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7. ToUCHING PIECES OR PAwNs.—A Piece or Pawn touched imust 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'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. 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 2r Pawn remain on the square to which it had been played, as if the Thove 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.

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 player attack the adverse King without saying “Check,” his adversary is not obliged to attend to it; but if the former, in playing his next move, were to say “Check,” each player must retract his last move, and he that is under check must obviate it.

19. KING HAVING REMAINED IN CHECK.—If the King has been in check for several moves, and it cannot be ascertained how it occurred, the player whose King is in check must retract his last move, and free his King from the check; but if the moves made subsequent to the check be known, they must be retracted.

20. ANNOUNCING CHECK witHouT GIVING IT.-Should a player say “Check” without giving it, and his adversary in consequence move his King, or touch a piece or Pawn to interpose, he may retract such move, provided his adversary have not completed his next in OWe.

21. QUEENING PAwNs AND PLURALITY OF QUEENs.-Every Pawn which has reached the eighth or last square of the chessboard, must be immediately exchanged for a Queen or any other piece the player may think fit, even though all the pieces remain on the board. It follows, therefore, that he may have two or more Queens, three or more Rooks, Bishops, or Knights.

22. NUMBER OF Moves—WHEN RESTRICTED AT THE END OF A GAME.-If a player remain at the end of the game, with a Rook and Bishop against a Rook; with both Bishops only; with Knight and Bishop only, &c., he must check-mate his adversary in fifty moves on each side, at most, or the game will be considered as drawn; the fifty moves commence from the time the adversary gives notice that he will count them. This law holds good for all other check-mates of pieces only, such as Queen or Rook only, Queen against a Rook, &c.

23. NUMBER OF Moves—WHEN NoT RESTRICTED.—If a player agree to check-mate with a particular piece or Pawn, or on a par. ticular square, or engage to force his adversary to stale-mate or check-mate him, he is not restricted to any number of moves.

24. STALE-MATE.—A stale-mate is a drawn game.

25. FALSE Move—WHEN IT MUST BE NOTICED.—If a player make a false move, castle improperly, &c., &c., the adversary must take notice of such irregularity before he touches a piece or Pawn, or he will not be allowed to inflict any penalty.

26. SETTLING PoinTs AT Issue.—Should any question arise, respecting which there is no law, or in case of a dispute respecting any law, the players must refer the point to the most skilful and dis. interested by-standers, and their decision must be considered as conclusive.




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