386 CHESS Chess Board. The following rules describe the moves of the men and the laws of the game : 1. The rook moves in straight lines parallel with the sides of the board. 2. The knight moves from the square upon which it stands, to any one of a different color, at a distance of three squares, counting the one from which It starts. 8. The bishop moves diagonally, forward and backward, in a line composed of squares of a like color. 4. The queen moves at pleasure, either like the rook or bishop. 5. The king moves one square In any direction. All the pieces capture in the same direction in which they move. 6. The pawn moves di- rectly forward; its first move may be either one or two squares, but each succeeding move is limited to one square. The pawn captures diagonally, to the right or left, one square forward. All the men capture by removing the captured man and placing the capturing one on the square thus ren- dered vacant. No man can pass over any occupied squares, except the knight, the move of which piece has no such re- striction. Castling is a double move of the king and rook at the same time. Castling on the king's side is performed by moving the king to king's knight's square (g1 or g8), and the king's rook to king's bishop's square (f1 or f8) ; on the queen's side, by moving the king to queen's bishop's square (c1 or c8), and the queen's rook to queen's square (a1 or d8). Castling is permitted to either player once during the game, under the following conditions: 1. Neither of the castling pieces can have been moved ; 2, the squares between the king and the rook must be vacant ; 8. the King must not be in check ; 4, the squares upon which the king and rook, after castling, are to stand, must not be commanded by any of the adverse men. When a pawn, in moving two steps, passes over a square commanded by an adverse pawn. It may be cap- tured by the adverse pawn in passing, in the same manner as if it had moved but one square. When a player has no other move at command, capturing the pawn in passing is compul- sory. Every pawn, upon reaching the eighth or last rank, ceases to be a pawn, and must be immediately exchanged for a queen, a rook, a bishop, or a knight, even though none of these pieces may have been previously lost A man touched must t>e moveo, and an adversary's man touched must be captured, unless the player touching the man previously says, J f adoube (or, I replace"). Whenever a player attacks the ad- verse king, he shall audibly utter the worn " Check ! " either just before or at the time'the attacking move is made. The king is checkmated when he is attacked by any of the adverse men, and cannot in any way escape from the attack. Check- mate finishes the game, and should always be audibly an- nounced. But whether It be announced or not, the game is equally won by the mating player. No game can be won ex- cept it end with a checkmate. The game is drawn, or won by neither party, in the following cases: 1, when one player gives perpetual check, or when both players insist upon a continual repetition of the same moves ; 2, when either king is stnlematea. that is, when the king of one of the players is not in check and cannot move to any square not commanded by an adverse man, and when that plaver possesses no other man which can be legally moved ; 8, when neither party pos- sesses a force sufficient to effect mate. In recording games it is usual to style the square upon which the king stands the king's square ; the one immediately in front, the king's second square, &c. The different methods of commencing a game are styled openings, and have frequently received names from their in- ventors or chief illustrators. The most common openings are the following : Philidor's Defence. WHITE. BLACK. 1. P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 8d. 2. P. to Q. 8d. Giuoco Piano. 1. P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 8d. 2. Kt to Q. B. 8d. 8. B. to Q. B. 4th. 8. B. to Q. B. 4th. 4. P. to Q. 3d or Q. B. 8d. Evans Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 3d. 2. Kt. to Q. B. 8d. 8. B. to Q. B. 4th. 8. B. to Q. B. 4th. 4. P. to Q. Kt. 4th. Ruy Lopez Knights Game. . P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 8d. 2. Kt. to Q. B. 8d. 8. B. to Q. Kt. 5th. Scotch Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 8d. 2. Kt. to Q. B. 8d. 8. P. to Q. 4th. Petrofs Defence. 1. P. to K. 4th. 1. P. to K. 4th. 2. Kt. to K. B. 8d. 2. Kt. to K. B. 8d. King's Bishop's Opening. . P. to K. 4th. 1. P. to K. 4th. 2. B. to Q. B. 4th. 2. B. to Q. B. 4th. King's KnighCs Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. P. to K. B. 4th. 2. P. takes P. 8. Kt. to K. B. 3d. 8. P. to K. Kt. 4th. 4. B. to Q. B. 4th. 4. B. to K. Kt. 2d. Mweio Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. P. to K. B. 4th. 2. P. takes P. 8. Kt. to K. B. 8d. 8. P. to K. Kt. 4th. 4. B. to K. B. 4th. 4. P. to K. Kt. 6th. 6. Castles. 5. P. takes Kt. Allgaier Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. P. to K. B. 4th. 2. P. takes P. 8. Kt to K. B. 8d. 8. P. to K. Kt. 4th. 4. P. to K. E. 4th. Bishop's Gambit. 1. P. to K. 4th. 1. P. to K. 4th. 2. P. to K. B. 4th. 2. P. takes P. a B. to Q. B. 4th. Queen's Gambit. 1. P. to Q. 4th. 1. P. to Q. 4th. 2. P. to Q. B. 4th. French Game. 1. P. to K. 4th. 1. P. to K. 3d. Sicilian Game. 1. P. to K. 4th. 1. P. to Q. B. 4th. Chess problems are positions supposed to have occurred at the ends of games, in which one party agrees to checkmate or draw the game in a certain number of moves. The following are specimens : I. BY COOK. WHITE. K. at K. Kt. 5th, Q. at K. B. 8th, Rs. at K. 5th and Q. R. 6th, B. at Q. Kt. 7th, Kt. at Q. 4th. P. at Q. B. 8d. BLACK. K. at Q. 3d, B. at Q. 4th, Kt. K. 2d, Ps. at Q. Kt. 8d, Q. B. 5th, and Q. 2d. White to play and mate in two moves.
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