The Blue Book of Chess by Howard Staunton and Modern Authorities

TRANSCRIBER'S NOTE:

For the benefit of the reader, the eighty-five "Illustrative Games" in this book have been translated into Portable Game Notation. A hyperlink has also been provided, linking each of these games to its PGN format.

THE BLUE BOOK OF
CHESS
TEACHING THE RUDIMENTS OF THE
GAME, AND GIVING AN ANALYSIS OF
ALL THE RECOGNIZED OPENINGS

——ILLUSTRATED BY——

APPROPRIATE GAMES ACTUALLY PLAYED
BY MORPHY, HARRWITZ, ANDERSSEN, STAUNTON,
EVANS, MONTGOMERY, MEEK AND OTHERS

——INCLUDING——
LASKER, STEINITZ, SCHLECHTER, PILLSBURY,
AND OTHER RECENT PLAYERS

REVISED EDITION
Based on the work of Staunton and Modern Authorities

THE JOHN C. WINSTON COMPANY
PHILADELPHIA, U.S.A.

Copyright, 1910, by
THE JOHN C. WINSTON Co.
Copyright, 1870, by
PORTER & COATES

CHESS BOARD
Showing the men properly set up to commence play.

PREFACE TO NEW REVISED EDITION.

The following work is designed for those who are learning the noble game of Chess.

Many persons have been confused and discouraged at the very outset of the study by the great variety and the delicate distinctions of the openings: and this has constituted a fault in many otherwise excellent manuals for the learner.

The chief aim of the Editor of these pages has been to avoid this fault, by simplifying the openings, and by giving to the student chiefly such moves as are recognized to be the best, both in attack and defence. By playing over carefully the illustrative games, the learner will also see, at each opening, the variations made by experienced players in accordance with circumstances. As great a variety of actually played games has been given as was possible in a work of such limited scope. To this end the games of the distinguished players of different nations have been introduced, classified according to the different openings; and thus the reader will find the combined genius and skill of the old heroes like Philidor, Morphy, Staunton, Anderssen, Harrwitz, Evans, Montgomery and Cochrane, together with such recent masters as Lasker, Steinitz, Schlechter, Pillsbury, Marshall, Tarrasch, Janowsky, Tchigorin, and many other players of world-wide celebrity. The basis of this work is Staunton's "Chess Player's Handbook;" but other standard books have been drawn upon to fit it to be a manual for the beginner of to-day.

In order to insure perfect accuracy, all the lessons and games have been carefully gone over on the board after being put in type.

NAMES OF PLAYERS.

ANDERSSEN, 91, 93, 98, 165, 206, 207, 212, 214.

MARACHE, 94, 110.

BIERWIRTH, 200.

MARSHALL, 190.

BLEDOW, 132, 140.

MEAD, 92.

BOUCHER, 57.

MEEK, 110.

BUCKLE, 86.

MONTGOMERY, 80, 184, 201, 206, 208, 209.

CAPDEBO, 79.

MORPHY, 57, 58, 59, 60, 65, 91, 94, 98, 200, 203, 206, 207, 210, 211, 212, 214.

CHENEY, 85.

NEW YORK, 108, 109, 202.

CLEMENTS, 204.

PERIGAL, 178.

COCHRANE, 72, 111, 125, 166.

PETROFF, 66, 73.

DANIELS, 126.

PHILADELPHIA, 108, 109, 202.

DER LAZA, 96, 140, 141, 159.

PHILIDOR, 60.

DESCHAPELLES, 111.

PILLSBURY, 67, 188.

DESLOGES, 180.

PINDAR, 201.

EVANS, 114, 135, 136, 166.

POPERT, 85, 122, 141.

GHULAM CASSIM, 161.

POTIER, 65.

HARRWITZ, 58, 59, 79, 86, 113, 210, 211.

PRETI, 203.

HENDERSON, 114.

ROUSSEAU, 131.

HILLEL, 93.

SCHLECHTER, 188.

HORWITZ, 80, 83, 114, 132.

SCHULTEN, 132.

JAENISCH, 73.

ST. AMANT, 84, 136, 137.

JANOWSKY, 190.

STANLEY, 131.

JONES, Dr., 208, 209.

STAUNTON, 72, 80, 83, 84, 113, 122, 125, 162, 179.

KIESERITZKY, 180.

STEINITZ, 99, 213.

KIPPING, 165.

SZEN, 159.

LA BOURDONNAIS, 124, 161, 177, 178.

TARRASCH, 199.

LASKER, 99, 199.

TCHIGORIN, 67.

LEWIS, Dr., 204.

THOMPSON, 206.

LEWIS, Mr., 158.

VON BILGUER, 132.

McADAM, 184.

WALKER, 126, 137.

McCABE, 80.

ZUKERTORT, 213.

McDONNELL, 124, 161, 177, 178.

CONTENTS.

Chapter

Description

Page

I.

Introduction

7

The Chess-Board and Men—Moves and Powers of the Pieces and Pawns—Notation Used to Describe their Movements—Technical Terms of Chess—Illustrations of Technical Terms—Relative Value of the Chess Forces—The Chess Code, or, Laws of the Game—General Rules and Observations—Maxims and Advice for an Inexperienced Player—Preliminary Game.

II.

King's Knight's Opening

51-115

Damiano Gambit, 52; Philidor's Defence, 54; Petroff's Defence, 61; Counter Gambit in the Knight's Opening, 68; The Giuoco Piano, 74; Captain Evans's Gambit, 88; The Two Knights' Defence, 95; The Knight's Game of Ruy Lopez, 97; The Queen's Pawn Game, or Scotch Gambit, 101; The Queen's Bishop's Pawn Game in the King's Knight's Opening, 113.

III.

The King's Bishop's Opening

116-137

The Two Kings' Bishops' Game, 116; McDonnell's Double Gambit, 120; The Lopez Gambit, 121; The King's Knight's Defence in King's Bishop's Opening, 127; Counter Gambit in the King's Bishop's Opening, 128; The Queen's Bishop's Pawn's Defence in the King's Bishop's Opening, 130; Queen's Bishop's Pawn's Opening, 134.

IV.

The King's Gambit

138-184

The King's Gambit proper, or King's Knight's Gambit, 138; The Cunningham Gambit, 142; The Salvio Gambit, 144; The Cochrane Gambit, 146; The Muzio Gambit 152; The Allgaier Gambit, 162; The King's Rook's Pawn Gambit, 164; The King's Bishop's Gambit, 166; The Gambit Declined, 180.

V.

The Queen's Gambit

185-191

The Gambit refused, 188.

VI.

Irregular Openings

192-214

The French Game, 192; The Sicilian Game, 193; The Wing Gambit, 194; The Centre Counter Gambit, 195; The Fianchetto, 196, Steinitz Gambit, 213.

VII.

Endings of Games

215

Chess Problems

248

THE CHESS HANDBOOK.
CHAPTER I.

INTRODUCTION.

DESCRIPTION OF THE CHESS-BOARD AND MEN—ARRANGEMENT OF THE MEN—THE KING—THE QUEEN—THE ROOKS OR CASTLES—THE BISHOPS—THE KNIGHTS—AND THE PAWNS—THEIR MOVEMENTS, POWERS, METHOD OF CAPTURING AN ADVERSE MAN, ETC.

DESCRIPTION OF THE CHESS-BOARD AND MEN.

The game of Chess is played by two persons, each having at command a little army of sixteen men, upon a board divided into sixty-four squares. The squares are usually colored white and black, or red and white, alternately; and custom has made it an indispensable regulation, that the board shall be so placed that each player has a white square at his right-hand corner.

The following diagram represents the board with all the men arranged in proper order for the commencement of a game:—

Each player, it will be observed, has eight superior Pieces or officers, and eight minor ones which are called Pawns; and, for the purpose of distinction, the Pieces and Pawns of one party are of a different color from those of the other.

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

making in all an array of sixteen men on each side.

On beginning a game, these Pieces and Pawns are disposed in the manner shown on the foregoing diagram. The King and Queen occupy the centre squares of the first or "royal" line, as it is called, and each has for its supporters a Bishop, a Knight, and a Rook, while before the whole stand the Pawns or Foot-soldiers in a row. (To prevent a common error among young players, of misplacing the King and Queen on commencing a game, it is well to bear in mind that at the outset each Queen stands on her own color.) The Pieces on the King's side of the board are called the King's, as King's Bishop, King's Knight, King's Rook; and the Pawns directly in front of them, the King's Pawn, King's Bishop's Pawn, King's Knight's Pawn, and King's Rook's Pawn. The Pieces on the Queen's side are, in like manner, called the Queen's Bishop, Queen's Knight, and Queen's Rook; and the Pawns before them, Queen's Bishop's Pawn, Queen's Knight's Pawn, and Queen's Rook's Pawn.

MOVEMENT OF THE PIECES AND PAWNS,
AND MODE OF CAPTURING AN ADVERSE MAN.

A knowledge of the moves peculiar to these several men is so difficult to describe in writing, and so comparatively easy to acquire over the chess-board, from any competent person, that the learner is strongly recommended to avail himself of the latter means when practicable: for the use, however, of those who have no chess-playing acquaintance at command, the subjoined description will, it is hoped, suffice.

The "Pieces," by which title the eight superior officers are technically designated, in contradistinction to the "Pawns," all take in the same direction in which they move. This act consists in removing the adverse Piece or Pawn from the board, and placing the captor on the square the former occupied. To make this clear, we will begin with the King, and show his mode of moving and of capturing an adverse man.

The King.

The King can move one square only at a time (except in "Castling," which will be explained hereafter), but he can make this move in any direction, forwards, backwards, laterally, or diagonally. He can take any one of the adversary's men which stands on an adjoining square to that he occupies, provided such man is left unprotected, and he has the peculiar privilege of being himself exempt from capture. He is not permitted, however, to move into check, that is, on to any square which is guarded by a Piece or Pawn of the enemy, nor can he, under any circumstance, be played to an adjacent square to that on which the rival King is stationed. Like most of the other Pieces, his power is greatest in the middle of the board, where, without obstruction, he has the choice of eight different squares. At the sides, he may play to any one of five, but when in the angles of the board, three squares only are at his command.

Supposing diagram No. 2 to show the position of the men towards the conclusion of a game, and it being either party's turn to play, he could take the adverse Pawn from the board, and place his King on the square it occupied; and, by doing so, the King would not depart from the order of his march, which, as we have before said, permits him to move one step in every direction. In each of these instances we have placed the Pawn in front of the King, but he would be equally entitled to take it were it standing on any other part of the eight squares immediately surrounding him, always provided it was not sustained or guarded by some other Piece or Pawn.

The Queen.

The Queen is by much the most powerful of the forces. She has the advantage of moving as a Rook, in straight lines, forwards, backwards, and sideways, to the extent of the board in all directions, and as a Bishop, diagonally, with the same range. To comprehend her scope of action, place her alone in the centre of the board; it will then be seen that she has the command of no less than twenty-seven squares, besides the one she stands on. (Diagram No. 3.)

Thus placed in the middle of the board, the range of the Queen is immense. She has here the option of taking any one of eight men at the extremity of the board, on the squares respectively numbered 1, 2, 3, 4, 5, 6, 7, and 8, should her line of march be unobstructed; and if these men were nearer, on any of the intermediate squares, she would be equally enabled to take any one of them at her choice. Like all the other Pieces and Pawns, she effects the capture by removing the man from the board and stationing herself on the vacated square.

The Rook.

The Rook, or Castle, is next in power to the Queen. He moves in a straight line, forwards, backwards, or sideways, having a uniform range, on a clear board, of fourteen squares, exclusive of the one he occupies.

The Rook has the same power in taking as the Queen, forwards, backwards, and sideways, but he cannot, like her, take any man diagonally.

For example, place the Rook in the centre of the board, and an opposing man on each of the squares numbered, and the Rook has the power of taking any one of the four; and he has the same power if the Pieces are one or two squares closer to him, or immediately surrounding him, in the direction indicated by the four figures. (See Diagram No. 4.)

The Bishop.

The Bishop moves diagonally forwards or backwards, to the extent of the Board. It follows, therefore, that he travels throughout the game only on squares of the same color as the one on which he stands when the game begins, and that each player has a Bishop running on white squares, and one on black squares. When placed on a centre square of a clear board, he will be found to have a range of thirteen squares.

The Bishop takes, as he moves, diagonally, either forwards or backwards, his range extending, on unobstructed squares, to the extent of the diagonal line on which he travels. (See Diagram No. 5.)

The Knight.

The action of the Knight is peculiar, and not easy to describe. He is the only one of the Pieces which has the privilege of leaping over another man. The movements of the others are all dependent on their freedom from obstruction by their own and the enemy's men. For example, when the forces are duly ranged in order of battle before the commencement of the game, the Knight is the only one of the eight capital Pieces which can be played before the Pawns are moved—King, Queen, Bishop, and Rook are all hemmed in by the rank of Pawns, which they cannot overleap; but the Knight, having the liberty of springing over the heads of other men, can be brought into the field at once. His move is one square in a straight line, and one in an oblique direction; or it may be perhaps better understood by saying that he moves two squares in a straight line, and one in a side direction.

His power and method of taking an opponent's man will be seen from the diagram (No. 6) on page 14.

In this situation, in the centre of the board, he would have the power of taking any one of the men stationed on the squares numbered, by removing the man and placing himself on the vacant square.

The Pawn.

The Pawn moves only one square at a time, and that straight forward, except in the act of capturing, when it takes one step diagonally to the right or left file on to the square occupied by the man taken, and continues on that file until it captures another man. It may, however, for its first move advance two steps, provided no hostile Pawn commands the first square over which he leaps, for, in that case, the adverse Pawn has the option of taking him in his passage, as if he had moved one step only. A Pawn is the only one of the forces which goes out of his direction to capture, and which has not the advantage of moving backwards; but it has one remarkable privilege, by which, on occasions, it becomes invaluable, whenever it reaches the extreme square of the file on which it travels, it is invested with the title and assumes the power of any superior Piece, except the King, which the player chooses. From this circumstance it frequently happens that one party, by skilful management of his Pawns, contrives to have two, and sometimes even three Queens on the board at once, a combination of force which of course is irresistible.

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.

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."

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CONTENTS

CHAPTER I. Introduction.
CHAPTER II. The King's Knight's Opening
The Damiano Gambit
Philidor's Defence
Petroff's Defence
Counter Gambit in the Knight's Opening
The Giuoco Piano
Captain Evans's Gambit
The Two Knights' Defence
The Knight's Game of Ruy Lopez
The Queen's Pawn Game, or Scotch Gambit
The Queen's Bishop's Pawn Game in the King's Knight's Opening
CHAPTER III. The King's Bishop's Opening.
The Two Kings' Bishops' Game
McDonnell's Double Gambit
The Lopez Gambit
The King's Knight's Defence in King's Bishop's Opening
Counter Gambit in the King's Bishop's Opening
The Queen's Bishop's Pawn's Defence in the King's Bishop's Opening
Queen's Bishop's Pawn's Opening
CHAPTER IV. The King's Gambit
The Gambit refused
CHAPTER VI. Irregular Openings
The French Game
The Sicilian Game
The Wing Gambit
The Centre Counter Gambit
The Fianchetto
Steinitz Gambit
CHAPTER VII. Endings of Games
Chess Problems