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queen, yet it seldom comes into play, so as to operate, till the end of the game; and it is generally better to have an inferior piece in play, than a superior out: so where the rook has not moved from his place, and the latter has made some progress in your game, an exchange may be adviseable.

5. Supposing your queen and another piece are attacked at the same time, and that, by removing your queen, you must lose the piece, if you can get two pieces in exchange for your queen, it may be sometimes adviseable rather to do so than retire.

(F). ON GIVING OR COVERING CHECK. 1. It is not unusual to give notice on checking the queen: and and as this game ought to be won by superior skill alone, without relying upon the adversary's mistakes, the player will judge for himself, whether to do

it or not.

2. Checks that the adversary can easily elude are in general to be refrained from, as by them the move or the checking piece may be lost. There may, however, be cases in which checking is proper, although a mate

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be not the immediate object-as, where it will force the adversary's king into a more exposed situation; where the move necessary to defend him will leave a capital piece unguarded; where the adversary's king not having castled it will force him by moving to forfeit that privilege; and where, having a piece of your own attacked, that you are not able otherwise to save, it will cause the removal of some piece that impedes his

escape.

3. Never cover a check with a piece that a pawn pushed upon it may take, for fear of only getting that pawn for it.

4. If you are in a situation to give checkmate should it be your move, and your adversary, who has the move, is endeavouring to keep you in continual check, observe well the pieces he can bring upon you, in order to avoid the squares commanded by them. If the principal piece is a bishop, keep off the colour he goes on.

5. It is not impossible that while you are, as you imagine, within a move or two of giving checkmate, and all your pieces are employed, you may have left your king in

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such a situation, as that your adversary may at a single move give you the mate with one of his pieces: this must be guarded against.

6. Checkmate with a knight and a bishop must be given in that corner which is of the colour the bishop moves on.

7. In order to give checkmate with a single rook, keep your king opposite the adversary's, previous to every check with the rook, as his king will then be forced to retrograde.

8. As you see the possibility of your adversary giving you checkmate, be doubly careful of every move; a wrong piece moved, or a right one into a wrong square, may be fatal, though the consequence be not immediately perceived.

(G). ON DEFENDING.

1. In the defence, you are often forced to play against the general rules, in order to break your adversary's projects, which in the attack is seldom the case.

2. After every move of the adversary, consider well what scheme he has in view by it, and whether it has affected your own;

and if it has, do not proceed till the ill cause is removed, lest, while you are intent only on the attack, you may be yourself surprised.

3. When you have a chain of pawns, following one another, in an oblique line, strive to preserve the pawn that leads. 4. Never guard an inferior piece with a better if you can do it with a pawn, because the better piece is in that case, as it were, out of play; for the same reason do not guard a pawn with a piece, if you have it in your power to guard it with a pawn.

5. When a piece is so attacked that you cannot save it, do not run the risk of losing the game by any attempt at its preservation, but rather bestow your thoughts how to annoy your enemy in another place; for it very often happens, that, while he is running madly after a piece, you either get a pawn or two, or such a situation, as ends in his destruction.

6. Sometimes when your adversary attacks you, it is the best play to offer him an exchange; which, if he refuses, and retires, you gain at least the move of him.

7. When two of your pieces are so attacked that one of them must inevitably be lost, do not think so much of the difference of their value as on the particular effects which the capture of either may produce.

8. Prevent, if possible, the adversary getting prematurely amongst your pieces. His knights and bishops, supported by his pawns, and occasionally by his queen, may decide the game, while only half your pieces

are engaged. 9. Do not suffer an adverse pawn to put en prise at the same time two superior 'pieces, which is called forking them; knights and rooks are particularly liable to be attacked in this way, the pawns not requiring to be guarded, because the situation from which they can take does not expose them to either of those pieces.

10. Let not your adversary's knight (especially if duly guarded) come to check your king and queen, or your king and rook, or your queen and rook, or your two rooks, at the same time; for in the two first cases, the king being forced to go out of check, queen or the rook must be lost; and

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