37. When there is a piece you can take, and that cannot escape, do not hurry; see where you can make a good move elsewhere, and take the piece at leisure.

38. It is not always right to take your adversary’s pawn with your king, for very often it happens to be a safeguard and protection to him. Place a black rook on 5, with a pawn on 45, and the white king on 53, and he will be sheltered by the black pawn from the attack of the rook.

39. When you can take a man with different pieces, consider thoroughly with which you had best take it.

APPLICATION TO SOME OF THE FOREGOING RULES.

1. Whether you play the open or close game, bring out all your pieces into play before you begin the attack; for if you do not and your adversary should, you will always attack, or be attacked, at a great disadvantage; this is so essential, that you had better forego an advantage than deviate from it; and no person can ever play well who does not strictly practise this. In order to bring out your pieces properly, push on your pawns first, and support them with your pieces, by which your game will not be crowded, and all your pieces will be at liberty to play and assist each other, and so co-operate towards obtaining your end; and either in your attack or defence, bring them out so as not to be driven back again.

2. When you have brought out all your pieces, which you will have done well, if you have your choice on which side to castle; then consider thoroughly your own and adversary’s game, and not only resolve where to castle, but likewise to attack where you appear strongest, and your enemy weakest. By this it is probable you will be able to break through your adversary’s game, in which some pieces must be exchanged. Now pause again, and survey both games attentively, and do not let your impetuosity hurry you on too far; at this critical juncture (especially if you still find your adversary very strong) rally your men, and put them in good order for a second or third attack, still keeping them close and connected, so as to be of use to each other. For want of this method, and a little coolness, an almost sure victory is often snatched out of a player’s hands, and a total overthrow ensues.

3. At the last period of the game, observe where your pawns are strongest, best connected, and nearest to queen; likewise mind how your adversary’s pawns are disposed, and compare these things together; and if you can get to queen before him, proceed without hesitation; if not, hurry on with your king to prevent him: I speak now, as supposing all the noblemen are gone; if not, they are to attend your pawns, and likewise to prevent your adversary from going to queen.—Vide HoyleJones, &c.

Chess-board, s. The board or table on which the game of chess is played.

Chess-man, s. A puppet for chess.

Chevaux-de-frise, s. A piece of timber traversed with wooden spikes, pointed with iron, five or six feet long.