- Where the players are even, they must draw lots for the iS first move, after which they take the first move alternately. When a player gives odds, he has the option of making the first move, and the choice of men in every game.
[In giving odds, should be agreed upon to give a pawn, it is customary to take K. B. P. If a piece is to be given, it may be taken from either the king's or queen's side.] - If a player should accidentally or otherwise move or touch one of his men without saying "J’adoube," his adversary may compel him to move either the man he has touched or his king, provided the latter is not in check.
- When a player gives check, and fails to give notice by crying "Check," his adversary need not, unless he think proper, place his king out of check, nor cover.
[If it is discovered that the king is in check, and has been so for several moves past, the players must move the men back to the point at which they stood when check was given. If they cannot agree as to when check was first given, the player who is in check must retract his last move, and defend his king.] - The player who effects checkmate wins the game.
- Stalemate constitutes a draw game.
- So long as you retain your hold of a piece you may move it where you will.
- Should you move one of your adversary's men instead of your own, he may compel you to take the piece you have touched, should it be en prise, or to replace it and move your king; provided, of course, that you can do so without placing him in check.
- Should you capture a man with with one that cannot legally take it, your adversary may compel you either to take such piece (should it be en Prise) with one that can legally take it, or to move the piece touched; provided that by so doing you do not discover check, in which case you may be directed to move your king.
- Should you move out of your turn, your adversary may compel you either to retract the move, or leave the piece where you placed it, as he may think most advantageous.
- If you touch the king and rook, intending to castle, and have quitted hold of the one piece, you must complete the act of castling. If you retain your hold of both, your adversary may compel you to move either of them.
- The game must be declared to be drawn should you fail to give checkmate in fifty moves, when you have
King and Queen against king.
King and rook {{{1}}}„
King and two bishops {{{1}}}„
King, bishop, and kt. {{{1}}}„
King and pawn against King.
King and two prawns {{{1}}}„
King and minor piece {{{1}}}„ - Prawn games of every description count for nothing.
- Neither player may leave a game unfinished, nor leave the room without the permission of his adversary.
- Lookers-on are not permitted to speak, nor in any way express their approbation or disapprobation while a game is pending.
- In case a dispute should arise on any point not provided for by the laws, a third party must be appealed to, and his decision shall be final.
HINTS FOR COMMENCING THE GAME.
To open the game well, some of the pawns should be played out first. The royal pawns, particularly, should be advanced to their fourth square; it is not often safe to advance them farther. The bishop's pawn should also be played out early in the game; but it is not always well to advance the rook’s and knight’s pawns too hastily, as these afford an excellent . protection to your king in case you should castle. Phillidor describes pawn-playing as the "the soul of chess." When they are not too far advanced, and are so placed as to be mutually supporting, they present a strong barrier to the advance of your adversary, and prevent him from taking up a commanding position. If you play your pieces out too early, and advance too far, your adversary may oblige you to bring them back again by advancing his pawns upon them, and you thug lose time.
Do not commence your attack until you are well prepared. A weak attack often results in disaster. If your attack is likely to prove successful, do not be diverted from it by any bait which your adversary may purposely put in your way. Pause, lest you fall into a snare.
Beware of giving check uselessly—i.e., unless you have in view the obtaining of some advantage. A useless check is a move lost, which may, particularly between good players, decide the game.
It is generally injudicious to make an exchange when your position is good, or when, by so doing, you bring one of your adversary’s pieces into good play. Never make an exchange without considering the consequences. When your game is crowded and ill arranged and your position inferior, it is advantageous to exchange. Sometimes also, when you are much superior in force, it is worth your while to make an equal exchange.
The operation of castling often relieves a crowded game. A lost opportunity of castling, or castling at the wrong time, is a disadvantage which may be turned to account by your adversary.
Never put your queen before your king in such a way that your adversary may bring forward a bishop or rook and attack her, and the king through her. In such a case, unless you can interpose another piece, you will inevitably lose your queen.
It is good play to "double" your rooks—i.e., to make them mutually supporting. Don't bring your rooks into active play too soon. They can generally operate most effectively at a distance, and they are therefore of most value toward the end of a game, when the board is comparatively clear.
From time to time take a review of the game. Although an incurably tedious player is a general nuisance, it is mere folly to play without "knowing the reason why." To take an occasional review of the game gets you into a systematic habit. When near the close, take notice of the position of your adversary’s pawns, and if you find that you can queen before him, make all haste to do so; if not, attack his pawns so as to prevent him from queening. If your adversary possesses a decided advantage, look out for a means of drawing the game.
Do not stick to one opening, but learn as many as you can.