BLACK.
The superior officers occupying the first row on each side are called pieces; the infe rior men, all alike, standing on the row immediately in front of the pieces, are called pawns. Their moves and powers, along with the peculiar terms' used in C., may be briefly described as follows: A pawn, at his first move, may advance either one or two squares, straightforward; but after having once moved, he can only advance a single square at a time. In capturing* an adverse piece, however, a pawn moves one square diagonally-, either right or left; but the pawn never moves backward. On arriving at an 8th square, or the extreme line of the board, a pawn may be exchanged for any piece his owner chooses to call for, except a king, so that a player may have several queens on the board :it once. If, ou moving two squares, a pawn pass by an adverse pawn which has arrived at the 5th line, the advanced adverse pawn may take the other in passing in exactly the same manner as if the latter had moved but one square.
A bishop moves any number of squares diagonally, but diagonally only-; therefore a bishop can never change the color of his square.
A knight moves two squares, so as always to change color—that is, lie moves one square forward or backward, and one diagonally. On account of this crooked move ment, he can leap over or between any surrounding pieces; and therefore a knight's check—unless he can be taken—always compels the ]sing to move.
The rook, or castle, moves any number of squares forward, backward, or sidewise, but not diagonally.
The queen is by far the most powerful of the pieces, and moves over any number of squares, either in straight lines or diagonals, forward, backward, or sidewise; so that her action is a union of that of the rook and bishop. At starting, the queen always stands on a square of her own color.
The king is the most important piece on the board, as the game depends upon his safety. He moves only one square at once, in any direction, except when he castles—a term to be explained presently. The king cannot be taken; but when any °the; piece
attacks him, he is said to be in check, and must either move out of check or interpose some one of his subjects, unless the checking piece can be captured. When there is no means of rescuing the king from check, he is said to be checkmated, and the game is over. Of course, the two kings can never meet, as they would be in check to each other. Double-check is when a piece, by being moved, not only gives check itself, but also discovers a previously masked attack from another.
Castling is a privilege allowed to the king once in a game. The move is performed either with the king's rook or queen's rook—in the former case, the king is moved to the king's knight's square, and the king's rook is placed on the king's bishop's square; in the latter case, the king is played to the queen's bishop's square, and the queen's rook is played to the queen's square. But the king cannot castle after having once moved, nor at a moment when he is actually in check, nor with a rook that has moved, nor when he passes over a square attackerror checked by an adverse piece, nor when any piece stands between him and the rook with which he would castle, nor when in the act of castling either the king or rook would have to capture an adverse piece.
A drawn game results from neither player being able to checkmate the other: thus, a king left alone on each side must of course produce a draw, as do also a king with a bishop, or a knight, against a king.
Stalemate, or the not being able to move either the king or any other piece, also con stitutes a drawn game.
Cads is a term applied to the advantage which a stronger player should give to a weaker: thus, the removal of a' rook or knight from the better player's forces may be fair odds; or if the players are more nearly matched, the one may give a pawn. When the odds of a pawn are given, it is always understood to be the king's bishop's pawn.