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How to Play Chess

Charlotte Boardman Rogers · 1907 · Free in the US

21,631 words · about 1 h 31 min to read

Period artwork: Interior of the Bodleian Library, 1845
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About this book

Author
Charlotte Boardman Rogers
Language
English
Published
1907
Length
21,631 words · about 1 h 31 min
Sections
15 reader sections
Text
Digital text
Rights
Public domain in the United States

 

Contents (15)

Continue:

Front matter

CROWELL’S HANDY INFORMATION SERIES

HOW TO PLAY

CHESS

Chapter 1. Introduction

HOW TO PLAY CHESS

CHAPTER I

INTRODUCTION

The game of Chess originated in India about five thousand years ago and is the oldest and most scientific game of a sedentary character. The name comes from the Persian shah, or King which is the name of the principal Piece and upon whose capture the fate of the game depends.

The history of Chess is extremely interesting as people of all nations, famous in all professions, have given it careful attention and study. From its origin in India, its popularity spread Eastward to China and Japan; and then Westward, through Persia and Bysantium to Europe where, during the Middle Ages, it became the favorite pastime of the cloister and the court. In this connection it is worthy of note that Chess is the only game of the kind that has always been approved by the priesthood of all faiths; Catholic, Protestant, Buddhist, and Moslem. In Philidor's day, during the first half of the Eighteenth Century, it was the custom in Europe for the musicians at the royal chapels to amuse themselves with Chess when their services were not required during High Mass; and it was for this reason that the name of Philidor has lived in the history of Chess rather than in the history of music, for he was a great musician as well as a remarkably skilled Chess player.

Since the invention of the game, five thousand years ago, its development may be said to have undergone three distinct periods. The first lasted until about 600 A. D., and during that time it was played by four persons, the move of each Chessman being about the same as it is now, but a dice was thrown to decide which one was to be played. The second period lasted from the Seventh to the Sixteenth Century, during which time the game was reduced to a contest between two persons. The element of chance was also done away with, and the dice discarded. The third and last stage in the development of the game began at the close of the Sixteenth Century and continues until and during the present day.

During the last century, Chess periodicals were introduced and public contests were established between famous players or between the different clubs. Chess assemblies, tournaments, and contests for amateurs were also first held in the Nineteenth Century which added greatly to the interest and general popularity of the game. To-day, even the daily newspapers give space to the subject, recording the moves in match tournament games so that a person may follow each play by reading his paper just as readily as if he were an eye-witness of the game.

In connection with the study of the game, it is interesting to know that among its devotees have been such monarchs as Charles XII., Napoleon I., Frederick the Great, Charlemagne, and Haroun al-Rashid; and such philosophers as Voltaire, Rosseau and Franklin.

The literature of the game has been contributed to by writers of all nations and, while the student cannot be expected to become familiar with all that has been written on the subject, he should know, at least, the names which are most prominent in connection with the scientific development of Chess. Among them are: Hanstein, Von der Lasa, Lange, and Harwitz, of Germany; Cunningham, Janssen, Sarratt, M'Donnell, and Staunton, of England; Petroff and Kieseritzky, of Russia; Szén and Lowenthal, of Hungary; Stein, of Holland; Stamma, of Syria; Philidor, Deschappelles, and La Bourdeunais, of France; Ruy Lopez and Xerone, of Spain; Dubois, Salvio, Paoli Boi and Del Rio, of Italy; and Morphy of the United States. The East, where the game originated, has also contributed to its literature and the Asiatic names associated with it are: Sokeiker, Rhazes, Suli, Damiri, Ibn Sherf Mohammed, Ghulam Kassim and All Shatranji.

While Chess is a purely scientific form of amusement, and one that requires constant practice and study, if a player desires to become skilled, it affords such pleasure to those who are among its devotees and offers such exceptional opportunities for mental development that no person of culture can afford to neglect it. Of course, the scope of the present volume only permits a survey of the general principles and laws of the game but the compiler has endeavored to give the student a thorough groundwork for ordinary purposes; but for the benefit of those who wish to go into the minutest details of the most scientific play, a Bibliography has been prepared to which the student is referred after he has mastered the contents of the present work.

Chapter 2. The Board and the Men

CHAPTER II

THE BOARD AND THE MEN.

The Game.

The Game of Chess is played on a board by two persons or parties, each having sixteen men; eight on the first rank called Pieces, and eight on the second rank, called Pawns.

The Board.

A Chess Board is a perfect square which is further divided into sixty-four smaller squares of alternate, contrasting colors; one light or white, and one dark or black. The light colored square is always referred to as White, and the dark colored square is always referred to as Black. The board is placed between the two players so that each has a white square at his right hand, and one half of the board is called the King's Side, and the other half the Queen's Side, but the beginner will understand the arrangement more clearly when he is familiar with the men.

The Men.

The Game of Chess is played with thirty-two men, sixteen of which are light in color and referred to as White; and sixteen dark and spoken of as Black. The player or party on one side of the board has the Black men while the player or party on the other side has the White men. The Chessmen are divided into two classes: Pieces and Pawns. When the board is set up the Pieces stand on the first rank and include:

One King of each color, indicated by K.

One Queen of each color, indicated by Q.

Two Bishops of each color, indicated B.

Two Knights of each color, indicated by Kt.

Two Rooks of each color, indicated by R.

Formerly the word Castle was used, but it is now almost obsolete, the word Rook being given the preference.

The Pawns, of which there are eight of each color, are all alike in design and stand on the second rank at the opening of the game. They are indicated by P.

Setting Up The Board.

Diagram I shows the board arranged for the play. The student will note that the King and Queen occupy the two middle squares, each Queen being on the square of her own color. Next come the Bishops, one on each side of the King and Queen; then the Knights, and finally the Rooks which occupy the corner squares. The Pawns are arranged on the squares in front of the Pieces.

black.

white.

DIAGRAM I. Pieces and Pawns in Position.

Names of the Pieces and Pawns.

The chessmen of each player are further named according to their positions upon the board. Thus, the Bishop next to the Queen is called the Queen's Bishop, indicated by QB; and the Bishop next to the King is called the King's Bishop, indicated by KB. The Knight on the Queen's side is called the Queen's Knight, indicated by QKt, and the Knight on the King's side is called the King's Knight, indicated by KKt. The Rook on the Queen's side is called the Queen's Rook, indicated by QR, and the Rook on the King's side is called the King's Rook, indicated by KR.

The Pawns are named after the Pieces in front of which they stand. Thus, beginning at the left (as shown in DIAGRAM I) the Pawns are called the Queen's Rook's Pawn (QRP); the Queen's Knight's Pawn (QKtP); the Queen's Bishop's Pawn (QBP); the Queen's Pawn, (QP); the King's Pawn (KP); the King's Bish op's Pawn, (KBP); the King's Knight's Pawn, (KKtP); and the King's Rook's Pawn, (KRP). The student should familiarize himself with the letters by which the different Pieces and Pawns are distinguished so that he may readily identify them, as the names are seldom used in full.

Names of the Squares.

The squares are named after the Pieces which occupy them at the beginning of the game. The square occupied by the Queen is called the Queen's Square (QSq) and the squares in front of it are numbered in order across the board thus: Q2; Q3; Q4; Q5; Q6; Q7; Q8. It will be noted from DIAGRAM II., that Q8 of the Black Queen is the Queen's Square of the White Queen, as each player counts from his own side of the board. The names of the squares are abbreviated thus: KSq; K2; K3; K4; K5; K6; K7; K8; KBSq; KB2; KB3; KB4; KB5; KB6; KB7; KB8; KKtSq; KKt2; KKt3; KKt4; KKt5; KKt6 KKt7; KKt8; KRSq; KR2; KR3; KR4; KR5; KR6; KR7; KR8; and correspondingly on the Queen's side. If the student will study DIAGRAM II with care,

he will have no difficulty in recognizing the different squares when reference is made to them.

Chapter 3. Object of the Game and Order of Procedure

CHAPTER III

OBJECT OF THE GAME AND ORDER OF PROCEDURE

The game of Chess, as already stated, is played by two persons or parties, and the object of each is to capture his opponent’s King or place him in such a position that he cannot move without being taken. If the King is attacked, or threatened with capture, the attacking party must give warning by calling out “Check”; and if the King, in the next move cannot avoid the attack he is “checkmate” or “mate” and the game is at an end, the person having first captured his opponent’s King being the winner. The student will note that the game stops one move short of the final play which takes the King.

If, for any reason, the Kings occupy such positions upon the board that neither can be captured the game is drawn.

The players first arrange the board as shown in diagram i, and draw lots for the color with which each is to play. The game is generally opened by the White Men. When the player who has drawn the White Men moves a Piece or a Pawn, it is his opponent's turn, and so the game continues, each moving alternately, one man at a time, of his own color and capturing only the men of the opposite color. Under only one condition, of which the student will learn later, is a player allowed to make two moves in succession. Until a student has had considerable experience, and learned to play a game of his own he will do well to move each Piece once before he has moved any Piece twice, as this will enable him to keep his forces together and prevent needless exposure and weakness in his defence and attack.

Both distance and direction must be taken into consideration with every move, as well as the advantages that are to be gained by moving any one Piece in preference to another, but the student must become familiar with the relative value of the Pieces and Pawns and with their respective moves, before this can be made perfectly clear to him.

Chapter 4. The Moves

CHAPTER IV

THE MOVES

In learning the moves of the various Pieces and Pawns, the beginner is advised to have a board before him and to secure the assistance of an experienced player if available; for while they are very simple to understand when demonstrated, their description in words may sound complicated. The diagrams, however, should be carefully studied.

The King’s Move.

The King may move one square at a time in any direction. Thus, when the Black King, for example, stands on Q5 he “commands,” or may move, to any one of the eight adjacent squares as indicated in diagram iii. Should one of these squares be occupied, however, by one of his own men, he could not move to it, or should his adversary, the White King, be near, his move would be further restricted.

black.

White.

DIAGRAM III. The King's Move.

For example: Suppose the Black King stands on Q5, a Black Pawn stands on K6 and the White King stands on K2. Now the Black King commands all of the adjoining squares, but he can only move to one of six of them and not to any one of the eight, as he could in diagram iii. He cannot move to K6 because his own Pawn occupies it and also because the White King could move into it were he alone on the board. Nor can the Black King move into Q6, because that also is a square within the range of movement of his adversary, or one of the eight squares commanded by the White King were he alone upon the board. Thus, the sphere of influence of the two Kings overlaps at K6 and Q6 with the result that those two squares are neutral territory, forbidden to both by the fundamental laws of Chess, for the Kings must always have an interval of at least one square between them.

As the object of the game is to capture or checkmate the adversary's King, it is readily seen that he is of paramount importance, and that the moves of all the other Pieces and Pawns are made with reference to him.

The Queen's Move.

The Queen moves in any direction, like the King, but she is not restricted to dis

black.

white.

DIAGRAM IV. The Queen's Move.

and may cover any number of unoccupied squares to the limits of the board in a horizontal, vertical and diagonal line. Thus, a Queen on Q4, as shown in diagram iv, commands twenty-seven squares. Owing to the squares at her command, she is the most powerful of the Pieces, but her power would be disproportionally great were it not that she can be exchanged only for the opposing Queen without material loss. When the Queen occupies a side square, the sum of the diagonal moves possible to her is always seven.

The Bishop's Move.

The Bishop moves over any number of unoccupied squares in a diagonal line, from which it will be seen that he always occupies squares of the same color as the one on which he stands at the beginning of the game. As the King's Bishop is on a square of one color and the Queen's Bishop on a square of another color, at the opening of the game, it will be seen that the two Bishops are easily distinguished and never interfere with each other. From a center square, Q4, for example as shown on diagram v, the Bishop commands thirteen squares. When he occupies a side square, however, the sum

black.

white.

DIAGRAM V. The Bishop's Move.

of the diagonals to which he can move is always seven, the same as the Queen.

The Knight's Move.

The Knight's move is L shaped and more difficult to explain than any of the

black.

white.

DIAGRAM VI. The Knight's Move.

others. He moves horizontally or vertically in any direction, two squares for ward, and one square to either the right or the left, leaping over the intervening squares whether they are occupied or not. Thus the Knight on Q4 commands eight squares as shown on diagram vi. By placing the Knight on any of the center squares the student will see that his move appears to be a leap from the square on which he stands to the next but one of a different color. From a mathematical point, the Knight's move is the diagonal of a rectangle of six squares and is as regular as that of any of the other Pieces. Owing to the character of his move he is less liable to resistance than any of the other Pieces.

The Rook's Move.

The Rook moves in four directions—parallel to the sides of the board, and over any number of unoccupied squares. Thus, a rook standing on Q4 commands fourteen squares as shown in diagram vii and is next in power to the Queen.

black.

white.

DIAGRAM VII. The Rook's Move.

The Pawn's Move.

The Pawn moves forward only, one square at a time; excepting in the first move when it may move one or two squares at the option of the player. In moving two squares, however, if the Pawn passes an adverse Pawn, it may be taken in passing by the adversary. When a Pawn has advanced eight squares in any file, it must immediately be exchanged for a Piece of its own color, at the choice of its owner, after which it acts as if it were an original Piece just moved into that square by the player.

From this it will be seen that there may be three or more Queens, Bishops, Knights or Rooks on the board at the same time belonging to the same player, though the number of Chessmen belonging to each player can never exceed sixteen. This power of the Pawn to become a Piece increases its importance, in spite of its slow progress across the board and makes it of more value than would at first be imagined. A fine player may always be identified by his judicious handling of the Pawns.

While the Pawn's move is forward in a vertical line, its power of capturing radiates forward diagonally. Thus if a White Pawn occupies QB3 and a Black Pawn stands on Q5, the White Pawn moves diagonally from its QB3 to Q4 and captures the Black Pawn. If there were no adverse Piece to capture, the White Pawn would move to QB4.

Chapter 5. Technical Terms Explained

CHAPTER V

TECHNICAL TERMS EXPLAINED

Adverse Piece. A Piece of the opposite color.

Attack. This term may be explained, in several different ways: (1) Any force commanding a square occupied by an adverse force is said to attack the latter, though attack may exist without power to capture. (2) A combined movement of two or more Pieces tending to compel the adversary to abandon some particular force or position. (3) A combination against the King or his position. (4) The player opening the game (generally the White), makes the attack. (5) A strategic move directed against a weak part of the enemy's force.

Blindfold Chess, or Chess Sans Voir. Games played without seeing either the board or the men. The power of playing at least one game in this way is generally acquired by every player; and persons who are skilled in the science of Chess have been known to conduct as many as a dozen such games simultaneously.

Capturing. Moving a Piece or Pawn into a square occupied by an adverse Piece or Pawn and taking or "capturing" it. Any Piece or Pawn may be captured with the exception of the King, his capture is accomplished by "checkmate." The various Pieces capture according to the direction and extent of their respective moves. The Pawns, however, vary from this rule and are allowed to move one square forward in a diagonal line from the one on which they stand, in order to capture an adverse Piece or Pawn.

Castling. A combined move of King and Rook allowed to each player once in a game and consisting of moving the Rook to the square next to the King, and the King to the square on the other side of the Rook. After castling with the King’s Rook the King occupies KKtSq. and the Rook occupies KBSq., as shown in diagram viii. After castling with

(1) Before Castling.

(2) After Castling.

DIAGRAM VIII. Castling With The King’s Rook.

the Queen’s Rook the King occupies QBSq. and the Rook occupies QSq. The conditions under which castling are allowed are:

(1) That neither King nor Rook has been moved. (2) That no Pieces or Pawns intervene. (3) That the King is not in check. (4) That the King does not have to cross and does not move to a square commanded by an opposing Piece or Pawn.

Center. Pawns in the middle field, especially if well supported. It is usually a great object to keep the center intact, or unbroken and to break the center of the adversary if it be stronger.

Check. The warning which must be given when the adversary's King is attacked. In such a case, the King is said to be "in check" and the threatened capture must be avoided by:

(1) Taking the attacking Piece or Pawn. (2) Moving the King. (3) Interposing or moving another Piece or Pawn between the King and the attacking Piece or Pawn.

For example, if the White King stands on QR4 and the Black Queen's Rook stands on QE8, then the White King is in check by the Black Rook. White may avoid the check by moving his King to QKt3, QKt4 or QKt5; or he may take the attacking Piece with his Bishop supposing it to be on Q4, in a diagonal line with the square occupied by the attacking Rook.

Checkmate, or Mate. A position in which the King cannot by any means avoid being captured by the opposing force. An example of simple checkmate is shown in diagram ix. The student will see that if the White King remains where he is he can be taken by the Black Knight; if he moves to KBSq. or KKt2, he can be taken by the Black Bishop as both of those squares are commanded by him; and if he moves into KR2 again, he comes within the sphere of influence of the Black Knight whom he is trying to avoid. Thus, it will be seen that he has no means of escape.

Close Game. A game in which the development of the Pieces is effected chiefly behind the Pawns. This method requires the greatest accuracy and judgment and is only adopted by the most experienced players. (See Open Game).

black.

white.

DIAGRAM IX. Checkmate.

Combination. The concerted action of two or more Pieces for a particular object; two or more moves for a common purpose. Skill in making effective combinations is accounted the surest test of a Chess player.

Command. A square is commanded when any Piece or Pawn occupying it may be attacked. A Piece is said to command a square when it can move into it.

Counter Attack. An indirect and effective way of neutralizing an attack. For example, a combination against one King may be halted or destroyed by an equally strong combination against the other; or an attacked force may be successfully guarded by an attack upon an equal or greater adverse Piece or Pawn.

Counter Gambit. The sacrifice of some part of the second player's force, usually a Pawn, in the opening of the game to obtain an advantage in position. (See Openings and Gambit).

Début. Opening.

Defence. The correlative of attack. The second player, generally the Black, at the beginning of the game, is said to have the defence, as the first player is said to have the attack. Defensive measures are those taken to provide against or to repel attack. To defend a Piece or Pawn is to protect or support it from or against an adversary.

Develop. To develop a Piece or Pawn is to bring it from the comparatively powerless and inactive position which it occupies at the beginning of the game to a position which is more favorable for defence or attack. To develop a game is to bring all or nearly all of the Pieces and Pawns into positions of defence or attack.

Development. The early positions of the forces for defence or attack. In a good or strong development, the forces cooperate without much obstruction. In a bad or weak development, there is needless obstruction and lack of co-operation which frequently leads to a permanent disadvantage.

Discovered Check. An attack opened upon the King by the removal of an intervening Piece or Pawn. For example: If the Black King occupies KKt7, the White Bishop occupies KKt5, and the White Queen occupies KKt8, by removing the Bishop the file is opened to the Queen and the adverse King is attacked. Moving the Bishop is said to "discover check."

Double Check. The simultaneous attack, by two Pieces, upon the King.

Double Pawn. Two Pawns on the same file.

End Game. The stage at which the forces of both sides have become so reduced that theoretical analysis is again possible. A complete and perfect game of Chess is divided into three parts:

(a) The Opening. (b) The Middle Game. (c) The End Game.

Each of these will be discussed at length in later chapters.

En Passant. Taken in passing. If a Pawn, in its first move, passes an adverse Pawn the latter, in its next move only, may capture it en passant as if it had moved only one square. Thus if there is a White Pawn on Q5 and Black Pawns on QB2 and K2, and either of the Black Pawns moves two squares, to QB4 or K4, it may be captured en passant by the White Pawn.

En Prise. A Piece or Pawn is en prise when it is not fully defended and can be taken by the adversary. The term is used with reference to everything but the King and corresponds with check or checkmate. A Piece or Pawn is en prise, while the King is in check.

Establish. A Piece or Pawn is established when it occupies a position from which it cannot be dislodged, and whence it exercises a direct influence upon the opposing force.

Exchange. To take force for force. In it there may be equality or relative gain or loss. To win an exchange is to capture a Rook in return for the loss of a Knight or a Bishop. To lose an exchange is to capture a Bishop or Knight in exchange for a Rook.

False Move. A move that is contradic tory to the fundamental laws of Chess. For example, to move a Bishop like a King, or a Queen like a Knight, is a false move and subjects the player to certain penalties.

Files. The rows of squares across the board, from one player to another and distinguished from the Ranks which are the horizontal rows of squares. The files are named after the Pieces which occupy them at the beginning of the game. Thus, from White's side beginning at the right, we have the King's Rook's file, the King's Knight's file, the King's Bishop's file and the King's file, and so on across to the Queen's Rook's file. (See Ranks).

Force. A term used to refer to a Piece or Pawn.

Fork. The attack by a Knight upon two adverse Pieces or Pawns. It is also used to describe the double attack of a Queen, Bishop or Pawn. A common and fatal example of a fork is found when the White Knight occupies K3, and the Black King occupies KB8, and the Black Queen, KKt5. The King, being in check, must move, which leaves the Queen at the mercy of the adverse Knight.

Gambit. A voluntary surrender, or proffer, of a Piece or Pawn by the first player at the early part of the game, with a view to subsequent advantage.

Game. In addition to its ordinary meaning the term has a technical meaning which is explained under "Opening."

Interpose. To move a Piece or Pawn between an attacked and attacking Piece or Pawn. The term is frequently used in connection with the King. When he is in check, and a Piece or Pawn is placed between him and the attacking Piece or Pawn, that Piece or Pawn is said to be "interposed."

Illegal Move. A move which, while not in opposition to the fundamental laws of movement, is still contradictory to the ordinary rules of play, under the particular circumstances of the case, such as moving out of turn; moving an adverse Piece or Pawn; castling to avoid check, or cast ling after the King or Rook has been moved.

Isolated Pawn. A Pawn is said to be isolated when there are no Pawns of the same color on the adjoining files.

J'adoube. The French for "I adjust"; an expression that is used by a player when he wishes to touch a man that he does not intend to play or to take. Without this declaration, the Piece or Pawn touched must be moved or captured in the player's next turn if the conditions permit.

Man. The generic name for any Chess figure or force, including the Pieces and Pawns. There are thirty-two Chessmen, sixteen Pieces and sixteen Pawns, as already stated.

Mate. See "Checkmate."

Mating Force. Any force that is sufficient to mate the lone King; such as the Queen or Rook.

Middle Game, or Mid-Game. That stage of a game when the Pieces and Pawns are all, or nearly all, ready for action; and said to begin when theoretical analysis ends. Many of the most brilliantly played games are brought to a finish in the "Middle Game," before "End Game" positions are reached.

Minor Piece. The Bishop or Knight in contradistinction to the more valuable mating forces such as the Queen or Rook.

Move. The person who begins the game has the move; a slight but uncertain advantage. The term is also used with reference to the person whose turn it is to play, when a critical stage of the game is reached, and the issues have been fairly joined, or the contest is drawing to a close. In such a case the person who plays next has the move.

Notation. The system or method of recording the moves of a game.

Odds. An initiary advantage conceded to a weaker player by a stronger one. All important Chess clubs have a carefully graded scale of odds, marking the classes of players. A common gradation is given in the following:—

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