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XI.

If a player take one of his adversary's men with one of his own that cannot take it without making a false move, his antagonist has the option of compelling him to take it with a Piece or Pawn that can legally take it, or to move his own Piece or Pawn which he touched.

XII.

Should a player take one of his own men with another, his adversary has the option of obliging him to move either.

XIII.

If a player make a false move, i. e., play a Piece or Pawn to any square to which it cannot legally be moved, his adversary has the choice of three penalties; viz., 1st, of compelling him to let the Piece or Pawn remain on the square to which he played it; 2nd, to move correctly to another square; 3rd, to replace the Piece or Pawn and move his King.

XIV.

Should a player move out of his turn, his adversary may choose whether both moves shall remain, or the second be retracted.

XV.

When a Pawn is first moved in a game, it may be played one or two squares; but in the latter case the opponent has the privilege of taking it en passant with any Pawn which could have taken it had it been played one square only. A Pawn cannot be taken en passant by a Piece.

XVI.

A player cannot castle in the following cases:

1. If the King or Rook have been moved.

2. If the King be in check.

3. If there be any Piece between the King and Rook.

4. If the King pass over any square attacked by one of the adversary's Picces or Pawns.

Should a player castle in any of the above cases, his adver sary has the choice of three penalties; viz., 1st, of insisting that the move remain; 2nd, of compelling him to move the King; 3rd, of compelling him to move the Rook.

XVII.

If a player touch a Piece or Pawn that cannot be moved without leaving the King in check, he must replace the Piece or Pawn and move his King; but if the King cannot be moved, no penalty can be inflicted.

XVIII.

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If a player attack the adverse King without saying "Check," his adversary is not obliged to attend to it; but if the former, in playing his next move, were to say Check," each player must retract his last move, and he that is under check must obviate it.

XIX.

If the King has been in check for several moves, and it cannot be ascertained how it occurred, the player whose King is in check must retract his last move and free his King from the check; but if the moves made subsequent to the check be known, they must be retracted.

XX.

Should a player say "Check," without giving it, and his adversary, in consequence, move his King, or touch a Piece or Pawn to interpose, he may retract such move, provided his adversary have not completed his last move.

XXI.

Every Pawn which has reached the eighth or last square on the chess-board, must be immediately exchanged for a Queen or any other Piece the player may think fit, even though all the Pieces remain on the board. It follows, therefore, that he may have two or more Queens, three or more Rooks, Bishops, or Knights,

XXII.

If a play remain, at the end of the game, with a Rook and Bishop against a Rook; with both Bishops only; with Knight and Bishop only, &c., he must checkmate his adversary in fifty moves on each side at most, or the game will be considered as drawn; the fifty moves commence from the time the adversary gives notice that he will count them. The law holds good for all other checkmates of Pieces only, such as Queen, or Rook only, Queen against a Rook, &c., &c.

XXIII.

If a player agree to checkmate with a particular Piece or Pawn, or on a particular square, or engage to force his adversary to stalemate or checkmate him, he is not restricted to any number of moves.

XXIV.

A stalemate is a drawn game.

XXV.

If a player make a false move, castle improperly, &c., &c., the adversary must take notice of such irregularity before he touches a Piece or Pawn, or he will not be allowed to inflict any penalty.

XXVI.

Should any question arise, respecting which there is no law, or in case of a dispute respecting any law, the players must refer the point to the most skilful disinterested bystanders, and their decision must be considered as conclusive.

[I cannot permit the present opportunity to pass without expressing a hope that the time is not far distant when the advancing intelligence of chess-players will prompt their leading authorities in Europe to unite for the purpose of abolishing the several crude collections of ambiguities which are now received as the "Laws of Chess," and to establish in their stead one general and comprehensive code of regulations, in the interpretation of which there shall be neither doubt nor difficulty, and which shall be worthy of the period and of a game which aspires almost to the dignity of science.]

CHAPTER VI.

GENERAL RULES AND OBSERVATIONS.

CONCERNING THE KING.

It is mostly advisable to castle the King pretty early in the game, and to do so on the King's side, because he is less subject to an attack, and better able to repel one on that side than the other nevertheless, it frequently happens, that a player by castling on the Queen's side, is enabled to make a formidable assault on the adverse King, by throwing forward his King's flank Pawns. When the Queens are exchanged off early in the game, it is often well to move the King to K. B's 2nd square, and in that way bring the Rooks into play, instead of castling, because there is then less danger to the King, and he may become a valuable auxiliary during the remainder of the fight. In castling, move the King before you touch the Rook.

Be fearful, when castled on the King's side, of permitting an adverse Knight to gain safe possession of your King's Bishop's 4th square, and remember that it is seldom prudent in an inexperienced player to advance the Pawns on the side his King has castled.

Be cautious of playing your Queen in front of your King. Never subject yourself to a discovered check. It is better when check is given to your King to interpose a man that attacks the checking Piece than with one that does not. Beware of giving useless checks to your adversary's King, but when, by checking, you can oblige him to move, and thus deprive him of the right to castle, it is generally good play to do so. It is sometimes useful to give a series of checks, and even sacrifice a Piece, to force the King into the middle of the board, where he may be subjected to the attacks of your other

men.

Do not in all cases take an enemy's Pawn which stands before your King, it may serve sometimes as a protection to him; and bear in mind that towards the termination of a game, especially when the superior Pieces have been taken off the

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field, the King should be made to compensate for his previous inactivity, by being busily engaged. The fate of the game is then dependent for the most part on the skill displayed in the management of the King.

CONCERNING THE QUEEN.

The Queen is so powerful and important a Piece at chess that she should rarely be employed to defend or attack any point if you can do it as well with a subordinate.

It is not good to play the Queen out into the game at the beginning, because she can be attacked by inferior Pieces, and is compelled to retire with the loss of many moves.

The

Be careful, too, when about to capture a distant Pawn or Piece, that you do not remove your Queen too far from the immediate point of action. A clever player will often permit you to win a Pawn with the Queen, that he may prevent her returning in time to rescue your King from his attack. power of the Queen is wonderfully greater when she is aided and protected by other Pieces than when she goes forth unsupported; it is generally injudicious, therefore, to make an attack with her unless in combination with some other of your forces.

CONCERNING THE ROOK.

The Rook is a most important officer, yet few players even among the best avail themselves sufficiently of his power. He has seldom much scope for action in the early part of the e_gagement, but when the field is thinned no time should be lost in bringing him into action. You should then endeavour to double your Rooks, that is, to place them one before the other on the same file: in this situation, mutually sustaining one another, their potency on a clear field is equal to the Queen's.

It is usually good play to get command of an open file, that is to say, a file which is occupied by no other man, by stationing a Rook at one end of it. When you have thus gained possession of the file, should your opponent try to dispossess you of it, by playing one of his Rooks on the same file, it is frequently better to defend with your other Rook than to take his or remove your own. You will often embarrass your ad

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