opens the game by making the first move is said to have "the move."

Check.—When your king is attacked by any piece, he is said to be "in check," and it is your opponent’s duty to give you warning of such an event by crying "Check," when he makes the move. You must then put your king out of check by moving him, by taking the checking piece, or by interposing one of your own men between the checking piece and your king, thus "covering" check, as it is termed.

Checkmate is the term used when the king is in inextricable check, i.e., when none of the above means avail to place him beyond the range of the attacking pieces. When a checkmate is obtained, the game is at an end, that being the sole object.

Discovered Check is when the player moves a pawn or piece from before another piece, thereby opening or "discovering" check: e.g., the black rook may be on a line with the opposing king, the only intervening piece being a black pawn. The removal of this pawn "discovers check."

Double Check is when check is discovered as above. the king being also attacked by the piece moved.

Perpetual Check is when the king of one of the players can be checked almost at every move, and when he has little else