Gambit is a technical word implying the sacrifice of a pawn early in the game, for the purpose of taking up an attacking position with the pieces.
Supposing the worth of a pawn to be represented by unity, the following is a toler able average estimate of the comparative value of the pieces: Pawn 1, biship 8, knight 8, king 4, rook 5, queen 9.
The chess-men being placed, the players begin the engagement by moving alternately; each aiming to gain a numerical superiority by capturing his opponent's men, as well as such advantages of position as may conduce to victory.
The rows of squares running straight up and down the board are called files, those running from side to side are called lines, and those running obliquely across are termed diagonals.
The playing over the following short game will serve the learner as a little initiatory practice: The foregoing brief mode of giving a checkmate is called the Scholar's mate, and is often practiced upon young and unwary players. Any contractions used, such as "K" for king, " B " for bishop, etc., will readily be understood by the use of the diagrams.
In the conduct of the game, and in the practice of C., the following rules, precepts, and hints will be found very generally useful: Play forth your minor pieces early, and castle your king in good time. You may sometimes delay castling with advantage, but not often.
Do not expect to be able to establish an enduring attack with half your forces at home.
Seek to let your style of play be attacking; and remember the gaining or losing of time in your measures is the element of winning or losing the game.
Never touch a piece without moving it, nor suffer yourself or your opponent to infringe any other of the laws of the game.
You will find, when first player, that the opening, springing from your playing 1st king's pawn two, and then your king's knight to the bishop's 3d, is one of the best that you can adopt; but do not adhere to any one opening only.
If you wish to adopt a purely defensive opening, you may play 1st king's pawn one, and follow up with Q P 2, and Q B P 2.
Next to playing with good players, nothing will conduce to improvement more than looking on at two expert players whilst they play. Wanting these advantages, it is best to play over openings, and actual games, from books or journals.
To prevent blunders and oversights, always endeavor to perceive the motive of your adversary's move before you play; and look often round the board to see that you arc not losing sight of any better move than the one you intended, or that you are not suffering yourself to be tempted by a bait.
When an onlooker, never interfere.
Always endeavor to lose with good temper, and to bear your adversary's faults with a good grace.
Tnx Laws or CHESS. —The laws of C. are at present in a somewhat unsettled, unsatisfactory condition; but the following are the principal prevailing regulations of the game: 1. If any error have been committed in the placing of the board or men, either player may claiM that the game shall be finished as it stands, after four moves have been com pleted on each side, but not else.
2. A move once made, by your having moved a piece and left hold of it, cannot be retracted.
3. If you touch a piece, you must play that pieCe'; but as long as you retain your hold, you can play it where you like. If you touch a piece that cannot move, your opponent may compel you to play your king, unless the king be unable to move. When you touch your pieces for the mere purpose of adjusting them, you are bound to say so.
4. If you make a false move, your opponent may either cause you to retract it and move your king, or he may claim that the false move shall stand, or that you shall make a legal move with the same piece, at his pleasure.
5. 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 he can move without going into check.
6. If on the king being checked, due notice is not given, the player whose king is attacked is not bound to notice it.
7. In every fresh game, except when one is drawn, the first move alternates.
8. Drawn games counting as no games at all, the player who had the first move in a i drawn game is also entitled to it in the next. (This absurd regulation is fast becoming obsolete; and it is now a common agreement in playing a series of games, that the move shall invariably alternate.) 0. A player who gives the odds of a piece, is entitled to the first move.
10. 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.
11. When at the end of a game one player is left with just sufficient superiority of force to win—such as a king and rook against king, king and two bishops, or king, knight, and bishop against king—he who has the greater force must give checkmate within fifty moves on each side, or else the game is adjudged to be drawn. This law is framed to prevent unskillful players from wearying their opponents by in the attempt to accomplish what they are too untutored to effect; and it is perfectly just, since the allotted number of moves is amply large enough and to spare.
12. In case of any dispute about the laws, both players are to agree as to an umpire, whose decision is to be considered final.
As there is no branch of chess-study better calculated to advance the skill of a learner than the attentively playing over recorded games between first-rate players, we have given an example of a game played blindfold, simultaneously with five other games, by the celebrated American chess-player, Paul Ifforphy. This gentleman visited. England and the continent of Europe in 1858, and in his contests with the best players faiily carried all before him, so that he soon ranked as the greatest chess-player living.