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AN

EASY INTRODUCTION

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THE GAME OF CHESS.

THE Chess-Board, like that used at Draughts, contains sixty-four squares, alternately White and Black: the White corner-squares (1 and 61) must be at the right hand of each player.

There are Eight Pieces, viz. a King, a Queen, two Knights, two Bishops, and two Rooks, with eight Pawns, on each side; which are to be placed on the board thus:

The King on 61,

WHITE.

Queen on 60, Bishops on 59 and and 63, Rooks on 57 and 61, Pawns on 49, 50, 51, 52, 53, 54, 55, and 56.

62, Knights on 58

BLACK.

The King on 5, Queen on 4, Bishops on 3 and 6, Knights on 2 and 7,

10, 11, 12, 13, 14,

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Rooks on 1 and 8, Pawns on 9, 15, and 16.

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The Pieces on the King's side, are called the King's Bishop (62 and 6) the King's Knight (63 and 7) – and the King's Rook (64 and 8); and the Pawns on its side, the King's Pawn (53 and 13) - the King's Bishop's Pawn (54 and 11) the King's Knight's Pawn (55 and 15) and the King's Rooks Pawn (56 and 16). Those on the Queen's side are called the Queen's Bishop (59 and 3) - the Queen's Knight (58) and 2) — the Queen's Rook (57 and 1); - and the Pawns on its side, the Queen's Pawn (52 and 12) —the VOL. I.

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a

Quen's Bishop's Pawn (51 and 11) the Queen's Knight's Pawn (50 and 10) - and the Queen's Rook's Pawn (49 and 9).

The KING can move but one square at a time (except in the case of Castling, which will be afterwards described) this may be either forwards or backwards, sideways or diagonally (a).

The QUEEN can move in all directions, the same as the King; but has the advantage of extending over any number of squares (b).

The Rook moves either forwards, backwards, or sideways, extending over any number of squares (c). The BISHOP moves diagonally over any number of squares (d).

The KNIGHT moves obliquely, from the square it stands on to that of a different colour two squares distant (e).

The PAWN moves only forward, one square at a time (except the first moves of any of the Pawns, when it is allowed to move two squares) and takes diagonally (f).

(a) Example. Place the King on 37, it could move to 2 29, 30, 38, 46, 45, 44, or 36.

(b) Example. Place the Queen on 37, it could move to 5 or 61, 16 or 58, 40 or 33, 64 or 1, or to any of the intermediate squares in those directions.

(c) Example. Place a Rook on 37, it could move to 5 or 61, 33 or 40, or to any of the intermediate squares in those directions.

(d) Example. Place a Bishop on 37, it could move to 16 or 58, 1 or 64; or place it on 36, it could move to 8 or 57, 9 or 63, or to any of the intermediate squares in those directions.

(e) Example. Place a Knight on 37, it could move to 20, 22, 31, 47, 54, 52, 43, or 27, passing over any Pieces which might stand on 29, 38, 45, or 36; or place it on 36, it could move to 19, 21, 30, 46, 53, 51, 42, or 26, passing over any Pieces which might stand on 28, 37, 44, or 35.

(f) Example. Place a White Pawn on 37 and a Black Pawn

When a Pawn has been pushed forward into the adversary's royal line, it may be exchanged for the Queen, or any other Piece lost in the preceding part of the game. Ás soon as a Pawn reaches any square on that line, it is to be taken off, and the Piece chosen placed on the square where it stood.

No Piece, except the Knight, can pass over any other Piece or Pawn.

The Pieces can take any of the Pieces or Pawns which stand in the line of their direction; and must be placed on the square where the Piece or Pawn stands that is taken (g). The Pawns, although they move forward, can only take the Pieces or Pawns which stand in the squares diagonally before them ().

You are not obliged to take any Piece or Pawn which is in your power; but may decline it, if you think

proper.

The power of taking is reciprocal; so that any adverse Piece you can take with one of the same kind, may take you. The goodness of play, therefore, consists in having the greatest number of Pieces defending; so that in case of mutual exchanges, you may gain more than your adversary.

28, either of these Pawns could take the other. If the White Pawn takes the Black, it is placed upon 28, and afterwards moves forward; and vice versa, if the Black Pawn takes the White.

(g) Example. Place a White Queen on 60, and a Black Knight on 46, the Queen can take the Knight; in which case the Knight is taken off and the Queen placed on 46, where the Knight stood. If you place the Knight on 45, the Queen could not take it, but it could take the Queen; which being taken off, the Knight would be placed on 6c, where the Queen stood; or place a White Rook on 61 and a Black Bishop on 13, the Rook can take the Bishop, and is to be placed on the square where the Bishop stands.

(h) Example. Place a White Pawn on 37 and a Black Rook on 29, a Black Bishop on 28 and a Black Knight on 30, the Pawn can take the Bishop or the Knight, but cannot take the Rook.

When your King is liable to be taken by one of your adversary's Pieces or Pawns (which is called being upon Check) you must either take the Piece or Pawn, interpose some of your Pieces or Pawns between it and that which attacks it, or remove your King into some other square where he is not liable to be taken. If you can do neither, you are CHECKMATED, and consequently lose the game; because the King, being inviolable, as soon as it is placed in that situation, the game is finished, although all the other Pieces and Pawns remain on the board.

The game may be lost in quite an opposite manner; Lecause if you place your Pieces in such a situation near your adversary's King, as to prevent him moving it without making it liable to be taken, and he having no other Piece or Pawn which he can play, you lose the gaine. This is called a Stale-Mate (i).

Whenever the King is liable to be taken by any of his adversary's Pieces or Pawns, the player who attacks is to give him notice of his danger by the word Check ; which, if he neglects to do, the other will not be bound to ward it off; but may play as if such check did not exist. If the attacking party, on his next move, gives notice of the check, each must then come back from his last move, as being false; and he that is under check is to take it off (k).

(i) Example. Place a Black King on 33 and Black Pawns on 30 and 39, a White King on 44, a White Rishop on 34, and White Pawns on 38 and 47; if the White King is moved to 3 the Black wins the game by a Stale-mate; because he cannot move his King to 25 or 41, on account of your Bishop; nor to 26, 34, or 42, on account of your King (it being necessary that the Kings should be one square distant from each other); neither can he move his Pawns, their progress being stopped by yours.

() The Queen being so valuable a Piece, many players give notice when it is liable to be taken, by the words Check to the Queen,

THE LAWS OF CHESS.

1. If you touch a Piece or Pawn you must play it; but if it is displaced, or overturned by accident, you are allowed to restore it to its place.

2. After quitting hold of a Piece or Pawn, you can、 not take it again, to play it to another place; but so long as you keep hold of it, you are at liberty to play it where you please.

3. If you touch one of your adversary's Pieces or Pawns, he has a right to oblige you to take it, if in your power; if not, to move your King, if you can without putting it upon check.

4. If by mistake, or otherwise, you make a false move, your adversary may insist on your moving your King (as in article 3); but if he takes no notice of it until he has played his next move, neither of you can recall it; the position must remain as if it had been just.

5. If you touch a Piece or Pawn, which you cannot play without exposing your King to Check, you must then move your King; which if you cannot do, the fault is of no consequence.

6. If your adversary gives Check without warning, you are not bound to ward it off, and may consequently play as if such check did not exist; but if on his next move he warns you, each must then retract his last move, as being false, and you must remove your King off Check.

7. If your adversary warn you of a Check, without however giving it, and you in consequence touch or move either your King or any other Piece or Pawn, you are allowed to retract, provided your adversary has not completed his next move.

8. You cannot give Check to your adversary's King

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