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never to be further than two from the king. Tamerlane the Great did not think it beneath him to invent new pieces, which rendered the game more complicated, and after his death were disused. Chatúrájè, or the four kings, is a Persian game, by four players, on sixty-four squares, with each eight chess-men, distinguished by white,. black, red, and green. The Chinese introduced other pieces to imitate cannon. Carrera added two, the campione, and the centaur: with two other pawns, and increased the squares to eighty. Arch-chess, was played on a board with one hundred squares, besides two new pieces, stiled the centurion and decurion, and two pawns additional on each side. The Duke of Rutland's game consisted of one hundred and forty squares, with fourteen pieces and fourteen pawns on each side, one of which was named the concubine, and another the crowned rook. The Round-game, was played on a round board, divided into sixtyfour parts, of four circles. The German military game, on one hundred and twenty-one squares, had on each side a king, two guards, two cuirassiers, two dragoons, two hussars, five cannon, and eleven fusiliers. The king and pawn's game was merely a curious variation from the common method; where the king and pawns on one side were opposed to the king, pieces and pawns on the other, in which the player, with the king and pawns only, was almost certain of winning.

The Germans sometimes play a double game with two boards by four people, two of a side, each not only playing his own game but also assisting his partner. The Russians, in addition to other moves, give that of the knight to the queen; they likewise play four persons at a time, two against two on a board larger than usual, contain

ing more squares, and a greater number of men. Demoivre shews a method of covering with the knight all the squares of the board in sixty-four moves. Place the knight on No. 8, and from thence in the following order: -23, 40, 55, 61, 51, 57, 42, 25, 10, 4, 14, 24, 39, 56, 62, 52, 58, 41, 26, 9, 3, 13, 7, 22, 32, 47, 64, 54, 60, 50, 33, 18, 1, 11, 5, 15, 21, 6, 16, 31, 48, 63, 53, 59, 49, 34, 17, 2, 12, 27, 44, 38, 28, 43, 37, 20, 35, 45, 30, 36, 19, 29, 46.

Some whimsical people in England have lately endeavoured to alter the names of the chess men, by changing that of queen into minister, rook to peer, and pawn to commoner; and instead of castling they say closetting.

The board is technically called the exchequer, the squares are stiled houses, the ranges of which in a strait line, from right to left, are denominated ranks, and perpendicularly from one player to the other are files.

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The power of the king for attack or defence is as above stated, though, from the principle of the game he is invaluable; the of the pawn: power as 2, but from its chance of promotion the real value is calculated at 33.

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EXAMPLES OF VARIOUS MATES.

1. QUEEN'S mate; white king 27, queen 26; black king 25; or white king 22, queen 15, and black king 8.

2. Bishop's mate; white king 24, bishops 21 and 22; black king 8.

3. Knight's mate; white king 26, knight 19; black king 9, bishop 1, knight 10.

4. Rook's mate; white king 27, rook 41; black king 25.

5. Pawn's mate;

king 8, pawn 16.

white king 14, pawon 15; black

6. Mate by discovery; white king 11, rook 57, bishop 49; black king 9: moving the bishop gives mate by discovery.

7. Smothered mate; white king 61, knight 14; black king 8, rook 7, pawns 15 and 16.

3. Stale-mate; white king 21, pawn 13; black king 5; or white king 18, queen 19; black king 2. See page 198.

9. Mate in the middle of the board; white king 61, queen 37, pawn 44; black king 29, queen 22, pawn 20.

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Signifies that check-mate is given, that check is given, and that a man is taken by that move.

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5. Pawn 12 to 20

5. Knight..46 tọ 29*
6. Queen..60 to 32†
7. Queen..32 to 14‡

6. King

.. 5 to 13:

13. Difficult check-mates are a knight and bishop, or two bishops against a king: a rook and bishop against a rook, and a queen against a bishop and knight.

MR. HOYLE'S RULES FOR CHESS.

1. Move your pawns before your pieces, and afterwards bring out the pieces to support them; therefore the kings, queens, and bishops pawns should be the first played, in order to open the game well.

2. Do not, therefore, play out any of your pieces early in the game, because you thereby lose moves, in case your adversary can, by playing a pawn, make them retire, and also opens his game at the same time; especially avoid playing your queen out, till your game is tolerably well opened.

3. Avoid giving useless checks, and never give any unless to gain some advantage, because you may lose the move if the adversary can either take or drive your piece away.

4. Never crowd your game by having too many pieces together, so as to prevent advancing or retreating your men as occasion may require.

5. If your game happens to be crowded, endeavour to free it by exchanges of pieces or pawns, and castle your king as soon as convenient; afterwards bring out your pieces, and attack the adversary where weakest.

6. When the adversary plays out his pieces be

fore his pawns, attack them as soon as you can with your pawns, by which you may crowd his game, and make him lose moves.

7. Never attack the adversary's king without a sufficient force; and if he attacks yours, and you cannot retaliate, offer exchanges; and should he retire, when you present a piece to exchange, he may lose a move. It also may sometimes be expedient to act in this manner in case of other attacks.

8. Play your men in guard of one another, so that if any be taken, the enemy may also be captured by that which guarded yours, and endeavour to have as many guards to your piece, as your adversary advances others upon it; and if pos sible, let them be of less value than those he assails with. When you cannot well support your piece, see if by attacking one of his that is better, or as good, you may not thereby save yours.

9. Never attack but when well prepared, for thereby you open your adversary's game, and prepare him to pour in a strong attack upon you, as soon as your weak one is over.

10. Never play till you have examined whether you are free from danger by your adversary's last move; nor offer to attack till you have considered what harm he would be able to do you by his next moves, in consequence of yours.

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11. When your attack is in a prosperous way, never be diverted from it by taking any piece, or other seeming advantage, your adversary may purposely throw in your way, with the intent that by you taking the bait he might gain a move which would make your design miscarry.

12. When in pursuing a well-laid attack, you find it necessary to force your adversary's defence, with the loss of some pieces: if, upon counting as

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