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to move out of Check, when the pieces must be replaced, and the proper moves made.

XI. If a player say Check without actually attacking the King, and his adversary move his King or take the piece, the latter may elect either to let the move stand or have the pieces replaced and another move made.

XII. If, at the end of a game, the players remain with equal forces, the defending player may call upon his adversary to mate in fifty moves or draw the game.

XIII. Stalemate is a drawn game.

XIV. Should any dispute arise, the question must be submitted to any disinterested bystander, whose decision is to be considered final.

ADVICE FOR YOUNG PLAYERS.

Always adhere to the laws of the game. Never refuse to accept odds of a superior player. When you find your game hopeless, do not prolong it, but retire gracefully.

Do not allow your hand to wander about the board from Piece to Piece: study the game, look well on the board to see that none of your principal Pieces are in danger, decide upon your next move, and make it. Indecision is fatal to

success.

Accustom yourself to play indifferently with Black or White.

When you have the advantage in strength of pieces, keep it by judicious exchanges. Protect your Pawns; towards the end of the game, a Pawn is often as valuable as a Piece; when you can, protect a superior Piece with an inferior, as a Queen with a Bishop.

Do not allow your Queen to wander too far from her lord, for the sake of winning a Pawn. KEEP YOUR TEMPER!

We will now, as a preliminary to our further instructions, give the moves of an actual game :

KING'S KNIGHT'S OPENING.

White.

1 P. to K.'s 4

2 K. Kt. to B.'s 3 3 P. to Q.'s B.'s 3 4 P. to Q.'s 4 5 P. to K.'s 5 6 Q.'s Kt. takes P 7 Q. B. to K. Kt.'s 5 8 K. B. to Q. B.'s 4 9 P. takes P. in passing 10 Q. to K.'s 2 11 Kt. takes Kt. 12 Castles on K.'s side 13 Q.'s Kt. to Q.'s 5 14 Q. B. takes Kt. 15 Kt. takes B. (ch,) 16 K. R. to Q. sq. 17 B. to Q. Kt.'s 3 18 R. to Q.'s 2

19 K.'s R. to Q.'s sq.

20 Q. takes P.

21 R. takes B.

22 R. takes R.

23 Q. to her sq.
24 R. to Q.'s 8 (ch.)

Black.

1 P. to K.'s 4
2 Q. Kt. to B.'s 3
3 P. to K. B.'s 4
4 P. takes Q.'s P.
5 P. takes Q. B.'s P.
6 K. B. to Q. Kt.'s 5
7 K. Kt. to K.'s 2
8 P. to Q's 4
9 Q. takes P.
10 Q. Kt. to Q.'s 5
11 Q. takes Kt.
12 Q. B. to Q.'s 2
13 Castles on Q.'s side
14 B. takes B.
15 K. to Kt.'s sq.
16 Q. to K. R.'s 5
17 Q. to K. R.'s 3
18 P. to K. B.'s 5
19 P. to K. B.'s 6

20 P. to Q. R.'s 3
21 R. takes R.

22 Q. to her B.'s 8 (ch.)
23 Q. takes Kt.'s P.
24 R. takes R.

[blocks in formation]

27 Q. takes P. (ch.)

27

K. to Q. R.'s sq.

28

K. to Q. Kt.'s sq.

K. to Q. R.'s sq.
or Q. B.'s sq.

28 Q. takes P. (ch.)
29 Q. to Q. Kt.'s 6 (ch.)29
30 B mates

By an attentive study of the above game, the student will soon discover the why and the wherefore of the different moves. But as he has yet much to learn, let him read the next chapter with care and an inquiring spirit.

24

CHAPTER III.

HOW TO CHECKMATE.

WE now, having made ourselves acquainted with the first principles of Chess, come to consider the best and easiest methods of checkmating with pieces against pieces. With young players, and even with some who are advanced in the practice of the game, it sometimes happens that the pieces are exchanged so frequently, that in the end one player is left with a much superior force. The student should therefore accustom himself to practise the most common and obvious class of checkmates-those consisting of the King and one or two pieces against a King alone, or a King with few supporters.

The most simple of all checkmates is that of a

KING AND QUEEN AGAINST A KING.

All that it is necessary to do in this case is to drive the opposite King to one side of the board, and bring up your own King, when mate may be effected in a few moves. To exemplify this, place the Black King on his square, and the White King and Queen on their squares. White can then, in spite of all his adversary may do, compel mate in about eight moves, with a single check.

White, having the move, advances his Queen to her sixth square, which has the effect of confining the Black King to two rows of squares. You then advance with the White King till only one square remains open between the two monarchs, and mate. But you must beware of stalemating the Black. See the following:

White.

POSITION I.

K. at K. B.'s 6 sq.
Q. at her 6 sq.

Black.
K. on his sq.

Now, the White, having the move, mates at once by moving to K.'s seventh square; but if Black have to move, it is a drawn game by stalemate, seeing that the Black K. cannot move without going in check. Always remember that, to mate with the Queen, it is necessary that the two Kings should be opposite each other, or at the distance of a Kt.'s move. Examine

White.

POSITION II.

K. at his Kt.'s 6 sq.
Q. at her Kt.'s 7 sq.

Black.
K. at his R.'s sq.

Here the White, having the move, can mate on either of five squares-namely, Q. R.'s eighth, Q. Kt.'s eighth, Q. B.'s eighth, K. Kt.'s seventh, or K. R.'s seventh. And if the Black moves first, mate is equally certain by either of the above moves, except the last, which, if made, would allow the Black another move, to his Bishop's square.

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