Page:Collier's Cyclopedia of Commercial and Social Information.djvu/446

This page has been proofread, but needs to be validated.
416
GAMES OF SKILL.

to do but move out of check. When the game has reached this stage, the weaker player may demand that checkmate shall be given in a certain number of moves, in default of which it may be declared a drawn game. (See Rule 8.)

Drawn Game.—A drawn game may arise from several causes:

  1. As above.
  2. Stalemate. (See "Stalemate.")
  3. Equal play. "Between very good players," remarks Phillidor, "it sometimes happens that the equipoise in force and position is constantly sustained in the opening, in the intermediate stages, and in the last result; when either all the exchangeable pieces have been mutually taken, or the remaining forces are equal—as a queen against a queen, a rook against a rook, with no advantage in position, or the pawns are mutually blocked up."
  4. Absence of mating power, i.e., when neither player possesses the force requisite to obtain a checkmate. (See "Mating Power.")
  5. Unskillful use of a sufficiently strong force. If one player is superior in force to his adversary, and possesses the requisite mating power, the game may still be drawn by the unskillful use of that superiority. If he cannot effect a checkmate in fifty moves it may be declared a drawn game.

Stalemate describes that state of the game when one of the players has nothing left but his king, which is so placed that, although not in check, he cannot move without going into check.

Castling is a double operation, accomplished by moving the king and one of the rooks at the same time. When the removal of the bishop and the knight on the one side, or of the bishop, knight, and queen on the other, has cleared the intervening squares, the king may castle with either of his rooks. If it should be done on the king’s side of the board, the king is to be placed on the knight’s square, and the rook on the bishop’s; if in the queen's section, the king must be moved to the bishop’s square, and the rook to the queen’s. In other words, the king, in either case, must move two squares, and the rook be placed on the opposite side of him to that on which he stood before.

En Prise.—A piece is said to be en prise when under attack.

En Passant (in passing).—If your adversary has advanced one of his pawns to the fifth square, and you move one of your pawns in either of the adjoining files two squares, he is entitled to take your pawn, en passant, as though you had only moved it one square. This peculiar mode of capture can only be effected by pawns.

Ranks and Files.—The lines of squares running from left to right are known as rank, and those perpendicular to them, running from one player to the other, are called files.

Passed and Isolated Pawns.—A pawn is said to be "passed" when it is so far advanced that no pawn of the adversary’s can oppose it, An isolated pawn is one that stands alone and unsupported.

Double Pawn.—Two pawns on the same file.

"J'adoube” (signifying I adjust or I arrange) is the expression generally used when a player touches a piece to arrange it without the intention of making a move. Perhaps it is not absolutely necessary that he should say "J'adouble" but he must at any rate use an equivalent expression,

To Interpose.—This term explains itself. If your king of one of your pieces is attacked, and you move another of your pieces between the attacking piece and the piece attacked, either for the purpose of covering check, or as a means of protection, or with any other object, you are said to "interpose."

Winning the Exchange.—You are said "to win the exchange" when you gain a rook for a bishop, a bishop for knight, or, in short, whenever you gain a superior piece giving an inferior.

Queening a Pawn.—You are said to "queen a pawn" when you advance it to the eighth Square on the file. You may then claim a queen or any other piece in exchange for it. Formerly the rule was, that you might substitute for it any piece you had previously lost, but according to the modern game three or more rooks, or bishops, or knights may be obtained in this way.

Gambit.—This term, which is derived from the Italian describes an opening in which a pawn is purposely sacrifice at an early stage of the game, in order subsequently to gain an advantage. Several gambits are distinguished by the names of their inventors, such as the Cochrane gambit, the Muzio gambit, the Salvio gambit, etc.; there are also the bishop's gambit, the queen’s gambit, etc., etc.

Mating Power.—The force requisite to bring about a checkmate; a king and queen against king and two Bishops, king and two knights, king and bishop and knight, or against king and rook, can effect checkmate. King and two bishops can mate against king and bishop, or king and knight. King with two bishops and knight can mate against king and rook, King with rook and bishop can mate against rook and king. King can always draw against king and bishop, or king and knight. King and rook against either a king and bishop, or king and knight, makes a drawn game, ect.

LAWS OF THE GAME.

The following laws are in force in all the principal clubs in this country:

  1. If a player touch one of his men, unless for the purpose of adjusting it, when he must say "J’adoube"(see Law 4), or it being his turn to move, he must move piece he has so touched.
    [Walker gives the following remarks on this law: "When you touch a piece with the bona fide intention of playing the saying J’adoube will not exonerate you from completing the move. A chess-player’s meaning cannot be misunderstood on the point; and were it otherwise, you might hold a man in your hand for five minutes, and then saying 'J’adoube', place it, and move elsewhere.”]
  2. If the men are not placed properly at the beginning of the game, and this is discovered before four moves been made on each side, the game must be recommended. If the mistake should not be found after four moves have been made, the game must be proceeded with.