not strong enough to give checkmate, or that they do not intend to venture upon another line of play.

4. If a player under certain specified conditions is unable to give mate in fifty moves.

5. Through "perpetual check"; for instance, if a player, having otherwise a lost game, can save it by constantly forcing the opponent to move his King by repeated checks. In Fig. 5 Black is threatened with checkmate by Q to R 8, or Q to Kt 7. But,

it being Black's move, he would play Kt to Kt 6: ch.; White must play K to R 2; Black returns to his old position again, checking, and as there is nothing to prevent his repeating these two moves ad infinitum, the game is drawn.

6. In case of a "stalemate"—i.e., when the player whose turn it is to move cannot make a move without violating the laws of the game. For instance, in Fig. 6, Black (having the move) would be

"stalemate," as his King (his only piece) cannot move without placing itself in check, the white pawn guarding the squares Q B 8 and Q R 8, and the King guarding the squares Q B 7 and Q R 7.

Castling.—Once in the game the King has the privilege of making a double move in conjunction with either Rook. This move is called "Castling." In castling on the King's side, the King is moved to K Kt square, and the Rook is placed next to it on K B square; in castling on the Queen's side, the King is moved to Q B square, and the Queen's Rook placed next to it upon Q square.

The right to castle is subject to the following conditions: