CHESMAYNE
Chess
Pieces

Please also see ‘Monogram and ‘Pieces’
for an AZ listing of 500+ MPs/mps.


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German or Scandinavian
bone pieces, early 12th century.
Noyon Musée Municipale.
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KI, QU
etc - ‘The Nobility’. KI, QU1, RO1,
RO2, BS1, BS2, KT1, KT2 etc. On :L01
each of these MPs has a mp placed in front of it in the ISP.
Please see the sample games to see some of these MPs in action. The best way to improve your play is by developing
a good understanding of how each MP moves, their strengths and weaknesses, and what they can
contribute at each stage of a game.

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Scandinavian pieces in
bone. 9th Century. Nuremberg,
Germanisches Nationalmuseum.
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The Chesmayne
chess MPs/mps are triangular shaped. Large triangles are used for the MPs and small triangles are
for the mps. Each triangle has the monogram of
the MP/mp printed on it ie, PA1, PA2, PA3, PA4, PA5,
PA6, PA7 and PA8 for the mps. The
monograms RO1, RO2, BS1, BS2, KT1, KT2, QU1 and KI for the MPs (traditional chess). The MPs capture an
opposing MP/mp in the same direction in which they move (the PA
captures in a different manner to its normal move).
Major
Piece and monogram…….
KI King. QU Queen. RO Rook. BS Bishop. KT Knight.

Major pieces
With Chesmayne you have many
more new MPs to choose from. The two
letters MP - monogram - are used in the text to indicate a Major Piece. The MPs below are just a selection of some
of the MPs available. Each of these new
MPs are explained in later sections of the text.
NOTE: the Chesmayne
chess MPs/mps are triangular shaped.
01 Larger triangles are used
for the Major Pieces - MPs.
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02 Smaller triangles are
used for the Minor Pieces - mps.
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Each triangle has a monogram
printed on it ie,
03 PA1, PA2, PA3, PA4, PA5,
PA6, PA7 and PA8
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04 RO1, RO2, BS1, BS2, KT1,
KT2, QU1 and KI
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Name and Monogram-Index
01
King = KI
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02
Queen = QU
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03
Rook = RO
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04
Bishop = BS
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05
Knight occidental = KT
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06
Regent = RE
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07
Prince/Princess = PR/PS
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08
Knight Magnifico = KM
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09
Duke = DK
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10
Standard-Bearer = SB
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11
Bannerette = BA
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12 Palatine = PL
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13
Praetorian Guard = PG
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14
Adviser = AD
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15
Minister = MR
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16
Cannon = CN
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17
Vaunt-Courier = VC
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18 Chinese
Knight = KN
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19
General = GE
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20
Lord - Lady = LO LA
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KI
Scandinavia
12th Century
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KI
India
19th Century
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KI & QU
China
19th Century
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KI
England
19th Century
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KI & QU
China
19th Century
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KI
Burma
19th Century
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KI, QU & PA
Egyptian influenced
19th Century
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The minor pieces
The Chesmayne
MPs/mps are properly divided into two types. The nobiliary occupy the back ranks of cells and are referred to as the MPs.
The second type of which the PAs, GUs, FSs, BQs, and BEs are
typical, are known as the mps. The Chesmayne chess MPs/mps are
triangular shaped. Large triangles are used for the MPs and small triangles are used for the mps. Each
triangle has the monogram of the MP/mp printed on it ie,
01 PA1, PA2, PA3, PA4, PA5,
PA6, PA7 and PA8 for the mps (:L01).
02 The monograms RO1, RO2, BS1,
BS2, KT1, KT2, QU1 and KI for the MPs on :L01
(traditional
chess).




Some
of the new Chesmayne
minor
pieces
PAWN - used when playing traditional chess.
Monogram: Pawn (PA) PA1, PA2, PA3 etc.
First Move Option
(FMO):
1 or 2 cells vertically forward.
All
Other Moves (AOM):
1 cell vertically forward.
Capture (*): 1 cell diagonally forward.
Promotable (#): Yes.
Special
Move (ep): En
Passant.
GUARD - see ‘Level’
Monogram: Vanguard (GU) GU1, GU2, GU3 etc.
First
Move Option (FMO):
1 or 2 cells diagonally forward.
All
Other Moves (AOM):
1 cell diagonally forward.
Capture (*): 1 cell vertically forward or back.
Promotable (#): Yes.
Special
Move: Retreat one cell vertically back.
BAIDAQ
(see Shatranj)
Monogram: Baidaq (BQ) BQ1, BQ2, BQ3 etc.
First
Move Option (FMO):
1 cell vertically forward.
All
Other Moves (AOM):
1 cell vertically forward.
Capture (*): 1 cell diagonally forward.
Promotable (#): Yes.
Special
Move: only to AD
(Adviser) in Shatranj.
BEROLINA
(see Berolina)
Monogram: Berolina (BE) BE1, BE2, BE3 etc.
First
Move Option (FMO):
1 or 2 cells diagonally forward.
All
Other Moves (AOM):
1 cell diagonally forward.
Capture (*): 1 cell vertically forward.
Promotable (#): Yes.
Special
Move: None.
FOOT
SOLDIER (see Chinese
chess)
Monogram: Foot
Soldier (FS) FS1, FS2, FS3 etc.
First
Move Option (FMO):
1 cell vertically forward.
All
Other Moves (AOM):
1 cell vertically forward.
Capture (*): 1 cell vertically forward.
Promotable (#): No.
Special
Move: Top-rank horizontal 1 cell left or right.
These
drawings are from book 1. in the bibliography
- [Main
Graphics Page]
The PAs get their name
from an old French word meaning ‘foot-soldier’ and like the
infantry they must advance against the foe.
The monogram PA is used to
identify these endearing mps ie,
On an 8 x 8 board
the PAs are numbered PA1 to PA8.
On a 10 x 10
board the PAs are numbered PA1 to PA10.
On a 12 x 12
board the PAs are numbered PA1 to PA12.
On :L02
(8 x 8 board) the Guard is introduced. They
move diagonally forward, either left or right - the opposite of how the PA
moves on the board. They also have the ability to capture
straight ahead and retreat backwards one cell. The PA and GU may move one or two cells forward on their initial
move and thereafter, one cell
forward. The attributes of the GU
introduce peculiar properties into their movement on the board of which you
will see more of in the games that are demonstrated in the text (See 'Levels of play' for details). The monogram GU is used to identify this mp.
On an 8 x 8 board
the GUs are numbered GU1 to GU8.
On a 10 x 10
board the GUs are numbered GU1 to GU10.
On a 12 x 12
board the GUs are numbered GU1 to GU12.
Trojan :TR
The TR is one of
the mps. They are soldiers who shows
pluck, determination and energy ie, to work like a Trojan. In classical and medieval legend a Trojan was
a native of the city of Troy. Troilus
was the warrior son of KI Priam of Troy,
mentioned by Homer and Virgil. In astronomy the Trojans are
a group of asteroids which have the same mean motion as the planet Jupiter. In Greek classical
legend the Trojans were able to enter the city of Troy in a Trojan horse, thus ensuring
the destruction of that city (one who is able to subvert or undermine from
within). A ten-year war was waged
(Trojan-war) by the confederated Greeks against the Trojans to avenge the
abduction of Helen, wife of the
Greek KI. In the game of Chesmayne a Trojan may
move 1, 2 or 3 cells forward on the first move (FMO). Subsequent moves
(AOM = All
Other Moves) can be 1 or 2 cells. A
Trojan captures one cell
vertically forward on the board and bears the monogram TR for
identification purposes. Monogram: TR1,
TR2, TR3, TR4, TR5 etc.
Vandal mp :VA
The Vandals get
their name from a group of people who in the 5th century ravaged
Gaul and Spain, settled in Africa, and in 455 sacked Rome. A Vandal is a person who willfully or
ignorantly destroys or damages anything, as property, artistic or literary
treasures. The name is taken from the
Latinization of the native tribal name Vandalus. In the game of Chesmayne the Vandal may
move 1, 2 or 3 cells vertically forward on the first move (FMO). On subsequent moves they may move 1 or 2
cells vertically forward (AOM). To capture, the Vandal
moves 1 cell diagonally forward. They
are used on the 10 x 10 and larger Chesmayne boards and bear the monogram VA. Monogram: VA1, VA2, VA3, VA4, VA5, VA6,
VA7, VA8 etc.
SportsVerlag,
the now unfortunately defunct east German printing house, once used these
rather attractive two colour block designs printed on the linen covers of their
chess books.
Numbering the minor
pieces (mps)
The numbering
of
the mps becomes very
important when different types of mp are placed on the board. On a :L01 (8 x 8 chess
board) there is no way to distinguish between one PA and another PA.
The move of a PA is indicated: e2 e4.
In Chesmayne each PA is
identified by a number and this move would be
indicated by: PA5-E02/E04. If PA5 captures a PA on F$04 you can still
identify PA5s original starting
position on the board. PA5
is now on the same file as PA4.
01 In traditional
chess there are six types of MP/mp available at the start of a game, KI, QU, RO, BS, KT and PA.
02 On :L02 of Chesmayne
there are also six MPs/mps available: KI, QU, RO, BS, KT and GU.
03 On :L03 of Chesmayne there are seven MPs/mps
available: KI, QU, RO, BS, KT, PA and GU.
With each MP/mp
numbered it is easy to keep track of their movements on the board. Please see ‘Level’ for example
games which demonstrate the benefit of numbering the Chesmayne MPs/mps
left-to-right on the chess board.

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Minor
piece promotion
The mps are placed in
front of the MPs and on reaching the top ranks are promoted/enrobed to a new MP selected
from the one’s available at the particular level of play
chosen. PAs, GUs and other mps are often blocked by other MPs or
mps of either side. If a mp cannot make
a capture then it is
stuck where it is and can remain in this twilight state for a prolonged
period.
In the diagrams the :A MPs/mps advance up the page
and :B MPs/mps move down the
page. Mps are permitted to pass through
XB blockers (blue). The PA may progress two cells on their initial move (FMO). This two-cell advance was originally
introduced in the 16th century so as to speed up events. Thereafter, they may move (AOM = All Other Moves) one cell
at a time. A PA is prevented from retreating.
PAs move vertically forward on the board and may capture diagonally forward. On reaching the top rank they must be promoted/enrobed. Promotion is not optional for a mp. The
sharp symbol (#) is used to indicate promotion in Chesmayne ie, PA4-$D07/D08#QU2 [PA4 is promoted
to QU2]. XY axis.
Although
the PA is one of the weakest mps in a chess game they have the potential to
become the strongest by being transformed into QU2 on reaching a top rank of the board.
The Pawn
The PAs have special rules for their capturing manoeuvre. The PA is, in fact, exceptional in many ways,
which I will now explain. The normal
move of the PA is simple - they plod just one cell forward at a time. They may never move backwards
(retreat). On their first move (FMO), however, a PA
may, if desired, be moved two cells forward (see ‘Paso Doble’) instead of
just one. This privilege is accorded
to each of the eight PAs on either side but, a PA may only advance two cells if
both cells are unoccupied and the PA has not previously been moved. As distinct from their forward mode of
travel, the PA captures diagonally, but again only one cell.
‘Like watermen, that
row one way and look another’.
The Arabs called them Baidaq (BQ), ‘foot
soldiers’, which was translated into the Anglo-French word p’oun. In Shatranj, a BQ could not be promoted
to QU2, but to a Minister (MR) only. The game-tree (:gt) of chess was, therefore,
different from today, for there was little point in promotion.
A PA can move forward only. A PA cannot jump. A PA is promoted on reaching the last rank as
part of the same move. The cell on which
a PA is promoted is called the queening
cell,
even if the PA is exchanged for a MP which is not a QU. Promotion is also called ‘enrobing’ in Chesmayne. Theoretically it is possible to have nine QUs
(QU1, QU2, QU3 etc). The PA is nearly
always promoted to QU2, but underpromotion is possible. If a PA reaches rank-8 on the chessboard and is
promoted to a QU, then this QU is referred to as QU2 to distinguish her from
QU1. Sometimes it is best to
underpromote to KT3, BS3 or, RO3. The en
passant
(:ep) capture can only be made
by a PA on R$05. The en passant move is optional, not
obligatory. Beginners often find this
difficult, so practice on R$05 (for :A) and on R$04 for :B. The PA can only capture one diagonal cell
forward to their right or left. The PA
is known by different names in differing countries,
English: Pawn. French: Pion. German: Bauer. Italian: Pedone. Spanish: Peon.
Russian: Peshka. Arabic: Baidaq.
Book cover designs
More
cover designs from the late lamented SportsVerlag.
A wonderful series of images based on historic
chess pieces.
:L01
PAs in the opening and middle game: in an open
game or position, the PAs are fluid, are
able to advance, and many may have already been exchanged or
disposed. Both :A and :B are ready to castle (%K, %Q) and
there will be open lines for RO1, RO2, BS1 and BS2.
PAs in a closed game - in a closed position the central PAs (PA4 and PA5) are
interlocked in such a way that they cannot be exchanged. There are no open files for RO1, RO2,
BS1 and BS2. In such positions KT1 and KT2 can
become more important because of their ability to
manoeuvre.
During the opening, development may be slowed
down by making too many PA moves or moving a PA to a wrong cell.
PA formation: most openings and defenses try to keep the
PAs united, so that they
protect one another. This is important
for the middle
game and even more important in the endgame.
Typical PA structures - doubled
PAs (:do-PAs). Doubled PAs usually imply that open files are
available and in such cases you may be able to gain useful play on such a file
with RO1 or RO2.
Isolated PAs (:is-PA). A PA is considered isolated because there
are no PAs of the same colour on adjoining files. If the PA is attacked the PA may have to be
defended by MPs which are then left out of action on other areas of the
board.
Backward PA (:ba-PA). Place A-PA8 on $H04 and A-PA7 on
$G03. Now place B-PA1 on
$H05. A-PA7 on $G03 is backward as A-PA7 is
unable to advance without being captured by B-PA1 on
$H05. This means that, in certain
circumstances, a single B-PA can almost be as valuable as the two
A-PAs.
Passed PA (:pa-PA). Place A-PA8
on $H04 and A-PA7 on $G05. Now place B-PA1 on $H05. A-PA7 on $G05 is passed, as there are no
opposing PAs, either on the same file or adjacent files, between A-PA7s current
position and the enrobing
cell (on $G08). Passed PAs can become
especially strong in the endgame. When a PA has no enemy PA that could hinder
promotion - that is, no enemy PA in front or, on the same file or, either of
the next-door files - then the PA is called a :pa-PA. A :pa-PA in the endgame can be a great asset,
particularly if well advanced, as the enemy has to use MPs to prevent the PA
becoming a QU2, thus reducing
your adversaries MPs
efficiency.
In the early stages of the game, the PAs have various
functions. Those in the center (PA4 and
PA5), are the most valuable mps and are used for protecting
central cells. PAs in front of a castled
KI are used as a shelter. To wreck this center, the enemy often advances
PAs upon yours, to force them to advance or exchange. This operation is called a ‘PA-storm’. Here
the PAs play the part of tanks rather than infantry. PAs sometimes resemble neither tanks nor
infantry. Their lack of mobility makes them more like
natural obstructions ie, rivers, hills or marshes, that interfere with mobile warfare. When one of your own PAs becomes an
obstruction to your attack, it often pays to sacrifice this PA. A PAs value increases as MPs/mps are
exchanged off, for when both armies are so reduced that ++CM becomes next to impossible,
the major objective becomes the promotion of a PA. To be a PA ahead with otherwise as good a
position as your opponent’s is usually a winning advantage - theoretically!
A-PA6 can be the source of major problems. At
the start of :L01 A-PA6 is positioned
on the very weak $F02 for :A and B-PA3 on
$F07 for :B, where they are
only defended by their respective KIs. Because of the way they move, neither A-BS2
nor A-KT2 can protect A-PA6. Advancing
A-PA6 too soon can create a permanent and crippling weakness in the cells
near A-KI.
Pawn Chain
:L01: a diagonal set of mps that
offer protection to each other. A
position in which a number of PAs of the same colour, are placed
diagonally across adjacent files, thus protecting each other from enemy
attack.
Pawn Center
:L01: a position in which PAs occupy more than
one of the central
cells $D04, $D05, $E04
and $E05.
Pawn Majority
:L01: the player who has the
greater number of PAs on one side of the board is said to have a ‘PA majority’
on that flank.
En Passant :ep
A special rule for PAs is the
en passant capture, often
incorrectly understood by beginners, but not really complicated. A PA which advances two cells in a single
move, passing over a cell on which this PA could have been captured by an enemy
PA, may still be captured by the enemy PA on that cell just as if the PA had
only advanced a single cell.
The
privilege of capturing :ep is only extended for the single move following the
two cell advance of an enemy PA. As with
other captures, the :ep PA capture is optional (except, of course, in the rare
case of no other legal
move
being available). This option expires as
soon as another move is played on the
board. If an :ep capture is not made as
soon as the opportunity is created, then that PA may never be captured :ep
again. Only PAs may capture or be
captured :ep. The capture may only take
place immediately after a two
cell advance of the PA to be captured.
As you will see later, the
special abilities of the PA to be promoted to QU2 and to a lesser extent to
capture :ep, play a significant role towards the end of well-contested games when the MPs may have
vanished from the board by exchanges and the game shifts from
direct attacks to the careful nuturing of
the PAs in their journeys in search of promotion. The PAs are used to carve out territory and
it also follows that the side that controls the midfield usually wins the game (though not always). B$A and B$B are the most
important areas. One of the best ways
to start :L01 is…
01A PA5-E02/E04
01B PA4-E07/E05
In ‘Alice Through
the Looking-Glass’, Alice was a PA in a
game of traditional
chess trying to reach the end of the board so that she could become
QU2.
dust jacket graphics
These
are the black and white dust jacket versions of the colour designs to be found here. They are sufficiently different to be interesting
in their own right.
Minor
pieces - isolated
- doubled
- backward
01 Isolated: (:is-mp, :is-PA).
An :is-PA is a PA which has no PAs of the same colour standing on an
adjacent file. The :is-PA can thus never
be defended by another PA unless a subsequent capture causes a PA to change
file.
02 Double Isolated: (:di-mp, :di-PA). If two PAs of the same colour stand on the
same file, with no friendly PA on a neighboring file, they are known as
:di-PAs.
03 Backward: (:ba-mp, :ba-PA). When a PA has fallen behind its
colleagues, remaining on a modest rank while those to either side have rushed
ahead, then this PA is known as a :ba-PA.
Strictly speaking, this term is generally reserved for a PA which has little
or no immediate prospect of advancing to catch up on his fellows. Like the
:is-PA, the :ba-PA is unable to be defended by another PA. Please see notation symbols for a
complete list of mp terms.
This
is where my classification system begins to break down - enjoy
The
minor pieces (mp)
The mps can be
the most misunderstood of the chess pieces.
It takes most players quite a while to find out from their own
experience how to manage these inconspicuous diminutive combatants, mainly
because they do not realize that their characteristic attributes make them
specifically useful for certain tasks in the opening, for others in
the middle game and once again
in the finale. In the opening, the function of most mps is usually of a
static rather than a dynamic nature. You
will select for them a more or less permanent post, in order to gain and
maintain control of cells which you want to make inaccessible to hostile
MPs/mps, or on which you want to support pieces of your own, or you will
exchange a mp that obstructs the line of one of your opponents pieces.
In other words, the mp serves in the opening mainly
as an adjunct to the MPs. They get
dynamic actions of their own in the middle game, where they are often used
aggressively to drive away pieces which shield the enemy or where they sacrifice themselves to open lines
for the MPs. In the endgame they play a
dominant role, the decisive factor being usually whether or not one of the mps
can be promoted to QU2 or other MP. Like the KTs, the mps lend themselves to forking combinations that are likely to take the
inexperienced player by surprise. A unique type of advancement results from a
mp privilege of promotion to any MP except a KI. Usually a player will choose QU2, the most
powerful MP, to take the place of a mp which reaches the top rank. But there are occasions where promotion would
lose a game which under promotion to BS3, RO3 or other MP would draw, or even win, and others where a new
queen would lead only to a draw while a lesser MP would force the win.
To win
How much of an advantage do you need to win? An advantage of one mp is usually
enough when each side has several of such.
However, when you have KI and one mp
against a lone KI the position may be won or drawn according to
circumstances. You must know when this
ending is a win and when it is a draw, then when you are wondering whether or
not to make exchanges you will know
whether you are heading for a ++CM, a draw or a loss. In all mp endings the question you must
always ask is “Can I promote my mp?” If you can the game is won, if not,
you cannot win. Many endings come down to a
race to promote a mp. When you are in a
mp race you may need an extra move in hand if you
are going to finish up in a good position.
With additional mps on each side, an extra mp is more likely to lead to
++CM. There is a possibility of a second mp being promoted to QU3, and a move
with another mp may prevent a draw by stalemate or enable the opposition to be
gained. You should not advance mps
without good reason. Such action can
throw away victory. Mp movements are very important. There are, of course, occasions when mps have
to be moved forward as fast as possible ie, in a race to promotion. Having the opposition in such situations
cannot be underestimated.

Typical
Mexiacan Dolls And Purses, Puerto Vallarta
Minor
piece development
We can only say a
little about mp development here as it is
too involved a subject to try to do more at this stage, but it is too important
to miss out altogether. Broken-up or
ragged mp positions on the board are bad, but it is too early to study these
either. Many games come down in the end
to KI and mp versus KI and
mp. You must therefore know how to win
these endings from any position on the board.
You must drive the enemy KI to the side
of the board (into B$D), place your KI
opposite to prevent him escaping and give ++CM with a MP. In driving the KI back, you will use two
main tried and trusted ideas - ‘reducing the rectangle’ and the ‘waiting move’. You will have noticed that your KI has to
work in the endgame. In the earlier parts of the contest your KI
has to stay in safety or he will be ++CM.
In the endgame he can safely come out and he must do so. One of the most common mistakes in the endgame,
made even by quite strong players, is not making enough use of their KI. In the endgame he is most gainfully
employed. It is just as important to
‘develop’ your KI in the endgame as it is to develop the other
MPs/mps in the opening.
Mp moves
can result in permanent weaknesses, because in contrast to the
moves of the MPs they create a permanent change in your position. A cell left undefended by an
advancing mp remains threatened with occupation by hostile MPs/mps at any
time. An :is-mp or a :ba-mp as a rule gets weak sooner
or later. Lacking the protection of a
supporting mp, they require a MP to defend them, and their mobility is often so restricted that
an attack launched by your opponent on another part of the
board cannot be met in time. An :is-mp, of course, can be strong,
particularly when supported by a MP in the rear so that your opponent must
constantly protect against further advance of the mp. An :is-mp in the center of the board is not
necessarily weak as long as there are enough
MPs/mps left on the board to utilize the mp as a support for an outpost
which results
in cramping your opponent’s pieces and that provides a basis for an attack on
the KI. However, if no decision is reached in the middle game, the gradual exchange of the MPs/mps eliminates
the job for which a center mp was intended and turns the mp into a weakness in
an endgame in which the opposing KI can attack this mp.
Minor piece structure
Sometimes a
player is faced with the problem of avoiding a permanent weakness in the mp
structure even very early in the opening. When planning any mp move, never forget
to consider that by advancing the mp you are giving up the control of a cell
previously defended by the mp. The ability of a hostile
MP/mp to occupy that cell may more than offset the advantage you expect to
derive from the advance of your mp. An
example of this is an early advance of a center mp (PA4 or PA5), which is
frequently seen in games of inexperienced players. If at the end of the development
stage
neither you nor your opponent’s position shows a tangible weakness against
which to direct an attack, you should not
try to start aggressive action. There is
no reason for you to assume that in a ‘balanced’ position this will be
successful. You should, instead, try to
improve the mobility of your mps and
enhance their cooperation as much as you can with the objective of having them
control cells of both colours, preferably in
the center region of the
board (B$A and B$B). Then you will be prepared to concentrate a
superior force on either wing when prospects
for a promising attack develop. You can be confident that such an occasion will
arise if your opponent’s pieces are not properly cooperating with each other,
and in such a case you should search for a combination that will take
advantage of it.
Minor piece
promotion (#)
To increase your
own strength you may promote a mp. Nearly all endgames depend on this
factor, but it can also be important in the middle
game or even the opening. To obtain QU2 or other MP for
a mp is such a big gain in material that you can
afford to sacrifice in order to
achieve it. A good rule to be guided by
is to maintain a mp which you have on a cell in the center, unless the position
happens to be such that by exchanging the mps you gain material or avoid losing
your mp.
Handicap game
Many games of
chess are played at odds, and one of its
pleasing features is the equable and efficient system of handicapping practiced. This allows players of widely differing
skills to meet on even terms without degrading or altering the game in any
significant way. Handicaps are designed
to give even games. If one player wins
constantly the handicap should be adjusted.
This usually occurs with the mps. In a traditional
game of chess each side has eight PAs. In Chesmayne :A could have
eight GUs and :B could be given
eight PAs or :A could have a line-up of 4 GUs and 4 PAs versus 8 PAs. You can now try this by printing the
chess pieces below…
Just print, cut and
assemble
Pieces
- Guards
bend into a triangular shape and glue
- simple! See ‘Level’.
Touching
your MPs/mps
The laying on
of hands


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walnut & natural stains stored in a wooden box with locking clasp. King -
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Your finger tip contains 9,000
nerve endings, 9 feet of blood vessels and 75 pressure sensors. If you ‘touch’ a MP/mp during
a match you are
obligated to play this piece on
the succeeding move. If you ‘touch’
several MPs/mps, your opponent can choose
which MP/mp should be moved. For the
acolyte this is important. It is
advisable to play slowly and remember not to ‘touch’
any MP/mp until you are definitely sure that you want to play the MP/mp. A player on the move who ‘touches’ a MP/mp
must move this piece, unless prior
to ‘touching’ the MP/mp indicates the intention of merely adjusting the
position on the cell on which the piece stands. Of course, you can adjust your
MPs/mps without penalty. You may do so by announcing beforehand the phrase ‘j’adoube’ or, ‘I adjust’.
If players decide to play that ‘touching’ is not
automatically an indication to move a piece, then the following condition comes
into effect…
If you move a piece and take your hand off the MP/mp, the play is
considered final and cannot afterwards be retracted. All players should develop the habit of
playing the touch
move rule. This is not so much because of
the penalty involved but because it demonstrates sloppy thinking. The move should be decided upon and
then decisively played. This practice is
universal amongst all mature players.
Younger players should develop this habit from a very early age. No one should expect a reprieve from the
touch move rule.
Some players have the bad habit of keeping the piece they want to move in their hand after they have put the piece
down in a cell, and then change their mind and place the piece in a
different cell. Once they have taken
their fingers off a MP/mp they should leave the piece where it is, because then
the move has been completed. Taking moves back naturally annoys your opponent. It is strictly prohibited in mature
play. Be particularly careful not to
touch a piece of your opponent before touching one of your own MPs/mps, because
if you are playing with someone who insists upon strict compliance with the regulations, s/he can force you to capture the piece you touched.
An indiscretion - I
slipped - I stumbled - I fell
If yourself or
your opponent makes an illegal
play, the move must be
retracted upon demand of the other player and a different legal move must be
made by the same MP/mp. If the illegal
move was a capturing play, then the
capture must be made legal by another piece, if allowed. If by mistake you make an
illegal move your opponent cannot exact a penalty. However, s/he can insist that you make a
legal move with the same piece, if possible.
If it is discovered that one of the players has made an illegal move and
that the opponent has played on without espying it, the position that existed
before the illegal move was made must be reconstructed and the game continued
from there. The same rule holds if one or
more pieces have been accidentally placed incorrectly in the ISP.
Taking prisoners
A piece once
touched must be moved, but if captured, is removed from the board and retained
until the conclusion of the game by the player who makes the capture. Plays are often referred to as ‘moves’. A ‘stalemate’ (++ST) is also
possible in chess. The object of the game is to ++CM the opposing KI, with a
secondary object of taking prisoners. It
should be apparent that the whole basis of traditional
chess rests on when MPs/mps can and cannot be captured. There are no compulsory moves, except the
avoidance of +CH and it follows
that capture is always optional. A piece that is in line
for capture is said to be ‘en
prise’ and is equivalent to ‘gardez’ or +CH on His Majesty.
The Major Pieces (MP)
Value of the MPs/mps
- :L01. This depends on various factors but a rough
guesstimate is as follows. QU1 (nine), RO1 or RO2 (five), BS1 or BS2 (three),
KT1 or KT2 (three),
PA (one). An approximate value can be given to each
MP/mp apart from the KI. In certain cases the value of a piece can
dramatically increase or decrease, according to what the MP/mp can
achieve. Together, for example, a BS and
a KT are more useful than a RO and PA combination, even though the value of
each pair is six PAs. These rough values can assist you
to work out when you should or should not capture your opponent’s
pieces, and whether you should worry about your own MPs/mps being
captured. The values can also help in
assessing which side is ahead - with careful play the side with the highest
total piece value, or the most material, will usually
(but not always) win the game.
Although QU1 is the most powerful chess MP, the KI is the most important and
must be guarded very carefully at all times.
The KI cannot be valued because if you lose him the game would end in loss. It does not matter how many MPs/mps you have
if you are going to lose your KI.

Over 20% of moves in chess are captures. So it is vital to have an idea of the average
values of the various units of force.
Each MP/mp has an average value.
For QU1, RO1, RO2, BS1 and BS2, it is proportionate to the average
number of cells controlled. An
unobstructed RO always controls 14, (:L01), but a BSs range varies
from 13 to 7, and averages just under 9 (:L01). On this basis a RO is worth at least 1.5
BSs, and in practice this figure holds.
Similar calculation would rate a KT as much weaker than a BS, but
special factors favor the KT so much that their true average value approximates
to a BSs. Factors favoring the KT
include the fact that a KT cannot be obstructed, and a KT has access to all the
cells, a BS only to 32. In freak
positions the average values can be temporarily quite false, but normally they
are a good guide. The basic unit is
always taken as an average PA ie, a PA that has no special advantage, like
being passed (:pa), or part of a
checkmating net. Average values are…
Value of RO1 or RO2: winning a RO for a KT or BS is
called ‘winning the exchange’. The exchange is worth on average, nearly two
PAs. Two BSs or two KTs equal a RO and
two PAs. Two KTs or BSs are worth only
a RO and one PA if the other MPs have been exchanged. RO1 and RO2 like open spaces and are
therefore strongest in the endgame when the board is clear of
obstruction.
Value
of QU1. Before the endgame QU1 is worth
two ROs, but in the endgame RO1 and RO2 are nearly always worth a PA more,
unless the KI is exposed to +CH. Another approximate equivalent of QU1 is
three KTs or three BSs or two KTs and one BS, which are almost always at least
equal to QU1. Two BSs and a KT are
usually superior. RO and BS or KT plus
two PAs are almost always superior to QU1. Exceptions to these valuations occur
where the opposing KI is very exposed so that QU1 can organize many +CHs,
giving herself virtually several successive moves while your opponent is
powerless to make useful replies.
About your KI. Since the fate of the game hangs on your KI,
he cannot be given a numerical value.
However, when so many MPs/mps have been exchanged that ++CM is no longer
a serious danger, he may and indeed must be used as a fighting MP. As such the KI rates well below a RO but
above a BS or KT. When most of the MPs
have been exchanged, including the QUs and at least one pair of ROs, your KI
ceases to need shelter of PAs in a corner.
Use him as a marauder right in the enemy lines.
BS or KT = 3 PAs (3.5 in the early stages).
RO = value of KT or BS plus 1.5 to 2.0 PAs.
QU1 = 2 ROs, or 3 KTs, or 3 BSs, or RO, KT
or BS and 1.5 PAs.
Summary: KT, BS = 3
to 3.5. RO = 5. QU = 9 to 10.
Some MPs/mps are,
of course, more valuable than others. Often the value of a piece depends on the
MP/mp position on the board and what the MP/mp can do in this position. A BS stuck behind PAs, or in a corner, is not
as powerful as a central KT with more freedom of movement. When exchanging MPs/mps, there
should be some evaluation. Remember, all PAs are of equal value, but
some are more equal than others!
Castling
(%)
Castling was
introduced in the 16th century.
It is a joint manoeuvre of the KI and RO1 or RO2 during which
they pass over each other. Since your KI
is so important and his protection of prime strategical consideration,
the rules allow castling (%) which puts
your KI in a position of great safety.
This particular move can be carried
out by either player and may be done on either the left or right side of the
board. Castling (%) counts as a single
move. If the move is to be played on the
KIs-side of the board
BS2 and KT2 must have been moved from their home positions (ISP). If it is to be played on the QUs-side of the board
QU1, BS1 and KT1 must be moved from their home cells (ISP). To carry out this manoeuvre the cell between
the KI and RO must be vacant, that is, you are now in position to castle
(%).
QU-side castling is called ‘castle-long’ and is indicated by %Q and KI-side castling or, ‘castle-short’ is indicated by %K. When the KI-side is castling (%K) the KI is
moved two cells to the right and RO2 two cells to the left from the KIs side.
In QU-side castling (%Q) the KI is moved two cells to the left and RO1 three
cells to the right on an 8 x 8 board. Castling (%) is not permitted if any of
the following conditions occur…
01 The KI, RO1 or RO2 has already been moved.
02 The KI has to cross a cell which is attacked by an opponents
MP/mp.
03 The KI is attacked by an enemy MP/mp, that is, he is in +CH.
04 The cell in which the KI is to be input is attacked by an
enemy MP/mp.
05 There is another
MP/mp in the way of this manoeuvre.
Do not put off castling (%) for too long as many
games have been lost due to leaving the KI too long on F$E. A prime cause for this procrastination
in castling (%) is the ambition to attack your opponents KI before your own KI
has been protected. Moving too many mps in front of the KI is
another cause for disaster. Remember
that your foe is going to attack your castled (%) KIs position. In attacking your opponents KI it is
imperative to have as many MPs/mps as possible join in the assault. An attack by a few members of your army
against an enemy prepared to repulse it merely results in a loss of
time. When defending it is necessary to have a mp at hand to protect your KI
or an attack will break through by means of a sacrifice. The best protection for your KI is an unmoved
mp structure. When castling (%) you must first move
your KI and then RO1 or RO2 because the double step of the KI clearly indicates
that you intend to castle (%).
In the majority of contests the players castle (%) at
an early stage on the KIs
side
of the board. The mps in front of the KI
then form a protective wall which a player who plans a ++CM attack cannot hope to
penetrate unless s/he can gather superior force, so that s/he can sacrifice some of them to breach the
mp wall, and still have enough material left to force ++CM. What minimum material you will need for this
purpose depends upon how many cells around the castled KI are blocked by your
opponents MPs/mps. QU1 plays a decisive
role in practically all of these ++CM attacks on the board. As a rule QU1 is the MP who actually gives
++CM.
Rook
Rook: the Rook is
known by different names in differing countries:
English: Rook. French: Tour. German: Turm. Italian: Torre. Spanish: Torre.
Russian: Ladya (boat)
Arabic: Firz.
Files: Open, openable
and semi-open
Advice on ‘developing’ your ROs :L01.
ROs should be left on the back rank, at the ends of
effective files. The most effective files are ‘open’ files
(files free of mps). Next come ‘openable’ files (files that can at
any time be cleared of mps by an exchange). Then come ‘semi-open’ files (files that are
clear of mps at least half-way along or can be so cleared). If there are two effective files, place a RO on each as soon
as possible. If there is only one, place
at least one RO on it (if the file is open, you should if possible double (:do) RO1 and RO2 on
it, one behind the other. If there are
no effective files then defer the development of RO1 and RO2
until an effective file is made. Seize
any open file with a RO as soon as possible.
But note that a RO commands a file just as well from the first cell in
the file as from any other cell.
Therefore, as a rule, keep the RO there as long as the board remains
crowded. If moved out, a RO is exposed
to attack. ROs are stronger MPs than KTs or BSs. RO1 or RO2 are usually worth roughly the
same as a BS and two PAs, or a KT and two PAs. KTs, BSs, ROs and QUs are MPs. The RO can move in a straight line along a
rank or file, but in one direction only each go. RO1 and RO2 are not allowed to jump over an
occupied cell, except in the special case of castling (%). See 'Cannon' - CN1 and CN2.
En prise
In line for capture - likely to be
captured. A MP/mp is ‘en prise’ when the
MP/mp is under attack and is inadequately defended. An example is a BS under attack by a PA and
defended by a PA (or any other MP/mp).
Clearly it is in your opponent’s interest to take the BS even though the
PA would be lost.
A more complex case is where KT2 is under attack by
BS1 and RO2 and defended by PA4. In
this case, it is the existence of a second attacker (RO2) which makes KT2 ‘en
prise’. The situation is further complicated when some of the attackers or
defenders are pinned (:pn). Often a complete check for whether a MP/mp is
‘en prise’ can be quite complex. A
typical determination is made by considering the value of the MP/mp attacked, the
number of attackers, the number of defenders and the values of the least
valuable attacker and defender. En Prise
checks are made to determine whether or not the board is stable/quiescent (in a dead state). Remember ‘the dog that bites is not
always the dog that barks.’
The Rook -
RO1 and RO2
The ranks and files are the domain
of RO1 and RO2, which can move as far as desired across empty cells up, down or
across the board in a straight line. On an empty board RO1 or RO2, whatever
cell they are on, thus have a choice of 14 cells to which they may move (8 x 8
board), 7 on the vertical line of cells through their own cell and 7 on the
horizontal line. Beginners often move
mp-1 or mp-8 two cells, planning to
get RO1 or RO2 into play via $A03 or $H03.
This is a very bad idea for two reasons.
One is that your opponent need only
unblock BS1 on BS2 on whose
diagonal $A03 or $H03 is located to make it inaccessible to RO1 or RO2. The other is that RO1 or RO2 do not belong on
the open board as long as they can be chased by the mps of your adversary.
Not only does repeatedly moving RO1 or RO2 lose
developing tempo, but RO1 or RO2 may not
find a safe place at all. The proper way
of developing RO1 and RO2 is by castling (%K or %Q) in order to let
them cooperate with each other. They can
then be placed on R$01 in files in which they may
be able to invade the enemy’s territory or in which they may be useful in
supporting an advanced MP or mp. Also,
when protecting each other (:co-ROs) on R$01, they are in a
position to contest the control of an open file which your opponent prepares to
seize with one of his/her own ROs.
++CM with RO and
mps
The commonest
type of ending and the one
that is the most often mishandled is the RO and mp finale. To play the endgame
well it is essential to have a thorough grasp of the basic principles of this
ending, and it is significant that the greatest mature players of endgame play
have been those that excelled in this particular type of ending. The set winning position is known as the Lucena position, after
a Spanish chess writer of the 15th century. The conditions normally necessary for a win with a RO and
PA against RO are as follows…
01 The B-KI must be cut
off from the promoting cell
(R$08).
02 The A-KI must be able
to reach the promotion cell on R$08 or, at the very least, be in contact with
the mp.
It should be
noted that much also depends on the file on which the mp
is placed. The most difficult is F$H and frequently
only a draw is possible in
which the previous procedure will not work as A-KI cannot get away
from the corner
cell in B$D.

Jaipur,
Marionettes
Rook
- Symbolism
- Mythology
Castles/Citadel:
the self - sometimes symbolized as two castles, the centers of two
different kingdoms which need to be united. The image of the castle emphasizes that it
is as difficult to get to know the inner self
as it is to storm a castle. A female figure (the damsel, incarcerated
or enchanted, usually plays a key role). Towns used to be laid out as part of a ritual with everything
done and chosen for its symbolic value ie, a cemetery might be placed at the
center of the city, as representing the trunk of the tree of life. Symbolic significance of the ‘dream-house’, temples and
churches represent an overall pattern
of
the psyche in mandala form. Gargoyles on the outside of the church,
represent monsters guarding the treasure. Twin towers represent the split in
the psyche. The hero/heroine slays the dragon and extracts
its teeth, which turn into mighty warriors when sown in the ground.
The RO - the governor of a castle
(colloquial name). A walled defensible enclosure, typically reached by a bridge over a circular moat of water. An ambivalent symbol in that it both includes
and excludes. It may protect its inhabitants against monsters, ogres, depending
which side of its walls you stand. In myth, castles typically contain
a treasure (the Holy
Grail,
or royal prisoner). An extension of the
treasure-cave guarded by a dragon or a loathy worm. Such a castle represents Camelot, a realm of
spiritual aspiration and attainment. In the human body, its treasure the mind, its mystery our ignorance as to our own
true human nature.
Chariot: in the Katha Upanishad
(III:3-4) it is written: ‘Know that the Self is the lord of the chariot, the body
verily is the chariot - know that the soul is the charioteer, and emotion the
reins.’ They say that the bodily powers
are the horses, and that the external
world is their field. In myth, chariots
are drawn by many different creatures according to the nature of the
charioteer…….
01 The solar chariot of Apollo is drawn by
white horses.
02 Solar chariots may also be drawn by griffons or swans - see Cygnus under Constellations.
03 The chariot of the Norse Thor is drawn by solar rams.
04 The lunar chariot of
Norse Freya by cats.
05 That of the Celtic Flidass, goddess of wild things,
by deer.
06 That of Cybele by lions.
07 That of Venus
by
doves.
08 Pluto
by black horses.
09 The chariot of the Greek
war
god Ares is also horse
drawn, as are the chariots of many battle heroes.
10 Chariot symbolism survives in the 7th card of the
Major Arcana of the Tarot, the
Chariot. It portrays a spear-carrying
prince erect in his chariot. He holds no reins. The chariot is drawn not by horses but by two
sphinxes, so as to imply
the charioteer is one who has answered the riddle of the Sphinx and thus
triumphed on all planes of human endeavor, physical, emotional, mental and
spiritual.
11 Arianrhod: ‘Silver Wheel’, is associated
with the constellation
Corona
Borealis (see ‘Astronomy’), ‘Northern Crown’, in the starry regions, of
which she maintained Caer Sidi, an otherworld castle of initiation where the
dead went between incarnations.
12 In the Welch ‘The Tale of Taliesin’, Gwion-Taliesin, whose
original country is in the summer stars, spends three periods in Arianrhod’s
prison while awaiting resurrection.
13 Bhagavad Gita: Arjuna, reluctant to
make war on his cousins,
is persuaded to do so by the god Krishna, his
charioteer.
Castling (%)
This move was established in 1561 when Ruy Lopez approved
it. Castling (%) is known by different
names in differing countries:
English:
Castling. French: Roque. German: Rochade.
Italian:
Arrocco. Spanish: Enroque Russian: Rokirovka
%K = KI-side-castling. %Q = QU-side-castling. %G = GE-side-castling.
A single move where two MPs
are moved and which puts the KI into a position
of safety. It was first introduced in
the 16th century. Castling
(%K or %Q) is a KI move and this is indicated by moving your KI first and then
RO1 (%Q) or RO2 (%K). In the game of Shatranj the KI is only
allowed to move one cell in any direction. Around the 13th century,
according to Jacopo
da Cessole, a KI could be moved to $C01, $C02, $C03,
$D03, $E03, $F03, $G03, $G02 or, was even allowed to make a jump from $C01 to
$B01 or $B02. During this phase of chess
various rules were in force
(‘free castling’). Many regional versions have existed ie, castling was not
permitted if RO1 or RO2 attacked an enemy MP, or if the KI had previously been
in +CH or, the KI had to
pass over an attacked cell, etc.
The castling manoeuvre was the natural progression
from this hodge-podge of confusion.
Towards the end of the 16th century castling was established
as a single joint manoeuvre of the KI and RO1 or RO2 and became generally
accepted by the 17th. A
combined move of the KI and RO1 or RO2 and indicated by %K if this occurs on
the KIs-side of the board and by %Q if
it occurs on the QUs-side. A manoeuvre in which the
KI and a RO are moved simultaneously.
Both MPs must be in their starting positions (ISP) and the path to their new
cells must not be blocked by other MPs/mps. The KI always moves two cells to
the left or right. RO2 always moves two
cells to the left (%K). RO1 always moves
three cells to the right (%Q). The KI
cannot pass an attacked cell but RO1 or RO2 can. RO1 or RO2 must not be touched first (the KI must be moved
first).
Once in a game, you have the privilege of moving two
MPs in a single move. The KI and RO1 or RO2. This is called ‘castling’. You cannot castle to get out of +CH. The KI must not cross a cell in range of an
enemy MP/mp. But the RO may cross such a
cell (this can happen in castling with RO2).
A KI which has been checked earlier in the game is still free to castle
if he has never moved and is not in +CH when castling is being considered. The purpose of castling is to bring the KI
away from the center, where the game is usually opened up, and to bring RO1 or
RO2 to a position where they will not be shut out of play by their own KI.
Castling with RO2 (%K) brings the KI further from the center and is therefore
usually safer than %Q. To guard against a back-rank ++CM (++BR) move PA1 or PA8 one cell
forward.
Here I will add some remarks which those new to the
game may skip now and study at a second reading. To be prevented from castling
is usually a serious handicap because your KI is likely to become exposed. But the handicap may be infinitesimal if the
QUs have been exchanged off. If at least one pair of ROs and at least two
pairs of BSs or KTs have also been exchanged, having your KI uncastled and
therefore near the center is usually an asset. So if prevented from castling
seek wholesale exchanges, especially QUs. Castling
early, usually advisable, can be a major blunder if your opponent has a great preponderance
of MPs/mps on the wing where you are thinking of
castling. In such a case delay castling
or consider castling on the other wing.
The only time when you can move two MPs is during the
castling manoeuvre. The KI moves first and then RO1 (%Q) or, RO2 (%K), which is
allowed to jump over the KI and land on the cell next to him. This move is the only time during the game
that your KI is allowed to travel more than one cell at a time, and each player
is allowed to make the castling move just once during a game. Castling also brings RO1 or RO2 into active
play. Castling on the KIs side (%K) is
usually safer than QU-side castling (%Q), as this manoeuvre puts the KI deeper
into a corner of the board. A RO can
cross an attacked cell when castling but the KI is not permitted to do so. When castling always move your KI first. Remember that you cannot castle once
you have moved your KI, while moving RO1 or RO2 means that you cannot castle to
that side of the chessboard.
Bishop
BS1 and BS2
MP which moves along the diagonals. On :L01 two of these
MPs are used and are placed on $C01 and $F01.
The BSs have their origin in the Persian ‘al-fil’ (elephant) which was
allowed to jump over one cell. See Vaunt
Courier (jumping BS). Chaturanga: the ‘Hasti’
moved diagonally, jumping over the adjacent cell to the next cell. The BS is known by different names in the
following countries…
English:
Bishop. French: Fou. German: Laufer.
Italian: Alfiere. Spanish: Alfil. Russian: Slon (elephant)
Arabic:
Fil.
This MP moves on
the diagonal cells of the board. Symbol
= BS. Historically the BS was the elephant of Indian chess, but
during the 15th century assumed the present diagonal movement. There is one BS for the XL cells and one BS for
the XD cells. It often happens during a game that one side
will have a dark coloured BS and
the other side a light coloured BS. In this case the BSs of opposite colour are
unable to come into contact with each other.
It is also known as a ‘vector MP’ or ‘line MP’. On
an empty 8 x 8 board the BS controls from 7 to 13 cells depending on the cell
position. The BSs on $C01 and $C08 are
sometimes referred to as QUs-BSs and the other two on $F01 and $F08 as
KIs-BSs.
In the descriptive
notation they have the symbols QB
and KB. The two BSs together are valued at more than double the
value of one BS. A BS is often compared
in valuation terms with the KT. The Muslim ‘Fil’ with its two protuberances
symbolized the elephant from which this MP obtained
its name. This was seen as a BSs miter in Europe and a recognition of the
status of the church of the period. In Mongolia and Tibet the BS is called a ‘camel’. In medieval carnivals derived from the Roman Saturnalia the ‘BS of Fools’ was a burlesque figure who,
after a brief dissipated reign was actually or symbolically burned to death or
otherwise sacrificed. In Ireland ‘Fiana Fail’ is known as the BSs
party. In the USA the BS is the symbol
of the ‘Republican Party’ whose members wear elephant-motif ties. In medieval
England the power of the Church was recognized in naming this MP a BS. But our BS is an elephant in Russia, a messenger in Germany, and a court jester in France!
Power of two BSs: a BS is handicapped by being barred
from half the cells of the board, since BS1 or BS2 move only on cells of one colour (32 cells in the traditional
game).
This handicap disappears if its partner, BS2, is still on the board. With open diagonals a team of two BSs is
particularly strong. Because of this, an
early exchange of a BS for a KT is to be
avoided unless something is clearly gained.
Good Bishop
A mobile BS - one that
is not impeded by its own mps on the same
coloured cells as itself.
Bad Bishop
A BS obstructed by your own mps or, a BS
that is trapped behind your own
mps which are on cells the same colour as your BS. If the mps are hemmed-in there will be cells
of one colour (a colour weakness) that neither
the mps nor the BS can control. If you
have one BS in the endgame try to keep
your BS on the opposite coloured cells to your mps. Your BS will not be able to offer protection
to the mps but will retain mobility. If you see yourself heading for a bad BS
ending, see if you can exchange this BS before
such a position arises.
Bishop Ending
When the KIs and BS/KTs and BSs plus
some mps are involved in
the endgame.
Bishops Of Opposite
Colour
When one side has a BS on the XL coloured cells and the other
side has a BS on the XD coloured
cells.
Bishop of the Wrong Colour
Used exclusively to describe a situation where a BS cannot
assist in the promotion of mp-1 or mp-8
(:L01, 8 x 8 board),
because the BS cannot attack the promoting cell on rank-08.
BS1 - BS2
BS1 = Bishop-01. BS2 = Bishop-02. On an 8 x 8 board the MPs
are numbered from left
to right. Therefore, BS1 is
placed on $C01 and BS2 on
$F01. A mp promoted to a BS would
be indicated by BS3, BS4, BS5 etc.
Dark Celled Bishop
The BS that moves on
the XD cells.
Colour Weakness
Usually occurs with opposing BSs or a bad BS.
Double Bishop Sacrifice
A game in which BS1 and BS2 are sacrificed in order to attack your opponents position. What usually occurs is that one side ends up
with two KTs versus two BSs or, one BS and one KT versus two KTs. If the
attacker has BS1 and BS2 they are known as ‘Raking BSs.’ Note: two VCs may be used
instead of two BSs.
Fianchetto
The expression
was first used by Francesco Piacenza in 1683 and by Giambatista Lolli in 1763. If A-BS1 is moved it
is known as a QUs fianchetto. If A-BS2 is moved it is known as a KIs
fianchetto. If A-PA2 or A-PA6 is moved
to R$04 then it is known as an ‘extended fianchetto’ (A-PA2-$B02/B04 or
A-PA6-$F02/F04). If A-BS1 and A-BS2 are moved as shown above then it is known
as a ‘double fianchetto’. The fianchetto
is used in many openings.
8 x 8 board. The placing of A-BS1 on
$B02 or, BS2 on $G02. Sometimes at $A03
or $H03. Also, B-BS1 at $B07 or BS2 at
$G07 and sometimes at $A06 or $H06.
Fianchetto is an Italian word meaning ‘playing to the flank’ and is
taken from the word ‘fianco’ (a flank). The VC can also be used in the
same fashion.
01 KIs fianchetto :KI-fc.
02 QUs
fianchetto :QU-fc.
03 Extended
fianchetto :ex-fc.
04 Double
fianchetto :do-fc.
The development
of a BS on the long diagonal ie, $B02 and
$G02 for :A, and $B07 and
$G07 for :B. A manoeuvre in which A-PA2 or A-PA7 is
advanced one cell and the BS developed behind.
For example, :A could start the game by…
01A PA7-$G02/G03 and,
02A BS2-$F01/G02
.......which would fianchetto
A-BS2. A-BS2 would then be referred to
as a ‘fianchettoed BS’. The value of
the move is that it places A-BS2 on the longest diagonal of the board. D$-A08/H01.
Fool (Bishop)
01 The child in adult form,
that is, the child within the adult.
Spontaneous and genuine like a child.
The KIs fool, who is
tolerated and appreciated whatever he does or says, as in ‘KI Lear’ for
example. The right relationship between
the mature side of the personality, and the inferior unconscious side, which
has to be lived inwardly by everyone else.
This inner realm is represented by the KI and his court.
The fool or idiot has often been taken as a symbol of spiritual wisdom in contrast
with worldly sophistication, as, for example, by the Sufis.
02 The Harlequin, an Italian version, is often supposed to be
invisible, that is unconscious, spiritual.
Columbine. His chequered suit:
the interplay of opposites.
03 Clowns: often
play either the under-developed childlike emotions, found more in men, or the
inferior intellect, which is ignorant or pig-headed, more common in women -
traditionally.
04 The Fool in the Tarot pack, the joker of ordinary
playing cards: it is basically as above, the irrational and unconscious, with
all its potential for transformation.
The traditional KT
A mounted soldier - a man of noble birth, who
after an apprenticeship as page and squire is raised to honorable military rank
and bound to chivalrous conduct. Chesmayne:
the MPs which have an L-shaped movement: 2 x 1, 2 x 2, 3 x 1, 3 x 2, 4 x 1 and
4 x 2 etc.
Knight Errant: a
wandering knight who travels in search of adventures, to exhibit military skill
etc - quixotic conduct or action. The 2
x 1 move of the traditional KT was invented
over 1500 years ago - symbol, KT. The Chinese knight uses the
monogram KN. Knights are effective when placed in the
center of the board but when placed near the edge lose some of
their power. The traditional KT is known
by differing names in the following countries:
English:
Knight. French: Cavalier. German: Springer.
Italian:
Cavallo. Spanish: Caballo. Russian:
Kon. Arabic:
Faras.
Mounted knights
became a professional brotherhood during the middle ages and from this arose
the word ‘chivalry’ (from the French cheval, or horse). The era in which knights wore various colours and carried banners is long gone
but their tradition is still carried on by the horse racing fraternity in which
the riders wear various colours ie, The Oaks, The Grand National, The Prix de
Arc de Triomphe, various Derby’s or, the Australian Cup being modern day
examples.

Fork :fk
It does not take
a beginner long to become familiar with the KTs move and to see at a glance
their threats to attack two MPs/mps at
once. Nevertheless, you will often be
taken completely by surprise through combinations involving KT forks in situations
in which the two MPs/mps in question do not stand in a forkable position but
are forced into it by a move, usually a sacrifice which you have
failed to consider. This is why the KT can attack eight MPs/mps simultaneously
(in theory!). In reality, even triple
attacks by a KT are rarely seen in play.
Bower:
used to distinguish between two similar KTs
01 Right-Bower: Knight on the right-side of the board (KI-side).
02 Left-Bower: Knight on the left-side of the board (QU-side).
03 Best-Bower: the stronger Knight.
Quest
Medieval Legend:
a knightly expedition undertaken to secure or achieve something. Those engaged in such an expedition. All over the earth there exists the theme of
a heroic quest for a prize or,
knowledge of use not only
to the hero but for his people. This
quest imposed by supernatural power, for treasure (dragon-treasure), the Holy Grail, or the hand of a princess,
requires the hero to overcome not
only a hostile power but also h/er own fears and inner conflicts. The objective or goal is the
integration of the soul by seeing through illusion (called maya) to reality. Gilgamesh sought
immortality and triumphed by recognizing his need to accept death. Those finding the Holy Grail (Lancelot, Perceval, Galahad and Gawain),
did not know what to ask it or even what to do with it when found. Perceval reached the Grail castle but did not ask
the right question. Orpheus seduced Hades with the music
of his seven-stringed lyre and freed
Eurydice, but looked back and lost her in the shadow. As in chess, the powers of
darkness may be overcome, but rarely in worldly terms of fame or wealth.
Different knights
When KTs move,
they attack a completely new set of cells. Compare them with the ROs. A KT attacks eight entirely new cells when
moved. The great disadvantage of the
traditional KTs is that they are a short-range MP. This means, that you must post them in the
center and as near the enemy position as is safe. Then they will be at their
best in making forks and other
attacks. Finally, the one MP a KT cannot normally fork is an opposing KT,
since this could result in an exchange. However, in Chesmayne there are
different types of knight (see below) and these may fork other knights without
being subject to a fork themselves!
The forking
ability of a knight
It is worth
studying carefully the different arrangements of enemy MPs/mps that make a fork possible. This will help you not to miss chances of a
fork in play. First, remember that all cells
attacked by a traditional KT at a given moment are of one colour, the opposite
colour to the cell on which the traditional KT stands. This means that only MPs/mps which stand in
cells of the same colour as each other can be forked by a traditional KT. It is important to know the fork combinations very well. An
experienced player will think of a fork instantly on seeing the
possibility.
NOTE: some of the other knights
of Chesmayne
can attack both coloured cells at the same time.
An attack on two of the opponents MPs/mps by a knight. In Chesmayne there are different types of
knight ie, KT, KN, KM, SB, BA, PG etc. A MP or mp can fork but, this term is
usually used in reference to a knight. A
fork by a knight on the KI and QU is called a ‘Family
Check’
(+FC). Knight: to attack two or more MPs and/or mps
at the same time. A fork is a double
attack
by one MP/mp in which two of your opponent’s MPs/mps are attacked at the same
time.
Family
fork :f-fk
Any MP/mp can fork,
though it is the knight that most commonly performs this tactic, owing to the
special way in which they perform their duties.
A knight can fork QU1 and RO1, KI and QU1, RO2 and BS1 etc, with the
result that one of these MPs is subsequently eliminated. The KT may be sacrificed but gain value for the side moving by capturing either RO2 or
even the QU. Sometimes a knight can fork
QU, RO and KI and this type of fork is known as a family fork (:f-fk) and can cause
some discomfiture to your opponent during a game. Sometimes a knight will fork a BS and a PA. Your opponent being unable to counter both threats thus loses the
PA. Your opponent will either move or
defend the BS and you will capture the PA and sometimes a +CH can also be
achieved as well! Other examples are A-RO1 forking
B-BS1 and B-BS2 at the same time, A-QU1 forking B-BS2 and B-RO1 simultaneously,
or A-BS2 forking B-KI and B-RO2 and then capturing B-RO2 on the succeeding
move. A PA can also fork two MPs at the
same time. An attack on two MPs/mps by
one MP/mp, normally a KT on :L01. A move that
attacks more than one enemy MP/mp. Yet
another way a MP may fatally lose its mobility is through a
fork, a simultaneous attack on two MPs/mps. Failure to foresee this possibility
in actual play could spell disaster. In the English language the expression
‘speaking with a forked tongue’ is sometimes used.
Palette of knights
Collectively known
as ‘The
Knights of the Round Table’.
Chesmayne has a selection
(palette) of knights
that can be used during a game,
01 2 x 1 The traditional KT of occidental
chess KT
02 2 x 1 The oriental knight of Chinese chess KN
03 2 x 2 Knight Magnifico KM
04 3 x 1 Standard-Bearer SB
05 4 x 1 Bannerette BA
06 3 x 2 Palatine PA
07 4 x 2 Praetorian Guard PG
Other knights that
may be used are listed below:
08 Knight Bachelor KB.
09 Knight of Columbus KC.
10 Knight of Saint John KJ.
11 Knight of Malta MA.
12 Knight Templar TE.
13 Knight Cossack CK.
14 Knight of the Garter KG.
His Majestic
Beneficience - HMB - The KI
01 A KI is usually
described as a male sovereign or monarch, who holds by
life tenure the chief authority over a country and people. One of the MPs in the game of chess moving one cell
in any direction. Symbol: KI. One of the 12 Chesmayne draught kinglets: K1 to
K12. The KI is known under different
names in various countries (see below). The KI in the 13th century
was allowed to make a leap, but only once
in a game, and from this idea the castling move (%K, %Q etc)
evolved.
English:
King. French: Roi. German: Konig. Italian: Re.
Spanish:
Rey. Russian:
Korol. Arabic:
Shah.
Lit De Justice
02 The cell on which the KI resides. French: the sofa upon
which the KI
of France sat when holding formal sessions of
parliament. A Chesmayne session. $E01 on Level-1.
03 The KI plays two parts in the game - while he is usually
passive at first, later he frequently assumes an active role. In fact, in the endgame the KI often
has great influence as an active MP. In
the middle of the board he controls eight cells, all those in his immediate
vicinity, and this is mainly useful in protecting his own mps and attacking
the opponent’s. In the middle
game it is above all the passive function of your KI that is
predominant. The danger of ++CM not only nearly
always prevents him from taking part in the struggle with the enemy MPs/mps but
often even compels his own MPs/mps to give him care and protection. Cases where
the KI supports the other MPs/mps in attack are extremely
rare in the middle game. It is much commoner in the middle game for the KIs
qualities to be turned to advantage in defense, in the
protection of his own MPs and mps.
04 During the Middle Ages the word ‘scacus’ was used for
‘KI’ but, during later periods scacus was used for any of the chess MPs/mps and
its plural ‘scaci’ was used to
denote the game of traditional
chess itself. The French retain the
plural form ‘les
echecs’, and the Italians ‘gli scacchi’.
In Ancient Mesopotamia kingship was said to have come from heaven - the
KIs position was given by the gods and his
principal duty was to serve them. As
mediators between gods and people KIs have an important place and many
religious obligations, including the building and maintenance of temples. KIs are leaders of the national army and
shepherds of their peoples and also connected with justice, protection of
the poor, widows and orphans. In ancient Israel the sacred
character of the monarchy is shown by the
fact that monarchs were anointed by Yahweh, usually
through the medium of a prophet or priest (1 Samuel 10:1). In Israel they were not divine but ruled as Yahweh’s servant. The biblical model of
monarchy influenced the medieval Christian concept of kingship where the KI was
held to rule by ‘divine right’.
05 Aztecs: appointed a youth KI for a year, then tore out his
heart.
06 Irish myth: KIs and heroes are bound by
contradictory ‘geasa’ (plural ‘geis’), or magical
prohibitions. To obey one geis means to
disobey another, leading to fated death.
07 Stag-King: also known as the ‘horned god’, ‘green-man’,
alias Cernunnos. The tradition of a man
wearing stag-skins being chased, killed and eaten (the hunter becoming the
hunted) dates back to at least 20,000 BC, as indicated by paleolithic cave-painting
at Alamira in Spain and in the French Ariege.
08 Henry VII: first Tudor
KI of England (1485-1509) justified his seizure of the throne by claiming
descent from KI
Arthur. Naming his first son Arthur, he damned his predecessor, Richard
III, as a hunchbacked tyrant who had murdered the two young sons in the Tower.
09 Geoffrey of Monmouth: Fabulist: euphemerised the Aeneas myth and claimed, in
‘The History of the KIs of
Britain’, that the Britons were descended from Brutus, the great-grandson of
Aeneas.
10 You are not permitted to commit suicide in chess: your KI must
get out of +CH when your opponent has designs on
the KIs life. It is customary in a
social setting to announce +CH, but if you do not do so, the +CH is still ‘on’
just the same, and your opponent must extricate him/herself immediately. There are three possible ways of getting out
of +CH…
10A Capturing the checking
MP/mp.
10B Moving your KI to a cell where he is no longer in +CH.
10C Interposing a MP/mp between the KI and the checking mp/MP
(an interposition).
NB: T scenario above is not available when a knight +CHs the KI.
11 If none of the above are available, it is ++CM, which the
player announces (avoiding a triumphant tone).
This ends the game. A KI can
never move into +CH. A KI can never
move into a cell next to the enemy KI.
If a KI is left in +CH for even one move, that move and
all subsequent moves are void. If the previous position cannot be restored, the
whole game is replayed (this highlights the point of making an accurate record
of the moves being made during a game).
KI and his court
12 The dominant ruling power in consciousness whether
individual or communal. The final
arbiter of values within. The ritual renewal of the
KI, either by replacement (originally with the sacrifice of the old KI) or
regeneration, gave rise to much mythology, which provided
the ritual words for the occasion. The symbolism around the KI
remains valid whether an actual KI was involved (representing his people) or
the myth survived
outside its context and was presented as fairy-tales. The hero or sun KI. The weak, feeble KI, often with a wicked Vizer or prime minister (PM) in
control. Often the KI is in need of
renewal. Like KIs, dominant attitudes
wear out, get dry and sterile. They become too abstract, meaningless and
ineffective, and lose their emotional base.
They fail to move. Whether
mythical or real, the KI may combine the qualities of Hero and Wise Old
Man eg, KI Arthur, Charlemagne,
and perhaps Barbarossa. But of course
somebody who is not a KI can symbolize this too, such as Sophocles, turning
from GE into
poet/playright.
13 The KIs of Sumer and Akkad were masters of the four
quarters and at the Heb Sed festival in Egypt the KI climbed a four-sided platform, with
four stairways and also faced
the four directions. As representative
of his people, he was responsible for holding together the different
ingredients in the fourfold structure of life, whether in the psyche, the community or the cosmos. He is raised on a throne between heaven
and earth, holding the orb of the earth,
in a jeweled robe
that
represents the starry night, with the
sun as his crown. The individual's life was projected on to
the KI. S/he identified with the
KI. The whole nation centered its life
in the KI, from whence life flowed back into man, animal and plant. The KI was the focal point for the work and genius of the whole
nation. His power to rule depended
entirely on the people’s consent to be ruled.
14 KI/Lion: power. The carnival KI usually a criminal, given one
day’s rule. This is the tradition of amnesty for criminals. The Court: whether
in reality, myth, drama or fairy-tale. Usurpers to the royal throne or bed - the
KIs mistresses especially if scheming. The wise BS or scheming
prelate. Chancellor/Dark Vizer. The fool. In alchemy: the KI was the
human personification of the work, the process of transformation, in four main stages, which were the
equivalent of transforming base matter into gold.
15 Film: “The KI and I”: 1956 musical starring Yul Brynner,
Deborah Kerr, Rita Moreno, Martin Benson.
The charismatic KI of Siam falls for his
children’s English nanny. Brynner won
an Oscar for his
performance in this entertaining adaptation of the Rodgers and Hammerstein
stage hit musical.
16 Alexander, KI of Macedonia: he had two objectives, the wish
to conquer the world and to amass all knowledge. He had the ability to reorganize
or redefine the parameters of a problem so that he could personally solve
it.
17 Shakespeare: ‘Time’s glory
is to calm contending KIs, to unmask falsehood, and bring truth to light’.
18 KI James Bible: English version of the Bible prepared under
James-I and published in 1611.
19 In the American Congress the House Speaker is known as the
‘KI of the Hill’.
20 KI of Rock ‘n’
Roll, 1935-1977. Elvis Presley, born
January 8th 1935 to Vernon and Gladys Presley, in a two-room
railroad shack in the Mississippi town of East Tupelo. Generally perceived as being a great creative
artist who made a
significant contribution both through his music and through the symbol that he
became. Many tourists are drawn to his
resting place in the gardens of his Memphis mansion, Gracelands each year. Died
aged 42 years. His memorabilia have fetched enormous sums - jumpsuit
($100,000), black plastic comb ($1,000), Jailhouse rock guitar ($31,050). He made a total of 33 films. A troubadour who sang for the American
people - legs spread wide apart, guitar slung low, his black hair coiled like a
sensual serpent. With his
hallmark sneer and slowly rolling hips and golden suits he became
a cultural icon, musical catalyst and sexual liberator. Elvis had had arguably the biggest influence
on American popular culture in the 20th century - bigger even than
Marilyn Monroe or Walt Disney. Today he
remains along with Bing Crosby, Frank Sinatra and Al Jolson, one of the four
greatest vocalists in American popular music history. Occasional supermarket sightings of the
sequinned idol have been reported.
Country, blues, gospel and ballad singer. He won both adulation and the
accolade of immortality. His name an
anagram of ‘lives.’
21 The air of the court: air of gentility (to give oneself
airs).
Crown
Whether crown of thorns or
crown of pomp, the crown or diadem set on the head (crown of the body) of KI, victor or sacrificial
victim symbolizes sovereignty, victory or
great attainment. As QU of Heaven the Virgin Mary is
commonly shown with a crown of stars. The BS/VC of Rome wears
the triple crown of the Christian Trinity.
The crowns of KIs are typically of gold, encrusted with
jewels and pearls, a statement not only of worldly but symbolic wealth. In Qabalism of the titles
given to the first sephirah of the Tree of Life, Kether, is crown of
creation, meaning godhead (that from
which all else springs). Crown or halo: the splendor
of the fully conscious mind. Light, originally an
attribute of the gods only. When
combined with the diadem of the moon, integration of
conscious and unconscious light. KIs or
Saints become focal points for unity. Crown of Wild Olive: to undertake a job for
its own sake rather than for gain. This was the crown awarded in the ancient Olympic Games.
Lion
Very often the
shadow of the KI. Hercules and Samson, as
sun heroes, must wrestle
the lion with their bare
hands. This is where Hercules starts his labours ie,
symbolically struggling with his own character.
The lion resembles the sun - especially in
a child’s drawing - with
a mane like the golden rays of the sun.
You can recognize a lion by his claws.
Example-01: Richard
the Lion-Heart

Richard I of England,
known as Richard the Lionheart or Richard, Coeur de Lion is one of England’s
most famous kings and yet he actually spent less than one year of his reign in
England. His image is that of a
chivalrous knight, constantly battling to restore justice and order and,
indeed, in many respects that is just what he was. The son of King Henery II and Queen Eleanor
of Aquitaine, Richard was born in Oxford on the 8th September
1158. He spent much of his early life in
France on his mother’s estates at Anjou and Poitou, where he indulged in
tournaments and war games. He was known
as the Duke of Aquitaine, but on the death of his father in 1189 he became king
of England. Printed Parchment Story
Sheets are supplied with each of these sets which give the history of the set
and details of their characters.
Packaged in a fitted presentation box. Crafted and imported from
England. Chess sets and accessories
Directory
Click Here.
This dashing
warrior-KI, who went off to the crusades wielding Excalibur, the great sword of KI Arthur, is printed
indelibly on our mental tapestry of chivalry, magic and stirring
deeds. He was a commander who led from the front in hand-to-hand fighting,
whose charisma drove his armies to attempt the impossible. He was also known as
‘Richard Coeur de Lion’. He is admired for his skill as a peacemaker,
administrator, military strategist, wit, repartee and
cultivation. A popular tale ascribed his name Lion-Heart to his reputed affair
in prison with the KI of Germany’s daughter.
Learning
of their ardent relations, her father loosed a hungry lion in his cell. Armed only with 40 silk handkerchiefs the
gallant Richard stuffed his arm down its throat and pulled out its heart, which
he ate with relish before the stunned KI and his court. He was the most
powerful ruler in western Europe and his empire stretched
from Scotland in the north to the Pyrenees in the south. He was not only KI of
England, but ruler of vast tracts of western France, Duke of Normandy and
Aquitaine as well as Count of Anjou.
Born in Oxford in 1157, the
third son of Henry II and Eleanor of Aquitaine he spoke French and Provencal
and displayed precocious political ability. He inherited the English throne at 26 and believed in being
at the sharp end when danger threatened.
He set in motion the process that introduced a proper judicial system
and a bureaucratic administration in England.
During 25 years of waging war, Richard took part in only
three pitched battles and was a master of ravaging the countryside and
besieging. His admirers laud him as a model of medieval generalship. The ultimate accolade came
from one of his enemies, Ibn-al-Athir, the most influential Muslim historian of
the age who wrote: ‘Richard’s courage, shrewdness, energy and patience made him
the most remarkable ruler of his times’.
He died prematurely at the age of 42 (like all good heroes).
The film ‘The Lion KI’ was a box office and home
video success because both boys and girls and adults are bowled over by the
strong father-son relationship in this movie. It is one of the few movies in recent years
in which a father has taught a son something useful. It tells the tale of Simba the lion, who is
taught by his father Mufasa to be moral and responsible and to have
integrity. Mufasa is killed by his
brother lion Scar. Simba never forgets the lessons his father taught him, which
helps him to triumph over wicked Scar. The father-son relationship is at the
core of this film’s appeal. Though
Mufasa is killed, Simba grows up strong and wise because of the values his
father taught him. The young lion Simba
has gentleness and strength, something children can relate to. He also has
integrity. It grossed over $740 million dollars and merchandising has topped $1
billion dollars. The video of this film
is the most popular of all time with 26+ million copies being sold worldwide.
The ‘Lion KI’ is a moral tale that adults and children can understand and
enjoy.
Example-02 Sultan
King (KI) -
Suleiman ‘The Magnificent’ (see knight
Magnifico). Suleyman the
Magnificent 1494-1566 is considered the greatest of the Turkish Sultans and came to the
sultanate in 1520. His fleet of ships
dominated the Mediterranean. Patron of the arts, poet and
conquerer, he extended the realm of the Ottoman Turks, reformed the law and
left Istanbul as a monument to the Moslem religion. He presided over a
multi-racial, multi-religious, multi-ethnic city and experienced no difficulty
in doing so, and showed a wise degree of tolerance of personal and religious
conviction. His mosques were centers of education, colleges, hospitals, shops,
gardens and kitchens. He earned the nickname
‘Kanuni’ (The Law Giver). He was a
faithful husband in a time when the harem was common. His contemporaries named
him ‘Sultan of Sultans’, KI of KIs, Distributor of Crowns.
Example-03 Solomon
970-930 B.C. 3rd
KI of Israel and second son of David and Bathsheba. Though he was to be a prince of peace, he
began his reign with some remarkable acts of justice. He married Pharaoh’s daughter and
altogether had 1,000 wives and concubines.
He prayed to God for wisdom and was
answered. This occurred at night in a dream (when he was
asleep) in Gibeon where the tabernacle and the brazen altar were located. In this way God used to speak to the prophets
and to private persons, for their own benefit.
He saw the glory of God shine about him, and heard a voice saying “Ask
what I shall give thee?” He begged God
to give him wisdom to carry out the common daily business of the government and
was given insight, foresight, riches, honour, but long life on condition. He
failed in the condition and therefore, though he had wealth and honour, he did
not live so long to enjoy them. After he awoke he went to Jerusalem to give thanks
and prayed before the Ark of the Covenant (the ark being the token of God’s
presence). There is a sacred geometry of cubic
dimensions built into the holy of holies in Solomon’s temple (as well
as the Greek altar at Delphi and the sacred
Muslim Black Stone, in the Kabah, cube, at Mecca).
His wealth and prosperity were beyond the dreams of
avarice - the magnificence of his court - his ministers of state - the
purveyors of his household and their office - the extent of his dominion - the
numbers, ease and peace of his subjects - his stables - and his great
reputation for wisdom and learning have few rivals in the annals of KIs. Let us turn the pages of history back 3,000
years to the kingdom of Israel under the rule of KI Solomon. The QU
of Sheba said of him “True has the word proved to be that I heard in my own
land about your matters and about your wisdom.
And I did not put faith in the words until I had come that my own eyes
might see - and look! - I had not been told the half. You have surpassed in
wisdom and prosperity the things heard to which I listened”.
Such a realm as Solomon’s few have governed. Its territories were large and its
tributaries many - it was foretold that he would have dominion from sea to sea.
He reigned over all his neighboring kingdoms. All the princes from the river
Euphrates to the border of Egypt, added to his wealth by serving him, and
brought him gifts. He had peace on all sides.
His subjects were cheerful and numerous.
The country was exceedingly populous and all lived in safety. His court can scarcely be paralleled. His
wisdom was more his glory than his wealth.
His fullness of wisdom and understanding has been called ‘largeness of
heart’, for the heart is often used for the intellectual
powers. He was free and communicative, had the gift
of utterance and grudged neither to any that were about him. The greatness of his wisdom can be judged
from the fact that Chaldea and Egypt were nations famous for learning. KIs 4:30 “Solomon excelled them all”. He outdid them and confounded all. It was talked of in all nations round about. He did not bury his talent, but showed his
wisdom.
In
his writings: he spoke, or dictated what was to be written about him, ie, that
he was a moralist, a man of great prudence (he spoke 3,000 proverbs, wise
sayings, apothegms, of admirable use for the conduct of life). That he was a poet and a man of great wit (he wrote 1,005 songs, of
which only one is extant, because that only was divinely inspired, which is therefore called
his ‘Song of Songs’: “Let him kiss me with the kisses of his mouth - for your love is more delightful than
wine” (Saint Bernard has said that the Bride is the soul which thirsts for
God). Abraham Ben Meir ibn Ezra
(c.1092-c.1167), wrote the first chess poem ‘Song of Chess’. Solomon was a natural philosopher, and a man of great
learning and insight into the mysteries of nature. He wrote about
animals and plants (4:33). KI Solomon, who wrote the book of Ecclesiastes tells
his readers the result of an experiment he conducted to illuminate the purpose
of life. He tried everything that life
offers in the way of earthly riches and pleasures. Everything was vanity and a striving after
wind. He concluded the matter by saying
that everything having been heard is: fear God and keep his laws for this is
the whole obligation of man. For life to be fulfilling the spiritual dimension
cannot be ignored. The purpose of religion is to radiate the spiritual counsels
and truths that are its essence.
A particular instance of his
wisdom was in deciding a controversy between two women of easy virtue. It is
probable the cause had been heard in an inferior court, before it was brought
before Solomon, the judges being unable to determine it. The two women lived in
a house together and each bore a son within a few days of each other. One of
the women smothered her child during her sleep and exchanged the child with the
other. The other woman recognized that the dead child was not her own and
appealed to public justice to be righted. The question or difficulty of the
case was in trying to determine who was in fact the mother of the living child?
Both women were vehement in their claim for the
living child and neither claimed the dead one.
The neighbors who were present at the birth and circumcision of the
children had not been able to distinguish them.
Solomon, having patiently heard what both sides had to say, summed up
the evidence. The KI called for a sword
and gave an order to divide the boy between the two mothers. This proves to be an effectual discovery of
the truth in this case. Some deduce that
the KI discerned the truth of the matter by the visages of the women and their
way of speaking. To find out the real parent he could not resort to asking the
young child and, therefore decided to find out which woman loved the boy best. Both mother’s appeared to have motherly
affection but their sincerity would be tested when the child was put in danger!
The harlot who knew the child was not her own, but in
claiming it as hers stood upon a point of honor and was prepared to see the
child divided by the sword. The child’s real mother knowing that the baby
was her own was prepared to give the boy to her adversary instead of having it
butchered. This tenderness was seen as
sufficient evidence that she was not a careless mother, but was in fact the
true mother, that could not endure to see its death, having compassion on the
son of her own womb. Solomon’s reputation among his people was enhanced by this
and other examples of his wisdom which had a great influence upon the ease of
his government. The officials of his realm saw firsthand that God was in him
and feared the KI because of the wisdom that God had promised in answer to his
prayer.
His main work and that with which he was raised up to
do was to build the Temple. Other
buildings were also constructed. Gold and silver he had in abundance. 30,000
were employed cutting trees, but these were employed 10,000 at a time, so that
for one month’s work they had two month’s vacation. This was temple service! 3,300 directors and overseers not only for
the temple but for all the rest of the buildings, at Jerusalem, in Lebanon and
in other places of his dominion. The
foundation stones of the temple were costly, though, being out of sight, worse
might have sufficed. Great and long
preparations were made for the temple, a noble piece of work. It was built in
silence, neither hammer nor axe heard in the house while it was being
constructed. During its building God
sent Solomon a message through a prophet so that he would be encouraged in the
work. The whole inside of the house was gilded in gold even the floor was overlaid
with gold, and the most holy with pure gold.
In the holy of holies the ark of the covenant was set - the doors leading into it were a
fourth part of the wall. The furniture
was exquisite and glorious. The total construction time was seven years - a
church never to be equaled, his own palace an academy. Here he entertained the great and small and
the QU of Sheba. Gold was used to make
targets, shields and a stately throne, for KI Solomon’s wealth
exceeded all the KIs of the earth for riches.
These were Israel’s golden days.
Ark of the Covenant: holding the two stone tablets on
which the Ten Commandments were inscribed, this acacia wood chest (measuring 45
x 27 x 18 inches) was constructed circa 1250 BC below Mount Sinai after the
Israelite Exodus from Egypt. Gold-lined inside and out, with two golden
cherubim (angels) facing each other on the
‘mercy seat’ atop it, it was kept in the ‘Holy of Holies’, the innermost
sanctuary of the Israelite god Yahweh. For the three centuries of
their wanderings in the wilderness, this sanctuary - the Tabernacle - was a
tent. So heavy that four men were needed
to carry it, the Ark’s sides had rings through which were permanently set two
gold-plated poles of acacia wood, it being so dangerous that its handlers had
to keep their distance. When KI David took the Ark to Jerusalem,
it was put on a new cart, but the oxen stumbled by ‘the threshing place of
Nacon’. Uzzah, one of the guides of the
cart, reached out to steady it, but on touching it was struck dead by Yahweh,
because of his irreverence. David, furious, was also afraid. Charged with divine energy, the Ark could
level mountains, knock down the walls of cities and strike Israel’s enemies
with cancerous tumors and fiery bolts.
Rather than carry it on, he left it for three months. On learning that its local guardians still
lived (blessed by Yahweh), he dared take it on to Jerusalem where it was housed
(955 BC) in the Temple of Solomon built by Hiram Abiff, the mythic founder of
Freemasonary. Yet it had vanished
sometime before Nebuchadnezzar sacked Jerusalem (587 BC). The Bible is mute
about how, why or where it vanished. Jewish tradition says it is buried under
the Dome of the Rock in Jerusalem where no excavation is allowed (so far). Ethiopian lore claims it was removed
by Nenelik, son of Solomon and the QU of Sheba. Author Graham Hancock claims it
was taken away during the reign of the idolater Manasseh (687-642 BC), to be
guarded in Egypt then in Ethiopia, first by Jewish then by Christian
protectors. Today it is said to rest in the Church of St Mary of Zion at Axum
in Ethiopia. Hancock also claims that
the KTs Templar sought it, and that the stone tablets are the true Holy Grail (in Parzival c.1195-1216,
Wolfram von Eschenbach refers to the Grail as a ‘stone’). One tradition suggests that the stone tablets
were meteoric in origin, and that the Ark’s gold casing shielded against
radioactive corruption. Yet maybe its
power was primarily symbolic, it being a relic in which lay the self-confidence
of the Israelite spirit. No surprise, if
so, that it vanished soon before the humiliation of the Babylonish captivity.
In the end the luster both of his goodness and of his
greatness was sullied and eclipsed, the glory of his piety stained by his
departure from God and his duty, in his latter days marrying strange wives and
worshipping strange gods. The glory of
the kingdom of Israel was in its height and perfection in Solomon, but it soon
declined and began to sink and wither in the very next reign. After death his name has come to personify
wisdom for he chose wisdom as the basis of his throne. He became the QU of Sheba’s lover and
answered perplexing questions that she asked of him. Over-taxation, his harem and the running
costs of his royal court drained his economy.
His name consists of three syllables, SOL OM ON (light, glory,
truth). Author of the ‘Song of
Songs’. The Talmud mentions him as a Qabalist and alchemist. Islamic myth mentions him as sealing Djinns
in bottles and the fate of those releasing them. Flavius Josephus (AD c-37-100) in the ‘Eight
Book of the Antiquities of the Jews’ states that the wisdom of Solomon exceeded
that of the ancients and that he was in no way inferior to the Egyptians, who
were said to be beyond all others in understanding. He died aged 60 years.
After Solomon’s death, there was a serious division
among the people, and the nation split into two. Those who endeavored to maintain the line of David and Solomon formed the
Southern Kingdom, Judah. Those who broke away from that allegiance are known as
the Northern Kingdom, Israel. Judah
often had good KIs who were loyal to God and had high moral values. In the 6th century BC Solomon’s
magnificent temple was destroyed by the Babylonian invasion. Eventually the Persian prince Cyrus overcame
the Babylonians (70 years later).
Books of KIs
These two books give an account
of David’s successor, Solomon, the division of his kingdom and the succession
of several KIs. The characters of these
KIs may be briefly cited…….
01 David the devout.
02 Solomon the wise. 03 Rehoboam the simple. 04 Abijah the valiant. 05 Asa the
upright. 06 Jehoshaphat the religious. 07 Jehoram the wicked. 08 Ahiziah the
profane. 09 Joash the backslider. 10 Amaziah the rash. 11 Uzziah the mighty. 12
Jotham the peaceable. 13 Ahaz the idolater. 14 Hezekiah the reformer. 15
Manasseh the penitent. 16 Amon the obscure. 17 Josiah the tender hearted. 18
Jehoahaz, Jehoiakim, Jehoiachin, Zedekiah (all wicked/wasters).
The function of the
KI
The KI plays two parts
in the game. While he is usually passive at first, later
he frequently assumes an active role.
Your power as KI is borne out by the fact that you can let the pieces be
captured or let them
live as you choose. By the fact that you
control the destiny of all and that it is your will and your will alone that
shapes the course of events. In fact, in
the endgame the KI often
has great influence as an active MP. In
the middle of the board he controls eight cells, all those in his immediate
vicinity, and this is mainly useful in protecting those crowding around
him. In the middle game it is the
passive function of the KI that is predominant.
The danger of ++CM not only nearly
always prevents him from taking part in the struggle with the enemy MPs/mps but
often even compels his own MPs/mps to give him care and protection. Cases where
the KI supports the other MPs/mps in attack are extremely
rare in the middle game. It is usual in the middle game for the KIs qualities
to be turned to advantage in defense, in the
protection of his own MPs and mps. Your function as KI in a game of chess is to
snatch lightning from the sky
and the scepter from the
opposing KI.
The two KIs have a special role in a contest, since
the object as laid down in the rules (:L01), is the pursuit and ++CM
of the enemy KI. If you capture all your
opponents MPs/mps and the KI still
remains at large then you have not won the game. The KI must at
all costs be protected from attack. Capture of the other
MPs/mps may only be a means to facilitate the final chase and submission of the
opposing KI.
Constant Attack
A MP/mp that gets near to the KI will need
to be supported by another MP/mp. A
quiet move can often do
more than an aggressive one. On the
other hand, one +CH too few has often bungled an otherwise certain ++CM. F$G is the scene of
most of the disasters in the attack on the castled (%K) KI. This is because mp-7 has either
been forced to move or, has been sacrificed or lost in some
other way. Only the player who can achieve
++CM can be said to have mastered the game.
What is the use of the best positional play if it does not lead to a
successful conclusion? The most
effective plan of action in chess is constant
attack and, on the defensive side, the counter-attack. You must harass and
confuse your opponent, never leaving him/her alone. Action, not negotiation, must be your
watchword.
Check + or +CH
There is a
paradox in chess - the KI cannot actually
be captured! A KI can be put in +CH. If he cannot get out of a +CH position then
the game is lost. The KI is the most important of the MPs and
can only move one cell in any direction.
This is a salutary restriction, designed to keep him close to home,
where he is less liable to attack than on the open battlefield. This MP is said to be ‘attacked’ when your
opponent has one or more MPs/mps so placed that on their next move they could
capture him. He is said to be ‘defended’
or ‘protected’ if a MP/mp of his own army can capture the attacker. An undefended MP/mp who is attacked is said
to be ‘en
prise’, literally translated from the French ‘in grasp’. A player is
not compelled to defend against an attack except when it is the KI who is threatened. In such a case, the attacker should draw
attention to the attack by calling +CH.
In reply, only moves which get the KI out of +CH are admissible. The elementary and commonest form of attack
on the enemy KI is the simple threat arising from a +CH. The fork involving a
+CH, for example, is nothing but a double attack on the KI and another
MP/mp. The possibility of +CH must be
considered above all during the calculation of a series of forcing moves. In
addition to the usual +CH, which can have a greater or lesser effect, there are
three other special types of +CH, namely…
01 Discovered Check +DC.
02 Double
Check +DO.
03 Perpetual Check +PC.
Discovered
check +DC
The +CH is a
means of pursuing the KI but it is also a weapon that can be used to capture
new enemy MPs/mps. This tactic can create
havoc in the enemy camp and often leads to the loss of high caliber MPs. Removal of a blocked MP/mp to a different
cell can put the KI in +CH. Usually
the KI has to move, or another MP/mp must be interposed between the
opposing combatant that is checking the KI. Whatever happens, usually the MP
that caused the +DC (discovered)
goes on to capture material. The objective is to use the +CH to snatch new
material from your opponent. An unsupported MP/mp in enemy territory can be
captured using such combinations. Even the QU or other MP can
be in danger when unsupported.
The +DC
(discovered) is a superb form of the +CH.
This type of +CH, which in most cases is very effective, occurs when a
MP opens the line of the checking MP by moving away. Their positioning before
executing the +DC is sometimes termed a ‘battery’ and is particularly common in
the field of problem chess. It should be
noted here the connection between a ‘battery’ and a pin. Why is +DC so
effective? The discovering MP can
capture enemy MPs/mps that are defended several times over because your
opponent must respect the +CH. Occasionally, instead of the direct capture of
an enemy MP/mp, it is even more effective for the discovering MP to threaten a
MP of higher value. Decoying the KI is a
very common method of enforcing a +DC.
+DC by an advanced-passed-PA (:ap-PA) is a motif
that occurs very often.
Double
check +DO
+CH can also be used to undermine the
support of one MP for another. Sometimes
the power of +CH can force a mp through to the promotion cell (#$). The
+DO (double) tactic occurs when two
MPs +CH the opposing KI simultaneously.
Because neither MP can be captured the KI has to move elsewhere on the
board. +DO (double) is when the KI is checked by two different MPs. +DO is nothing other than a +DC where the
discovering MP itself gives +CH at the same time. It is obviously more effective than other
+CHs. You cannot defend yourself
against it by either interposing a MP/mp or
capturing one of the checking MPs with a MP other than the KI. The KI in +CH is obliged to withdraw from the
cell on which he stands. Also, +DO is
given almost without exception by MPs that have different ways of moving. This rule knows only two exceptions, which
arise out of the regulations covering taking ‘en passant’ (:ep) and PA promotion. +DC
is even more frequently put to use for the purpose of bringing about a direct
++CM.
Pendlum
+CH +PE
Sometimes the +DC
can be used even more effectively for the purpose of a direct ++CM attack. An interesting example which occurs
frequently in practical play, is a series of +DCs, the so-called ‘pendulum’ (+PE). In this the +DCs are repeated by discoveries
by one and the same MP, which either capture enemy MPs/mps with gain of tempo or create
strong threats by changing
position. There is also the discovered-attack that is
combined with a +CH. In this, one MP
opens the line of attack of another MP ie, for the purpose of threatening an
unprotected MP/mp or a MP of higher value and gives +CH at the same time. Your opponent is compelled to cover the +CH
and therefore cannot thwart the attack by the other MP.
Delivering
++CM
The ultimate
object of the game is to deliver ++CM to the opposing KI and for this it is
usually necessary to have a superiority of forces. The method of ++CM is always
based on the principle of limiting the number of possible moves for the
opposing KI. The QU is a very powerful
MP and it is easy to administer ++CM with her aid, but since the QU is only one
unit and therefore covers only one field of action, she must be helped in her
task by one or more of the other MPs including the KI. This leads us to a fundamental rule in the endgame, always use
your KI as much as possible. The way to
++CM depends on confining the opposing KI to as few cells as possible. This can be done by limiting the opposing KI
to the top four ranks (8 x 8 board),
then to three ranks - two - one, and then ground-zero, ++CM. You use your QU or other MP to force the KI
to R$08.
Resigning (++RS)
A word about losing is also in
order. Many people playing over games by
mature players are puzzled by the fact that ++CM rarely occurs but that instead
either :A or :B resigns. Why does this happen? It is because the loser realized that his/her
position was quite hopeless and that it was a waste of time to continue. Resignation in chess is really a compliment
to your opponent. Do not start thinking about resigning as
soon as you get into difficulties. Think
how to get out of them instead. Only
resign when you are sure you have no chance left, when it is quite clear that
your opponent knows how to win and that there
is no reasonable chance left of your opponent blundering away the advantage. You will learn to judge when such a position
has been reached as you obtain experience and, of course you would be quite
justified in continuing against a weak player in positions which would be
hopeless against a strong one. Finally,
resign pleasantly when you have to do so.
It happens to everyone. Turn your
KI on his side, thank your opponent when you say the fatal words ‘I resign’ and
give him/her credit for the good play instead of grumbling about your own
mistakes.
Stalemate ++ST
One danger that
must be avoided is giving ++CM with your QU or, indeed with
any other MP/mp, is that of arriving at a position where the opposing solitary
KI cannot move at all. This is known as
stalemate, in which case the game is only a draw (:L01). The QU is such a powerful MP that she can
give stalemate by herself. At times you may find that you have overreached
yourself and allowed a stalemate to occur.
++CM with a RO will need
assistance from either a QU, KI or other MP.
The first object when checkmating with a RO is to drive the KI to a back
rank or, a cell on
the edge of the
board (B$D). With BS1
and BS2 you must drive the KI to the edge of the board (into B$D), but
since the action of the BSs is along the diagonal cells only, the
KI must be confined to the outer edge of the board, B$D on an 8 x 8 board. You must administer ++CM in 50 moves in positions
where such a ++CM can be forced within this number of moves. Otherwise, provided a MP or mp has not been
moved or a capture made during this period, a draw may be claimed.
A stalemate is a position of the
MPs/mps when no move can be made by a player without putting your own KI in
+CH, the result being a draw in traditional
occidental chess (and a loss in Chinese
Chess
for the side stalemated). Any position
in which no action can be taken, a deadlock - bring to a standstill (French:
‘stale’ a standstill). In Chesmayne the players decide at the
beginning of a game/match whether a stalemate is a
draw or a loss. Stalemate occurs rarely in play, since the
conditions required for a stalemate situation are unusual. It comes about when the winning side has not
foreseen the possibility of stalemate. Assessing stalemate as a draw seems illogical,
and such finales often have a ‘deus ex machina’ effect. Stalemate is a typical scenario of the endgame.
Enforcement of ++ST
The simplest case of the enforcement of stalemate is that in
which the weaker sides KI has already had
all his escape cells cut off, the mps are blocked or pinned and all the
other MPs can be sacrificed - mostly in
giving +CH. In other cases it is only by the sacrifice of
the last MP that the KIs remaining escape cells are taken away from him. You
should always take particular account of the possibility of stalemate in a
winning position. Stalemate is often the
result of an error rather than the
normal conclusion to a game. The beginner is therefore advised not to capture the opponents last MP or mp
in positions where you have a material
advantage, since the
danger of stalemate is multiplied. Many
players have at some point during a game spoilt a won game by
stalemating the adversary. Moves which try to
enforce stalemate can be carried out in positions where there are many MPs/mps and sometimes occurs
during the middle
game.
Smothered Checkmate ++SM
The ‘Double
Check’ (+DO) is the neutron
bomb of the chess stage - nothing surviving its detonation. Quite a large
number of short games owe their ++CM finish to +DO and +DC. Discovered check can win material in a variety of
ways. So powerful is this weapon that even a MP can be surrendered to obtain a
series of +DCs. ROs can also be a
deadly blow as a combination. Discovered check can also give rise to a
special and most pleasing type of ++CM known as Smothered Checkmate (++SM) and occurs
when a KI is smothered by his own MPs/mps.
Stalemate ++ST
++ST occurs in the endgame phase when
there are few MPs/mps left on either side of the board, but it sometimes
appears out of the blue in the middle
game. The time to be wary is
when one side is at his/her last gasp and when the other has overwhelming material or positional
superiority. A game is stalemated if…
01 The KI of the player
whose turn it is to move is not in +CH and such player
cannot make a move. In this case, the KI is the only MP that can make a
legitimate play and his only move will be into
+CH (a stalemate occurs).
02 By agreement between the two players.
03 At the request of one of the players when the same
position appears three times, and each time the same player has had
the move. This prevents constant
stalling by one side. The position is considered to be the same if MPs/mps of
the same kind and colour occupy the same
cells.
The right of
claiming the stalemate belongs to the player who…….
04 Is in a position to play a move leading to such repetition
of the position, if s/he declares the intention of making this move.
05 Is about to reply to a move by which such repeated position
has been produced. If a player makes a move without having claimed a stalemate in the manner
prescribed above s/he then relinquishes this right to claim a stalemate. This
right is, however, restored if the same position appears again with the same
player having the move.
06 When the player whose turn it is to move proves that at
least 50
moves have been made by each side without a capture of a MP/mp and
without a mp move having
been made.
07 Insufficient MPs/mps remain on the board to force ++CM, that is, if :B has only a KI
remaining and :A has a KT or BS and a KI, then ++CM is
impossible. Other types of draw are possible in
chess.
08 Perpetual
check (+PC) can force a drawn
game. If you can perpetually +CH your opponent’s KI you can force a
+PC. Most games do not terminate in
++ST, +PC or ++DR but end in ++RS or ++CM.
Perpetual
check +PC
A position in a game in which one side
cannot escape from constant +CH from the opponent. Games often arrive at positions where one
side’s KI cannot escape from continuous +CH or by avoiding the +PCs would incur the
danger of loss. In such cases we speak of perpetual
check. It is obvious that the attacking
side is content with +PC only when a material or positional advantage cannot be
obtained by other means. The game then ends in a draw. On the other hand, +PC is often a very
welcome way out of an otherwise lost position.
One form of +PC you cannot help being already familiar with is the
pendulum (+PE) - where it is
impossible to force a win with it. +PC is very often accomplished by +CH with
the strongest MP, QU1 - alternately
on two cells. Frequently the KI gets
into a zone where he is continuously subjected to +CH by the enemy QU and which
he cannot escape from. This occurs very
often in QU endgames, but it is also
met in the middle
game. Similar +PC zones can
also be created by MPs other than QU1.
+PC zones constructed by RO, BS and mp are of
relatively frequent occurrence. Cases
often occur where the KI in +CH apparently has a flight cell at his disposal
but dare not move into it because of a strong enemy threat (++CM or win of
material).
Attacks on the
KI summary :L01
Attacks on the KI
can take different forms…….
01 Attack on the mps in front of the KI, which have not been
moved. Having three PAs in front of
your castled KI can be dangerous, for if an opposing RO or QU penetrates to
your back rank, ++CM can
result.
02 Weakness on cells of one
colour. The general
study of the strengths and weakness of various mp formations is
beyond the scope of this volume, but here you can see a very important example
of positional weakness directly due to the mp formation.
03 Attack along F$01 or F$08 by RO1 or RO2. One special
case where mp advances are nearly always good, is when players have castled on opposite wings. Here you are
not removing any protection from your own KI, so there is nothing to be
lost.
04 Attack on mp-01 or mp-08 when the mps in front of the KI
have not moved. These are a natural
target. The first thing to notice is that mp-01 or mp-08 has a natural and very
powerful defender in the KT. It is often necessary to exchange this MP, drive
the KT away, pin the KT, or
deflect the KT, before a successful attack can be launched
against mp-01 or mp-08.
05 How you attack the KIs position depends on how the mps are
placed in front of the KI.
06 The best formation, all things considered, is with the three
mps unmoved.
07 Broken mps in front of the KI are nearly always defensively weak.
08 A mp advance to
break up the enemy KI position is very often good when the players have castled on opposite wings.
09 Look out for a back-row
checkmate (++BR), when the KI
has no outlet.
10 Doubled ROs (:do-ROs), connected ROs
(:co-ROs) or, RO and QU1
on the top rank are very strong
in attack.
Enforcement of ++ST
The simplest case
of the enforcement of stalemate is that in
which the weaker sides KI has already had
all his escape cells cut off, the mps are blocked or pinned and all the
other MPs can be sacrificed - mostly in
giving +CH. In other cases it is only by the sacrifice of
the last MP that the KIs remaining escape cells are taken away from him. You
should always take particular account of the possibility of stalemate in a
winning position. Stalemate is often the result of an error rather than the
normal conclusion to a game. The beginner
is therefore advised not to capture the opponents last MP or mp
in positions where you have a material
advantage, since the danger
of stalemate is multiplied. Many players
have at some point during a game spoilt a won game by
stalemating the adversary. Moves which try to
enforce stalemate can be carried out in positions where there are many MPs/mps and sometimes occurs
during the middle
game.
Smothered Checkmate ++SM
The ‘Double
Check’ (+DO) is the neutron
bomb of the chess stage - nothing surviving its detonation. Quite a large
number of short games owe their ++CM finish to +DO and +DC. Discovered check can win material in a variety of
ways. So powerful is this weapon that
even a MP can be surrendered to obtain a series of +DCs. ROs can also be a
deadly blow as a combination. Discovered
check can also give rise to a special and most pleasing type of ++CM known as Smothered
Checkmate (++SM) and occurs
when a KI is smothered by his own MPs/mps.
Stalemate ++ST
++ST occurs in the endgame phase when
there are few MPs/mps left on either side of the board, but it sometimes
appears out of the blue in the middle
game. The time to be wary is
when one side is at his/her last gasp and when the other has overwhelming material or positional
superiority. A game is stalemated if…
01 The KI of the player
whose turn it is to move is not in +CH and such player
cannot make a move. In this case, the KI
is the only MP that can make a legitimate play and his only move will be into
+CH (a stalemate occurs).
02 By agreement between the two players.
03 At the request of one of the players when the same
position appears three times, and each time the same player has had
the move. This prevents constant stalling by one side. The position is
considered to be the same if MPs/mps of the same kind and colour occupy the same
cells.
The right of
claiming the stalemate belongs to the player who…….
04 Is in a position to play a move leading to such repetition
of the position, if s/he declares the intention of making this move.
05 Is about to reply to a move by which such repeated position
has been produced. If a player makes a move without having claimed a stalemate in the manner
prescribed above s/he then relinquishes this right to claim a stalemate. This
right is, however, restored if the same position appears again with the same
player having the move.
06 When the player whose turn it is to move proves that at
least 50
moves have been made by each side without a capture of a MP/mp and
without a mp move having
been made.
07 Insufficient MPs/mps remain on the board to force ++CM, that is, if :B has only a KI
remaining and :A has a KT or BS and a KI, then ++CM is
impossible. Other types of draw are possible in
chess.
08 Perpetual
check (+PC) can force a drawn
game. If you can perpetually +CH your opponent’s KI you can force a
+PC. Most games do not terminate in
++ST, +PC or ++DR but end in ++RS or ++CM.
Perpetual
check +PC
A position in a game in which one side
cannot escape from constant +CH from the opponent. Games often
arrive at positions where one side’s KI cannot escape from continuous +CH or by
avoiding the +PCs would incur the
danger of loss. In such cases we speak of perpetual
check. It is obvious that the attacking
side is content with +PC only when a material or positional advantage cannot be
obtained by other means. The game then
ends in a draw. On the other hand, +PC is often a very
welcome way out of an otherwise lost position. One form of +PC you cannot help
being already familiar with is the pendulum (+PE) - where it is
impossible to force a win with it. +PC is very often accomplished by +CH with
the strongest MP, QU1 - alternately
on two cells. Frequently the KI gets into a zone where he is continuously
subjected to +CH by the enemy QU and which he cannot escape from. This occurs
very often in QU endgames, but it is also
met in the middle
game. Similar +PC zones can also be created by MPs other than
QU1. +PC zones constructed by RO, BS and mp are of
relatively frequent occurrence. Cases
often occur where the KI in +CH apparently has a flight cell at his disposal
but dare not move into it because of a strong enemy threat (++CM or win of
material).
Attacks on the
KI summary :L01
Attacks on the KI
can take different forms…….
01 Attack on the mps in front of the KI, which have not been
moved. Having three PAs in front of
your castled KI can be dangerous, for if an opposing RO or QU penetrates to
your back rank, ++CM can
result.
02 Weakness on cells of one
colour. The general study of the strengths and
weakness of various mp formations is
beyond the scope of this volume, but here you can see a very important example
of positional weakness directly due to the mp formation.
03 Attack along F$01 or F$08 by RO1 or RO2. One special
case where mp advances are nearly always good, is when players have castled on opposite wings. Here you are not removing any protection from
your own KI, so there is nothing to be lost.
04 Attack on mp-01 or mp-08 when the mps in front of the KI
have not moved. These are a natural
target. The first thing to notice is
that mp-01 or mp-08 has a natural and very powerful defender in the KT. It is often necessary to exchange this MP, drive
the KT away, pin the KT, or
deflect the KT, before a successful attack can be launched
against mp-01 or mp-08.
05 How you attack the KIs position depends on how the mps are
placed in front of the KI.
06 The best formation, all things considered, is with the three
mps unmoved.
07 Broken mps in front of the KI are nearly always defensively weak.
08 A mp advance to
break up the enemy KI position is very often good when the players have castled on opposite wings.
09 Look out for a back-row
checkmate (++BR), when the KI
has no outlet.
10 Doubled ROs (:do-ROs), connected ROs
(:co-ROs) or, RO and QU1
on the top rank are very strong
in attack.
KI and mps
The mps, though the
humblest figures on the board at the beginning and for a long time in the game,
are particularly important in the endgame by virtue of
their capacity for changing into higher
calibre MPs on reaching the top ranks (promoted/enrobed). Indeed, next to administering ++CM on the KI your
most vital objective in the game is to ‘promote’ a mp. This nearly always takes prime place in the
endgame when lines have been cleared by exchanges and the mps can
obtain a free run home. It follows that
the side against whom the mp is queening must strive
with all his/her might to deter the invader. You must determine if a mp is
within range of the promotion cell (:#$) and whether you can arrive in time to
eliminate the mp.
Opposition:
vertical, horizontal and diagonal
By the nature of
the rules the KIs are unable to
approach each other directly, but must always stand, at the nearest, one cell
apart. Nevertheless, they can effectively block each others way and prevent
each other from reaching important cells.
When one side, say :A, is facing the
other side, :B, and forces the
opposing KI to move so that :A can gain a cell on the intervening rank or file, then :A is
said to have the ‘opposition’. This opposition is of three types…….
01 Vertical opposition :vo-KI.
02 Horizontal opposition :ho-KI.
03 Diagonal opposition :do-KI.
The question of
the opposition becomes very important when dealing with KI and mp endings.
Zugzwang
A position in which all legal moves are
disadvantageous. A position in which the player whose turn it is to move is at a
disadvantage only because it is his or her turn to move, and for no other
reason. An obligation to move where the
move leads to a weakening of the position.
The right to make a move is nearly always an advantage, and many
positions exist in which either player could win if it were
his/her turn to move. Even in the
initial starting position (ISP) it is
advantageous to have the move and one could hardly find anybody who would be
ready to renounce this advantage. Some positions exist in which the right to
move changes into a very
unpleasant ‘obligation to move’ which reduces the prospects of a successful
outcome to the game. This obligation,
when to move is a disadvantage, is known as Zugzwang, a German term
and usually occurs in the endgame. The theory of PA endings,
including the theory of the opposition and of critical
cells is based on Zugzwang. There are
two types of Zugzwang…….
Zugzwang
partial :ZP
01 Partial: in the case of partial Zugzwang the side whose move
it is loses (or in more
favorable positions draws), since every
move leads to either a loss of material or a positional
disadvantage. If it is your opponent’s move here, s/he could make some
indifferent move, after which the Zugzwang would once again be in
operation.
Zugzwang
mutual :ZM
02 Mutual: refers to positions of a most exclusive character.
In such positions neither player has a suitable move at h/er disposal, and therefore,
the one whose turn it is, is obliged to worsen h/er own prospects. It is obvious that in the middle
game - apart from extremely rare cases - only partial Zugzwang
occurs.
Conjugate cells :cc$
Zugzwang: the cells occupied by the KIs. Trebuchet is an example
in which the KIs are separated by a KTs move (a 2 x 1,
L-shaped distance apart). Conjugate:
joined together in a pair or pairs - coupled.
Of two MPs/mps: so related as to be interchangeable - so placed that one
is the mirror image of the
other - yoked. Conjugate-pairs can occur with the MPs and mps also. Charles Dealtry Locock was the first person
to make a formal study of the positions that can arise due to :cc$ on the chess
board.
Zwischenzug
An in-between
move that can change a good position
into a poor one. An intermediate move in an apparently forced sequence, usually
conferring some kind of surprise advantage.
Mating
combinations
The first things
a beginner learns about in chess tactics are simple ++CM devices. In your very first games you encounter
the dangers which lie in wait for you on the back rank and to which
you mostly react with an ‘air-hole’.
Then comes the time when you understand and admire your first ++CM combinations. One of the
first combinations that you learn is the so-called smothered
checkmate. I still remember
very well how strongly I was impressed as a young boy by the checkmate
operation which occurred. But even in the elementary combination you can
perceive the basic feature of every checkmating process - restriction of the
enemy KIs
mobility, the blocking
of his neighboring cells and finally, at the right moment, the deadly thrust of
the checkmating MP/mp.
The mating net
The gradual
surrounding of a KI is called the ‘mating
net’. The mating net is formed
not only by your own MPs/mps but also by opposing MPs and mps that block
particular cells. Many checkmating combinations recur in a
specific form in numerous games. There
is hardly a player who has not encountered smothered
checkmate in over the board play.
++SM can of course
also appear in other forms, and more MPs/mps can take part in its execution.
Another common combination, which today is overlooked only by a beginner,
consists of the BS2
sacrifice on $H07, enabling QU1 and KT to carry out an
attack on the
opponent’s exposed KI.
Epaulette
checkmate ++EM
++CM can occur using BS1 and BS2 and only rarely
occurs with one BS and requires B-KI to be shut
in by his own MPs/mps. ++CM with a KT occurs
frequently in one of the many forms of smothered
checkmate. The ++CM patterns that arise out
of the co-operation of BS and KT can be most diverse. It is interesting that
these two MPs are very well suited to complement each other in ++CM
attacks. In ++CM with BS and KT the
application of ++DC or ++DO is very
common. For an example of ++CM with two
KTs please see the ‘Immortal
Game’. If a KI surrounded by
his own ROs is checkmated
by RO1, RO2 or QU1, it is known as an epaulette
checkmate and indicated by the symbol ++EM.
++CM with the RO
Perhaps the
commonest ++CM is the one given by a lone RO on R$08. In most cases the MPs defending this rank are
diverted beforehand. It often happens, however, that the RO giving the ++CM on
R$08 is supported by another MP. This
occurs not only on R$08 but also on R$07.
A similar ++CM pattern, having a KT in
collaboration with a RO on R$08 is also common. ++CM combinations executed by a
RO which has the help of a BS also occur
frequently. Of frequent occurrence also are combinations in which the ++CM
set-up with RO and BS is achieved by sacrificing the pieces that block the
way of these MPs. If the KI stands on a file which no longer
has any mp cover, he may
easily become the victim of a ++CM attack by RO1 and RO2.
++CM with QU1
The strongest MP,
QU1, is naturally
the most frequent participant in ++CM operations. QU1 can replace either the RO or the BS in
the ++CM patterns already discussed. A ++CM of the ++EP type can be
forced by QU1 alone, without the help of the other MPs. When the enemy KI stands on the edge of the
board (B$D) it very often
happens that the checkmating QU is protected by a MP or mp. The most diverse combinations are made
possible by the invasion by QU of weak
cells in your opponent’s
castled position. The effectiveness of the QU is so strong that
she is able, with the help of one or two MP’s or mps, to force ++CM even away
from the edge of the board (B$D). When
checkmating with MPs (QU1, RO1 and RO2, two ROs or QU and two ROs), two typical
++CM patterns arise: ++CM with the MPs doubled on open files or on R$07 or R$08 and
frontal ++CM with these MPs. Naturally,
the co-operation of QU1, RO1 and RO2 also makes a range of other ++CM patterns
possible.
++CM with various
combinations of MPs/mps
The active
participation of a greater number of MPs/mps obviously makes possible such a
quantity of ++CM patterns and the combinations leading up to
them that it cannot be surveyed properly here.
An important element of the great majority of these ++CM combinations
however is the maximum coordination of the attacking side’s MPs/mps. RO with
mps or, RO, QU1 and mps are examples.
mps in ++CM
attacks
It is noteworthy
that mps, in spite of
their low mobility, often perform
the move which ends a game. The grounds for this are principally to be found in
the fact that the mps are mostly employed as battering rams to destroy your opponent’s castled
position, and in the process they frequently
reach the immediate vicinity of the enemy KI.
A common mp ++CM is that occurring when the promotion of a mp is at
the same time combined with a ++CM operation.
Sometimes the KI is driven into the enemy camp in the course of the ++CM
combination and so may become the victim of a hostile mp that at the beginning
of the combination still stood in the ISP. Such combinations are effective precisely
because of the inconspicuousness of the ++CM mp. More often the mps participate
in the ++CM operation by protecting the MP that gives ++CM, cutting off the
flight of the enemy KI or drawing him within range of the attacking MPs/mps by sacrificing
themselves.
The exposed KI: so far we have occupied ourselves
with the concluding phase, the enforcement of ++CM. In all cases where ++CM
combinations arise the balance has been disturbed considerably in favor of the
attacker and, above all, the enemy KI is in a dangerous exposed position.
Exposure of the
KI
To take a closer
look at the tactical conduct of the attack in situations
where one side’s KI is exposed - the different forms of the exposure are as
follows…….
01 KI in the middle of
the board (B$A or, B$B).
02 KI without mp
cover.
03 Broken castled (%Q or, %K) position.
04 Weakened castled (%Q or,
%K) position.
05 KI threatened by MPs on open files or, R$07.
06 Other cases of exposed KI positions.
KI in the middle of
the board
One of the first
bits of advice given to the beginner says: make use of the first opportunity to
castle. Castling (%Q, %K) is an
important developing move, which not
only brings RO1
or RO2 into play but also contributes towards securing your KI against enemy
attack. Almost without exception, therefore, can we describe as exposed a KI
which has lost his right to castle (%Q or, %K) or cannot castle in good time
because of the backward development of the mps on one wing (mostly KI-side). In the initial phase of the game both sides’
KIs are often faced with grave threats. $C08 and $F08 are
the Achilles heels of your opponents position. In many positions of this nature, which
chiefly occur in the classical open games, it is usual for the MP sacrifice on $C08 to
involve preventing the opponent castling and keeping the KI in the middle of
the board for a long time. It often
happens that one KI is forced to remain in the middle of the board for a long
time, even when in other respects both sides have already completed their
development, because the way to safety is cut off by enemy MPs/mps. In many opening gambits (:&Gs) material is sacrificed
above all to hinder your opponent from castling (%Q, %K).
Preventing the KI
from castling %Q, %K
Another example
of the KIs detention in the center occurs when he has lost the right to castle by retreating
from a +CH. The usual means of keeping the KI in the
center is by pinning a MP/mp. At
times castling is hindered by the fact that a mp on the KIs side
is attacked by enemy MPs/mps. Neglecting
the development of the KIs side and omitting to castle in good time can be very
dangerous even in closed positions. As
long as your opponent’s KI remains, regardless of the reason, on his original
cell (ISP), the opening
of the KIs file (F$04) is a
very important factor in most of the attacking operations carried out against
him. A typical combination serving to
achieve this objective is the sacrifice of KT1 on $D05.
KI in the center but
not in his original cell - ISP
When your KI goes
beyond R$02, he in most
cases finds himself in a dangerous situation.
Sometimes A-KI gets into a
bizarre position after the first few moves. Thus the KI reaches a sort of castled
position after a great detour. An
artificial castling occurs in many cases where normal castling has become
impossible to execute. As a rule the KIs own mps offer him the
safest cover. If the KI finds himself
outside the mp chain, he is often exposed.
There are various ways in which such an exposure of the KI can arise. Frequently the KI is compelled to evade the
attack of the enemy MPs/mps by fleeing into open space. The exposing of the KI occurs most often when
his own mps are advanced in attack. For this reason a flank attack by mps
calls for a special advantage or superiority in the effectiveness of the mps
such that an effective counter-attack is rendered impossible.
Broken castled
position
Only a chain of
connected mps affords the KI good cover against attacks by enemy MPs/mps. If
the mps are isolated (:is-PAs) or devalued by
being doubled (:do-PAs), the KI
stationed behind them can be threatened. A typical
means of breaking up the enemy castled position and thus exposing the KI by
force is the MP/mp sacrifice.
Weakened castled
position
Mps are strongest on their original cell (ISP), which is a
principle obvious to a mature player. Every mp advance weakens
cells that were previously covered by the mp. The PA formation A-$F02, A-$G02,
A-$H02 offers the
most resistance against attacks on %K. A single MP, KT or BS on $F01 is
often sufficient to ward off the threats of several enemy MPs/mps. In an emergency it is possible to cover
points threatened by attacking MPs by the moves: A-PA8-$H03 or A-PA7-$G03. All
other formations of the defending mps give the attacking side, :B, many more
chances. The weakening of the castled
position by the move A-PA8-$H03 is a little less marked as a rule. It can be exploited principally in the
following three ways…….
01 By advancing A-PA7 ie, the advance A-PA7-$G04/G05 against
B-PA1 at $H06 and opening F$7 for the attack.
By analogy this method can be applied against any compromised PA
position.
02 By forcing the move: A-PA7-$G02/G03 and exploiting the
weakness of A-PA8 on $H03.
03 By sacrificing a MP/mp on $H06 or $F06. An even stronger
weakening of the %K position is represented by the PA formation A-PA6-$F03,
A-PA7-$G02, A-PA8-$H03. In addition to
the sacrifice on $H06 here an enemy MP can also invade the weakened $G06 point
at the right moment. MP sacrifices occur
even more frequently against castled formations where A-PA7 or A-PA8 has
already advanced two cells. Every move by a PA in a castled position requires
most careful consideration. If A-PA6,
A-PA7 and A-PA8 advance one cell they appear to offer the A-KI cover. However, this formation is much more unstable
than that in which the PAs stand on their original cell (ISP). A weakened castled position can be a decisive
disadvantage even when the material has been
significantly reduced.
RO on R$07
The occupation of
R$07 as a powerful
weapon in the attack on the B-KI is
obvious. The examples mentioned
obviously do not exhaust all the possible forms of exposed KI positions. These can also be caused, for example, by an
advanced enemy PA, by the effectiveness of enemy pieces restricting the KIs
freedom of movement, by open files opposite the castled position etc. Very complex tactical problems arise
in cases where both KIs are exposed.
Then it is important to combine the attack on the enemy KI with the defense
of your own KI.
Tactical problems
in attacking the castled KI
In general an
attack on the castled KI in a position where he is not exposed can be divided
into the following stages…….
01 The attainment of a strategic
advantage on the wing where the enemy
KI is situated ie, an advantage in the concentration and greater effectiveness
of the MPs, in the number and mobility of the PAs.
02 The exposure of the enemy KI ie, the weakening or breaching
of the castled position by tactical means ie, by the exchange or sacrifice of
MPs/mps, the PA breakthrough etc.
03 The ++CM operation, ie, manoeuvres enforcing ++CM or, ++CM combinations. Here we shall concern ourselves with the
second stage of the attack on the castled KI ie, the method by which the exposure
of the enemy KI can be achieved.
There are three
basic questions to be considered…….
Driving the KI
out of his castled refuge
You have seen in
the previous examples that as a rule the KI is secure only
when behind a defensive wall of mps and when
outside the mp chain he is almost always exposed. It is obvious that your opponent never removes
the KI from mp cover willingly and that therefore his exposure must be brought
about by force. The most important way of achieving this objective is the sacrifice that draws the
KI out from his cover behind the mp chain into the fire of the MPs.
Breaching or
weakening the castled position by MP attacks
With the mp
formation A-PA6-$F02,
A-PA7-$G03, A-PA8-$H02 the A-KI is not considered exposed when A-BS2 is posted at
$G02. Forcing the exchange of such a
defending A-BS2 is a tactical element that is
very often applied during the execution of an attack.
The collaboration of
MPs and mps in attacks on the castled position
The mps are an
important instrument for breaching or weakening the castled position. Their first, so to speak, very modest duty
consists in safeguarding operational points for the attacking MPs. A case which
is very common is the one where A-PA8 protects a MP on $G05 which is threatened
by B-PA3 at $F06. The capture of this mp
results in the opening of an attacking file against the
weakened A-KI position. Sometimes the
PAs can take a still more active part, being employed as a battering-ram
against your opponents castled position. The most frequent objective of a PA
thrust against the castled position in the opening is by attacking
files or diagonals. Numerous positions arising from the Sicilian
Defense lead to typical
PA attacks. By the moves A-PA6-$F02/F04,
A-PA7-$G02/G04 and A-PA7-$G04/G05. :A gains
operational space for MPs.
The positional ++DR
The indecisive
result (disregarding, of course, instances of a draw agreed in positions
which are unclear or favorable for one side) is a special example of positional
equilibrium. It mostly occurs after considerable simplification and with
complete material and positional equality.
Another peculiar case of an indecisive conclusion to the game is the
situation described by the collective term ‘positional draw’. In principle there are three ways in which a
positional draw can arise…….
01 The unfavorable position of the MPs/mps makes it impossible
to exploit the material
advantage that has been
gained.
02 The weaker side has so fortified his/her position that the
stronger side’s MPs/mps find it impregnable.
03 Owing to threats by one side or
both the repetition of two or more
moves occurs. This form of positional
draw is obviously the one most commonly seen in the middle game.
Queen - QU
Queen - the most powerful MP - Queenly
pre-eminence. Chaturanga: ‘Mantri’ or Minister. See Minister (MR). The QU is known by different names in the
countries listed below…….
English:
Queen. French: Dame. German: Dame.
Spanish: Dama. Russian:
Ferz. Arabic:
Firz.
01 The QU was not a
powerful MP until the last part of the 15th century. In Indian and Arabic chess, the QUs
predecessor was a minister (MR) or Vizer (AD). The QU is the
most powerful of all the chess MPs because QU1 can move any number of cells and
in eight different directions (forwards, backwards, to either side, and along
all diagonals). The QU combines the moves of the RO and BS. QUs cannot jump over occupied cells - only KT1 and KT2 can do this (on
:L01). Because she is so powerful the QU is the MP
most often chosen for promotion when a mp reaches the top
rank. A mp so
promoted is indicated by QU2, QU3 in the Chesmayne
Notation. The QU is the most important attacking MP,
and if you have captured B-QU1 you will
have less to fear from leaving your KI on one of the
central files. On an empty 8 x 8 board QU1 can move between
21 and 27 cells depending on
her cell position. The Italians used to
call the QU ‘rabioso’ (furious) and the game itself ‘scacchi
alla rabioso’.
02 During the middle ages theology was known as
the QU of science. ‘The Faerie Queene’
was written in 1590 by Edmund Spenser and recounts the glories of QU
Elizabeth-I (1533-1602), who was also known as the Virgin QU and ‘Good QU
Bess’, and the period in which she reigned is known as the Elizabethan
Age.
03 Cat: a mother cat is called a QU. Tabby comes from ‘tabbi’, black and white
silk imported from Attabiya, part of old Baghdad. The Turkish ‘Van’ cat is the
only breed which loves swimming.
04 ‘The Snow QU’ by Hans Christian Anderson (1805-1875).
05 Queen
(to): ‘To QU a mp’ means to promote a mp and exchange
the mp for QU2, KT3, RO3, BS3 etc.
06 Queening
cell: the cell on which a mp is promoted/enrobed to any other MP
of the same colour, apart from a KI.
07 Queenside: the side of
the board containing the A, B, C and D files. The side of
the chess board on which QU1 is positioned at the start of the game (ISP). For :B, the left-hand flank. MPs/mps positioned on this side of the
board are known as the QUs-BS, QUs-RO and QUs-KT. :L01, the 32 cells
to the left of the board - looking at the board as if you are playing from the :A side.
08 Queen Bee: Greek
mythology: mother
goddess. Regarded as ‘the birds of the Muses’. Emblem of the Pharoh of Lower Egypt.
They also signify immortality.
09 Queen Mab: Folklore: fairy QU who governs
and produces the dreams of wo/men.
10 Queen Regent: QU2 - a promoted mp.
11 Queen Regnant: QU2 - a second QU (QU2) and the only QU on
the board.
12 Queenside Castling: indicated by %Q.
13 Queenside Minor Piece Majority: a majority of mps on the QUs
side of the board.
14 Queening
Cell (Enrobing cell): the top rank of cells on a
chess board on which a mp is promoted to QU2 or other MP.
Queen of Sheba
Bible: KIs: 1:10,
mentions this mysterious QU as coming to
see Solomon on hearing of
his fame and wisdom. She came to Jerusalem to test him
with many hard questions. Impressed by
his depth of perception she gave him gold, jewels and
spices. Sheba rejected Yahweh for other gods
and Solomon undisturbed became her lover. She inspired him to write
the erotic song/poem ‘Song of Songs.’
Sheba or Saba, today, is the Yemen (southern Arabia). The word Sheba means ‘seven’, ‘the planets’, ‘an oath’ (a
solemn vow witnessed and enforced by the heavenly powers). In Ethopia she was known
as Eteye Azeba (QU of the South). The QU
of the south is an archetype of feminine wisdom and was revered by the
troubadours of 12th century Provence as La Reine de Saba, ‘reino
saba’, (wise-QU), and associated with QU Sibylla, the ancestress of all magicians. Gerard de Nerval writes in ‘Aurelia’ of the
‘QU of the south, crowned with stars, in a turban
sparkling with the colours of the rainbow
- her face being olive-tinted’. She bore
Solomon a son, Menelek (Son of the Wise) who founded a dynasty. Haile Selassie was heir to this throne. Today the Ark of the Covenant is believed to
be in Ethiopia.
Exchanges
You can often
‘force’ a number of exchanges in order to capture prisoners or
alternately to bring about a won ending. In all games of chess progress is
made in this manner right up to the very end of battle. Exchanges made to effect a polished ending
without thought of immediate gain in material are the key to success in
your campaigns. It pays to keep an open mind in all
situations on the chess board. As the
attacker try to retain the initiative and as a
defender try to wrestle the initiative into your own court.
01 Make exchanges when they lead to material gain.
02 Exchange MPs not mps when you have material advantage.
03 Exchange mps but not MPs when you have material
disadvantage.
04 Exchange when you are under severe attack.
The player with the
advantage
The reasons for
02 and 03 are as follows: the fewer MPs/mps on the board, the more difference
an extra MP/mp makes. You may hardly notice an extra KT with many MPs
on the board, but if you have a KT and mps and your opponent just mps, you can easily
capture mps, promote your own, and win. However, if you have a KT only and no mps,
you cannot win, as this is insufficient material to checkmate. The player
with the advantage should
therefore try to exchange MPs, while your opponent should aim to exchange mps.
To reduce the
force of an attack
When you are on
the defensive, especially when you have little room for manoeuvring, exchanges will often
reduce the force of the attack and give you room to breathe, hence 04
above. In addition there may be
special circumstances ie, getting rid of an important defender when you are
yourself attacking - where exchanges pay. What you must not do is to exchange
because you are afraid of a complicated position. Practice in such positions will improve your
play more than anything else. You will find that a stronger player will beat
you even if you do try to make things easier by exchange. So you might as well play a game with some
interest in it!
To win
Victory is an
inexhaustible topic. Does it mean that
chess is a game of chance? No - the blame must be laid on human
inadequacy. You should never make the
same mistake twice - it is better to make a new one! Stalemate as victory is a
contradiction in terms, surely, yet there are times when a stalemate seems like
a gift from heaven and a player is as pleased about it as if s/he had won. A
player is always learning, but can it be said that you get anywhere? Certainly, but you never seem to attain the goal of
perfection. The study of chess is a sort
of labor of Hercules, which always
has to begin again at the beginning. When you meet with misfortune you must not
despair.
Many decisive factors have to be taken into
consideration - how many MPs/mps are left on the board - how few MPs/mps does
your opponent have - how many mps remain. Sometimes you may be justified in
accepting considerable exposure of your MPs/mps in an effort to create a blockade. Brain-to-brain combat of
championship caliber is difficult to attain.
Chess is warfare on a grand scale. The manoeuvre that is basic to chess is capture and calls for attack which
in turn provokes responses in the form of counter attack and capture. At all
levels of play it becomes a matter of who is firing at whom in a given area and
this is repeated everywhere on the differing levels - a complex pattern of intermingled cells and
MPs/mps. Time is a vital factor as indeed
one might expect in an occidental game.
Early plays are usually swift, there being a call to hurry into battle. Chess is essentially a struggle for new cells
and their occupants - a fight to build a strong defense while keeping the enemy
MPs/mps weak so that they are bound to be defensive.
++WN, ++DR,
++LS
You will also
have to consider what you want from the game. Do you really have to win - draw? Maybe your sole ambition is to have an
interesting contest and the result is of secondary importance. In a team game the ambitions of an individual
may be subordinated by the overall team requirement. Emotional issues will also
influence a player. Health, tiredness,
mood and so on will also have their effect. An amalagram of all these factors
affect a player when s/he sits down to play.
The human mind can overcome
many handicaps - but not always. What is
important is to avoid incompatible objectives such as deliberately provoking a
complex game when tired, when a draw is sufficient.
To gain material
We will mention
in what kind of situations a player can expect to force the gain of material against any
defense. Basically, there are only two types of manoeuvre that can accomplish
this…….
01 The first is an attack on more than one MP and/or mp at a
time.
02 The second is an attack on an immobile target with more
MPs/mps than your opponent can muster for defense.
How your MPs/mps
cooperate with each other to achieve these objectives is explained elsewhere in
this text. Their study is an
indispensable preparation for the higher levels of chess, which deal with the
proper conduct of the opening, middle game and endgame - the three
distinct subjects with which you must acquaint yourself before you can play an intelligent game of chess.
Skill and ingenuity
Sometimes the chess players’ fancy takes h/er along unusual
paths. In a game of chess you must be
active and not subscribe to the fatalistic principle of allowing yourself to be
surprised. The player who decides what
is going to happen is the one who sees one move farther than his/her opponent. The harder matched, the greater the victory! The finest games of chess are those which are
contested on both sides with skill and ingenuity and where the final victory
goes to the player who holds the remaining ace move. In this game where both
sides are actively fighting the zwischenzug and
intermediate check are used in an original way. A MP or mp suffers an
absolute pin only when the
MP protected is the KI. All other types of pin are more or less
relative and can at any time lose their effectiveness as a result of tactical measures. Each
and every situation on the board requires handling differently.
Escape
You should endeavor
to block every escape of your opponent, but you should avoid opening the window
to your opponent and making your
own escape impossible. The occasional mistake makes
excellence bearable. Everyone can on occasions suffer from chess blindness,
sometimes caused by time
trouble, poor physical health, tiredness, temperature etc, can all be
contributory factors, but what would chess be without silly mistakes!
The General
– GE
- see Chinese
chess
The GE may move
one cell horizontal or vertical at a time, but is not allowed to move diagonally. The GE may castle (%G) with the RO, CN, AD etc and this is
indicated by…….
01 %GE = % on the GEs side of the board.
02 %AD = % on the ADs side of the board.
03 %Q = % on the QUs
side of the board.
04 %K = % on the KIs
side of the board.
05 %RE = % on the REs side of the
board.
The GE may replace the
KI. He may be put in +CH or, ++CM in the
same way as the KI. It is also
possible to have a KI and GE on the board instead of a KI and QU in the ISP. Please see Chinese chess for further
details of this MP.
The Oriental
knight - KN1 and KN2
This is the
oriental knight and is indicated by the letters KN as opposed to the occidental
knight who bears the monogram KT. They move in a 2 x 1 or, 1 x 2 fashion and
may capture any MP/mp on
who’s cell they land. However, the oriental KN can be blocked from moving. If there is a MP/mp one cell away from a KN
they are prevented from moving past this MP/mp.
In the worst case the KN can be totally blocked from moving ie, if the
KN is surrounded by MPs/mps on all four sides. On :L04 (ISP) the KN is
prevented from moving because of
being blocked by the PA in front. Also,
the KN is blocked from moving because of the RO to the left and
the BS to the right.
It is necessary to move the PA, RO or, BS to enable the KN to move. It follows that the KN can be blocked from
+CH or, ++CM the KI, GE or from capturing other MPs/mps. KN1 and KN2. Please see Chinese chess and :L04 for
further details of this MP.
The Minister
- MR
The MR must move
two cells diagonally at a time. They
are not allowed to move horizontally or vertically. The MR can be blocked from
moving if there is a MP/mp one diagonal cell distant. They are allowed to move two cells at a time
on a diagonal to any part of the board.
Notice that there is a MR for the XL and XD diagonals - MR1
and MR2. Please see Chinese chess for further
details of this MP.
The Adviser - AD
The AD may move
one cell diagonally at a time to any cell on the board. There is an AD for the XL and XD coloured cells - AD1 and
AD2. Please see Chinese chess for further
details of this MP.
The Cannon
– CN
The CN is similar
to the RO. They may move
horizontal or vertical to any cell on the board just like RO1 and RO2. However, the CN can only capture by vaulting
over a MP/mp (of either side). In this
sense they are similar to a cannon-ball being fired. It follows that the CN can put the KI or GE in +CH in this
manner. The CN can be quite a powerful
MP to have on the board. CN1 and
CN2. Please see Chinese chess for further
details of this MP.
Standard
Bearer - SB
An SB is an officer
or a soldier of an army or military unit who bears a standard - a conspicuous
leader of a group of men. The
Standard-Bearer moves in a 3 x 1 or, 1 x 3 manner, just like the knight whose L-shaped
movement is easily understood. They can
jump over the heads of other MPs/mps on the board in the same manner as the KT
of occidental chess. They may be used on
the 10 x 10 and larger boards. They bear the monograms SB for
identification purposes. SB1 and
SB2.
SB1 and SB2 on a
10 x 10 board
SB1 or SB2 can move
to 2, 3, 4 or 6 cells depending on their cell position.
01 SB1 or SB2 placed in B$A can move to 8 cells.
02 SB1 or SB2 placed in B$B can move to 8 cells.
03 In B$C an SB can move to 4 or 6 depending on the cell
position.
04 In B$D an SB can move to 4 or 6 depending on the cell
position.
05 An SB placed in $A01 can move to 2 cells ($B4 or $D2).
06 An SB placed in $B01 can move to 3 cells ($A04, $C04 or
$E02).
07 An SB placed in $C01 can move to 3 cells ($B04, $D04 or
$F02).
08 An SB placed in $D04 can move to 4 cells ($A02, $C04, $E04
or $G02).
Palatine - PL
A PL is a person
possessing or characterized by royal privliges ie, a Count Palatine, Earl
Palatine, or County Palatine - pertaining to a palace - a vassal
exercising royal privileges in a province - an officer of an imperial palace -
a high official of an empire. The
Palatine moves in a 3 x 2 or, 2 x 3 manner, just like the KT. They can jump over the heads of other MPs/mps
just like the occidental KT. They may be
used on the 10 x 10 and larger boards and bear the monograms PL1 and
PL2.
PL1 or PL2 on a 10
x 10 board
PL1 or PL2 can
move to 2, 3, 4 or 8 cells depending on the cell position.
01 PL1 or PL2 placed in B$A can move to 8 cells.
02 PL1 or PL2 placed in B$B can move to 8 cells.
03 In B$C an SB can move to 4 or 6 depending on the cell
position.
04 An SB placed in $A01 can move to 2 cells ($C04 or $D03).
05 An SB placed in $B01 can move to 2 cells ($D04 or $E03).
06 An SB placed in $C01 can move to 3 cells ($A04, $E04 or
$F03).
07 An SB placed in $E02 can move to 4 cells ($B03, $C04, $G04
or $H03).
Regent – RE
A Regent is a person who
exercises the ruling power in a kingdom during the minority, absence, or
disability of the sovereign - a ruler or
governor. In the game of chess the Regent moves 2 x 1 diagonally. They move in the same way as a KT and may jump
over other MPs/mps. They may be used on
the 8 x 8 and larger boards. They bear the letters RE. There is a Regent for the XD and XL cells, RE1 and
RE2.
RE1 and RE2 on a 10 x 10
board
RE1
or
RE2 can move to 2, 3, 4, 6 or 8 cells depending on the cell position.
01 RE1 or RE2 placed
in B$A can move to 8 cells.
02 RE1 or RE2
placed in B$B can move to 8 cells.
03 RE1 or RE2 placed in B$C can move to 4 or 6 cells.
04 RE1 or RE2 placed in B$D can move to 2, 3 or 4 cells.
05 RE1 or RE2 placed in B$E can move to 2, 3 or 4 cells.
Duke - DK
A Sovereign Prince, the
ruler of a small state called a duchy. A
nobleman of the highest
rank, after that of a Prince and ranking next above Marquess. Slang: the hand or fist -
Latin: ‘dux’ leader. In the game of
chess the DK moves in a 2 x 2 diagonally and may jump
over the heads of other MPs/mps. They are used on the 8 x 8 and larger boards.
They bear the monogram DK. DK1 and DK2.
DK1 and DK2 on a
10 x 10 board
DK1 or DK2 can move to 2, 3, 4, 6 or 8 cells
depending on the cell position.
01 DK1 or DK2 placed in B$A can move to 8 cells.
02 DK1 or DK2 placed in B$B can move to 8 cells.
03 DK1 or DK2 placed in B$C can move to 4 or 6 cells.
04 DK1 or DK2 placed in B$D can move to 2, 3 or 4 cells.
05 DK1 or DK2 placed in B$E can move to 2, 3 or 4 cells.
93 Lady - LA -
3 x 1 diagonally
Often used
conversationally, for the specific title and rank of a Countess, Marchioness,
Viscountess or Baroness, which title she may hold by marriage, by courtesy, or
in her own right. The title, prefixed
to the Christian name of daughters of a Duke, Marquess or
Earl. The courtesy title of the wife of
a knight or a Baronet. A woman who is the object of chivalrous
devotion. In the game of chess the Lady moves in a 3 x
1 manner diagonally across the light (XL) cells of the
board. She is used on the 10 x 10 and
larger boards. The letters LA are used to
identify this MP. LA1 and LA2.
LA1 and LA2 on a 10 x 10 board:
LA1 or LA2 may
move to 2, 3, 4 or 8 cells depending on the cell position.
01 LA1 or LA2 placed in B$A may move to 8 cells.
02 LA1 or LA2 placed in B$B may move to 2, 3 or 4 cells.
03 LA1 or LA2 placed in B$C may move to 2, 3 or 4 cells.
04 LA1 or LA2 placed in B$D may move to 2, 3 or 4 cells.
05 LA1 or LA2 placed in B$E may move to 2, 3 or 4 cells.
Lord – LO - 3 x 2 diagonally
One who has
dominion over others, a master, chief, or
ruler. A dominant person - one who is a leader in his own sphere - a titled
nobleman or peer - Lord-Mayor, Lord-Bishop etc. The courtesy title of younger sons of a
Duke or Marquess. A member of the ‘House
of Lords’. In the game of
chess the LO moves 3 x 2
diagonally across the dark (XD) cells of the
board and is used on the 10 x 10 and larger boards. He is usually used with the ‘Lady’ above and is
identified by the monogram LO. LO1 and LO2.
LO1 and LO2 on a
10 x 10 board:
LA1 or LA2 may
move to 2, 3 or 4 cells depending on the cell position.
01 LO1 or LO2 placed in B$A may move to 4 cells.
02 LO1 or LO2 placed in B$B may move to 3 or 4 cells.
03 LO1 or LO2 placed in B$C may move to 2 or 3 cells.
04 LO1 or LO2 placed in B$D may move to 2 or 3 cells.
05 LO1 or LO2 placed in B$E may move to 2 or 3 cells.
Templar – TE - 4 x 1
A knight who can bring a company of
followers into the field under his own banner. A rank of
knighthood (knight banneret). In the
game of chess the Templar moves in a 4 x 1 fashion, an L-shaped movement across
the board, vertical and horizontal. He
is used on the 12 by 12 and larger boards and bears the monogram TE. TE1 and TE2.
Praetorian
Guard - PG, 4 x 2
The bodyguard of
a Roman military commander, especially, the imperial guard of Rome. The title of a consul as leader of an army.
One of a number of elected magistrates, engaged chiefly in the administration
of justice. In chess the
Praetorian-Guard moves in a 4 x 2 manner, an L-shaped movement across the board
and they are used on the 12 x 12 and larger boards, and bear the monogram PG for
identification purposes. PG1 and
PG2.
Prince
PR, 3 x 3
orthogonally across two diagonals
“The
Prince of Wales Phaeton”, George Stubbs
A non-reigning male member of a royal
family. The ruler of a small state, as one actually or nominally subordinate to
a Suzerain. One who is pre-eminent in any class, group etc - a Merchant-Prince. He may move orthogonally (3 x 3 or, onto six
different cells from his present position).
He is not allowed to jump over other MPs/mps and is used on the KI-sized (12 x 12) and
larger boards and bears the monogram PR. He moves on the XD cells
only. PR1 and PR2.
Princess
PS, 3 x 3 orthogonally across two diagonals

Left: the late
Princess Grace, memorialized in bronze
Right:
her final resting place, dedicated by husband Rainier III
A non-reigning female member of a royal
family. The consort of a Prince. She may move orthogonally (3 x 3 or, onto six
different cells from her present cellular position). She is not allowed to jump
over the other chess MPs/mps and is used on the 12 x 12 and larger Chesmayne boards and
bears the monogram PS. The Prince moves on the dark (XD) cells and the
Princess moves on the XL cells. PS1 and PS2.
Baron – BN - 4 x 1
diagonally
In England - a member of the lowest rank of the peerage. A
feudal tenant-in-chief holding the lands directly from a KI. Any great Lord. A powerful industrialist or financier ie, a
press baron. In the game of chess the BN
moves in a 4 x 1 fashion, diagonally and he is used on the 12 by 12 and larger
boards. BN1 and BN2.
Viscount – VT - 4 x 2 diagonally
A nobleman next below an Earl or Count and
next above a Baron. The son or younger brother of an Earl or a Count. In the
game of chess the Viscount moves 4 x 2
diagonally across the board. He is used on the 12 x 12 and larger boards and
bears the monogram VT. VT1 and
VT2.
Knight
Magnifico - KM, 2 x 2
Any grandee or
great personage ie, a Venetian Grandee. Magnific signifies magnificent,
imposing, grandiose, pompous, noble, sublime, great
in deeds, lavish. The KM in the game of
chess moves in a 2 x 2 fashion and may jump over the heads of other MPs/mps on
the board just like his near-relative the occidental KT. The letters KM are used to identify this
chess MP. They may be used on the 8 x 8
and larger boards.
Magnificent signifies august, stately, majestic,
imposing, sumptuous, grand. Magnificent,
gorgeous, splendid, superb are terms of high admiration. That which is magnificent is beautiful,
princely, grand, or ostentatious. That
which is gorgeous moves one to admiration by the richness and often colourful
variety of its effects. That which is
splendid is dazzling or impressive in its brilliance, radiance, or excellence:
‘splendid jewels’. That which is superb
is above others in, or is of the highest degree of, excellence or
elegance.
On :L01, 02 and 03 he may be used instead of
the traditional knight or, you could have one traditional knight KT and one
Knight Magnifico (KM). The Chinese
knight bears the letters (KN). KM1
and KM2.
KM1 and KM2 on a 10 x
10 board
KM1 or KM2 can move to 1, 2 or 4 cells
depending on the cell position.
01 KM1 or KM2 placed in B$A can move to 4 cells.
02 KM1 or KM2 placed in B$B can move to 4 cells.
03 KM1 or KM2 placed in B$C can move to 4 cells.
04 In B$D a KM can move to 1 or 2 depending on the cell position.
05 KM1 placed in $A01 can move to 1 cell ($C03).
06 KM1 placed in $B02 can move to 1 cell ($D04).
07 KM2 placed in $H03 can move to 2 cells ($F01 or $F05).
“Pieces of eight” - because each of these gold
coins known as “reales” were perforated into fractions of the full value. Two “pieces of eight”, one quarter of the
coin, is the source of the American slang term “two bits” which signifies the
Quarter coin.
Major Pieces
Chess
Construction Set
Introduction
Tools
and Materials
Board
Tiles
Specialized
Boards
Tile
Mats
Poker
Chip Pieces
Shogi
Pieces
Wood
Pieces
Photographs
In Meta-Chess,
John William Brown identifies a problem and proposes a solution. I agree with
him about the problem but not about the solution. He borrows his presentation
of the problem from John Gollon. Gollon made the observation that card players
commonly recognize that different card players favor different card games. When
people think of cards, they think of many games people can play with cards,
such as Poker, Gin Rummy, Hearts, Euchre, Solitaire, and countless others. But
when people think of Chess, they commonly think of just one game. Yet, just as
there are countless card games, there are countless Chess games. Traditional
Chess is just one game you can play on a Chess board with Chess pieces. Also,
the checkered 8x8 board is not the only Chess board you can play Chess games on,
and the six pieces used in traditional Chess aren't the only pieces available
to play Chess games with.
Part of the
problem is that many Chess games use different equipment than commonly comes in
a Chess set. Limited equipment blinds many people to the possibilities for
Chess games other than the traditional one. If Chess sets commonly came with
resizable boards and extra pieces for different variants, people would more
readily think of Chess games in the plural rather than of Chess as a single
game with one board, one set of pieces, and one set of rules.
Brown's solution
is to use a multiboard and a set of Shogi style pieces with movement diagrams
on them. The multiboard is a single board that is designed to have different
playing areas on it. Shogi style pieces are described further down. Before I
had ever heard of Meta-Chess, I had identified the same problem as
Gollon and Brown had, and I came up with my own solution. My solution is the
Chess Construction Set described here. Instead of a single multiboard, which is
limited in its uses, and which I find disorienting to look at, I recommend the
use of board tiles for constructing boards of any size or shape, and the use of
light-weight and foldable boards for commonly played games. Instead of Shogi
style diagrammatic pieces, I recommend the use of poker chip pieces for
constructing the pieces needed for any game, and a collection of multiple Chess
sets and other pieces for putting together suitable sets of sculptured pieces
for many different Chess games.
The Chess
Construction Set is a set of components for putting together and playing
different Chess variants. It is also useful for constructing and playing
various non-chess board games, such as Othello, Go, or Checkers. In this
capacity, it may more generally be called a Game Construction Set. I will
describe here how to put together your own Chess Construction Set. Yours
doesn't have to be exactly the same as mine. So you don't have to follow these
instructions to the letter. But they will serve as a useful guide for putting
together your own.
The following
tools will help you put together your own Construction Set:
The following raw
materials are used to make different components of the contruction set. Which
you need will depend upon what you want to make. Instructions for making board
tiles, specialized boards, poker chip pieces, and Shogi pieces are given
further on down the page.
The following
materials are used as is without turning them into anything else. Most of these
are just suggestions, and what you add will depend on how versatile you want
your Construction Set to be.
Please note that
you will be able to find many of the tools and materials you need in dollar and
discount stores. So you don't have to spend a lot to make your Contruction Set.
Other tools and materials can be found in craft shops and department stores.
Different games
use boards of different designs and dimensions. You could make a set of custom
boards, but for full versatility, it helps to have a set of board tiles. With
board tiles, you can quickly construct boards of various designs and
dimensions. Board tiles are made from squares of poster board. You can use
different colors of poster board for different colored tiles. This comes in
handy for three colored boards like the one used in Cavalier
Chess. After you lay out a board, the clear plastic sheets should be laid
over it to keep the tiles from moving out of place during the game.
Begin
constructing the tiles by cutting out squares of poster board. I did my first
batch with triangles and scissors. I used triangles and rulers to plot points
and draw straight lines between them. I then cut them out with scissors. I made
my second batch with a lip edge ruler and a guillotine paper cutter. I used the
lip edge ruler mainly to hold the poster board in place on the paper cutter. I
shortly abandoned the lip edge ruler in favor of the paper cutter's own ruler.
I used it to cut two-inch wide strips, then to cut stacks of strips into
squares. When using a paper cutter, it is important to be careful. Make sure
you keep your fingers away from the paper cutter's guillotine. The shape of my
left arm makes it easier for me to safely hold things down on a guillotine
cutter than the shape of a regular arm would. You will probably have to take
more caution for your fingers than I have to.
My tiles are 2
inch squares, which is a bit on the large side. The ideal size is a bit wider
than a poker chip, because you will be making pieces out of poker chips. If you
have used only white posterboard, you will need to color half of your tiles
black on one side. A King size or Jumbo size black permanent marker is good for
this. Set the tiles aside, colored side face up, and let the ink dry.
Oriental boards,
such as those used for Chinese Chess and Shogi, are uncheckered. To construct
these boards, you will need white tiles with black borders. To make these, take
the tiles made from white posterboard, and color a border around the edge of
one side on each tile. A King size chisel tip permanent marker is ideal for
this. You will end up with a set of reversible tiles. One side will be black or
white for checkered boards, and the other side will be white with a blak border
for uncheckered boards. Let the ink dry.
When I made my
tiles, I had some one inch wide strips left, which I could not make into
regular sized tiles. So I made half sized river tiles for Xiang Qi with them. I
have also used half tiles to identify files. I could use them for ranks too,
but, on the suggestion of David Howe, who I was playing against, I have used
dice for that.
After you piece
together a board, place clear plastic sheets on top to keep it in place. Clear
report covers will do. So will comic book bags or plastic baseball card
holders. The report covers I have are especially ideal, because they are full
of static electricity which keeps them in place.
If there are some
games you like to play a lot, it may be inconvenient to always construct a
board out of tiles. An alternative is to make a specially designed board for a
certain game. You can make a light, foldable, and easily portable board our of
index cards and strapping tape. Begin by taping two cards together on the lined
side. Tape more cards together. Tape each card to its neighbors, but do not
tape more than two cards together with the same strip of tape. This is so the
board will easily fold into your pocket. Using 3x5 inch cards, I recommend
taping together a 5x3 card square that is 15 inches long on each side. Two
sides will be made of three 5 inch edges, and the other two sides will be made
of five 3 inch edges. On the blank side, which has no tape on it, use the
finetip permanent markers to draw your board. A lip edge ruler is the best tool
for drawing straight lines across the board. The lip edge works like a t-square
to make your lines perpendicular to their edges, and the lip edge ruler is long
enough to cover the full length of the board. Rulers and triangles could also
be used, but they're considerably less efficient.
Some boards made
in this manner are resizable. I made a 10 x 10 board on 15 index cards with 1.5
inch squares. Exactly two squares fit along one side of an index card. So I can
fold the board into 8 x 10, 6 x 10, 4 x 10, and even 2 x 10 configurations. If
I choose to ignore partial squares along the edge of the board, I can also fold
it into 6 x 8, 6 x 6, and other configurations. With spare index cards, I could
also cover up unused square for a game and cover the whole board with plastic
sheets. By adding more cards to the board, I could extend its size to 18 x 20
inches and have up to 12 x 13 squares for a playing area.
An alternative to
using index cards is to draw a board onto a sheet of poster board. This will be
less portable and less resizable, but it will also be more stable. With large
sheets of poster board, you can make regular sized boards.
Specialized
boards are especially useful for games with hexagonal or triangular boards,
which cannot be made from square tiles.
David Howe has made
mats of tiles. These have a little less versatility than a set of individual
tiles, but they take much less time to lay out before a game. He cut out
posterboard tiles, as I described above. He then taped different colored tiles
into a checkered pattern and laminated it. If you have access to a machine for
laminating, this is a very good solution for putting together different boards.
For full versatility, it is best to make multiple mats of various sizes, such
as 4x4, 2x4, 1x4, and 1x1.
Many chess
variations use pieces not found in regular chess sets. If you have lots of
money, you could go and buy a large set of RPG figures from a gaming store. I'm
not rich, and I took my cue from the Chinese. In China, Chinese Chess has been
a game played by the common people, and being poor, they could not afford
sculptured pieces. So they used wooden disks for pieces.
Poker chips can
cost a lot if you shop in a specialized gaming store, but I found a discount
store which sold 100-piece sets of poker chips for only $1.00 each. That's just
a penny a chip. The chips I bought came in three colors. There were 50 white
chips, 25 red chips, and 25 blue chips.
Since there are
no black chips, the first thing you should do is take the large tip black
permanent marker and color one side of each white chip black. This will allow
you to create sets of black pieces. An added advantage is that will be able to
use these dual colored chips for Othello or my new Chess variant Smegi. Let the
ink dry.
To turn a poker
chip into a chess piece, draw a piece image on a round label sticker, then
place that sticker into the center of the poker chip. The stickers may come in
different colors or they may all be white. If they do come in different colors,
try to match the sticker color to the chip color. Draw your images with the
fine tip permanent markers. Use the red marker for the red pieces, the blue
marker for the blue pieces, and the black marker for the other pieces. You may
put different stickers on each side of a chip, so that it can double as
different pieces. If you do this, make sure that all the pieces you will
normally need for any game will all be available when you need them. For
example, you could put Chinese chess pieces on one side and western chess
pieces on the other. Poker chip pieces
can also double as checkers.
Poker chips will not
do for Shogi pieces. Most Shogi pieces are four pieces in one. A shogi piece
may be promoted or unpromoted, and it can change sides if it's captured. So, to
play Shogi, you should take the time to make Shogi pieces.
This shows how
the Shogi pieces are normally shaped, though the set pictured here is western
rather than Japanese. Notice that the pieces come in different sizes. The King
is the largest, and the pawn is the smallest.
Begin making your
pieces by making patterns out of thin cardboard. Leftover poster board will
also do. When I made my patterns, I used a protractor and compass to measure
images of pieces from a book. I changed centimeters to eighths of an inch and
constructed slightly larger pieces.
With your
patterns cut out, place them on thicker cardboard and trace around them with a
pen or pencil. Cut them out with scissors. Draw piece images on each piece. Use
the black fine tip permanent marker for regular pieces and the red fine tip
permanent marker for promoted pieces. Make all the pieces you need to play
Shogi. Make more pieces if you want to play larger Shogi variations. Save and label your patterns in case you ever
want to make more pieces.
Some craft supply stores sell various wooden figures, some
in the shape of people, and some in other shapes. They're about the same size
as Chess pieces, and with acrylic paint, also available in craft shops, you can
match them with your regular Chess set and use them as extra pieces. I have
painted my figures black and ivory to go with most of my pieces. Some Chess
sets come in different colors, and for these, it would be best to bring along a
couple pieces to make sure you buy the right color of paint for matching the
wooden figures with your other chess pieces.

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Queen, bone,
1008-1010, Paladru Lake
Colletières, Isère, France
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Aufin (Bishop), wood,
1008-1010, Paladru Lake
Colletières, Isère, France
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Rukh (Rook), wood,
1008-1010, Paladru Lake
Colletières, Isère, France
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Rukh, rock-crystal,
Late IX - Beginning XI c.,
Domschatzkammer, Osnabrück
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Scandinavian Chess pieces,
bone, Beginning XI c.,
Nuremberg, Germanisches Nationalmuseum
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Scandinavian Knight, Bishop, Pawn,
deer bone, Beginning XI c.,
Nuremberg, Germanisches Nationalmuseum
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Scandinavian Knight, ivory,
IX / X c., Musée de Cluny, Paris
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King (?), deer bone or antler,
X c., found at Loisy,
Musée des Ursulines,Mâcon
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Chariot, deer bone or antler,
X c., found at Loisy,
Musée des Ursulines,Mâcon
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Whale bone chessmen,
Late XI c., found at Witchampton, Dorset
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Scandinavian or German Chessmen, deer bone,
Beg XII c., Musée du Noyonnais, Noyon, France
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King or Queen (?), Yorkshire, England, XIV c.
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Chessmen excavated from river Thames, XIV c : bone King,
wood King, unidentified, bishop on top. Bishop, bone King side and above view
showing the hollow.

South Italian Elephant,
elephant ivory, Late XI c.,
Musée du Louvre, Paris
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South Italian King,
elephant ivory, Beginning XII c., Museo Bargello, Fiorenza
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South Italian Vizier, elephant ivory, Beginning XII
c., Bibliothèque Nationale - Cabinet des Médailles, Paris
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The
"Lewis
set", King, Queen, Bishop, Knight, Warder, Pawn.,
walrus tusk
Scandinavian (Trondheim ?), Mid XII, British Museum, London
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German King, bone or antler,
found at Dorf Langenbogen near Mansfeld (Saxony)
Mid XII c., ex-von Hirsch coll.
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Scandinavian Kong, whale ivory,
Late XII c., Musée du Louvres, Paris
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Scandinavian Bishop, walrus ivory,
Beginning XIII c., Copenhagen,
Nationalmuseum (The holes in
the eyes were filled by jewels)
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The
images and photographs shown on this page are coming from the following
sources:
Jean-Michel
Péchiné, “Roi des jeux, jeu des rois, les échecs”, Découvertes Gallimard, 1997:
this small French book is a wonderful!
Neil
Stratford, “The Lewis Chessmen and the enigma of the hoard”, British Museum
Press, 1997.
“Pièces
d’échecs”, Bibliothèque Nationale, Cabinet des médailles et antiques, catalogue
de l’exposition du 7 juin au 30 septembre 1990.
Alessandro
Sanvito (catalogo a cura di), “L'arte degli scacchi”, Edizioni Sylvestre
Bonnard, 2000.
Isaac
Linder, "The Art of Chess Pieces", H.G.S. Publishers, Moscow, 1994.
Gareth
Williams, “Master Pieces”, Apple Press, London, 2000.
The
authors of theses works, books and photographs, are kindly acknowledged.
If there is any problem with their presence here, please do mail me.
Many
thanks to Thierry Depaulis for pointing many illustrations to me.
Back to
archaeological findings
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A Rukh, fantastic bird of prey, found in Ferghana,
VIII to X c, Hermitage, St Petersburg, Russia. (Personally, I strongly
doubt that this is a Chess piece: a phial cork or a stick extremity ?)
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Elephant in ivory found in ancint Khazar fortress of
Sarkel, dated VIII to X c, Hermitage, St Petersburg, Russia. Proves that
Chess came in Russia by the Caspian-Volga route.
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King, ivory, XII c, Slutsk, Belarus, Bielorussian
Academy of Sciences, Minsk
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Queen, ivory, XII c, Lukoml, Belarus, State Museum of
Belarus
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Boat (Rook), ivory, beg XII c, Volkovysk, Belarus,
Bielorussian Art Museum, Minsk
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Pawn, ivory, beg XII c, Volkovysk, Belarus,
Bielorussian Art Museum, Minsk
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Russian
Chess pieces:
Top: Horse (ivory, XI/XII c, Kiev); Pawn
(ivory, XI/XII c, Drutsk); Rook (ivory, XI/XII c, Vyshgorod); Rook (ivory, XII/XIII
c, Kopys)
Bottom: Elephant (ivory, XII/XIII c,
Drutsk); King (ivory, XII c, Suzdal); Queen (wood, end XIII c, Novgorod)
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The images and photographs shown
on this page are coming from the following sources:
Jean-Michel
Péchiné, “Roi des jeux, jeu des rois, les échecs”, Découvertes Gallimard, 1997:
this small French book is a wonderful!
Neil
Stratford, “The Lewis Chessmen and the enigma of the hoard”, British Museum
Press, 1997.
“Pièces
d'échecs”, Bibliothèque Nationale, Cabinet des médailles et antiques, catalogue
de l’exposition du 7 juin au 30 septembre 1990.
Alessandro
Sanvito (catalogo a cura di), “L'arte degli scacchi”, Edizioni Sylvestre
Bonnard, 2000.
Isaac
Linder, “The Art of Chess Pieces”, H.G.S. Publishers, Moscow, 1994.
Gareth
Williams, “Master Pieces”, Apple Press, London, 2000.
The
authors of theses works, books and photographs, are kindly acknowledged.
If there is any problem with their presence here, please do mail me.
Many
thanks to Thierry Depaulis for pointing many illustrations to me
Back
to archaeological findings
by
Fergus
Duniho
This is my ever-growing
set of abstract, somewhat cubist, Chess piece images. These are designed mainly
for use with Zillions of Games. This
set includes images for all the pieces used in most of my own games, the Fairy
Chess ZRF from Zillions of Games, and Mad Chess. And there are images for some other pieces
too. I drew each piece with Ultimate
Paint. I used XNView to convert the
bitmaps to gifs, then used giftrans and emacs to generate the transparent gifs
you are looking at here. Besides the red pieces shown here, there is also a
matching set of white pieces. Download Whole Set
Brief
description of content
01 The mps
02
Some of the new Chesmayne mps
03
Numbering
the mps
04 Mp promotion
05 The PA
06 :L01
07 En
Passant :ep
08 Mps - isolated,
doubled,
backward
09 The
mps
10 To ++WN
11 Mp
development
12 Mp
structure
13 Mp promotion #
14 Table of mps
15 Handicap
game
16 Touching
your MPs/mps
17 An
indiscretion
18 Taking
prisoners
19 The
MPs
20 Castling
%
21 RO
22 En
prise
23 The Rook
- RO1 and RO2
24 ++CM
with RO and mps
25 Symbolism
- Mythology
27 Bishop
- BS1 and BS2
28 The traditional -
KT1
and KT2
29 Different knights
30 The forking
ability of a knight
31 Palette
of knights
32 Traditional
chess MPs/mps
33 HMB
- KI
34 Crown
35 Lion
36 Sultan
37 Solomon
38 The function of
the KI
39 Constant
attack
40 Check + or +CH
41 +DO
+DC
42 Discovered
check
43
Delivering ++CM
44 Resigning
++RS
45 Stalemate
++ST
46
Enforcement of ++ST
47 Smothered
Checkmate ++SM
48 Stalemate
++ST
49 Perpetual
check +PC
50 Attacks on the
KI summary (:L01)
51 KI
and mps
52 The Opposition
53 Zugzwang
54 Zwischenzug
55 Mating combinations
56 The mating
net
57 Epaulette
checkmate ++EM
58 ++CM with the
RO
59 ++CM with
QU1
60 ++CM with
various combinations of MPs/mps
61 Mps in ++CM
attacks
62 Exposure of the
KI
63 KI in the
middle of the board
64 Preventing the
KI from %
65 KI in the
center
66 Broken castled
position
67 Weakened castled
position
68 RO on the
R$07
69 Tactical
problems in attacking the KI
70 KI and the
castled position
71 Castled position
and MP attacks
72 Attacks on the
castled position
73 The positional ++DR
74 QU
75 QU
of Sheba
76 Exchanges
77 The player with
the advantage
78 To reduce the
force of an attack
79 To win
80 Win, ++DR, lose
81 To gain material
82 Skill and ingenuity
83 Escape
84 The GE
85 The Oriental
KN
86 The MR
87 The AD
88 The CN
89 The SB
90 The PL
91 The RE
92 DK
93 LA
94 LO
95 TE
96 PG
97 PR
98 PS
99 BN
100 VT
101 KM
102 VC
01
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This Index
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02
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Minor pieces
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03
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Pawn, Guard,
Trojan, Vandal
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04
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Numbering
the mps
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05
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Level-01
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06
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To win
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07
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An
indiscretion
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08
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Castling
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09
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Rook
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10
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Bishop
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11
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Knight
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12
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King
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13
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Crown
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14
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The function
of the King
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15
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Enforcing
Stalemate
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16
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King and Mps
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17
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Mating
combinations
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18
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King in the middle
of the board
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19
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Driving the
KI from his castled refuge
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20
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Queen
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21
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Exchanges
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22
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Skill &
ingenuity – Chinese pieces
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23
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SB, PL, RE,
DK, LA, LO, TE, PG, PR, PS, BN, VT, KM
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24
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Syntax –
symbols
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25
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Chess
construction set
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26
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First
European, Persian, Arab, Russian chessmen
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27
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Also see ‘Piece’
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