A   B   C   D   E    F   G   H   I   J    K   L   M   N   O    P   R   S   T   U   V   W   X   Y    Z

Books of The Times: A 5th Gospel Can Be Like a 5th Wheel
An independent publisher said it was negotiating to release Herman Rosenblat’s discredited memoir, “Angel at the Fence,” as fiction.

Arts, Briefly: False Memoir May Find New Life as Fiction
The architectural historian Kenneth Frampton has updated his 1995 book with 11 additional houses.

Currents | Books: 11 More Great Homes
A personal Christmas tale posted online by the author Neale Donald Walsch turns out to belong to someone else — the writer Candy Chand, who first published it 10 years ago.

Howard Staunton and Modern Authorities - The Blue Book of Chess



H >> Howard Staunton and Modern Authorities >> The Blue Book of Chess

Pages:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26




_Smothered Mate._

This is a familiar example of _smothered mate_, which you will find can
be effected by no other Piece than the Knight. White 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 Rook, and the
Knight then gives the _smothered mate_ at K. B's 7th square.

No. 12.

BLACK.
+---+---+---+---+---+---+---+---+
| R*| | R*| | | | K*| |
+---+---+---+---+---+---+---+---+
| P*| | | | | | P*| P*|
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | N | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | P |
+---+---+---+---+---+---+---+---+
| | Q*| | | | | | P |
+---+---+---+---+---+---+---+---+
| | | | Q | | | | K |
+---+---+---+---+---+---+---+---+
WHITE.


_Stalemate._
(See Diagram on page 30.)

Here you observe that White has the great advantage of a Queen against a
Rook; but 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_.

No. 13.

BLACK.
+---+---+---+---+---+---+---+---+
| K*| | | | | | | |
+---+---+---+---+---+---+---+---+
| | | R*| | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | Q | | | | | |
+---+---+---+---+---+---+---+---+
| | | K | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
WHITE.


ON THE RELATIVE VALUE OF THE CHESS FORCES.

An attempt to establish a scale of powers whereby the relative 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 an approximation to correctness has been made,
and the result arrived at gives the following as the ultimate respective
values:--

Pawn = 1.00
Knight = 3.05
Bishop = 3.50
Rook = 5.48
Queen = 9.94

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.

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




THE CHESS CODE.

OR, LAWS OF THE GAME.


DEFINITIONS OF TERMS USED.

Whenever the word "_Umpire_" is used herein, it stands for any
Committee having charge of Matches or Tournaments, with power to
determine questions of chess-law and rules; or for any duly
appointed Referee, or Umpire; for the bystanders, when properly
appealed to; or for any person, present or absent, to whom may be
referred any disputed questions; or for any other authority
whomsoever having power to determine such questions.

When the word "_move_" is used it is understood to mean a legal
move or a move to be legally made according to these laws.

When the word "_man_" or "_men_" is used, it is understood that it
embraces both Pieces and Pawns.


THE CHESS-BOARD AND MEN.

The Chess-board must be placed with a white square at the
right-hand corner.

If the Chess-board be wrongly placed, or if there is a deficiency
in number, or a misplacement of the men, at the beginning of the
game, the game shall be annulled, provided the error is discovered
before the second player makes four moves.


FIRST MOVE AND COLOR.

The right of first move must be determined by lot.

The right of first move shall alternate, whether the game be won,
lost or drawn.

Whenever a game shall be annulled, the party having the move in
that game shall have it in the next game. An annulled game must be
considered, in every respect, the same as if it had never been
begun.


CONCESSIONS.

The concession of an indulgence by one player does not give him the
right of a similar or other indulgence from his opponent.


ERRORS.

If, during the course of the game, it be discovered that any error
or illegality has been committed in the moves of the pieces, the
moves must be retraced, and the necessary correction made, without
penalty.

If the moves cannot be correctly retraced the game must be
annulled.

If a man be dropped from the board and moves made during its
absence, such moves must be retraced and the man restored. If this
cannot be done, to the satisfaction of the Umpire, the game must be
annulled.


CASTLING.

The King can be Castled only:--

When neither the King nor the Castling Rook has been moved, and

Where the King is not in check, and

Where all the squares between the King and Rook are unoccupied, and

Where no hostile man attacks the square on which the King is to be
placed, or the square he crosses.

In Castling, the King must be moved first, or before the Rook is
quitted. If the Rook be quitted before the King is touched, the
opposing player may demand that the move of the Rook shall stand
without the Castling being completed.

The penalty of moving the King prohibits Castling.


EN PASSANT.

Taking the Pawn "_en Passant_," when the only possible move, is
compulsory.


PROMOTING THE PAWN.

A Pawn reaching the eighth square must be at once exchanged for any
piece of its own color (except the King) that the player of the
Pawn may elect.


CHECK.

No penalty can be enforced for an offence committed against these
rules in consequence of a false announcement of "check." When check
is given it is not obligatory to announce the check.


"J'ADOUBE."

"J'adoube," "I adjust," or words to that effect, cannot protect a
player from any of the penalties imposed by these laws, unless the
man or men touched, obviously _need_ adjustment, and unless such
notification be distinctly uttered _before_ the man, or men, be
touched, and only the player whose turn it is to move is allowed so
to adjust.

The hand having once quitted the man, but for an instant, the move
must stand.

Men overturned or displaced accidentally may be replaced by either
player, without notice.

A wilful displacement, or overturning of any of the men, forfeits
the game.


PENALTIES.

Penalties can be enforced only at the time an offence is committed,
and before any move is made thereafter.

A player touching one of his men, when it is his turn to play, must
move it. If it cannot be moved he must move his King. If the King
cannot move, the offender must move a man selected by his opponent.

For playing two moves in succession the adversary may elect which
move shall stand.

For touching an adversary's man, when it cannot be captured, the
offender must move his King. If the King cannot move, the offender
must move a man selected by his opponent. But if the man touched
can be legally taken, it must be captured.

For playing a man to a square to which it cannot be legally moved,
the adversary, at his option, may require him to move the man
legally, or to move the King. If the latter penalty be exacted, and
the King cannot legally be moved, the offender must move any piece
designated by the opposing player.

For illegally capturing an adversary's man, the offender must move
his King, or legally capture the man, as his opponent may elect. If
neither is possible, the offender must move a man selected by his
opponent.

For attempting to Castle illegally, the player doing so, must move
either the King or Rook, as his adversary may dictate.

For touching more than one of the player's own men, he must move
either man that his opponent may name.

For touching more than one of the adversary's men, the offender
must capture the one named by his opponent, or if _either_ cannot
be captured, he may be required to move the King or capture the man
which can be taken, at the adversary's option; or, if _neither_ can
be captured, then the King must be moved.

A player moving into check may be required, by the opposing player,
either to move the King elsewhere, or to move some other piece
designated by the opposing player.

For discovering check on his own King, the player must either
legally move the man touched, or move the King at his adversary's
option. In case neither move can be made he must move a piece
designated by his adversary.

While in check, for touching or moving a man which does not cover
the check, the player may be required to recover with another
piece, or move the King, as the opposing player may elect.


ADJOURNED GAME.

Upon a game being adjourned, the player whose turn it is to move
shall seal his move. Sealing a move consists in writing it legibly
on a piece of paper which shall remain in the keeping of a third
party during the adjournment.

Upon the resumption of an adjourned game the position existing at
the time of adjournment shall be set up and the sealed move made on
the board.

If the position existing at the time of adjournment cannot be
ascertained the game shall be annulled.

If upon opening a sealed move the record cannot be interpreted as
expressing a legal move, the offending player may be required to
move his King, or, if the King cannot legally be moved, a piece
designated by his opponent. If the record can be interpreted as
expressing either of two moves, the offender shall make the one
selected by his opponent.


DRAWN GAMES.

A game is drawn--

(a) When the players agree to treat it as drawn.

(b) Upon the proof by either player that fifty moves have been
made on each side without a piece being captured.

(c) When either player claims a draw upon his turn to play, and
proves that the existing position has occurred at least twice
before during the game.

(d) When either player claims a draw and demonstrates that he can
subject the opposing King to an endless series of checks.

(e) When a stale-mate occurs.


TIME LIMIT.

The penalty for exceeding the time limit is the forfeiture of the
game.

It shall be the duty of each player, as soon as his move be made,
to stop his own register of time and start that of his opponent,
whether the time be taken by clocks, sand-glass, or otherwise. No
complaint respecting an adversary's time can be considered, unless
this rule be strictly complied with. But nothing herein is intended
to affect the penalty for exceeding the time limit as registered.


ABANDONING THE GAME.

If either player abandon the game by quitting the table in anger,
or in an otherwise offensive manner; or by momentarily resigning
the game; or refuses to abide by the decision of the Umpire, the
game must be scored against him.

If a player absent himself from the table, or manifestly ceases to
consider his game, when it is his turn to move, the time so
consumed shall, in every case, be registered against him.


DISTURBANCE.

Any player wilfully disturbing his adversary shall be admonished;
and if such disturbance be repeated, the game shall be declared
lost by the player so offending, provided the player disturbed then
appeals to the Umpire.


THE UMPIRE.

It is the duty of the Umpire to determine all questions submitted
to him according to these laws, when they apply, and according to
his best judgment when they do not apply.

No deviation from these laws can be permitted by an Umpire, even by
mutual or general consent of the players, after a match or
tournament shall have been commenced.

The decision of the Umpire is final, and binds both and all the
players.


RULES FOR PLAYING THE GAME AT ODDS.

I. In games where one player gives the odds of a piece, or "the
exchange," or allows his opponent to count drawn games as won, or
agrees to check-mate with a particular man, or on a particular
square, he has the right to choose the men, and to move first,
unless an arrangement to the contrary is agreed to between the
combatants.

II. When the odds of Pawn and one move, or Pawn and more than one
move, are given, the Pawn given must be the King's Bishop's Pawn
when not otherwise previously agreed on.

III. When the odds of two or more moves are given, the player
receiving the odds shall begin the game with these moves, but may
not, in making them, advance any piece beyond his fourth rank.

IV. When a player gives the odds of a Rook he may move his King as
though to castle with the Rook given, provided the square of the
missing Rook has been unoccupied throughout the game, and provided
the ordinary conditions as to squares and the King are complied
with.

V. When the odds of a Pawn, Knight, Bishop, or Rook, are given, it
is understood that the King's Bishop's Pawn, or the Queen's Knight,
Queen's Bishop or Queen's Rook, is intended unless special
agreement to the contrary is made.




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.

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 and in
subjecting 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 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 in the game at the beginning,
because she can be attacked by inferior Pieces, and is compelled to
retire with the loss of many moves.

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
skilful 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. The 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 amongst the best avail themselves sufficiently of his
power. He has seldom much scope for action in the early part of the
engagement, but when the field is thinned no time should be lost in
bringing him into action. You should then endeavor 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 adversary,
too, if you can manage to post a Rook on his second rank, say at your
King's 7th or Queen's 7th square. In this position he generally makes an
attack on the Pawns unmoved, and compels the enemy to lose time in
defending them, while you can bring more forces into action.

One of the strongest reasons for playing out your Pieces early in the
battle, is, that while at home they are not only themselves inactive,
but they utterly retard the movements of your Rooks. In an unskilfully
developed game it is a common occurrence to see the victory won before
the defeated player's Rooks have ever moved.

_Concerning the Bishop._--When the game is opened by each party with
King's Pawn to King's 4th square, the _King's Bishop_ is somewhat
superior to the _Queen's_, because it can be sooner brought into play,
and may be made to bear immediately on the King's weak point, his
Bishop's Pawn. It is desirable therefore generally to exchange your
Queen's Bishop or Queen's Knight for the adversary's King's Bishop. The
King's Bishop should rarely or never be played to the Queen's 3d square
before the Queen's Pawn is moved. His best position, as we have remarked
above, is to Queen's Bishop's 4th square, where he attacks the
opponent's King's Bishop's Pawn. If your antagonist then challenges an
exchange of Bishops by moving his Queen's Bishop to King's 3d square, it
is not always prudent to accept it, because although you may double the
Pawns on his King's file, you at the same time afford him an open range
for his King's Rook when he has castled. The best play in such a case
is, therefore, to retreat your King's Bishop to _Queen's Knight's 3d
square_.

Be careful, as a general rule, in an open game, not to move your
Queen's Pawn _one_ square _before_ you bring out the King's Bishop, as
by so doing you leave him but the _King's 2d square_ on which to move,
and there his position is defensive rather than attacking.

If strong in Pawns towards the conclusion of the game, endeavor to get
rid of the enemy's Bishops, because they can impede the march of your
Pawns more readily than either the Rooks or Knights.

When the other men are exchanged off, and you remain with a Bishop and
two or three Pawns, it is often proper to keep your Pawns on squares of
a different color from those on which your Bishop travels, as he can
then prevent the opposing King from approaching them. If, however, you
have the worst of the game, it is mostly better then to keep them on the
same color as the Bishop, that he may defend them.

Supposing you have _Pawns only_ at the end of a game, and the adversary
has a Bishop, it is generally advisable to move the Pawns as soon as
possible to squares of a different color from the diagonals on which he
moves.

Do not indiscriminately exchange your Bishops for Knights, or _vice
versā_. Two Bishops at the finish of a game are stronger than two
Knights, and one Knight generally more useful than a single Bishop.

_Concerning the Knight._--The Knight is at once the most striking and
most beautiful of all the Pieces. The singularity of its evolutions, by
which it is enabled to overleap the other men and wind its way into the
penetralia of the adverse ranks, and if attacked leap back again within
the boundary of its own, has rendered it the favorite Piece of leading
players in every country.

The assault of the Knight is more subtle and dangerous than that of any
other Piece, because he attacks without putting himself _en prise_, and
his attack can never be resisted by the interposition of another man.

At the commencement of a game, the best place for the King's Knight is
at _K. B's 3d sq._; it there attacks your adversary's K's Pawn, if it
has been moved two squares, and offers no impediment to the playing out
your King's Bishop, and prevents the adversary from placing his Queen
on your King Rook's 4th sq., where she would often be a source of
restraint and danger to your King. Many persons prefer playing the
K. Kt. to _K's 2d_ at the second move, from the mistaken notion that the
K. B's P. should be moved before the Knight is played to B's 3d; this is
an error, and generally leads to a very bad game.

Pages:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26
Copyright (c) 2007. topmasterworks.com. All rights reserved.