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Any man occupying a square commanded by an opposing piece, can be taken by that piece; to effect which, the captured piece or Pawn is removed from the board, and the piece with which you take is placed on the square lately occupied by the captured man. It follows, therefore, that the King can take any adverse man placed on an adjoining square, provided that square is not commanded by an adverse piece or Pawn.

The black King, in Diagram 3, can move either to Q 2nd or K B 2nd, or he may take the white Bishop. He cannot move to Q sq, as that square is commanded by the Bishop. The white King, in the same diagram, cannot be moved, as the Rook's square is commanded by the black Knight, whilst he cannot take the Knight, as, by so doing, he would place himself in check with the black Queen.

The King himself is never taken. If, however, the King is in such a position that he would be taken if he were any other man, he is said to be in check. A player moving so as to attack the adverse King, says "check." His adversary must then free his King from the attack, either by moving him to a square not commanded by an opposing man, capturing the checking piece, or by interposing a piece between the King and his assailant. The check of the Knight, however, cannot be covered by the interposition of another piece. Either the Knight must be captured, or the King must move out of check.

THE QUEEN.

The Queen, like the King, moves in any direction-backwards, forwards, sideways, and diagonally; but is not limited, like him, to the adjoining square, but can move as far along any line of squares as that line is unoccupied by any other man. She cannot, like the Knight, leap over a piece or Pawn. The Queen, as well as the other pieces, can take any man which occupies a square to which she can be moved.

As the Queen combines in herself the movements of all the other men, except the Knight, her power is proportionately very great. Her value is reckoned to be nearly equal to that of two Rooks, or three minor pieces.*

In the accompanying diagram, the White Queen can move to Q R 6th, QR 4th, Q Kt 6th, Q Kt 5th, Q B 5th, Q 5th, Q Kt 4th, and QB 3rd. She could take Black's QB Pawn, King's Pawn, QR Pawn, or the Bishop on her Rook's 3rd. We will suppose she takes the Bishop; the Bishop is removed

*The Bishop and Knight are called minor pieces, to distinguish them from the superior pieces.

from the board, and the Queen is placed on the square formerly occupied by him.

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The Rook moves in a straight line forwards, backwards, and sideways, but not diagonally. Referring to Diagram 3, it will be easily understood that the White King's Rook can move to K sq., Q sq., Q B sq., and Q Kt sq., whilst he could take the Knight on the adjoining square. The Black Rook on K B sq. can move to K B 2nd and 3rd; also to K Kt sq. and K R sq.

THE BISHOP.

The Bishop moves diagonally only, either backwards or forwards. It follows that a Bishop, originally occupying a white square, must continue to move on the white squares throughout the game. Each player has, therefore, one Bishop travelling

on the white squares, and another on the black ones. The King's Bishop may be known throughout the game, as it stands always on a square of its own colour. Of course, the case is the reverse with the Queen's Bishop.

Referring again to Diagram 3, it will be seen that the White Bishop on K 7th can move to Q 8th, Q 6th, QB 5th, Q Kt 4th, K B 6th, and K Kt 5th. He can take the Black Rook, the Black Queen, or the Black Bishop on QR 3rd, whilst he is liable to be taken by the Black King, Queen's Knight, Bishop, or Queen.

THE KNIGHT.

The move of the Knight is a very peculiar one, and one that it is difficult to explain here without the assistance of a diagram. It is composed of a movement of one square diagonally, and one in the manner of the Rook. The accompanying diagram will illustrate the move of the Knight more clearly:

No. 4.

BLACK.

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The Knight can here move to any of the squares marked *. It will be seen that all the squares so marked are white ones. If the Knight stood on a white square, the squares to which he could move would then be all black ones. It follows that the Knight moves always from black to white, and vice versa. If this be borne in mind, it will assist the player in his calculations, when he is desirous of bringing his Knight to bear upon any particular square.

The Knight, unlike the other pieces, can leap over the heads of the other men. He is the only piece that can be played at the beginning of the game, before any of the Pawns are moved.

Again referring to Diagram 3, it will be perceived that the White Knight on Q 2nd can move to the following squares:Q Kt sq., Q Kt 3rd, Q B 4th, and K B 3rd, whilst the Black Knight on QB 3rd can take White Queen or Bishop.

The Knight's move being different to that of all the other pieces, it follows that he can attack any man without subjecting himself to be taken by the piece attacked. The Bishop, on the contrary, in attacking the Queen, is liable to be captured by that piece. Diagram 3 affords an example of this. The White Bishop on K 7th attacks the Queen, but if it is Black's turn to play, the Black Queen can take him. The Black Knight on QB 3rd, on the contrary, attacks the White Queen, without rendering himself liable to capture.

THE PAWN.

The move of the Pawn is one square forward on the same file, except on the first move of each Pawn, when it is privileged to move two squares. In taking, however, the Pawn moves one square diagonally. The Pawn neither moves nor takes backwards, but, on reaching the extremity of the file, it must be exchanged for a piece. It is at the cption of the player to whom the pawn belongs what piece it shall be exchanged for, without reference to the pieces which may have been captured during the game. In some countries on the continent, the Pawn must be exchanged for a captured piece, but the rule in this country is as above. It follows that a player may have two or more Queens, three or more Rooks, &c., at the same time; he may also have two Bishops travelling on squares of the same colour.

Although the Pawn may advance two squares on his first move, if, in that move, he captures a man, he moves only one square.

In Diagram 3, White's Q Kt Pawn can move to Kt 3rd, or to Kt 4th, or he may take the Bishop on R 3rd. The K Pawn and KB Pawn cannot move in the present position without capturing

the opposing Pawns. White's K Pawn could, however, take Black's K B Pawn, or White's K B Pawn could take Black's K Pawn, or vice versa. The Q Pawn can neither move nor take.

It will be seen that a Pawn, in advancing along a file, cannot pass an adverse Pawn on an adjoining file without rendering itself liable to capture, as it must, some time or another, be placed on a square in the same diagonal as the opposing Pawn. The reader may probably inquire whether this cannot be done on the Pawn's first move. For example, to revert to Diagram 3, it may be imagined that if White moves his QB Pawn two squares, it will have passed the square on which it might be captured by the adverse Q Pawn. But this brings us to a peculiar rule regarding the move of the Pawn, which is, that if a Pawn in moving two squares, passes over a square commanded by an adverse Pawn, that Pawn can take it in the same manner as if it moved only one square. Should White therefore move his QB Pawn to QB 4 (Diagram 3), Black could take it with Q Pawn, which he would place on the square over which the White Pawn leaped. It will serve to fix this rule in the memory of the learner, if we explain the origin of it. Formerly the Pawn was allowed to move but one square, whether at his first move or otherwise. In order to open the game a little more quickly, it came to be allowed that the Pawn should begin by moving two squares. But after a time it was discovered that this interfered with the rights of the opposing Pawns, inasmuch as a Pawn might take advantage of the rule to pass another on an adjoining file, without rendering itself liable to capture. A supplementary rule was therefore made, as above described. When a Pawn is taken in the manner just described, it is called "taking in passing," or en passant."

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A Pawn is liable to capture, en passant," on the first opportunity only.—It cannot be taken after another move has been made. A piece cannot take “

en passant."

When a Pawn has passed the Pawns situated on the adjoining files, right and left, it is called a passed Pawn, as it can only be arrested in its future progress by a piece.

CHAPTER V.

EXPLANATION OF TECHNICAL TERMS.
CHECK AND CHECKMATE.

WE explained in Chapter III. that when the King is attacked,
he is said to be in "check." We will now refer again to
Diagram 3, and suppose that White moves his Bishop from
K 2nd to K R 5th. The Bishop would then give check to the

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