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قراءة كتاب Chess and Checkers : the Way to Mastership

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Chess and Checkers : the Way to Mastership

Chess and Checkers : the Way to Mastership

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دار النشر: Project Gutenberg
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three or more Rooks, Bishops, Knights or Queens. As the Queen is the strongest Piece the Pawns are practically always exchanged for Queens and for this reason the process of the exchange is called "queening."

Although a Pawn has comparatively little value as measured by his mobility—his range of movement—he is really a very valuable man because of the possibility of his eventually queening.

Castling

Only once in a game is a player allowed to move more than one piece at a time. This one move is called "castling" and is made by the King together with one of the Rooks. In castling the King moves two squares toward the Rook and the Rook is placed on the square over which the King has passed. In the position of Diagram 3 both players may castle either side.

White, in "castling King's side" would place his King on g1 and the King's Rook on f1; in "castling Queen's side" the King would leap to c1 while the Queen's Rook would take his stand on d1. Likewise Black would castle by either playing the King to g8 and the Rook from h8 to f8, or the King to c8 and the Rook to a8 to d8.

       +———————————————————-+
     8 | #R | | | | #K | | | #R |
       |———————————————————-|
     7 | #P | #P | #P | | #Q | #P | #P | #P |
       |———————————————————-|
     6 | | | #Kt| #P | | #Kt| | |
       |———————————————————-|
     5 | | | #B | | #P | | ^B | |
       |———————————————————-|
     4 | | | ^B | | ^P | | #B | |
       |———————————————————-|
     3 | | | ^Kt| ^P | | ^Kt| | |
       |———————————————————-|
     2 | ^P | ^P | ^P | ^Q | | ^P | ^P | ^P |
       |———————————————————-|
     1 | ^R | | | | ^K | | | ^R |
       +———————————————————-+
         a b c d e f g h

DIAGRAM 3.

       +———————————————————-+
     8 | #R | #Kt| | | #K | | | #R |
       |———————————————————-|
     7 | #P | #P | | | | #P | #P | #P |
       |———————————————————-|
     6 | | | #P | | | | | |
       |———————————————————-|
     5 | | | | #P | ^P | | | |
       |———————————————————-|
     4 | | ^B | | | | ^P | | |
       |———————————————————-|
     3 | | | | | #Kt| ^Kt| | |
       |———————————————————-|
     2 | ^P | ^P | ^P | | | | ^P | ^P |
       |———————————————————-|
     1 | ^R | | | | ^K | | | ^R |
       +———————————————————-+
         a b c d e f g h

DIAGRAM 4.

Castling is permitted only when neither King nor Rook concerned has previously moved, when none of the squares between the King and the Rook are obstructed and when none of the three squares involved in the King's move are controlled by an adverse man. Thus if in check (see page 17) the player may not castle. In Diagram 4, neither White nor Black may castle.

SPECIAL TERMS

Attack and Defense

A man is said to ATTACK another man if he moves so that on his next move he could capture the other man. Thus, in Diagram 5, White could attack Black's Bishop by moving his Rook to d1 or to e6.

A man is said to DEFEND or to PROTECT another man if he moves so that in case the other man is captured by a hostile man he could recapture the latter. Thus, in Diagram 5, Black could defend his Bishop by moving his Knight to either e4 or e8 in case White attacks with the Rook from d1. Should White attack from e6, then Black would not defend the Bishop with the Knight, for on e4 as well as on e8 the Knight is unprotected and could be captured by the Rook without White losing anything in exchange. Black has a much more simple way to defend the attack of the Rook from e6, that is, by capturing the Rook with the Pawn f7. For this reason White would not have moved the Rook to e6.

Check and Checkmate

If a man makes a move which attacks the opposing King the King is said to be in "check." The player whose King is checked then has to make a move which gets the King out of check

       +———————————————————-+
     8 | | | | | | | #K | |
       |———————————————————-|
     7 | | | | | | #P | #P | |
       |———————————————————-|
     6 | | | | #B | | #Kt| | #P |
       |———————————————————-|
     5 | | | | | | | | |
       |———————————————————-|
     4 | ^P | | | | | | | |
       |———————————————————-|
     3 | | | ^P | | | | | ^P |
       |———————————————————-|
     2 | | | | | | | ^P | |
       |———————————————————-|
     1 | | | | | ^R | | ^K | |
       +———————————————————-+
         a b c d e f g h

DIAGRAM 5.

or he forfeits the game. This is the only case in which a player is not at liberty to make any move he likes.

Unless the attacking man can be captured there are only two ways of getting out of check. One of these is to interpose a man between the King and the attacking piece, and the other to move the King out of the line of attack. In Diagram 5 Black could give check by moving the Bishop to c5. In answer to this White has four moves at his disposal. He may either move the King to f1 or h1 or h2, or he may interpose his Rook on e3. The latter would be very unwise as Black would simply take the Rook with his Bishop, again checking White's King. The situation would then not have changed at all except that White would have lost his Rook. White's King could not move to f2, for this would leave him still attacked by the Bishop.

Instead of checking on c5 Black could have attacked White's King on h2. But in this case the King would have simply captured the Bishop.

If it were White's move he could give check with the Rook on e8. But Black could take the Rook with

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