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This is a familiar example of smothered mate, which you will find can be effected by no other Picce than the Knight. White's first move is, Queen to her 5th square, checking. Black is obliged to retreat his King to the R's sq., because, were he to play him to his B's sq., the Q. would checkmate at once. Upon the King retiring, White gives check with his Kt. at K. B's 7th; this brings the King back again to Knight's sq., and affords to White an opportunity of giving double check, which he does by moving the Knight to K. Rook's 6th, checking with both Q. and Knight; as before, the King must go to Rook's sq.; and now follows a beautiful move-White plays his Queen down to K. Kt.'s 8th (next square to the Black King), giving check; the King cannot take on account of the

Knight; he is compelled, therefore, to capture with his Roos, and the Knight then gives the smothered mate at K. B's 7th

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Here you observe that White has the great advantage of a Queen against a Rook; bat with all this, and the move to boot, it is impossible for him to do more than draw the game. It is evident that he cannot move his Queen from the front of his King on account of exposing him to check with the Rook. If he move his King, Black takes the Queen, and the game is drawn. And lastly, if he take the Rook with his Queen, he places the adverse King in the position before described of stalemate.

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CHAPTER IV.

ON THE RELATIVE VALUE OF THE CHESS

FORCES.

AN attempt to establish a scale of powers whereby the rela tive values of the several men could be estimated with mathematical exactitude, although it has frequently engaged the attention of scientific minds, appears to be an expenditure of ingenuity and research upon an unattainable object. So ever varying, so much dependent on the mutations of position which every move occasions, and on the augmented power which it acquires when combined with other forces, is the proportionate worth of this with that particular man, that it would seem to be beyond the reach of computation to devise a formula by which it can be reckoned with precision. But still ar approximation to correctness has been made, and the result arrived at gives the following as the ultimate respective values:

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The King, from the nature of the game, which does not admit of his being exchanged or captured, is invaluable, and he is not, therefore, included in the calculations

The Pawn, it is seen, is the least valuable of all the men, the Knight being worth at least three Pawns.

The Bishops and Knights are practically considered of equal value, although there is a difference in the estimate here given.

Two

A Rook is of the value of five Pawns and a fraction, and may be exchanged for a minor Piece and two Pawns. Rooks may be exchanged for three minor Pieces.

The Queen is usually reckoned equal, in average situations, to two Rooks and a Pawn, but towards the end of a game she is hardly so valuable as two Rooks.

These comparative values may be of service to the student

in general cases of exchanging men, but he will find in practice the relative worth of his soldiers is modified by so many circumstances of time, opportunity, and position, that nothing but experience can ever teach him to determine accurately in every case "which to give up and which to keep."

CHAPTER V.

THE LAWS OF THE GAME.

THE following Laws, with some trifling variations, have beer. in general use for the last fifty years. They have recently been revised by a committee of the London Chess Club, established in 1807; and are now universally adopted by all the chess clubs of Great Britain.

I.

The chess-board must be so placed that each player has a white corner square nearest his right-hand. If the board have been improperly placed, it must be adjusted, provided four moves on each side have not been played, but not afterwards.

II.

If a Piece or Pawn be misplaced at the beginning of the game, either player may insist upon the mistake being rectified, if he discover it before playing his fourth move, but not afterwards.

III.

Should a player, at the commencement of the game, omit to place all his men on the board, he may correct the omission before playing his fourth move, but not afterwards.

IV.

If a player, undertaking to give the odds of a Piece or Pawn, neglect to remove it from the board, his adversary, after four moves have been played on each side, has the choice of proceeding with or recommencing the game.

V.

When no odds are given, the players must take the first move of each game alternately, drawing lots to determine who shall begin the first game. If a game be drawn, the player who began it has the first move or the following

эце.

VI.

The player who gives the odds has the right of moving first in each game, unless otherwise agreed. Whenever a Pawn is given, it is understood to be always the King's Bishop's Pawn.

VII.

A Piece or Pawn touched must be played, unless at the moment of touching it the player say "J'adoube," or words to that effect; but if a Piece or Pawn be displaced or overturned by accident, it may be restored to its place.

VIII.

While a player holds the Piece or Pawn he has touched, he may play it to any other than the square he took it from; out, having quitted it, he cannot recall the move.

IX.

Should a player take one of his adversary's Pieces or Pawns, without saying "J'adoube," or words to that effect, his adversary may compel him to take it; but if it cannot be legally taken, he may oblige him to move the King; should nis King, however, be so posted that he cannot be legally moved, no penalty can be inflicted.

X.

Should a player move one of his adversary's men, hic antagonist has the optior of compelling him-1st, to replace the Piece or Pawn and move his King; 2nd, to replace the Piece or Pawn and take it; 3rd, to let the Piece or Pawn remain on the square to which it had been played, as if the

move were correct.

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