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SCHOLAR'S MATE is a Check-mate occasionally given at the outset of a game, to an inexperienced player, thus:

WHITE.

1. P. to K.'s 4th.

2. K. B. to Q. B.'s 4th.

3. Q. to K. R.'s 5th.

BLACK.

1. P. to K.'s 4th.

2. K. B. to Q. B.'s 4th.
3. P. to Q.'s 3rd.

4. Q. takes K. B.'s P. Checkmate.

GAMBIT is derived from an Italian phrase in wrestling, and signifies a feint by which the adversary is tripped up. In Chess it is used to designate those openings in which a Pawn is sacrificed at the beginning, for the purpose of leading the enemy into difficulties. The most important gambit, and one which includes several others, is called the King's Gambit, begun as follows:

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The Pawn thus offered for capture by White is called the Gambit Pawn, and when it is taken by the adversary, the opening becomes a Gambit.

TAKING A PAWN EN PASSANT, OR IN PASSING.-This is a privilege which a Pawn has of taking an adverse Pawn which passes it by making two steps on the first move.

QUEENING A PAWN.-When a Pawn has reached the eighth square of the file, it assumes the power of a Queen or any other superior officer which the player chooses. This is called Queening a Pawn.

PASSED PAWN.-A Pawn which cannot be obstructed in its march by any adverse Pawn is said to be a Passed Pawn.

DOUBLED PAWN.-When two or more Pawns belonging to the same player are on the same file, the foremost one is termed a Double Pawn.

ISOLATED PAWN.-A Pawn which stands alone, without support and protection from his brother Pawns, is called an Isolated Pawn.

MARKED PAWN is a peculiar game, in which one party undertakes to place a cap or ring on one of his Pawns, and to check-mate his adversary with that identical Pawn.

EN PRISE.-When a Piece or Pawn is in a situation to be taken by the enemy, it is said to be en prise.

FORCED MOVE.-Where a player has one legal move only at his command, it is called a forced move.

FALSE MOVE.-An illegal move, such as playing a Rook diagonally, a Bishop like a Knight, or castling when the King is in check, or after he has been moved, is termed a false move.

THE EXCHANGE.-If a player contrive to gain a Rook for a Bishop, or a Knight, he is said to have won the exchange.

MINOR PIECES.-The Bishop and Knight, in contra-distinetion to the Queen and Rook, are described as minor pieces.

THE OPPOSITION.—A player is said to gain the Opposition when he has so manœuvred ais King as to compel the adverse King to retreat or abandon the advantageous squares.

PARTY.-Derived from the French word partie, and occasionally used instead of "game."

TO INTERPOSE.-When the King is checked, or any valuable Piece attacked, the man placed between to ward off danger is said to be interposed.

J'ADOUBE.-An old French expression, siguifying "I adjust," or “I replace,” used by a player when he touches a man merely to rectify its position, without intending to play it. (See law 7th.)

RANK AND FILE.-The row of squares running from right to left are called ranks, while those which run from player to player are termed files.

SEIZING THE OPEN FILE.-When a player takes command of an unoccupied file of squares, by planting his Queen or a Rook at one end of it, it is customary to say that he seized the open file.

LESSON VI.

RELATIVE VALUE OF THE CHESS FORCE.

THE KING.-As the King can neither be exchanged nor captured, his relative value with the other pieces cannot be estimated.

THE QUEEN.—The average value of the Queen is considered equivalent to two Rooks and a Pawn.

A Rook.-A Rook is estimated of the worth of a Bishop and two Pawns, or a Knight and two Pawns. Two Rooks may be exchanged for three minor Pieces.

A BISHOP AND A KNIGHT.-These Pieces, practically considered, are of equal value. Though the advantage, if there is any, is thought to be on the side of the former.

A PAWN stands lowest in the scale of powers, being usually calculated at about one-third the value of a Bishop or a Knight.

Philidor, the celebrated chess-player, made great use of his Pawns, and Mr. Staunton will manoeuvre for hours to defend an advanced Pawn; therefore, never throw a Pawn away. Always remember that if you can advance him to the eighth square you can exchange him for a Queen, and this you can do although you have a Queen on the board; indeed, you may have as many Queens as you can advance Pawns.

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LESSON VII.

THE LAWS OF THE GAME.

THE following laws, with some trifling variations, have been in general use for the last fifty years. A few years since they were revised by a Committee of the London Chess Club, established in 1807; and are now universally adopted by all the Chess Clubs of Great Britain.

1. The Chess-board must be so placed that each player has a white corner square nearest his right hand. If the board have been improperly placed, it must be adjusted, provided four moves on each side have not been played, but not afterwards.

2. If a Piece or Pawn be misplaced at the beginning of the game either player may insist upon the mistake being rectified, if he discover it before playing his fourth move, but not afterwards.

3. Should a player, at the coinmencement of the game, omit to place all his men on the board, he may correct the omission before playing his fourth move, but not afterwards.

4. If a player, undertaking to give the odds of a Piece or Pawn, neglect to remove it from the board, his adversary, after four moves have been played on each side, has the choice of proceeding with or recommencing the game.

5. When no odds are given, the players must take the first move of each game alternately, drawing lots to determine who shall begin the first game. If a game be drawn, the player who began it has the first move of the following one.

6. The player who gives the odds has the right of moving first in each game, unless otherwise agreed. Whenever a Pawn is given, it is understood to be always the King's Bishop's Pawn.

7. A Piece or Pawn touched must be played, unless at the moment of

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touching it the player say "J'adoube," or words to that effect; but if a Piece or Pawn be displaced or overturned by accident, it may be restored to its place.

8. While a player holds the Piece or Pawn he has touched, he may play it to any other than the square he took it from; but, having quitted it, he cannot recall the move.

9. Should a player take one of his adversary's Pieces or Pawns, without saying "J'adoube," or words to that effect, his adversary may compel him to take it; but if it cannot be legally taken, he may oblige him to move the King; should his King, however, be so posted that he cannot be legally moved, no penalty can be inflicted.

10. Should a player move one of his adversary's men, his antagonist has the option of compelling him-1st, to replace the Piece or Pawn, and move his King; 2nd, to replace the Piece or Pawn and take it; 3rd, to let the Piece or Pawn remain on the square to which it had been played, as if the move were correct.

11. If a player takes one of his adversary's men with one of his own that cannot take it without making a false move, his antagonist has the option of compelling him to take it with a Piece or Pawn that can legally take it, or to move his own Piece or Pawn which he touched.

12. Should a player take one of his own men with another, his adversary has the option of obliging him to move either.

13. If a player make a false move, i. e., play a Piece or Pawn to any square to which it cannot legally be moved, his adversary has the choice of three penalties, viz., 1st, of compelling him to let the Piece or Pawn remain on the square to which he played it; 2nd, to move correctly to another square; 3rd, to replace the Riece or Pawn and move his King. 14. Should a player move out of his turn, his adversary may choose whether both moves shall remain, or the second be retracted.

15. When a Pawn is first moved in a game, it may be played one or two squares; but in the latter case the opponent has the privilege of taking it en passant with any Pawn which could have taken it had it

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