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on any square at the side of the board, it will be seen that his scope of action is much diminished, and when standing on either of the four corners, or Rook's squares, as they are called, he has then only two squares to which he can leap.

THE PAWN.

The Pawn moves only one square at a time, and that straight forward, except in the act of capturing, when it takes one step diagonally to the right or left file on to the square occupied by the man taken, and continues on that file until it captures another man. A power has been conceded to it, however, in latter times, of going two steps when first played in the game, provided no hostile Pawn commands the first square over which he leaps, but, in that case, the adverse Pawn has the option of taking him in his passage, as if he had moved one step only (see the diagram, No. 9). A Pawn is the only one of the forces which goes out of his direction to capture, and which has not the advantage of moving backwards; but it has one remarkable privilege, by which on occasions it becomes invaluable, whenever it reaches the extreme square of the file on which it travels, it is invested with the title and assumes the power of any superior Piece, except the King, which the player chooses. From this circumstance it frequently happens that one party, by skilful management of his Pawns, contrives to have two, and sometimes even three, Queens on the board at once, a combination of force which of course is irresistible.*

*The regulation which enjoins a plurality of Queens is not, however, by any means of general prevalence. In Italy, at the present day, the Pawn, on reaching the 8th square, is replaced by a second Queen, whether the former one is on the board or not; but this was not always the case there, and according to Major Jaenisch, throughout the whole of the North of Europe, in Russia, in Scandinavia, in Germany, as well as in the classic Italian authors, Del Rio, Lolli, and Ponziani, the rule obtains that a Pawn having reached the 8th square, is exchanged for a Piece from among those the player has lost. Two Queens, two Bishops of the same colour, three Rooks, three Knights, are not permitted; and if a player advances a Pawn to an extreme square of the board. it must remain inactive till one of his Pieces is taken by the enemy, upon which it instantly assumes the rank of that Piece, and is brought into action again. (See the Introductory Article on the Laws of the Game of Chess, in the "Analyse Nouvelle," &c., vol. i. p. 28.)

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ON CAPTURING AN ADVERSE MAN.

The Pieces," by which title the eight superior officers are technically designated, in contradistinction to the "Pawns," all take in the same direction in which they move. This act

consists in removing the adverse Piece or Pawn from the board, and placing the captor on the square the former occupied. To make this clear, we will begin with the King, and show his mode of capturing an adverse man.

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Supposing the above to be the position of the men towards the conclusion of a game, and it being either party's turn to play, he could take the adverse Pawn from the board, and place his King on the square it occupied; and by doing so, the King would not depart from the order of his march, which,

as we have before said, permits him to move one step in every direction. In each of these instances we have placed the Pawn in front of the King, but he would be equally entitled to take it were it standing on any other of the eight squares immediately surrounding him, always provided it was not sustained or guarded by some other Piece or Pawn.

The next diagram will exhibit the power of the Queen in capturing an enemy.

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Thus placed in the middle of the board, the range of the Queen is immense. She has here the option of taking any one of eight men at the extremity of the board, on the squares respectively numbered 1, 2, 3, 4, 5, 6, 7, and 8, should her ine of march be unobstructed; and if these men were nearer, on any of the intermediate squares, she would be equally enabled to take any one of them at her choice. Like all

the other Pieces and Pawns she effects the capture by removing the man from the board, and stationing herself on the vacated square.

The Rook has the same power in taking as the Queen, forwards, backwards, and sideways, but he cannot, like her, take any man diagonally.

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For example, place the Rook in the centre of the board, and an opposing man on each of the squares numbered, and the Rook has the power of taking any one of the four; and he has the same power if the Pieces are one or two squares closer to him, or immediately surrounding him, in the direction indicated by the four figures.

The BISHOP takes, as he moves, diagonally, either forwards or backwards, his range extending, on unobstructed

squares, to the extent of the diagonal line on which he

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*In the thirteenth century, we find the Bishop, then termed Alfyn, a corruption from its Eastern name, al Phil, the Elephant, had its present diagonal movement, but was restricted in its march to the third square from that on which it stood; thus, supposing White's King's Bishop to stand on his own third square, he could then capture any Piece or Pawn standing on his Queen's square, or Queen's fifth square, and his King's Rook's square, or his King's Rook's fifth square; but as he was not permitted to move to a greater or less number of squares, he had no power over an enemy which stood either closer or more removed than the third square. To compensate for this limited action, the Alfyn had the peculiarity bestowed on him of vaulting over another Piece in the manner somewhat of the Knight. For example :-place White's King's Bishop as before on his own third square, with a Black Bishop at Black's King's fifth, and a Black Pawn at his Queen's fourth, in this, or any similar position, the White Bishop could not capture the Black one, but could overleap him and take the Pawn, and then be out of the range of the Black Bishop's action. (See the article on the Moves, &c., of the Pieces in the thirteenth century, before referred to.)

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