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