CHisa 



CHESS. 



but this would be a bad move, because it prevent* Q. P. from moving, 

 and shut* in Q. B. Secondly, he ma; defend it by playing P. to Q. third ; 

 but that abut* in the K. B., although thw U lew objectionable than in 

 the farmer cue. Thirdly, he may play Q. to K. second, but tin* more 

 effectually shuts in the K. & Fourthly, he may defend K. P. by playing 

 P. to K. B. third ; but thin is a bad move, as we shall see hereafter. 

 Fifthly, he may defend the pnwn by Q. Kt. to Q.I!, third, which is 

 perhaps hia beat move. 



2. Q. Kt, to Q. B. thinl. 



3. K. B. to Q. B. fourth. 



This in a good place for the bishop, since it attacko the weakest point 

 in y..ur adversary's game, namely, his K. H. 1'.. which is defended only 

 by "the king. 



3. K. B. to Q. B. fourth. 



This is a good move on the part of black, for similar rea. 



4. P. to Q. a third. 



Thia move is to enable you |to advance P. to Q. fourth at the nqxt 

 ni.>vf, which is a very good mode of continuing the attack. 



4. Q. to K. second. 



This prevents you from playing the move intended, since he, would 

 capture your Q. P. with his K. P., whereby your K. P. would be liable to 

 be taken by his Q. ; you therefore castle. 



6. Castles. 



This operation is performed by playing K. R. to K. B. square , and moving 

 the K. to Kt. square. This privilege of moving two pieces at once, 

 and making the king move over two squares, can occur only once .on 

 each side during the game. The advantage of it is that you thus 

 place your king in safety, and liberate your rook. There are several 

 conditions attached to castling, which will be noticed hereafter. 



5. P. to Q. third. 

 This further defends the K. P. and liberates the Q. B. 



6. P. to Q. fourth. 6. K. B. to Q. Kt. third. 



Black prefers to withdraw his bishop to capturing your (>. P. with 

 his K. P. 



7. Q. R to K. Kt. fifth. 



The bishop thus attacks the black Q., and she c.mnot capture him 

 without being retaken by your K. Kt. 



7. P. to K. B. third. 



Black thus interposes a pawn between the attack of tin- bishop. It 

 would have been better for him to have interposed K. Kt. ; this would 

 have enabled him to castle, with the additional advantage of having 

 brought out another piece. His K. B. P. now attacks your Q. B., and 

 you therefore make him retreat. 



8. Q. B. to K. B. fourth. 8. P. to K. Kt. fourth. 



Black advances this pawn upon your bishop, thinking to make him 

 retreat to K. Kt. third, but now occurs one of Greco's brilliant strokes 

 of play. 



9. K. Kt. tikes K. Kt. P. 



You remove the black K. Kt. P. from the board, and place your 

 K. Kt. in its stead. 



0. P. takes K. Kt 



Black has thus gained a knight for a pawn, and holds the bishop 

 r pritf, as we say when a piece is liable to be captured by one of the 

 enemy's forces. 



10. Q. to K. K. fifth, checking. 



You leave your bishop en pritr, and make an attack on the black king 

 with your queen. Whenever the king is thus threatened, either by a 

 piece or a pawn, you must call out " check," and the game cannot pro- 

 ceed until the king get* out of check. This may be done in one of three 

 ways ; frit, by interposing a piece or pawn ; KCtmdly, by capturing the 

 Attacking piece ; or ihlnlhi. by moving the king. In the case before us, 

 the only piece that can be interposed is the black queen ; but this 

 would render her liable to be captured, either by your Q. or by your 

 K. B. He cannot capture your Q., so that he must move his king. 



10. K. to Q. second. 



11. Q. B. takes P. 



You may now capture the pawn, attacking his Q. with your B. Tin- 

 black Q. escapes from this attack by playing 



11. Q. to K.Kt. second. 



12. K. B. to K. sixth, checking. 



This U another brilliant sacrifice. The king imwt capture your bishop, 

 since he has no other method of getting out of check. 



12. K. takes 1C B. 

 IS. Q. to K. eighth, checking. 



In this case, the only method of escaping check is by interposing a 



... 



18. K. Kt. to K. second. 

 14. P. to g. fifth, checkmate. 



This finishes the game; for although your Q. is e jtrite to his K. K. 

 and your Q. B. to his Q., these pieces are in no danger so long as his K. 

 is in check ; and as he cannot get out of check, he is said to be 

 " check-mated." 



This style of play reminds us of some complimentary lines addressed 

 to Greco, in the Mcrcurr Oatavt, for June, 1683 : 



" A pelne dam la carrii-rc 

 Centre mol tu fais un pu, 

 Qne par U demarche flere 

 Too* m projects sent a << : 

 Jc rols AH que tu t'sTancm, 

 Ceder tnutcn me dtfenw*, 

 Tomber tou> mcs champion j* 

 Dans ma reiiitance vainr, 

 Roi, Chevalier, Roc et Rcrnr, 

 Sent raoindre qae to Plan*." 



Lain of Qtf (tame. The reader is now in a condition to study what 

 are called the "Laws of the Game." These include institutes and 

 definitions, as well as laws ; but as they \vcro revised some years ago 

 by the London Chess Club, and adopto.l by the other clubs, both in 

 this country and abroad, and authoritatively ins-crted in Mr. Staunton's 

 ' Handbook of Chess,' we give them with only such alterations as appear 

 to us to be necessary to correct the sense and the grammar. Our alte- 

 rations are printed in italics. There are several points in which these 

 laws are defective and tautological ; Jaenisch and Heydebrand have 

 published treatises in which their anomalies are elaborately discussed, 

 and suggestions made for their revision and improvement. Ou these 

 suggestions Staunton drew up a new code of laws, which he submitted 

 to the British Chess Association at the close of its meeting at 

 Leamington, in 1855. The meeting appointed a committee to discuss 

 the matter with Mr. Staunton, and present their report, containing a 

 copy of the new laws, to Lord Lyttleton, at the next annual meeting 

 of the Association. The committee, consisting of Rev. W. Wayte, and 

 Messrs. Lowenthal, Ingleby, and Tomlinson, met several times at the 

 St. George's Chess Club, London, and agreed on their report, but it has 

 not yet appeared. 



rnn LAWS OF c; 



I. The Chess-board must be so placed that each player hare a white 

 corner square nearest his right hand. If the board have been impro- 

 perly placed, it must be adjusted, provided fmtr moves on each side 

 have not been played, but not afterwards. 



II. If a piece_or pawn be misplaced at the beginning of the game, 

 either player may insist upon the mistake being rectified, if he , 



it before playing his fourth move, but not afterwards. 



HI. Should a player at the commencement of the game omit to 

 place all his men on the board, he may correct the omission ' 

 playing his fourth move, but not afterwards. 



IV. 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. 



V. 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. 



VI. The player who gives the 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. 



VII. A piece or pawn touched must be played , unless, at the moment 

 of touching it, the player say " J'adoute," or w 



if a piece or pawn be displaced or overturned 

 restored to its place. 



VIII. While a player holds the piece or pawn he has touch* 

 may play it to any other than the square he took it from, but ! 

 quitted it, he cannot recall the move. 



IX. Should a player touch t one of his adversary's pieces or i 

 without saying " J'advwtr," or words to that effect, his adversary may 

 compel him to take it; but if it cannot be legally taken, h. n, iy oblige 

 him to move the King; should his King, however, be so j 



he cannot be legally moved, no penalty can be inlli. 



X. Should a player move one of his adversary's men, liis ;m< 



has the option of compelling him to d<: >, .,/ //-,, //,;, 1st, to 

 replace the piece or pawn and move his own King; 2nd, to repUi 

 piece or pawn and take it; 3rd, to let the piece or pawn remain on tin 

 square to which it had been played, as if the nxm- weie correct. 



XI. If a player take one of his adversary's men with one f his o\vn 

 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 tli. 

 legally take it. or t,, move his own piece or pawn which he touched. 



XII. Should a player take one of his own men with another, hi 

 adversary has the option of obliging him to move either nf them. 



XIII. If a player make a false move, that ie. play a piece or pawn to 

 any square to which it cannot legally be moved, his adversary has the 

 choice of ant of three penalties ; namely, 1st, of compelling him to let 

 the piece or pawn remain on the square to which he playi-d it ; 



SUunton hi* or. 



t SUunton hap MJr. 



