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Stale-mate constitutes a drawn game, and is generally obtained, by the skilful player, of an inexperienced antagonist, who is so eager, having a numerical advantage, to run down his prey, that he overlooks this resource on the part of

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his wily foe. Many situations towards the close of a game arise, in which by a judicious sacrifice, the skilful player forces stale-mate, and thus draws the game; as in the foregoing case.

Here, Black having the move, can force stale-mate, and thus draw a desperate game. He checks with Rook, on the square before the adverse King, thus giving it away for nothing, for the white King may take it with impunity. But when the King has taken the Rook, White has given stale-mate, and Black has gained his object; and if he refuse taking it, he must move out of check, and Black takes the White Queen. So either way the game is drawn.

It is impossible to give every case in which a game may be drawn. We can only lay down general principles, with as much practical illustration as our limits will permit; and it is for the learner to apply such principles as his genius and application shall dictate.

There are also several descriptions of mates. 1. The Fool's Mate, which can be given in two moves. The board being prepared for play, we suppose you to open the game thus:

White.

1. K. B. P. two squares. 2. K. Kt. P. two squares.

Black.

1. K. P. one square.
2. Q. to K. R. fifth
check-mating.

sq.,

The second kind of mate is called the Scholar's Mate, and is sometimes given to beginners in the game; it is ac complished thus:

White.

1. K. P. two squares.

2. K. B. to Q. B. fourth sq. 3. Q. to K. R. fifth sq.

Black.

1. K. P. two squares.

2. K. B. to Q. B. fourth sq. 3. Q. P. one square.

4. Q. takes K. B. P., check-mate.

A third description of mate is called the Smothered Mate, and can only be given by the Knight. The following problem, in which White moving first, is required to give checkmate in four moves, will illustrate this description of mate.

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LESSON V.

METHOD OF CHECK-MATING WITH THE QUEEN.

We shall now proceed to instruct you in the method of winning the game with your King and Queen, against your adversary's King. This is one of the easiest check-mates, the study of which will, however, materially improve you, and enable you to play your King and Queen with advantage in many situations. In order to effect this check-mate, it is absolutely necessary that the adverse King be forced to one of the sides of the board, and that your King be brought within one square of his-for example:

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White having the move can check-mate by playing the Q. to adverse K.'s 2d sq., to adverse Q. R. sq., or to adverse Q. Kt. sq. but suppose the Black to begin, still the White will check-mate immediately, for Black must play either to Q, sq., or to K. B. sq.; if the former, White will checkmate by playing Queen to adverse Q. 2d sq., or to adverse Q. Kt. sq.; and if the latter, by playing her to adverse K. B. 2d sq. It appears from this that it is not necessary that the two Kings should be exactly opposite each other. But suppose the black King, instead of being at his own square, were at his Kt.'s sq.; you can now check-nate in two moves, if you play properly; you must not check with your Q. at adversary's Q. R. sq., because he would be able to quit the last line, or side of the board, where I have already told you he must be forced to move before you can checkmate him. It would also be bad play to check with your Q. at adv. K. B. 2d sq., because he would move to his Rook's sq., and you would be obliged to remove the Q., for if you played the K., the game would be drawn, owing to his K. being stale-mated.

What ought I then to play?

You should move your King to adv. K. B. 3d sq., and he cannot possibly avoid being check-mated the next move by your playing your Queen to adv. K. B. 2d sq., or to adv. K. Kt. 2d sq.-Let us now examine another position, which will show you the power the Q. has of forcing the K. to move to the opposite side of the board

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