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adverse King without saying "Check," his adversary is not obliged to attend to it; but if the former. in playing his next move, were to say "Check," each player must retract his last move, and he that is under check must obviate it.

19. KING HAVING REMAINED IN CHECK.-If the King has been in check for several moves, and it cannot be ascertained how it occurred, the player whose King is in check must retract his last move, and free his King from the check; but if the moves made subsequent to the check be known, they must be retracted.

20. ANNOUNCING CHECK WITHOUT GIVING IT.-Should a player say "Check" without giving it, and his adversary in consequence move his King, or touch a piece or Pawn to interpose, he may retract such move, provided his adversary have not completed his next

move.

21. QUEENING PAWNS AND PLURALITY OF QUEENS.-Every Pawn which has reached the eighth or last square of the chessboard, must be immediately exchanged for a Queen or any other piece the player may think fit, even though all the pieces remain on the board. It follows, therefore, that he may have two or more Queens, three or more Rooks, Bishops, or Knights.

22. NUMBER OF MOVES-WHEN RESTRICTED AT THE END OF A GAME.—If a player remain at the end of the game, with a Rook and Bishop against a Rook; with both Bishops only; with Knight and Bishop only, &c., he must check-mate his adversary in fifty moves on each side, at most, or the game will be considered as drawn; the fifty moves commence from the time the adversary gives notice that he will count them. This law holds good for all other check-mates of pieces only, such as Queen or Rook only, Queen against 1 Rook, &c.

23. NUMBER OF MOVES-WHEN NOT RESTRICTED.-If a player agree to check-mate with a particular piece or Pawn, or on a par acular square, or engage to force his adversary to stale-mato check-mate him, he is not restricted to any number of moves

24. STALE-MATE.-A stale-mate is a drawn game.

25. FALSE MOVE-WHEN IT MUST BE NOTICED.-If a player make a false move, castle improperly, &c., &c., the adversary must take notice of such irregularity before he touches a piece or Pawn. or he will not be allowed to inflict any penalty.

26. SETTLING POINTS AT ISSUE.-Should any question arise, respecting which there is no law, or in case of a dispute respecting any law, the players must refer the point to the most skilful and disinterested by-standers, and their decision must be considered as conclusive.

BOOK 11.

THE KING'S BISHOP'S OPENING.

ELEMENTARY ANALYSIS AND EXPLANATORY GAMES.
-GAMES IN ACTUAL PLAY.-PROBLEMS IN TWO
MOVES. THE MONKEY AND THE GASCON
CHESS KNIGHT.

THE KING'S BISHOP'S OPENING.

LESSON I.

OPENING THE GAME-POWERS OF THE PIECES AT THE COMMENCEMENT-K. P. TWO SQUARES, WHY A GOOD OPENING MOVE -THE REGULAR OPENINGS CLASSIFIED-ELEMENTARY ANA

LYSIS OF THE KING'S BISHOP'S GAME, WHITE HAVING FIRST OVE-DEFENCE, BLACK HAVING FIRST MOVE.

WE come now to the most important feature in the game of Chess-the art of opening the game-an art which it is necessary to acquire for the management either of a successful attack, or a skilful defence. You must endeavour to play out your pieces in such a way as to oppose those of your adversary and not obstruct your own.

On examining the powers of the pieces at the commencement of the game, we are struck with the fact, that, with the exception of the Knights, they are absolutely nothing. Your K. Kt. commands two white squares, but the other pieces are incapable of moving. Your first object, therefore, is to play your Pawns in such a way as to liberate your pieces as efficiently as possible. If you move K. R. P., or Q. R. P. two quares, you will be able afterwards to move the Rook either one or two steps forward. K. Kt. P., or Q. Kt. P. two squares liberates the Bishops to some small extent. K. B.

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