Contents
THE
CHESS-PLAYERS
TEXT BOOK
Preface
PREFACE.
The following pages were written to accompany the very elegant Chessmen with which the Designers have complimented the Author by associating his name.
Being intended only for beginners, they are divested as much as possible of whatever might appear perplexing or repulsive; and the examples for study presented in the order conceived to be the most natural and easy for apprehension.
To profit fully by these examples the learner will do well, when he is thoroughly conversant with the preliminary matter of the first six chapters, to restrict himself to the examination of one position at a sitting. Let him commence, for instance, with the easy Check-mate of Diagram No. 4. and when he quite comprehends the object of each move, proceed to the next diagram, and the next, and so on through the whole, in the sequence in which they appear. He will soon master this series of short contests wherein one or two pieces only are engaged on each side, and then be in a condition to enter on the study of the Openings, when the conflict is begun with the full array of both armies in opposition.
In playing over the several demonstrations his labour will be greatly lightened, and his progress facilitated, by the use of the Chessmen to which we have alluded. To say nothing of their unquestionable superiority in form and proportion to all others intended for actual play, the happy thought of distinguishing the Pieces appertaining to the King, so that no confusion can arise throughout the longest game between the King's Rooks and Knights and those belonging to the Queen, renders them peculiarly adapted for the purposes of Chess Analysis: and is of itself sufficient, we hope, to entitle them to the preference of those amateurs who are seeking to improve their play.
H. STAUNTON.
Chapter I—Description of the Chess-board and Men—Arrangement of the Men—Their Movements, &c., &c.
THE
CHESS-PLAYER'S TEXT BOOK.
BOOK I.
CHAPTER I.
POSITION OF THE CHESS-BOARD AND ARRANGEMEXT OF THE MEN FOR BATTLE.
The game of Chess is played by two parties, each having a mimic army of sixteen warriors, upon a board of sixty-four squares. These squares are usually coloured white and black alternately, and it has become a rule that the Chess-board shall be so placed that each party has a white square at his right-hand corner.
Diagram No. 1 exhibits the board and Chess-men duly arranged for the commencement of the game.
Each party, it is seen, has two ranks of men; on the first stand the Officers, or Pieces, as we term them, and on the next the Pawns; and, for the purposes of distinguishing these forces, the Pieces and Pawns of one party are of a different colour to those of the other.
The eight superior Pieces, on each side, are :—
A King,
A Queen, | |
Two Rooks or Castles (as they are indiscriminately called),
Two Bishops,
Two Knights,
And each of these pieces has his Pawn or Foot Soldier,
White.
The King and Queen occupy the centre squares of the first, or, as it is generally called, the "royal" line, and each is supported by a Bishop, a Knight, and a Rook: while in front, before them, stand the eight foot-soldiers in a row. The pieces on the side of the King are called the King's, as the King's Bishop, King's Knight, King's Rook; and the Pawns before them, the King's Pawn, King's Bishop's Pawn, King's Knight's Pawn, and King's Rook's Pawn. In like manner, the Pieces and Pawns on the Queen's side are called the Queen's.
When perfectly conversant with the titles of the men, and the proper method of arranging them for battle, which, with the assistance of the foregoing diagram, he may become in half an hour's practice, the learner should acquire a knowledge of the moves and powers of the forces, to attain which the aid of some chess-playing acquaintance will be found greatly to facilitate him. He should then proceed to study the "Notation;" that is the method adopted in this country to describe the moves made by two players in their conduct of the game.
The following are the moves of the Pawns and Pieces:—
The Pawn.—The Pawn moves forward in a straight line one square at each move, as from h to f (see diagram), excepting at the first move of each Pawn, when the player may, if he please, advance the Pawn two squares, as from l to f. The Pawn captures his adversary obliquely in advance of his square : thus, supposing the Pawn to be at l, he might capture an adversary if on squares g or i. The Pawn cannot move off his file of squares except to capture an adversary as described.
The Knight.—The Knight has the most remarkable move of any piece on the board. He moves three squares in any direction from the one on which he is placed, and is the only piece allowed to pass over the head of any other. The move of the Knight will be more easily understood by referring to the diagram : thus, supposing the Knight to he on a square p. he would move onwards, either to the right or left, to i. or k or in like manner, in
DIAGRAM No. 2
another direction to l. A little practice will readily enable the learner to understand this move.
The Bishop.—The Bishop moves obliquely either backwards or forwards, and may move over any number of squares if the same are unoccupied. The Bishop, however, can only move upon squares of that colour on which he stood at the commencement of the game : consequently one Bishop moves along the Black squares, the other along the White. Supposing the Bishop to be placed on o, he could move obliquely to l, or to h.
The Rook or Castle.—The Rook moves in a right line either forward, backward, or sideways, to any distance along the file of squares, if no other piece intervenes. Thus, the Rook at q may move either to h or n.
The Queen.—The Queens move possesses the moves and powers of the Bishop and Rook combined, moving either in a straight line or obliquely to any distance, if the intervening squares are unoccupied. Thus, supposing the Queen on n, the player could move either to a or q, e or i.
The King.—The King moves in every direction, but only one square at a time, and must always be at least one square distance from the adversary's King. Thus the King being on h could move to g, e, f, i, m, &c.
A very little diligence will enable him. by the aid of the following diagram, to master the system sufficiently : but here, as in the case of the powers and movements of the men, he will find the assistance of some one well grounded in the game of more avail than any written description.
Q. R.’s sq.
Q. R.’s 8th
Q. Kt.’s sq.
Q. Kt.’s 8th
Q. B.’s sq.
Q. B.’s 8th
Q.’s sq.
Q.’s 8th
K.’s sq.
K.’s 8th
K.’s B.’s sq.
K.’s B.’s 8th
K.’s Kt.’s sq.
K.’s Kt.’s 8th
K.’s R.’s sq.
K.’s R.’s 8th
Q. R.’s 2nd
Q. R.’s 7th
Q. Kt.’s 2nd
Q. Kt.’s 7th
Q. B.’s 2nd
Q. B.’s 7th
Q.’s 2nd
Q.’s 7th
K.’s 2nd
K.’s 7th
K.’s B.’s 2nd
K.’s B.’s 7th
K.’s Kt.’s 2nd
K.’s Kt.’s 7th
K.’s R.’s 2nd
K.’s R.’s 7th
Q. R.’s 3rd
Q. R.’s 6th
Q. Kt.’s 3rd
Q. Kt.’s 6th
Q. B.’s 3rd
Q. B.’s 6th
Q.’s 3rd
Q.’s 6th
K.’s 3rd
K.’s 6th
K.’s B.’s 3rd
K.’s B.’s 6th
K.’s Kt.’s 3rd
K.’s Kt.’s 6th
K.’s R.’s 3rd
K.’s R.’s 6th
Q. R.’s 4th
Q. R.’s 5th
Q. Kt.’s 4th
Q. Kt.’s 5th
Q. B.’s 4th
Q. B.’s 5th
Q.’s 4th
Q.’s 5th
K.’s 4th
K.’s 5th
K.’s B.’s 4th
K.’s B.’s 5th
K.’s Kt.’s 4th
K.’s Kt.’s 5th
K.’s R.’s 4th
K.’s R.’s 5th
Q. R.’s 5th
Q. R.’s 4th
Q. Kt.’s 5th
Q. Kt.’s 4th
Q. B.’s 5th
Q. B.’s 4th
Q.’s 5th
Q.’s 4th
K.’s 5th
K.’s 4th
K.’s B.’s 5th
K.’s B.’s 4th
K.’s Kt.’s 5th
K.’s Kt.’s 4th
K.’s R.’s 5th
K.’s R.’s 4th
Q. R.’s 6th
Q. R.’s 3rd
Q. Kt.’s 6th
Q. Kt.’s 3rd
Q. B.’s 6th
Q. B.’s 3rd
Q.’s 6th
Q.’s 3rd
K.’s 6th
K.’s 3rd
K.’s B.’s 6th
K.’s B.’s 3rd
K.’s Kt.’s 6th
K.’s Kt.’s 3rd
K.’s R.’s 6th
K.’s R.’s 3rd
Q. R.’s 7th
Q. R.’s 2nd
Q. Kt.’s 7th
Q. Kt.’s 2nd
Q. B.’s 7th
Q. B.’s 2nd
Q.’s 7th
Q.’s 2nd
K.’s 7th
K.’s 2nd
K.’s B.’s 7th
K.’s B.’s 2nd
K.’s Kt.’s 7th
K.’s Kt.’s 2nd
K.’s R.’s 7th
K.’s R.’s 2nd
Q. R.’s 8th
Q. R.’s sq.
Q. Kt.’s 8th
Q. Kt.’s sq.
Q. B.’s 8th
Q. B.’s sq.
Q.’s 8th
Q.’s sq.
K.’s 8th
K.’s sq.
K.’s B.’s 8th
K.’s B.’s sq.
K.’s Kt.’s 8th
K.’s Kt.’s sq.
K.’s R.’s 8th
K.’s R.’s sq.
White.
From the above it will be seen that the eight squares which compose the first rank on either side, are each distinguished by the name of the piece which occupies it when the men are first drawn up in battle order. Thus, the square on which the King now stands is called the King's square, that on which the Queen stands the Queen's square, and so on with the other Pieces. The files, also, that is to say the rows of squares running from top to bottom of the board, are designated by the particular Piece which occupies the first square—for example, take the K. R.'s square. Here the square on which the King's Rook stands at starting takes the name of the Officer, and is known as the K. R.'s square. The next square forward on the same file is called, the K.'s R.'s 2nd, the next to that the K.'s R.'s 3rd, and so on up to the 8th square.
As the same mode of describing the squares is adopted by both players. White's first rank of squares is Black's eighth, and vice versa. A little consideration and practice will render this method of notation quite familiar to the student. He should begin by setting up the men in due array ; after a few repetitions, and comparing their positions with the first diagram, he will soon be enabled to arrange them correctly without referring to the book at all. It will then be well for him to clear the board of all but a single Piece, and practice with that until perfect in its movements ; another and another may then be added, until the action of every one is as easy to him as the alphabet.
As a first exercise he may begin by playing his Queen to her square {i.e., her first square), then play her to Q.'s 5th square, then (diagonally) to Q.'s Rook's 8th square, then to Q.'s R.'s square, and then home again to her square. These directions, abbreviated in the manner described at page 3, would stand thus :—
As a next exercise, he can place the King's Rook on King's Rook's square, and then play as follows :— He might then add the Queen's Bishop, and play thus :— By practising with both Pieces and Pawns in succession, he will speedily be enabled to go through a game, or, at least, an opening of one, from book. Before, however, attempting this, it may be well for him to understand the technical terms in use among players, the relative value of his men, and the code of laws which govern the game, &c., &c.
Chapter II—Technical Terms in Use among Chess-Players
CHAPTER II.
TECHNICAL TERMS IN USE AMONG CHESS PLAYERS.
CASTLING.
As a general rule, the King can move only one step in any direction, at a time, but he has the privilege, under certain restrictions, once in the game, of moving in conjunction with either of the Rooks two squares off. This compound movement is called Castling, and is performed thus :—The player wishing to Castle on his King's side, moves his King to K. Kt.'s sq., and his K.'s R. to K. B's sq.
BEFORE CASTLING ON KING'S SIDE.
AFTER CASTLING ON KING'S SIDE.
If he Castle on the Q.'s side then he plays the King to Q. B.'s sq., and the Q.'s Rook to Q.'s sq.
BEFORE CASTLING ON QUEEN'S SIDE.
AFTER CASTLING ON QUEEN'S SIDE.
The restrictions to this operation are :—
1st. The King must not be in check.
2nd. The King must not have moved.
3rd. The Rook he Castles with must not have moved.
4th. The King must not pass over or on to any square attacked by an enemy ; and
5th. There must be no Piece either of his own or his adversary's between the King and the Rook he Castles with.
CHECK AND CHECK-MATE.
When the King is attacked by any Piece or Pawn he is said to be in check; for it being a fundamental principle of the game that the King can never be taken, whenever any direct attack is made upon him, the player must be warned of his danger by the cry of check, whereupon he is compelled to do one of three things : viz., to remove his King out of check or parry the danger by interposing a man between his King and the attacking Piece, or capture the checking man.
When he can do none of these three things he is Check-mated, and the game is won by the other side.
If the King is directly attacked by the enemy, it is called a simple check ; when the Piece or Pawn moved does not itself attack the King, but unmasks another which does, it is called a discovered check; and when both the Piece played, and the one unmasked, attack the King, they are said to give double check. There is also a fourth description of check, known as perpetual check, which arises when a player has two or more squares on which he can check the adverse King, and his opponent can only parry one check by affording an opportunity of another. If the checking player choose to persist in a repetition of those particular checks, the game must be abandoned as drawn.
STALE-MATE.
When a player has his King so circumstanced that, not being at the moment in check, he cannot move him without putting him in check, and at the same time has no other Piece or Pawn to move instead, he is said to Stale-mated, and the game must be relinquished as a drawn battle.
DRAWN GAMES.
In addition to the instances just cited, where the game is drawn by perpetual check or stale-mate, a drawn game may arise from neither party having sufficient force left to effect a Check-mate, as a King and a Kt. only, or a King and two Knights, &c. The game is considered drawn, too, when one party, having sufficient force left, is ignorant of the proper way to apply it, and fails to Check-mate his helpless opponent within the fifty moves prescribed by the 22nd law. It is drawn also where both parties persist in repeating the same move from fear of each other, or where they are left at the end with an equal force, as a King and Queen against a King and Queen, or a King and Pook against a King and Pook ; when, except in peculiar cases, the game is resigned as null.
SMOTHERED OR STIFLED MATE.
A Check-mate which is occasionally given by the Kt. when the adverse King is hemmed in or stifled by his own forces.
FOOL'S MATE.
The simplest and speediest of all Check-mates, being effected in two moves, ex. gr.:—
WHITE. | BLACK.
1. P. to K. Kt.'s 4th | 1. P. to K.'s 4th
2. P. to K. B.'s 4th | 2. Q. to K.R.'s 5th. Check-mate
SCHOLAR'S MATE
Is a Check-mate occasionally given at the outset of a game to an inexperienced player, thus :—
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. P. to Q.'s 3rd
4. Q. takes K. B.'s P. Check-mate.
GAMBIT
Is derived from an Italian phrase in wrestling, and signifies a feint by which the adversary is tripped up. In Chess it is used to designate those openings in which a Pawn is sacrificed at the beginning, for the purpose of leading the enemy into difficulties. The most important Gambit, and one which includes several others, is called the King's Gambit, begun as follows :—
WHITE. | BLACK.
1. P. to K.'s 4th | 1. P. to K.'s 4th
2. P. to K. B.'s 4th | 2. P. takes P.
The Pawn thus offered for capture by White is called the Gambit Pawn, and when it is taken by the adversary the opening becomes a Gambit.
GIUOCO PIANO.
An instructive modification of the King's Kt.'s game, beginning thus :—
WHITE. | BLACK.
1. P. to K.'s 4th | 1. P. to K.'s 4th
2. K. Kt. to B.'s 3rd | 2. Q. Kt. to B.'s 3rd
3. K. B. to Q. B.'s 4th | 3. K. B. to Q. B.'s 4th
TAKING A PAWN EN PASSANT OR IN PASSING.
Is the privilege which a Pawn has of taking an adverse Pawn which passes it. by making two steps on the first move.
QUEENING A PAWN OR ADVANCING A PAWN TO QUEEN.
When a player has managed to advance a Pawn to the the eighth or extreme square of a file, it assumes the rank and power of a Queen, or any other officer he thinks best ; and this called Queening a Pawn. (See the 21st law.)
PASSED PAWN.
A Pawn which cannot be obstructed in its march by any adverse Pawn, is said to be a Passed Pawn.
DOUBLED PAWN.
When two or more Pawns belonging to the same player are on the same file, the foremost one is termed a Doubled Pawn.
ISOLATED PAWN.
A Pawn which stands alone, without support and protection from his brother Pawns, is called an Isolated Pawn.
MARKED PAWN, OR PION COIFFE.
Is a peculiar game, in which one party undertakes to place a cap or ring on one of his Pawns, and to check-mate his adversary with that identical Pawn.
EN PRISE.
When a Piece or Pawn is in a situation to be taken by the enemy, it is said to be en prise.
FORCED MOVE.
Where a player has one legal move only at his command, it is called a forced move.
FALSE MOVE.
An illegal move, such as playing a Rook diagonally, a Bishop like a Knight, or Castling when the King is in check, or after he has been moved, is termed a false move.
THE EXCHANGE.
If a player contrive to gain a Rook for a Bishop or a Knight, he is said to have won the exchange.
MINOR PIECES.
The Bishop and Knight, in contra-distinction to the Queen and Rook, are described as minor pieces.
THE OPPOSITION.
A player is said to gain the Opposition when he has so manoeuvred his King as to compel the adverse King to retreat or abandon the advantageous squares.
PARTY.
Derived from the French word partie. and occasionally used instead of "game."
TO INTERPOSE.
When the King is checked, or any valuable Piece attacked, the man placed between to ward off danger is said to be interposed.
J'ADOUBE.
An old French expression, signifying "I adjust," or "I replace," used by a player when he touches a man merely to rectify its position, without intending to play it. (See law 7th.)
RANK AND FILE.
The row of squares running from right to left are called ranks, while those which run from player to player are termed files.
SEIZING THE OPEN FILE.
When a player takes command of an unoccupied file of squares by planting his Queen or a Rook at one end of it, it is customary to say that he seized the open file.
Chapter III—Relative Value of the Chess Forces
CHAPTER III.
RELATIVE VALUE OF THE CHESS FORCES.
THE KING.
AS the King can neither be exchanged nor captured, his relative value with the other Pieces cannot be estimated.
THE QUEEN.
The average value of the Queen is considered equivalent to two Rooks and a Pawn.
A ROOK.
A Rook is estimated of the worth of a Bishop and two Pawns, or a Knight and two Pawns. Two Rooks may be exchanged for three minor Pieces.
A BISHOP AND A KNIGHT.
These Pieces, practically considered, are of equal value, though the advantage, if there is any, is thought to be on the side of the former.
A PAWN
Stands lowest in the scale of powers, being usually calculated at about one-third the value of a Bishop or a Knight.
Chapter IV—The Laws of the Game
CHAPTER IV.
THE LAWS OF THE GAME.
The following laws, with some trifling variations, have been in general use for the last fifty years. A few years since they were 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 pla3'ing 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 of the following one.
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 ; but 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 his 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, his antagonist has the option 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.
XI.
If a player takes 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 should 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 placed one square only. A Pawn cannot be taken en passant by a Piece.
XVI.
A player cannot Castle in the following cases :—
If the King or Rook have been moved.
If the King be in check.
If there be any Piece between the King and the Rook.
If the King pass over any square attacked by one of the adversary's Pieces or Pawns.
Should a player Castle in any of the above cases, his adversary 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.
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 has not completed his last move.
XXI.
Every Pawn which has reached the 8th or last square of 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 player remain at the end of the game with a Rook and a Bishop against a Rook, with both Bishops only, with Knight and Bishop only, &c., he must Check-mate his adversary in fifty moves on each side at most, or the game will be considered drawn ; the fifty moves commence from the time the adversary gives notice that he will count them. The law holds good for all other Check-mates of Pieces only, such as Queen, or Rook only, Queen against a Rook, &c., &c.
XXIII.
If a player agree to Check-mate with a particular Piece or Pawn, or on a particular square, or engage to force his adversary to Stale-mate or Check-mate him, he is not restricted to any number of moves.
XXIV.
A Stale-mate 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.
XXV.
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.
Chapter V—Hints for an Inexperienced Player
CHAPTER V.
A FEW HINTS FOR AN INEXPERIENCED PLAYER.
BEFORE commencing a game be very careful that the men on both sides are in their proper places.
2. Habituate yourself to play indifferently either with the white or black men.
3. As nothing conduces so much to improvement as playing with fine players, never lose an opportunity of doing so by the silly pride of refusing to take odds.
4. Play invariably according to the strict laws of the game : neither recalling a move yourself, nor permitting your adversary to retract one.
5. Do not acquire the bad habit of hovering with your hand over the board : it annoys your opponent, and will beget, on your own part, a feeble, hesitating style of play that is fatal to excellence.
6. Learn to play slowly :
"—————————other graces Will follow in their proper places."
7. Exhibit no impatience when your adversary moves slowly : but look upon his tardiness as a compliment to your skill.
8. Never play too many games at a sitting.
And, lastly, When your game is hopeless, surrender at once, and with a good grace, and do not permit the loss of it to discompose you over much.
Chapter VI—General Rules and Observations
CHAPTER VI.
GENERAL RULES AND OBSERVATIONS.
THE KING.—Beware of playing your King out early in the game, but rather Castle at once, and generally on the King's side. Be careful, however, when you have so Castled, of permitting an adverse Knight to gain possession unmolested of your K. Bishop's 4th sq.: and never, without due consideration, be tempted to throw forward the Kt.'s and Rook's Pawns on the side you have Castled.
The opening of the book is shown; the full text loads in the reader.
Loading the full text…
The end
You’ve reached the end of The Chess-Player's Text Book.
