CHESS. 



CHESS. 



822 



move it correctly to another square ; 3rd, to replace the piece or pawn 

 and move his King. 



XIV. Should a player move out of hia turn, his adversary may 

 choose whether both moves shall remain, or the second be retracted. 



XV. 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 era passant with any pawn which could have taken it had it 

 been played one square only. A pawn cannot be taken en passant by 

 a piece. 



XVI. A player cannot castle in the following cases : 



1. If the King or Rook liave been moved. 



2. If the King be in check. 



3. If there be any piece between the King and the Rook. 



4. If the King pass over any square that is 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 one of three penalties, namely, 1st, of insisting that the 

 move remain ; 2nd, of compelling him to move the King; 3rd, of com- 

 pelling him to move the Rook. 



XVII. If a player touch a piece or a 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. 



XVIII. 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. 



XIX. If the King have 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. . 



XX. Should a player say " Check," without giving it, and his adver- 

 sary in consequence move his King, or touch a piece or pawn in order 

 to interpose it, he may retract such move, provided his adversary have 

 not completed his nej-t * move. 



XXI. Every pawn which has reached the eighth or last square of 

 the chess-board 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, at the same time on 

 the board. 



XXII. If a player remain at the end of the game with a Rook and 

 a 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 to commence from the time when 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., &c. 



XXIII. If a player agree to checkmate with a particular piece or 

 pawn, or on a particular square, or engage to force his adversary to 

 stale-mate or check-mate him, he is not restricted to any number of 

 ],''.' - 



XXIV. A stale-mate is a drawn game. 



XXV. 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. 



XXVI. 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 disinterested bystanders, and their decision 

 must be considered as conclusive. 



Remark!. There are a few points respecting these laws which call 

 for notice. It will be seen that in actual play the chessmen are not to 

 be touched except to be played, unless for the purpose of re-adjusting 

 a man on hi* proper square, when you must signify your intention by 

 saying J'adoube, or " I adjust." The laws which regulate what is 

 called the strict game, are of great importance to be attended to ; for it 

 i.H imiwssible to become a chess-player except by playing slowly and 

 never taking back a move. We have some faith in the "morals of 

 chess," and believe, that when properly played, the game exercises 

 caution, forethought, and perseverance ; but all these qualities are lost 

 sighe of if a player be allowed to pull about the pieces mechanically, 

 instead of mentally calculating his move, and making it when he has 

 i.-d on it. There are many drawing-room players who object to 

 take odds of a superior player, but nevertheless do not hesitate to take 

 back moves, not considering that this is odds, and very large odds too. 

 We often meet with players who look with mild astonishment when 

 you take a pawn en passant, or queen a pawn when you have already a 

 queen on the board; or castle when your rook is under attack; or 

 when you declare the game to be drawn by a stale-mate, or by your 

 adversary's persisting in playing when there is not sufficient mating- 

 force on the board, ftc. A few remarks on these points may be useful. 

 With respect to pawn takes pawn, en passant, an example of the 

 practice by one of our great chess-authorities will be decisive. The 

 following short game is a good example of Mr. Cochrane's brilliant 



* Staunton has taut. 



style of attack, and it will be seen that the game is won off-hand, or 

 forced as it is called, in consequence of the privilege in question : 



WHITE, Mr. C. 



1. P. to K. 4. 



2. K. Kt. to K. B. 3. 



3. K. B. to Q. B. 4. 



4. P. to Q. B. 3. 



5. P. to Q. 4. 



6. P. to K. 5. 



7- K. B. to Q. 5. 



8. K. B. takes K. B. P. (ch.) 



9. K. Kt. to Kt. 5, (ch.) 



10. Q. to Q. Kt. 3, (ch.) 



11. K.P. takes Q.P. en pa aunt. 



12. Q. takes B. (ch.) 



13. Q. mates. 



BLACK. 



1. P. to K. 4. 



2. Q. Kt. to Q. B. 3. 



3. K. B. to Q. B. 4. 



4. K. Kt. to K. B. 3. 



5. P. takes P. 



6. K. Kt. to K. 5. 



7. K. Kt. takesK.B.P. 



8. K. takes B. 

 P. K. to Kt. 



10. P. to Q. 4. 



11. Q. B. to K. 3. 



12. K. to B. 



With respect to two queens, three bishops, &c. on the board at the 

 same time, a notion prevails that when a pawn arrives at its eighth 

 square, you can only claim in exchange for it, one of the pieces you 

 save lost. In the following position by Kling (Diagram 4), White has a 



pawn at his Q. seventh. Now it is curious that, supposing White to 

 have the move, he can mate in a fewer number of moves by queening 

 the pawn and exchanging it for a knight than by exchanging it for a 

 queen. Having made this move, he thus has three knights on the 

 board which mutually protect each other. Black has now to play, and 

 he has but one move, namely K. to Q. third, whereupon you play R. to 

 Q. R. seventh. Black's only move is K. to Q. fourth, and you mate 

 next move with the rook. In the next position (Diagram 5), also by 



Kling. if you queen the pawn and exchange it for a queen you stole- 

 mate your adversary, for he has no move except to place himself m 

 check, which by the laws of the game he is not allowed to do ; but it 

 in queening your pawn you claim a bishop, you can check-mate mm 

 next move. Now it does seem a great anomaly that you can have < 

 very different force, different not only in amount but in kind, at t 

 end of the game to what you have at the beginning, such as three 

 knights, or as in the present case two bishops, both running 01 



