Hoyle's Games Modernized - BestLightNovel.com
You’re reading novel Hoyle's Games Modernized Part 41 online at BestLightNovel.com. Please use the follow button to get notification about the latest chapter next time when you visit BestLightNovel.com. Use F11 button to read novel in full-screen(PC only). Drop by anytime you want to read free – fast – latest novel. It’s great if you could leave a comment, share your opinion about the new chapters, new novel with others on the internet. We’ll do our best to bring you the finest, latest novel everyday. Enjoy
2. If both sides remain with King only, or with a single Bishop, or single Knight only in addition.
3. If both players repeat the same series of moves three times, thereby tacitly admitting that they are {348} not strong enough to give checkmate, or that they do not intend to venture upon another line of play.
4. If a player under certain specified conditions is unable to give mate in fifty moves.
Black.
+---------------------------------------+ #K --------------------------------------- #P --------------------------------------- ^Q #P ^B --------------------------------------- ^P --------------------------------------- --------------------------------------- ^P #B --------------------------------------- ^P --------------------------------------- ^K #Kt +---------------------------------------+ White.
FIG. 5. (Drawing by perpetual check.)
5. Through "perpetual check"; for instance, if a player, having otherwise a lost game, can save it by constantly forcing the opponent to move his King by repeated checks. In Fig. 5 Black is threatened with checkmate by Q to R 8, or Q to Kt 7. But, {349} it being Black's move, he would play Kt to Kt 6: ch.; White _must_ play K to R 2; Black returns to his old position again, checking, and as there is nothing to prevent his repeating these two moves _ad infinitum_, the game is drawn.
Black.
+---------------------------------------+ #K --------------------------------------- ^P --------------------------------------- ^K --------------------------------------- --------------------------------------- --------------------------------------- --------------------------------------- --------------------------------------- +---------------------------------------+ White.
FIG. 6. (Ill.u.s.tration of stalemate.)
6. In case of a "stalemate"--_i.e._, when the player whose turn it is to move cannot make a move without violating the laws of the game. For instance, in Fig. 6, Black (having the move) would be {350} "stalemate," as his King (his only piece) cannot move without placing itself in check, the white p.a.w.n guarding the squares Q B 8 and Q R 8, and the King guarding the squares Q B 7 and Q R 7.
CASTLING.--Once in the game the King has the privilege of making a double move in conjunction with either Rook. This move is called "Castling." In castling on the King's side, the King is moved to K Kt square, and the Rook is placed next to it on K B square; in castling on the Queen's side, the King is moved to Q B square, and the Queen's Rook placed next to it upon Q square.
The right to castle is subject to the following conditions:
1. That no piece of its own or the opponent's colour be between the King and the Rook with which the King is to be castled.
2. That neither the King nor the Rook with which it is to castle has yet moved.
3. The King cannot castle if in check, or into check; neither can he cross a square which is commanded by any of the opponent's pieces.
COMMAND.--A piece is said to "command" a given square if it can take any adverse piece placed on such square.
DEVELOP.--To move a piece from its original position is to develop it or bring it into play. The quicker the development of the pieces the better.
If a player can concentrate upon a given point a greater number of pieces than his opponent is enabled to develop for its defence, he must obtain an advantage.
DOUBLE p.a.w.n.--Two p.a.w.ns on the same file. A "double p.a.w.n" is weaker than two p.a.w.ns in the {351} same row, because in the former case they must be independently defended, whilst in the latter case either can be made to defend the other.
EN PRISE.--A piece or p.a.w.n is _en prise_ if so placed as to be liable to be taken by any other. Sometimes the same phrase is applied to a piece or p.a.w.n insufficiently defended.
TO EXCHANGE.--Is to give up a piece or p.a.w.n for another of equal value.
THE EXCHANGE.--A player gaining a Rook for a minor piece (Bishop or Knight) is said to "win the exchange." His opponent loses the exchange.
FORCED MOVE.--Is where the player has only one move at his disposal; for instance, in case of a check with a Knight, where the Knight cannot be taken, and the King has only one square to which he can move.
FORK.--This term is chiefly used where, by advancing a p.a.w.n, two pieces are attacked. (In Fig. 3, _b_, the white p.a.w.n forks K & B.) But it may also be used to express that any one piece attacks two others simultaneously.
ISOLATED p.a.w.n.--Is a single p.a.w.n, the p.a.w.ns of same colour on the right and left being off the board. A p.a.w.n is said to be "pa.s.sed" when there is no p.a.w.n of the opposite colour which can bar its progress.
GAMBIT.[76]--Any opening in which a p.a.w.n is sacrificed by the first player in order to obtain a quicker development of his pieces is called a gambit.
The p.a.w.n so sacrificed is called the "gambit-p.a.w.n." A counter-gambit is where the second player sacrifices a p.a.w.n with a similar object.
{352}
J'ADOUBE.--("I adjust") is said by a player, to inform his opponent, _before_ touching a piece or p.a.w.n of his own or his adversary's, that such piece or p.a.w.n is only to be adjusted, but not played.
PIN.--A piece is said to be "pinned" if it is attacked by an adverse piece in such manner that, by moving the attacked piece, a more valuable piece would be "unmasked," and left _en prise_; but chiefly if it is unable to move because it guards the King from being in check.
VALUE OF THE PIECES.
The approximate value of the pieces, as they stand on their respective squares at the beginning of a game, is estimated to be as follows: Taking the p.a.w.n as unit, the value of the Knight is 3.05; of the Bishop, 3.05; of the Rook, 5.48; and of the Queen, 9.94. German authorities estimate (taking also the p.a.w.n as unit), Bishop = 3; Knight = 3; Rook = 4; and Queen = 9.
The King in the End game is worth 4. Obviously the value of piece or p.a.w.n changes as the game advances, according to the position it occupies for the time being. There are, however, general principles which hold good in a large majority of cases. For instance, two Bishops are more serviceable than two Knights in the End game.[77] Bishop and Knight are also preferable to two Knights, but a single Knight is more serviceable, in most cases, in the End game than a single Bishop.
{353}
THE OPENINGS.
A game of Chess consists of three phases: the Opening; the Middle game; and the End game. It need not, however, pa.s.s through all three stages, but may come to a conclusion at either of them.
THE OPENING is the development of the pieces. A quick and judicious development of the forces is half the battle won. From a mistake in the beginning of a game--a.s.suming both players to be of equal strength--it is difficult to recover. The Openings, therefore, should be studied carefully.
THE MIDDLE GAME is entirely a matter of practice, and its proper management can only be acquired by experience. Both players are here thrown upon their own resources, as the a.n.a.lysis does not reach beyond the opening.
THE END GAME is a study in itself, and one which will repay the most careful attention. There are certain positions which occur frequently at the end of a game; these have been systematically arranged by eminent specialists, and may be committed to memory; but the larger number (like the Middle game) depend upon ingenuity and individual skill.
The Openings are divided into _Open Games_--_i.e._, where White plays 1. P to K 4, and Black replies 1. ... P to K 4; and _Close Games_--_i.e._, where White's first move is any other than 1. P to K 4. The _Open Games_ will be first dealt with.
The first opening which we shall describe is the Giuoco Piano, "the slow, or steady, opening," so {354} called because it is a quiet strategical development of the forces.
The game is presented to the reader just as if it were played over, and explained by the professor over the board. The reasons for each move are given in language adapted to the perception of the student who plays a game of chess for the first time.
THE GIUOCO PIANO.
WHITE. BLACK.
1. P to K 4 ...
This move allows most scope for the development of two pieces. P to Q 4 also allows this, but it gives less scope to the Queen.
... 1. P to K 4
The same observations apply to Black's first move.
2. Kt to K B 3 ...
The aim of the player being a quick development of his forces, it is advisable to bring each piece into play by attacking an adverse piece or p.a.w.n immediately, if possible. The Kt here attacks Black's K P.
... 2. Kt to Q B 3
This move not only defends the attacked p.a.w.n, but at the same time brings a piece into play, and thus establishes an equilibrium in the development. 2.
... Q or K 2, or 2. ... Q to B 3, would be unfavourable defences, because the former move would prevent the development of the K B, and the latter the _sortie_ of the Knight, besides exposing {355} the Queen to attack. It may be taken as a general rule that it should be avoided as much as possible to defend pieces of less value with pieces of greater value. Black could also play here 2. ... P to Q 3, which is called Philidor's Defence, or reply, by 2. ... Kt to K B 3, with an attack upon White's K P, which is called Petroff's Defence. These will be treated later on.