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absequently to gain an advantage. Several Gambits are distinguished by the names of their inventors, such as the Cochrane Gambit, the Muzio Gambit, the Salvio Gambit, etc. There are also the Bishop's Gambit, the Queen's Gambit,

etc., etc.

MATING POWER.-The force requisite to bring about a checkmate: a King and Queen against King and two Bishops, King and two Knights, King and Bishop and Knight, or against King and Rook, can effect checkmate. King and two Bishops can mate against King and Bishop, or King and Knight. King, with two Bishops and Knight, can mate against King and Rook. King, with Rook and Bishop, can mate against Rook and King. King can always draw against King and Bishop, or King and Knight. King and Rook against either a King and Bishop, or King and Knight, makes a drawn game, etc.

Laws of the Game.

The following "laws" are in force in all the principal clubs in this country: I.—If a player touch one of his men, unless for the purpose of adjusting it, when he must say "J'adoube" (see Law IV.); or it being his turn to move, he must move the piece he has so touched.

[Walker gives the following remarks on this law-"When you touch a piece with the bona fide intention of playing it, the saying 'J'adoube' will not exon erate you from completing the move. A Chessplayer's meaning cannot be misunderstood on the point; and were it otherwise, you might hold a man in your hand for five minutes, and then saying 'J'adoube' replace it, and move elsewhere!"']

II. If the men are not placed properly at the beginning of the game, and this is discovered before four moves have been made on each side, the game must be recommenced. If the mistake should not be found out till after four moves have been made, the game must be proceeded with.

III.-Where the players are even, they must draw lots for the first move, after which they take the first move alternately. When a player gives odds, he has the option of making the first move, and the choice of men in every game.

[In giving odds, should it be agreed upon to give a Pawn, it is customary to take the K. B. P. If a piece is to be given, it may be taken from either the King's or Queen's side.]

IV. If a player should accidentally or otherwise move or touch one of hist men without saying "J'adoube," his adversary may compel him to move either the man he has touched or his King, provided the latter is not in check.

V. When a player gives check, and fails to give notice by crying "Check," his adversary need not, unless he think proper, place his King out of check, nor

cover.

[If it is discovered that the King is in check, and has been so for several moves past, the players must move the men back to the point at which they stood when check was given. If they cannot agree as to when check was

first given, the player who is in check must retract his last move, and defend his King.]

VI. The player who effects checkmate wins the game.

VII. Stalemate constitutes a drawn game.

VIII.-If, towards the end of the game, one of the players has what is called the "mating power," his adversary may demand that checkmate shall be given in fifty moves. If this is not accomplished, it shall be declared a drawn game.

IX. The operation of "Castling" cannot be effected when the King is in check, nor when the King or Rook has been previously moved, nor when the space be not clear between the King and Rook, nor when any of the squares over which the King has to pass are commanded by the adversary.

X. So long as you retain your hold of a piece you may move it where you will.

[Great dissatisfaction is sometimes caused by the latitude which this aw allows. It has often been said that this law would be improved if it were made compulsory to move the piece in the direction in which it had been inclinea, and that when it has been rested on a particular square it should remain there, and the move considered complete. "To finger the squares of the board whilst planning your move," says Walker, "is strictly legal, but a most villanous habit."]

XI.-No limit is fixed to the time allowed for the consideration of each move. Where great delay occurs, a third party may be appealed to; and if he should pronounce the delay vexatious, the player refusing to move loses the game. [This is a necessary law, but it would often be desirable to come to a mutual agreement as to the time beforehand. No greater bore can be imagined than an excessively cautious player. In matches of consequence the time is generally stipulated.]

XII. Should you move one of your adversary's men instead of your own, he may compel you to take the piece you have touched, should it be en prise, or to replace it and move your King; provided, of course, that you can do so without placing him in check.

XIII. Should you capture a man with one that cannot legally take it, your adversary may compel you either to take such piece (should it be en prise) with. one that can legally take it, or to move the piece touched; provided that by so doing you do not discover check, in which case you may be directed to move your King.

XIV. Should you move out of your turn, your adversary may compel you either to retract the move, or leave the piece where you placed it, as he may think most advantageous.

XV. If you touch the King and Rook, intending to Castle, and have quitted hold of the one piece, you must complete the act of Castling. If you retain your hold of both, your adversary may compel you to move either of them.

XVI.-The game must be declared to be drawn should you fail to give checkmate in fifty moves, when you have

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XVII.-Drawn games of every description count for nothing.

XVIII. Neither player may leave a game unfinished, nor leave the room without the permission of his adversary.

XIX.-Lookers-on are not permitted to speak, nor in any way express their approbation or disapprobation while a game is pending.

XX. In case a dispute should arise on any point not provided for by the laws, a third party must be appealed to, and his decision shall be final.

Comparative Value of the Pieces.

THE PAWN is always accounted the lowest in value. Its importance, however, like that of all the other pieces, changes as the game progresses. Towards the end of a game its value is considerable.

THE KNIGHT is of more value in the first attack than in the final struggle. It loses force as the game proceeds. In certain situations the Knight is of incomparable value. Its peculiar vaulting power gives it considerable importance in complicated positions. Walker considers it of equal value with the Bishop.

THE BISHOP.-Mr. Walker gives a list of the advantages which the Bishop and Knight possess over each other, and sums up by expressing it as his opinion, "founded on practical experience, that the Bishop is superior to the Knight only in imagination; and that the two pieces should be indiscriminately exchanged by the learner, as being of strictly equal value in cases of average position." Most other authorities, however, maintain that the Bishop is, upon the whole, slightly superior to the Knight.

THE ROOK is reckoned to be about equivalent to a Bishop and two Pawns, or a Knight and two Pawns. It is seldom called into active play at the commencement of a game, but it gradually rises in importance, till towards the close it may almost be said to command the game. In actual play, it is probably oftener instrumental in giving checkmate than any other piece. With the King, a Rook can mate against a King-a power possessed by no piece besides the Queen.

THE QUEEN decreases in power as the game proceeds. Throughout, how ever, she holds by far the first position in value.

THE KING, though seldom of much use for purposes of attack at the begin

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aing, acquires considerable force as the game becomes narrowed. His power of moving in any direction, and attacking any piece besides the Queen, is often of great value.

The plan of comparing, by means of figures, pieces of which the value varies so considerably, is obviously somewhat impracticable, and the estimate cannot in all cases be relied on. To the learner, however, it may be of some service in conveying to him a vague idea of their relative value. Suppose the Pawn to stand as 1; the value of the Knight may be estimated at rather more than 3; that of the Bishop rather less than 4; that of the Rook at about 5; and that of the Queen at about 72.

Hints for Commencing the Game.

To open the game well, some of the Pawns should be played out first. The Royal Pawns, particularly, should be advanced to their fourth square; it is not often safe to advance them further. The Bishop's Pawns should also be played out early in the game; but it is not always well to advance the Rook's and Knight's Pawns too hastily, as these afford an excellent protection to your King in case you should Castle. Philidor describes Pawn-playing as "the soul of Chess." When they are not too far advanced, and are so placed as to be mutually supporting, they present a strong barrier to the advance of your adversary, and prevent him from taking up a commanding position. If you play your pieces out too early, and advance them too far, your adversary may oblige you to bring them back again by advancing his Pawns upon them, and you thus lose time. "The art of playing well at Chess," says Walker, "consists principally in gaining time," so you will see how desirable it is to avoid the necessity of retracing your steps. At the same time, you must not keep your pieces back till you have moved all your Pawns; otherwise you prevent yourself from framing a strong attack. Indeed, you will probably be called upon to defend yourself before your attack is ready. In this, as in so many other things, it is best to observe the juste milieu. Much depends upor the particular opening that you choose, and quite as much upon your own judgment.

Do not commence your attack until you are well prepared. A weak attack often results in disaster. If your attack is likely to prove successful, do not be diverted from it by any bait which your adversary may purposely put in your way. Pause, lest you fall into a snare.

Beware of giving check uselessly-i. e., unless you have in view the obtaining of some advantage. A useless check is a move lost, which may, particularly between good players, decide the game.

It is generally injudicious to make an exchange when your position is good, or when, by so doing, you bring one of your adversary's pieces into good play. Never make an exchange without considering the consequences. When you game is crowded and ill-arranged, and your position inferior, it is advantageous

to exchange. Sometimes, also, when you are much superior in force, it is worth your while to make an equal exchange.

The operation of Castling often relieves a crowded game. A lost opportunity of Castling, or Castling at the wrong time, is a disadvantage which may be turned to account by your adversary.

Never put your Queen before your King in such a way that your adversary may bring forward a Bishop or Rook and attack her, and the King through her. In such a case, unless you can interpose another piece, you will inevitably lose your Queen.

It is good play to "double your Rooks-i. e., to make them mutually supporting. Don't bring your Rooks into active play too soon. They can generally operate most effectively at a distance, and they are therefore of most value towards the end of a game, when the board is comparatively clear.

At the close of the game, do not let your King be idle. He may be useful in many ways. The Bishop, too, can in most cases effectually obstruct the advancing Pawns of your adversary.

Says Walker, "Direct your attacks against the King, in preference to hunting smaller game. If, upon calculating several moves ahead, you see a prospect of giving checkmate, you need not be careful to preserve those pieces which are not necessary to checkmate.

Your Queen, Rook, and Bishop can operate better at a distance from the adverse King. If they are too near, a stalemate often becomes possible.

From time to time take a review of the game. Although an incurably tedious player is a general nuisance, it is mere folly to play without "knowing the reason why." To take an occasional review of the game gets you into a systematic habit. When near the close, take notice of the position of your adversary's Pawns, and if you find that you can Queen before him, make all haste to do so; if not, attack his Pawns, so as to prevent him from Queening. If your adversary possesses a decided advantage, look out for a means of drawing the game.

Do not stick to one opening, but learn as many as you can.

Always be willing to accept odds of a better player, so that the game may be interesting to him. If you should lose, it is natural that you should feel inwardly chagrined, but do not let your disappointment be perceived. "Keep your temper" is a golden rule. Do not throw up the game before you are quite sure it is lost. On the other hand, you should not too hastily jump to the conclusion that you have won it.

It is necessary that you should occasionally study some of the best book games, but without actual practice proficiency can seldom be attained.

Endeavor to understand the reasons which lead to your adversary's moves and take measures accordingly.

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