Howard Staunton and Modern Authorities - The Blue Book of Chess
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Howard Staunton and Modern Authorities >> The Blue Book of Chess
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As we before observed, the Pawn is the only man which captures in a
direction different from his line of march. Suppose, at the opening of
the game, White begins by playing King's Pawn to King's fourth square
(see the article on Notation), Black may reply in the same manner with
King's Pawn to King's fourth square, and neither Pawn can do more than
remain an obstruction to the onward march of the other, but if Black
answer instead with King's Bishop's Pawn to Bishop's fourth, or as in
the diagram, with Queen's Pawn to Queen's fourth, then White, if he
choose, may take the adverse Pawn from the board and place his own in
its stead.
No. 7.
BLACK.
+---+---+---+---+---+---+---+---+
| R*| N*| B*| Q*| K*| B*| N*| R*|
+---+---+---+---+---+---+---+---+
| P*| P*| P*| | P*| P*| P*| P*|
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | P*| | | | |
+---+---+---+---+---+---+---+---+
| | | | | P | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| P | P | P | P | | P | P | P |
+---+---+---+---+---+---+---+---+
| R | N | B | Q | K | B | N | R |
+---+---+---+---+---+---+---+---+
WHITE.
THE NOTATION ADOPTED TO DESCRIBE
THE MOVES OF THE MEN.
There is no portion of an elementary work on Chess of so much importance
to the learner, and none which requires more resolute mastering than
this.
The notation may be called the language of the game and a knowledge of
it is absolutely indispensable to every one who is himself ambitious of
excelling, or who is desirous of appreciating the excellencies of other
players.
Having marshalled the men in battle order, as shown in the first
diagram, you will observe that each party has two _ranks_ of men, on the
first of which stand the superior Pieces, and on the next the eight
Pawns. The eight squares which compose the first rank are each
distinguished by the name of the Piece which occupies it when the men
are first arranged. There are, therefore, the King's square, the King's
Bishop's square, King's Knight's square, and King's Rook's square, and
in like manner, the Queen's square, Queen's Bishop's square, Queen's
Knight's and Queen's Rook's squares. The _files_, that is, the row of
squares running from top to bottom of the board, are also named by the
Pieces occupying the first square in each _file_. Thus each of the
superior officers has a file or row of eight squares running from his
end of the board to the corresponding Piece of the enemy, and every one
of these eight squares takes its name from such officer.
Bear in mind that White names every square on the board, in accordance
with its relative position to one of _his_ eight Pieces, and that Black
does the same. Hence it follows that Black's _first_ squares are White's
_eighth_, and _vice versâ_.
Before proceeding further, it will be desirable for the student to
familiarize himself with the respective moves of the Pieces, names of
the squares, &c. A very little practice will enable him to do so,
especially with the aid of any friend acquainted with them. He should,
in the first place, accustom himself to the setting up the men in order
of battle; after a few repetitions of the process, and comparing their
position with diagram No. 1, he will soon have no difficulty whatever in
arranging them correctly without referring to the book. It will then be
well to clear the board of all but a single Piece, and practise with
that until perfect in its movements; another, and then another, may be
added, until the action of every one is as familiar as the alphabet.
Suppose, as a first exercise, you begin by placing your Queen on her
square (_i.e._, her first square), then play her to Q's 5th square, then
(diagonally, observe) to Q. Rook's 8th square, then to King's Rook's 8th
square, then to Q. R's square, and then home again to her square. It is
proper to mention that the directions for moving a Piece are not usually
printed in full, and that, according to the modern abbreviations in the
present and other chess-books, these several instructions would be given
thus:--
1. Q. to her sq.
2. Q. to her 5th.
3. Q. to her R's 8th.
4. Q. to K. R's 8th.
5. Q. to her R's sq.
6. Q. to her sq.
As a next exercise, put the Queen's Bishop on his square, beside the
Queen, and play him as follows:--
1. Q. B. to K. R's 6th.
2. Q. B. to K. B's 8th.
3. Q. B. to Q. R's 3d.
4. Q. B. to his sq.
To these two Pieces now add the Queen's Knight, on his own square, and
play as follows:--
1. Q. Kt. to Q's 2d.
2. Q. Kt. to K's 4th.
3. Q. Kt. to K. B's 6th.
4. Q. Kt. to K's 8th.
5. Q. Kt. to Q. B's 7th.
6. Q. Kt. to Q. Kt's 5th.
7. Q. Kt. to Q. B's 3d.
8. Q. Kt. to his sq.
By taking all the Pieces in succession thus, you will speedily obtain
sufficient knowledge of their movements to commence the opening of a
game; but before attempting this, it is needful for you to be
acquainted with the technical terms in use among chess-players, and the
code of laws which governs the game.
TECHNICAL TERMS IN USE AMONG CHESS-PLAYERS.
_Castling._--Although, as a general rule, the move of the King is
restricted to one square at a time, he has the privilege, under certain
conditions, once in the game, of moving in conjunction with either of
the Rooks two squares. This peculiar movement is called _Castling_, and
is performed in the following manner:--If a player wishes to castle on
his King's side of the board, he moves the King to K. Kt's sq., and then
places the K's Rook on K. B's square. If he castles on the Queen's side,
he plays his King to Q. B's sq, and Q's Rook to Q's sq. The object of
this compound move is to place the royal Piece in safety, and at the
same time bring the Rook from the corner square into better play.
The conditions under which a player is permitted to castle are:--1st.
The King must not be in check. 2d. The King must not have moved. 3d. The
Rook must not have moved. 4th. The King must not pass over or on to any
square attacked by an enemy's man. And 5th. There must be no Piece,
either of his own or the adversary's, between the King and the Rook.
In exemplification of the importance of castling, to escape from an
attack, and to retort one on the adversary, see, presently, the diagram
No. 8 (p. 24).
_Check and Checkmate._--The King is said to be in _check_ when he is
attacked by any Piece or Pawn, for it being a fundamental law of chess
that the King can never be taken, whenever any direct attack upon him is
made, he must be warned of his danger by the cry of _check_, and the
player is then compelled either to remove his King _out_ of _check_, or
parry the check by interposing a man between the King and the attacking
Piece, or capture the checking man.
When he can do none of these three things, he is _checkmated_, and the
game won by the other side. (See diagrams Nos. 9 and 10.) When the King
is directly attacked by the Piece played, it is a _simple_ check; but
when the Piece moved does not itself give check, but unmasks another
which does, it is called a _discovered check_. (See diagram No. 8.) The
third species of check is named the _double check_, where the King is
attacked both by the Piece moved and the one discovered. The fourth
description is called _perpetual check_, a case which arises when a
player has two or more squares on which he can give check, and his
opponent can only parry one check by affording an opportunity for
another. If the first player then persists in the repetition of these
particular checks, the game must be abandoned as drawn. (See diagram No.
11).
_Doubled Pawn._--When two Pawns of the same color are on the same file,
the front one is called a _doubled pawn_.
_Drawn Game._--When neither party can give checkmate, the game is drawn.
This may arise from several causes, as:--1st. _Perpetual check._ 2d.
Where there is not sufficient force to effect a mate, as a King and a
Knight only, or a King and two Knights, &c., &c. 3d. Where one party has
force sufficient, but is ignorant of the proper mode of applying it, and
thus fails to checkmate his helpless adversary within the fifty moves
prescribed by the "Code". 4th. Where both parties persist in repeating
the same move from fear of each other. 5th. Where both parties are left
with the same force at the end, as a Queen against a Queen, a Rook
against a Rook, and the like, when, except in particular cases, the game
should be resigned as a drawn battle. And 6th. When one of the Kings is
_stalemated_.
_En Prise._--When a Piece or Pawn is in a situation to be taken by the
enemy, it is said to be _en prise_. To put a piece _en prise_, is to
play it so that it may be captured.
_The Exchange._--When a player gains a Rook for a Bishop or a Knight, it
is termed _winning the exchange_.
_False Move._--Any illegal move, such as castling when the King has
been moved or is in check, moving a Rook diagonally, or a Bishop like a
Knight, is called a false or an "impossible" move.
_Fool's Mate._--This is the simplest of all checkmates, being
accomplished in two moves in the following manner:--
WHITE. BLACK.
1. K. Kt. P. to K. Kt's 4th. 1. K. P. to K's 4th.
2. K. B. P. to K. B's 4th. 2. Q. to K. R's 5th, checkmate.
It cannot possibly be given by the first player.
_Forced Move._--When a player has one only legal move at command, it is
said to be a _forced move_.
_Gambit._--This word is derived from an Italian phrase in wrestling, and
signifies a movement by which the adversary is tripped up. In chess,
this is attempted by the first player putting a Pawn _en prise_ of the
enemy early in the game, by which he is enabled more rapidly and
effectually to develope his superior Pieces. There are several gambits,
but the most important, and one which includes many others, is the
King's gambit, commenced as follows:--
WHITE. BLACK.
1. K. P. to K's 4th. 1. K. P. to K's 4th.
2. K. B. P. to B's 4th. 2. P. takes K. B. P.
The Pawn offered by the first player here at his second move is called
the Gambit Pawn, and when taken by the adversary the opening becomes a
gambit.
The varieties of the gambits are often designated by the names of the
players who invented or first brought them into vogue--as the _Muzio_
gambit, the _Salvio_ gambit, the _Allgaier_ gambit, the _Lopez_ gambit;
while others obtain their names from the opening moves of the first
player, as the King's Bishop's gambit, which begins thus:--
WHITE. BLACK.
1. K. P. to K's 4th. 1. K. P. to K's 4th.
2. K. B. P. to B's 4th. 2. P. takes P.
3. K. B. to Q. B's 4th.
and is so called because the K's Bishop is played out at the 3d move
instead of the K's Knight.
There is also the Queen's gambit, of which the opening moves are--
WHITE. BLACK.
1. Q. P. to Q's 4th. 1. Q. P. to Q's 4th.
2. Q. B. P. to B's 4th. 2. P. takes P.
The gambits are the most brilliant and animated of all the openings,
full of hair-breadth 'scapes and perilous vicissitudes, but affording an
infinitude of beautiful and daring combinations.
"_Giuoco Piano_," a solid and instructive modification of the King's
Knight's game, is safe and for drawing games generally practised by the
leading players. The opening moves are:
WHITE. BLACK.
1. P. to K's 4th. 1. P. to K's 4th.
2. K. Kt. to B's 3d. 2. Q. Kt. to B's 3d.
3. K. B. to Q. B's 4th. 3. K. B. to Q. B's 4th.
_To Interpose._--When the King is checked, or any valuable Piece in
danger from the attack of an enemy, you are said to _interpose_ a man
when you play it between the attacked and attacking Piece.
_Isolated Pawn._--A Pawn which stands alone, without the support and
protection of other Pawns, is termed an _isolated_ Pawn.
_J'adoube._--A French expression, signifying "I arrange," or "I
replace," which is used by a player when he touches a man merely to
adjust its position on the board, without intending to play it. (See the
7th law.)
_Minor Pieces._--The Bishop and Knight, in contradistinction to the
Queen and Rook, are called _Minor Pieces_.
_The Opposition._--A player is said to have the opposition when he can
place his King directly in front of the adverse King, with only one
square between them. This is often an important advantage in ending
games.
_Party._--From the French _partie_. Frequently used by modern writers
instead of the word "game."
_Passed Pawn._---A Pawn is said to be a _passed_ one when the adversary
has no Pawn to obstruct its march on the same file, or on either of the
next files to the right or left.
_Pion Coiffé, or Marked Pawn._--This is a description of odds but rarely
given, and only when there is a vast disparity between the skill of the
players. It consists in one party placing a _cap_ or ring on one of his
Pawns, and undertaking to checkmate his opponent with that particular
Pawn. He is not allowed to _Queen_ the Pawn, and if he loses it, or
happens to checkmate his opponent with any other man, he forfeits the
game. The Pawn usually _capped_ is the King's Knight's, because it can
be more readily and effectually surrounded by protecting Pieces.
_To Queen a Pawn, or to advance a Pawn to Queen._--When a player has
contrived to advance a Pawn to the eighth or last square of the file, it
assumes the rank and power of a Queen, or of any other Piece he chooses,
and he is then said to have _queened_ his Pawn. (See the 21st law.)
_Scholar's Mate._--A checkmate occasionally given at the opening of a
game by a practised player to one but little tutored in the science. The
following are the moves:--
WHITE. BLACK.
1. P. to K's 4th. 1. P. to K's 4th.
2. K. B. to Q. B's 4th. 2. K. B. to Q. B's 4th.
3. Q. to K. R's 5th. 3. Q. P. one.
4. Q. takes K. B. P., giving checkmate.
_Smothered Mate._--A checkmate which is sometimes given by the Knight
when the adverse King is hemmed in, or _smothered_, by his own forces.
(See diagram No. 12.)
_Stalemate._--When one party has his King so circumstanced that, not
being at the moment in check, he cannot play him without going into
check, and at the same time has no other Piece or Pawn to move instead,
he is said to be _stalemated_, and the game is considered drawn. (See
diagram No. 13.)
_Taking a Pawn en Passant, or in Passing._--It has been shown before, in
speaking of the action of the Pawn, that he is limited in his march to
one square forward at a time, when not capturing, and one square forward
diagonally, either to the right or left, when he takes an adversary, but
that he has the privilege, on being first played in the game, to advance
two squares, unless in so doing he pass a square which is attacked by a
hostile Pawn; in which case the opponent may, at his option, permit him
to make the two steps forward, and there remain, or may capture him in
his passage in the same way as if he had moved but one step.
ILLUSTRATIONS OF TECHNICAL TERMS.
_The Operation of "Castling;" and "Discovered Check."_
No. 8.
BLACK.
+---+---+---+---+---+---+---+---+
| | | | | R*| K*| | R*|
+---+---+---+---+---+---+---+---+
| | P*| B*| | Q*| | P*| P*|
+---+---+---+---+---+---+---+---+
| P*| | N*| | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | B*| | | |
+---+---+---+---+---+---+---+---+
| | B | Q | | | | | |
+---+---+---+---+---+---+---+---+
| P | P | P | | | | P | P |
+---+---+---+---+---+---+---+---+
| R | | B | | K | | | R |
+---+---+---+---+---+---+---+---+
WHITE.
In this situation the white King is threatened with what is called "a
discovered check," that is, his opponent, by removing the Bishop, would
_discover_ check from the Queen, a proceeding in the present instance,
which would speedily involve the loss of the game to White. Not being
at the moment in check, however, and having moved neither King nor Rook,
and there being no _intervening_ Piece between the King and his own
Rook, White is enabled to castle, giving check to the adverse King at
the same time, and win the game easily, for Black has no square to which
he can move his King without going into check, and is consequently
obliged to interpose his Q. at K. B's second, or K. B's third square, in
either case being checkmated in two more moves, as you will soon be able
to see.
_Checkmate._
No. 9.
BLACK.
+---+---+---+---+---+---+---+---+
| | | | R*| K*| B*| | |
+---+---+---+---+---+---+---+---+
| P*| | Q*| N*| | P*| | |
+---+---+---+---+---+---+---+---+
| | | | | P*| | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | B | | | Q | | | |
+---+---+---+---+---+---+---+---+
| P*| | | | | | | |
+---+---+---+---+---+---+---+---+
| | | B | | | | P | |
+---+---+---+---+---+---+---+---+
| | | | | | | K | |
+---+---+---+---+---+---+---+---+
WHITE.
The above position represents the appearance of the forces on each side
towards the end of a game, and will assist to explain the application of
two or three of the technical terms described in the present section, as
well as to exhibit the King in a situation of checkmate. You already
understand that the moves at chess are played by each party
alternately; in this case it is White's turn to play, and he will
checkmate his antagonist in two moves. Place the chess-men on your board
exactly in the order they stand in the diagram; having done this,
suppose yourself to be playing the White men, and take the Black King's
Pawn with your Queen, in the manner before shown, _i.e._, by taking the
Pawn from the board and stationing your Queen on the square it occupied.
By this act, you not only take his Pawn, but you attack his King, and
must apprise him of his danger by calling "_check_." He has now two ways
only of parrying this check. It is clear he cannot move his King,
because the only two squares to which he could move without going into
check are occupied by his own men; he is forced then either to take the
Queen with his K. B's Pawn, or to interpose the Bishop at King's second
square. If he take the Queen with his K. B's Pawn, you must reply by
playing your King's Bishop (which you will know by the color of the
diagonal on which he travels) to K. Kt's sixth square, crying "check."
Examine the position attentively, and you will find that Black has no
square to which he can move his King, the only vacant one being attacked
by your Queen's Bishop, that he has nothing wherewith to take the Bishop
that has given check, and neither Piece nor Pawn with which to interpose
between it and his King, and that consequently, he is not only checked,
but _checkmated_. In like manner, if, at his first move, instead of
capturing your Queen, he interpose his Bishop at King's second square,
you immediately take the Bishop with your Queen, who is protected by her
Bishop, and say "checkmate."[A]
[Footnote A: We append a diagram here, showing a position which has
frequently been misapprehended by unpractised players.
By inspecting the diagram it will be seen that the White King is in
check of the Black Queen. By the simple move of the White Rook to K.
Kt's 5th square, checking the Black King, and at the same time
discovering check by the White Queen, Black is checkmated, although
having by far the strongest force of men. We give the position to show
that any Piece or Pawn, although employed in covering a check of its own
King, has nevertheless the power to check the adverse King.
No. 10.
BLACK.
+---+---+---+---+---+---+---+---+
| | | | | | | | Q |
+---+---+---+---+---+---+---+---+
| | | | | Q*| P*| R | |
+---+---+---+---+---+---+---+---+
| | | | P*| N*| | | |
+---+---+---+---+---+---+---+---+
| | | | | K*| | | |
+---+---+---+---+---+---+---+---+
| | | | | R*| P*| | K |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
WHITE.]
_Perpetual Check._
The diagram on page 28 will enable you to understand what is meant by
_perpetual check_ as well as the most elaborate arrangement of the men
could do. Place the men on your chess-board according to the diagram,
suppose yourself to be playing the white Pieces, and that it is your
turn to move. Your adversary, you will observe, has the advantage in
point of force, but this is counterbalanced by the situation, which
enables you to draw the game. To do this, you must first play your Queen
to one of the three squares where she will check the King, _i.e._, to
K's 4th, Q's 5th, or Q. B's 6th; it is indifferent which, say,
therefore, Q. to K's 4th (check). Black has no option, his King cannot
move, he must interpose his Queen. If now you were to take the Queen you
would lose the game, on account of his two Pawns; but instead of doing
so, you play the Queen to King's 8th sq, giving check. The black Queen
must again interpose; you repeat the check at K's 4th, Black can only
parry it with his Queen, and you may persist in giving the same two
checks, _ad infinitum_. In such cases, the game is resigned as "drawn by
_perpetual check_."
No. 11
BLACK.
+---+---+---+---+---+---+---+---+
| K*| Q*| | | | | | |
+---+---+---+---+---+---+---+---+
| P*| | | | | | | |
+---+---+---+---+---+---+---+---+
| | P*| | | | | | |
+---+---+---+---+---+---+---+---+
| | K | | | | | | |
+---+---+---+---+---+---+---+---+
| | | Q | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
WHITE.
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