Abbildungen der Seite
PDF
EPUB

In this situation the Pawns will win whether they begin or not; for example:

[blocks in formation]

1. If you were to play Q. P. one sq., he would move King to Q. B. sq., and win all the Pawns, therefore,

Q. B. P. queens and checks.

2. Q. P. one.

1. K. takes Q.

2. If he play K. to Q. sq,

or to Q. 2d sq., the Q. Kt. P. will become a Queen in two moves; and if he play elsewhere, the Q. P. will become a Queen in two moves.

In conclusion, we would remark, that a thorough knowledge of the method of playing Pawns properly at the end of a game, is indispensable to those who wish to become good players; and although the positions in the preceding lessons have necessarily been strictly elementary, yet we trust enough has been shown of the principles upon which the play is founded, to convince the learner of the advantage he will often derive from a superior knowledge of this part of the game; for example: suppose you have discovered that the position is such as would give you a decided advantage over your adversary if you could exchange pieces and reduce the game to Pawns only; you immediately endeavor to effect those exchanges, while an adversary, not perhaps so well ac. quainted with playing Pawns as yourself, will probably not

endeavor to prevent it; if, on the contrary, you find his Pawns better placed than yours, you will try to make the position equal, before you permit the exchange of pieces.

LESSON XII.

THE LAWS OF THE GAME.

THE information contained in the previous lessons constitutes as it were the Vocabulary and Grammar of Chess. You have now to become acquainted with the Laws of the game. The following is the code of Laws adopted by the London Chess Club, established in 1807; recently revised by the committee of that institution; sanctioned also and adopted by the NewYork Chess Club. We submit these laws to your notice without attempting to explain or illustrate them. Chessplayers in general object to any commentary on their laws: they consider them adequate to explain their own meaning, and should any doubtful case arise as to the intention of a particular law, reference to some disinterested party is far more satisfactory than to the remarks of a commentator. But before you read these laws we would impress upon you the advice of Mr. Lewis, the eminent player, and author of sev. eral valuable works on the game :-"Always play strictly according to the laws of the game: even if your adversary take back moves, or do not play a piece he has touched, never do so yourself; I have met with many who entirely object to take odds, but who nevertheless are willing enough to take back moves, as if that were not taking odds, and great adds too."

We may add that unless this advice be strictly attended

to, you will soon contract a careless and slovenly style of play, and most of the beneficial influence of this noble gaine will be lost upɔn you.

THE LAWS OF CHESS.

1. PLACING THE BOARD.-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. PIECE OR PAWN MISPLACED.—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. PIECE OR PAWN OMITTED.-Should a player at the commencement 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. PIECE OR PAWN NOT REMOVED.-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. DETERMINING FIRST MOVE.-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 MOVE WHEN ODDS ARE GIVEN.-The player who gives 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. TOUCHING PIECES OR PAWNS.-A Piece or Pawn touched must be played. unless at the moment of 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. THE MOVE-WHEN COMMITTED.-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. TOUCHING ADVERSARY'S PIECES OR PAWNS.-Should a player touch one of his adversary's pieces or Pawns, without saying “J'aloube,” 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. PLAYER MOVING ADVERSARY'S MEN.-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; 2d. To replace the piece or Pawn and take it; 3d. To let the piece or Pawn remain on the square to which it had been played, as if the

nove were correct.

11. CAPTURING BY False Move.—If a player take 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. CAPTURING one's own Men.-Should a player take one of

*We prefer Mr. Walker's version of this law, as it stands in his "Art of Chess Play," and as adopted by the St. George's Chess Club, London. It is as follows:-"Should a player, it being his turn to play, under any pretence whatsoever, touch one of his men, he must move that piece, or Pawn, if it can legally move, unless in the first instance of touching it, he say aloud, "J'adoube;" it being moreover evident, that in touching the piece, he merely meant to adjust its position on the board, and had no intention to play it."

his own men with another, his adversary has the option of obliging him to move either.

13. FALSE MOVE: PENALTIES.-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; 2d. To move it correctly to another square; 3d. To replace the piece or Pawn and move his King.

14. MOVING OUT OF TURN.-Should a player move out of his turn, his adversary may choose whether both moves shall remain, or the second be retracted.

15. CAPTURE OF PAWN "EN PASSANT."-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 been played one square only. A Pawn cannot be taken “ cn passant” by a piece.

66

16. CASTLING.-A player cannot castle in the following cases :1. If the King or Rook have been moved; 2. If the King be in check; 3. If there be any piece between the King and Rook; 4. If the King pass over any space attacked by one of the adversary's pieces or Pawns.

Should a player castle in any of the above cases, his adversary has the choice of three penalties; viz:-1st, of insisting that the move remain; 2d, of compelling him to move the King; 3d, of compelling him to move the Rook.

17. MOVE LEAVING King in Check.—If a player touch a piece or Pawn that cannot be moved without leaving the King in check, he must replace the piece or Pawn and move his King, but if the King cannot be moved, no penalty can be inflicted.

18. CHECKING Without AnnounCEMENT.—If a plaver attack the

« ZurückWeiter »