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Bishop, Kt. for Knight, and P. for Pawn.

Technical Terms used in the Game:Attack. When one of your pieces is so situated that, were it your turn to move, you could capture an adverse man, you are said to attack such man. Castling is a compound move of king and castle, in which the castle is brought to the square next the king, and the latter moved to the other side of the castle. This is the only opportunity during the game that the king has of moving two squares at one step. Various conditions attached to this combined move of king and castle are explained in Law XIV.

Check. When the king is within the range of an adverse piece or pawn, he is said to be in check; he must then either move to a square where he will be out of check, interpose a piece or pawn between himself and the attacking piece, or take the latter, either himself or by one of his pieces.

Check by Discovery is given when, by moving a piece or pawn, check is discovered from another piece, whose attack was previously masked by the piece now moved.

Checkmate. If the king, being in check, can neither move, interpose, nor take the attacking piece, he is checkmated, and the game is lost.

Double Check is given when, by moving a piece, check is given by the piece moved, and by the piece whose attack the moved piece covered.

Doubled Pawns are so called when two of the same colour stand on squares on the same file. Isolated Pawns are those which stand unsupported by other pawns or pieces. Passed Pawns are those whose onward march is not impeded by pawns on the other side.

Drawn Game.-When neither player can win.

En Passant.-To take in passing. When a pawn has advanced to its fifth square, and the opponent, at the first move of his pawn on the next file, on either side, pushes it two squares forward, and so passes the square guarded by your advanced pawn. You can then remove the pawn so moved, and place your own pawn on the square it would have occupied had the opponent's pawn only been moved one square, and you had taken it in the ordinary way. You must do this immediately on your opponent moving, or the privilege is lost.

En Prise. When a piece or pawn is attacked, and liable to be taken, it is said to be en prise.

Forking is a term applied to the move of a knight or pawn when it assails two pieces; as when the knight gives check and by the same move attacks a piece.

Gambit. A term used to denote the offering of a pawn or piece with the view, should it be taken, of securing a better position.

Superior Pieces are queens and rooks; the Inferior Pieces are bishops and knights.

To interpose, or cover, is to place a piece between the attacking force and the attacked king or piece.

J'adoube (I adjust) is a term used when you touch a piece or pawn in order to replace it on its proper square. You must not touch a piece or pawn without moving it unless you say j'adoube or some similar word.

The king, queen, rooks, bishops, and knights are called pieces; the pawns men.

The Laws of the Game:-

I. The board is to be placed with a white square to the right hand of each player.

II. If any error have been committed in the placing of the board or men, the game must be recommenced; but either player may claim that the game shall be finished as it stands if four moves have been completed on each side.

III. The players draw for the move in the first game, after which the move is to be taken alternately in the succeeding games of the same sitting.

IV. The player who gives odds is entitled to the first move.

V. A move once made, by your having moved a piece and left hold of it, cannot be retracted.

VI. If you touch a piece, you must play that piece; but as long as you retain your hold, you can play it to any legitimate square. If you touch a piece or pawn that cannot move, your opponent may compel you to play your king, unless the king be unable to move. When you touch a

Perpetual Check is given when a king is in such a position that his opponent insists on attacking him-piece for the mere purpose of adjustgiving him check at each move-with a piece or pieces so that he cannot escape, although he may have one of more squares in which to take refuge so as to avoid checkmate. The game is then drawn.

Stalemate is such a position that the king, not being in check, and having no other piece to move, cannot move without going into check. The game is then drawn.

ing it, you are bound to say so, using the French term j'adoube, or its English equivalent.

VII. If you make a false move, your opponent may, at his pleasure, either cause you to retract it and move your king, or claim that the false move shall stand, or that you shall make a legal move with the same piece.

VIII. If you touch one of your

opponent's men, he may compel you, to take that man; or, if that be impossible, to move your king, provided it can be moved without going into check.

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IX. If, on the king being checked, due notice is not given by the word check," the player whose king is attacked is not bound to notice it; but on the check being afterwards detected, all moves subsequently made must, as far as practicable, be recalled.

X. Drawn games count as no games at all in any match, except by agreement among the players.

XI. The time for consideration of a move is not limited; but a player leaving a game unfinished, without his opponent's permission, loses such game.

versary may compel him either to move one of the two pieces, or to castle.

XVII. Directly a pawn attains its eighth square it must be exchanged for a queen, rook, bishop, or knight, as the player may choose; but it is not allowed to remain a pawn.

XVIII. No penalty can be enforced for a false move if the other player move subsequent to the false move, and fail to call such false move.

XIX. The saying aloud 66 check" does not compel the player to give check, unless he have completed the move by quitting his hold of the piece; nor does it compel him to play any piece he has not touched. But if, in consequence of saying "check," the other player moves his king or any other piece, he may retract the move, provided the mistake be detected before another move be made.

XII. When at the end of a game one player is left with sufficient superiority of force to win-as a king and a rook against king, king and two bishops against king, &c.-he who has the greater force must give checkmate within fifty moves on each side, count-it. ing from the time notice is given, or the game is drawn.

XIII. Stalemate, and perpetual check if persisted in, constitute drawn

games.

XIV. Castling cannot be accomplished under the following circumstances :—If your king has previously moved during the game; if your king is at the moment in check; if your king in castling move into check; if the rook with which your king castles has previously moved; and if either of the squares crossed by the king is commanded by any piece or pawn of your opponent. Castling is only allowed once in a game. The king can castle either with his own or with the queen's rook.

XV. When a player gives the odds of a rook he may castle on that side of the board from which he has taken the rook, provided the rook's square be empty, and he does not otherwise infringe any of the rules for castling, as given in Law XIV.

XVI. If the player touch both king and rook, intending to castle, his ad

XX. The player who undertakes to win any game or position, and succeeds only in drawing the game, loses

XXI. The player who gives odds of a piece may remove it from either side of the king; but if he gives a pawn only, he must remove the king's bishop's pawn, unless otherwise stipulated.

XXII. The player receiving the odds of a certain number of moves must not move beyond his own half of the board.

XXIII. All cases of dispute are to be referred to a third party, whose decision shall be final.

XXIV. Lookers-on are forbidden to comment upon the game.

Draughts. This favourite game is played by two persons upon the ordinary chess-board of sixty-four squares, alternately black and white. The board is so placed that each player has the two white squares, called the "double-corner," at the right-hand side of his own end. Each player has twelve men; each set of twelve being of different colours, usually black and white; the one player taking the back and the other the white.

These are placed on the board ject of the game is to capture the opthus:

BOARD AND MEN IN ORDER OF PLAY.

The full set of draughtmen consist of fifteen of each colour, the extra men peing provided to crown those which become kings, and to make the set perfect for backgammon.

The board is placed between the players, and the pieces are moved diagonally on the white squares, one The first player square at a time.

moves a man one square on his side, and then his opponent moves a man in the same manner-always in a diagonal or slanting direction.

A man can only move one square at a time, except when an adverse man stands in his line of march, with a vacant square beyond, when he jumps over the adverse man to the vacant square; the man so leapt over being thus captured, and removed from the board. The men all "take in the direction of their moves, and no move can be made unless the square be empty, or a man can be captured by jumping over him to a vacant square. When two or more adverse men are so placed as to have each a vacant square in the diagonal beyond him, and all in the line of march of the man being moved, the player takes as many men as may be so situated, making a second, third, or even fourth leap, as the case may be, in the same move, or rather series of moves. Each

er moves alternately; and the ob

ponent's men, or to pin them in their several squares so that they cannot move without being taken. He who first succeeds in clearing the board of his adversary's men, or so pinning them, wins the game. The men move forwards, on the diagonals only; but when the player succeeds in moving a man to the last row of squares on his opponent's side, such man becomes a king, and is crowned by placing another man of the same colour on top of him. The kings move both backwards and forwards on the diagonals. Either player may make as many kings as he can.

Draught Notation.-For the purpose of recording games the white squares are numbered from one to thirty-two, beginning at the left-hand top corner. A very little study is required to remember the position of the pieces without a numbered board.

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THE NUMBERED BOARD.

Laws of Draughts:

I. The board must be so placed that each player has a white double-corner at his right hand at his own end of the board.

II. The choice of colour and the first move of the game must be determined by lot, after which each player takes the move alternately.

III. Black moves first, and the players change men with each game.

IV. Pointing over the board, or any other action by which the player pre

vents his adversary from fully seeing the men, is not allowed.

V. The player who touches a man, except for the purpose of adjusting it on its square, must move it. A man moved over the angle of a square must be moved to that square and no other.

VI. Any piece en prise must be taken; and if it be not taken, the player's opponent may "huff" him by removing from the board the man which should have made the capture, and then playing a man of his own. It is optional with a player either to insist on his opponent taking an offered man, or to allow him to "stand his huff."

VII. Ten minutes is the maximum time allowed for a move; any player exceeding that time before he moves, loses the game.

VIII. The player who quits the game, or leaves the room during its progress without the consent of his opponent, loses it.

ÎX. When two kings on one side remain opposed to one on the other, the former player may be called upon by his opponent to win the game in twenty moves, or resign it as a draw; the moves to be counted, twenty on each side, from the time of notice.

X. When there remain three kings opposed to two, the player with the weaker force may call upon his opponent to win in forty moves. If he fail, the game is drawn.

XI. With two kings on each side the game is drawn if one or other player fail to win in forty moves, after receiving notice that his moves will be counted.

XII. A player making a false move must either replace the pieces and make a legal move, or resign the game, at the option of his opponent.

XIII. When several pieces are taken at one move, they must none of them be removed from the board till the taking piece has arrived at its final square; and if the player fail to take all the men he can by the move, his opponent may huff him.

XIV. When a man arrives at the last row of squares on his opponent's side he must be immediately crowned;

but he cannot move again till his opponent has moved.

XV. All disputes are to be decided by the majority of the company present.

Backgammon.

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This game is played by two persons, who have each fifteen men, upon a table specially constructed for the purpose. In beginning the game the men are placed upon the various points (numbered one to twelve, commencing with white at the left hand, and with black at the right hand) thus :-Two men on the ace-point of each side, five on the sixpoint, three on the eight, and five on the twelve. The two dice are common to both players, but each has his own dice-box, and the throws are taken alternately. The dice are cubes marked with dots from one to six. If a player throw doublets, or two dice of one number, he counts double the number of dots on each die. Thus double-four counts sixteen. The object of the game is for each player to get all his men into his inner table, playing them from point to point according to the throws of the dice, and finally bearing them, or moving them off the board. The player who first clears his men off the board wins the game. throwing, the number upon each die may be reckoned by itself, or added to the number on the other die. Thus, if four be thrown by one die, and six by the other, one man can be advanced four points, and another six points; or a single man can be advanced ten points, always providing a point is open. If doublets are thrown, four men may be moved as many places as there are dots on the dice, instead of one or two, as may be done in the case of ordinary throws. Thus, suppose you throw two deuces, you may move one man eight places, two men four places, or four men two places, always presuming that the road be clear. No man can be moved to a point covered by two of your opponent's men. such point be covered by only one man-which is called a blot-then that man can be hit and be removed from the point, and placed on the bar between the tables, and his place

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