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s uare;and when the man is moved to a square a joining to an enemy, and another square next angularly behind the man so moved is unoccupied at that time, or afterwards becomes so before the foe is displaced. then the man so placed or left unguarded must be captured by the opponent, whose man consequently leaps over to the vacant square, and the prisoner is taken or? the board. ‘ The same practice is immediately to be repeated, 'in‘ case the man effecting a capture thereby gets' situated angularly fronting an enemy unguarded behind. may best be illustrated by example; as forinstance, in the first game black commences by, moving from the llth square to the 15th; then white moves from 22 to 18. by which his man is liable to be taken by the adversary black, who leapsfrom 15 to 22,~and in his turn ' ensnared by white, whose man leaps from 25 to 18; and had it so happened, that one of the black “as laced 'on_ [4, and No. 9 unoccupied, white coul then take that man also; and moreover, if black had besides a man onrti," and No.. 2 open, white must likewise both take that, and make a king besides; for when any, man gets onwards to the last row on the end of the board opposite to that from whence his colour started, then he be_ comes a king, and is crowned by placing one of the captives upon him, and he thereby obtains the privilege of moving and taking either backwards or forwards in an angular direction.
5. then any player neglects to capture the antagonist, he then is said to stand the Ingfll For which see the fourth law at page 333.
6. The letters No. C. fr. to, at the head of €3Cl1 game, stand for number, colour, from, to.
7. For the playing of any move required, the
numbers may he written upon the board itSelf, near? a corner of each square, so as to be easily seen when the men are placed. Or a table may be drawn upon paper or card, and the squares numbered, as in the follbwing figure, and such a table will he a ready guide to any move directed.
THE learner should select a few games for practice, and become master of suchv variations as can be made from them; and in respect to any. games he may wish to reverse, let the following
instructions be attended to. Write dewn thoseflgures required to make the numbers played from and to exactly 33, as in the example stated below.The game is begun by black moving from 11 to 15. and as 22 added to l l, and 18 to’l5, each form 33 -,. set down 22, l8,which, in reversing the game, must‘ be white's first move ;' by acting in a similar manner ~ with every succeeding move, the game will be com.pletely reversed.
Having the move is a decided advantage even over- a. skilful opponent, in particular cases, and
means possessing that situation on the board, which will eventually enable you to drive your adversary into a confined position, and thereby finally secure the last move to yourself; but where our men are in a confined state, the move woud not only be of no service to you, but, might cause the loss of the game. Number the men and squares; and if one of them prove even, and the other odd, you have got the move : when both are even, or both odd, you have not the move; exemplified in this critical situation, in which white is to play
Here the adverse men are even, but the white squares are odd, as, from 26, a white king, to 28, a black king, there are three white squares,1iz. 31, 27, and 24; and between 32, a white, and 19, a black man, are two, 27 and 23, in all five; this may be ' reckoned otherways, but take it what way you will, they still prove odd; consequently white, so situated, has the move. The player who wants, and has not got the move, should endeavour to obtain the same by giving man for man. There is a shorter method to determine who has the move; for instance, if white should wish to know whether any one particular man of his has the mave over any other particular man of black ,let him examine the situations of both, and it" there be a black square on the right angle under the black man, white has the move; that is, sugnose white is to play, and his man is at 30, when ck is at 3 ; the right angle is then in the black square directly under 3, between 31 and 3‘2, therefore white at that time has the move. This rule will hold good in regard to any number of men, and in all cases whatsoever.
No advantage is derived from being first player;T for as the men and squares are then both even, he cannot have the move ; and though the other player has it, it' is of no use to him in that stage of' the game: while the combatants give man for man, the move will alternately belong to cachg, the first player will obtain it at odd numbers, 11, 9, 7, 5, 3, l-; the second will gain it at even, 12,. 10, 8, 6, 4, 2, and some error must first be committed before the move can be driven out of these directions.~
I. THE first move of every game must be taken, alternately by each player, whether the last be won or drawn.
_ 2. Pointing over the board, or using any action! to interrupt the adversary in having a full view of! the men, is not to be allowed.
3. The men may be properly arranged in any part of the game; and after they are so placed, which ever player touches a man, must play himsomewhere; but if the man have been so moved as to be visibly over the angle separating the squaresthe party is playing from and to, that move must be completed.
4. In case of standing the hufl‘, it is optional with the Opponent either to take the man, or in-_ sist that' the antagonist take his, so omitted by the buff.
5. If either party, when it is his turn to move,. hesitate above three minutes, the other may call upon him to play; and if, after that, he delay.above five minutes longer, then he loses the game: