B. You cannot give check to your adversary's king with a piece, which, by your so doing, would discover check on your own king.
9. If you attempt to castle your king when you have no right,--that is, after it, or the rook with which you purpose castling it, has moved,—your adversary may in sist on your moving either your king or that rook.
10. After the first game, the players have the first move alternately. If the advantage of a piece or pawn is given, the player giving such advantage is entitled to the first move.
From the very principle of thc game, the king is in \ aluable ; but its power for attack and defence may be estimated as above.
From the chance which every pawn has of being con verted into a more valuable piece, when it reaches the adversary's royal line, its value is estimated at 3, though its power is only 2.
Conclusions of Games.
I. A single pawn cannot win, if the adverse king be placed in opposition to it.
2. A single pawn may win, if the king be placed be fore its pawn.
3. Two pawns against one must win, almost in all cases ; but the player that has the two pawns must avoid changing one of them for his adversary's pawn.
4. A pawn and any other piece must win in all cases ; except a pawn and a bishop, when the pawn is on a rook's file, and the bishop does not command the square on which the pawn will reach the royal line.
5. Two knights, Without any other piece or pawn, cannot give check-mate.
6. Two bishops may win.
7. A knight and a bishop may 8. A rook against a knight makes a drawn game.
9. A rook against a bishop makes a drawn game.
10. A rook and a knight against a rook makes a drawn game.
11. A rook and a bishop against a rook may win.
12. A rook and a bishop against a queen makes a drawn game.
13. .A rook and a knight against a queen makes a drawn game.
14. A queen against a bishop and a knight may win.
15. A queen against a rook and two pawns makes a drawn game.
16. A rook against a bishop and two pawns makes a drawn game.
17. A rook against a knight and two pawns makes a drawn game.
18. At all conclusions of games, when a player seems not to know how to give the difficult check-mates, (as that of a knight and bishop against a king, a rook and a bishop against a rook, &c.) fifty moves on each side
must be appointed for the end of the game : these being accomplished, it is to be reckoned a drawn game.
The following short precepts, which have been drawn up as a sort of manual by an experienced chess-player, will be found of great advantage even to an experienced player : Reflections to be made at Chess before moving any Piece.
Consider, I. Whether your piece will be defended by another in its new position ; and still better, if defended by two or more.
2. Whether the adversary can immediately make an attack upon it ; and if by a piece of inferior value, the move is certainly a bad one, unless it be merely prepara tory to another move.
3. Consider carefully whether you place your piece so as to be either on the direct or oblique line with ano ther piece behind it, and open to attack ; which is ge nerally a bad position, because your adversary's rook, queen, or bishop, may then check both your pieces. This observation, however, does not apply to the case, where your two pieces guard each other ; but it applies with peculiar force to the case of the king, and any other piece at a distance from him, on account of the necessity of immediately removing the king from check.
4. Consider well when you attack an enemy's piece, whether you do not force it into a position more disad vantageous to yourself than that in which it was before.
5. If possible, never move a piece till you have disco vered your adversary's intention in his last move. If you are unable to do this, try to drive back the piece he has last moved.
6. Consider before moving, whether your adversary can check your king ; and if so, how the check can be removed, because the necessity of immediately doing this may occasion you a loss, if you do not keep it al ways in view.
7. Be particularly on your guard, when the game is in such a situation, that you are exposed to a check by discovery, either by the adversary's moving a piece of his own, or driving away one of yours ; for an oversight in such a situation will probably cost you the game.