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The blue book of chess

Chapter 3: CHESS
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This manual teaches the fundamentals and practical play of chess for beginners and intermediate learners. It begins with board setup, piece movements, notation, rules and technical terms, then systematically analyzes recognized openings — including the king's knight and bishop lines, various gambits, the queen's pawn and several irregular systems — presenting principal variations and recommended continuations. Dozens of illustrative, annotated games by noted masters demonstrate typical plans, tactical motifs and departure points from theory, while later chapters cover endgame technique and present problems for practice. The emphasis is on simplifying openings for the learner and providing clear examples of sound attacking and defensive play.

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Title: The blue book of chess

teaching the rudiments of the game, and giving an analysis of all the recognized openings

Author: Howard Staunton

Release date: July 28, 2005 [eBook #16377]
Most recently updated: September 23, 2025

Language: English

Credits: Produced by Suzanne Lybarger, Peter Barozzi and the Online
Distributed Proofreading Team at https://www.pgdp.net

*** START OF THE PROJECT GUTENBERG EBOOK THE BLUE BOOK OF CHESS ***

TRANSCRIBER'S NOTE:

For the benefit of the reader, the eighty-five "Illustrative Games" in this book have been translated into Portable Game Notation. A hyperlink has also been provided, linking each of these games to its PGN format.






THE BLUE BOOK OF

CHESS

TEACHING THE RUDIMENTS OF THE
GAME, AND GIVING AN ANALYSIS OF
ALL THE RECOGNIZED OPENINGS

——ILLUSTRATED BY——

APPROPRIATE GAMES ACTUALLY PLAYED
BY MORPHY, HARRWITZ, ANDERSSEN, STAUNTON,
EVANS, MONTGOMERY, MEEK AND OTHERS


——INCLUDING——

LASKER, STEINITZ, SCHLECHTER, PILLSBURY,
AND OTHER RECENT PLAYERS

REVISED EDITION
Based on the work of Staunton and Modern Authorities

THE JOHN C. WINSTON COMPANY
PHILADELPHIA, U.S.A.







Copyright, 1910, by
THE JOHN C. WINSTON Co.

Copyright, 1870, by
PORTER & COATES



CHESS BOARD
Showing the men properly set up to commence play.


PREFACE TO NEW REVISED EDITION.

The following work is designed for those who are learning the noble game of Chess.

Many persons have been confused and discouraged at the very outset of the study by the great variety and the delicate distinctions of the openings: and this has constituted a fault in many otherwise excellent manuals for the learner.

The chief aim of the Editor of these pages has been to avoid this fault, by simplifying the openings, and by giving to the student chiefly such moves as are recognized to be the best, both in attack and defence. By playing over carefully the illustrative games, the learner will also see, at each opening, the variations made by experienced players in accordance with circumstances. As great a variety of actually played games has been given as was possible in a work of such limited scope. To this end the games of the distinguished players of different nations have been introduced, classified according to the different openings; and thus the reader will find the combined genius and skill of the old heroes like Philidor, Morphy, Staunton, Anderssen, Harrwitz, Evans, Montgomery and Cochrane, together with such recent masters as Lasker, Steinitz, Schlechter, Pillsbury, Marshall, Tarrasch, Janowsky, Tchigorin, and many other players of world-wide celebrity. The basis of this work is Staunton's "Chess Player's Handbook;" but other standard books have been drawn upon to fit it to be a manual for the beginner of to-day.

In order to insure perfect accuracy, all the lessons and games have been carefully gone over on the board after being put in type.


NAMES OF PLAYERS.

ANDERSSEN, 91, 93, 98, 165, 206, 207, 212, 214. MARACHE, 94, 110.
BIERWIRTH, 200. MARSHALL, 190.
BLEDOW, 132, 140. MEAD, 92.
BOUCHER, 57. MEEK, 110.
BUCKLE, 86. MONTGOMERY, 80, 184, 201, 206, 208, 209.
CAPDEBO, 79. MORPHY, 57, 58, 59, 60, 65, 91, 94, 98, 200, 203, 206, 207, 210, 211, 212, 214.
CHENEY, 85. NEW YORK, 108, 109, 202.
CLEMENTS, 204. PERIGAL, 178.
COCHRANE, 72, 111, 125, 166. PETROFF, 66, 73.
DANIELS, 126. PHILADELPHIA, 108, 109, 202.
DER LAZA, 96, 140, 141, 159. PHILIDOR, 60.
DESCHAPELLES, 111. PILLSBURY, 67, 188.
DESLOGES, 180. PINDAR, 201.
EVANS, 114, 135, 136, 166. POPERT, 85, 122, 141.
GHULAM CASSIM, 161. POTIER, 65.
HARRWITZ, 58, 59, 79, 86, 113, 210, 211. PRETI, 203.
HENDERSON, 114. ROUSSEAU, 131.
HILLEL, 93. SCHLECHTER, 188.
HORWITZ, 80, 83, 114, 132. SCHULTEN, 132.
JAENISCH, 73. ST. AMANT, 84, 136, 137.
JANOWSKY, 190. STANLEY, 131.
JONES, Dr., 208, 209. STAUNTON, 72, 80, 83, 84, 113, 122, 125, 162, 179.
KIESERITZKY, 180. STEINITZ, 99, 213.
KIPPING, 165. SZEN, 159.
LA BOURDONNAIS, 124, 161, 177, 178. TARRASCH, 199.
LASKER, 99, 199. TCHIGORIN, 67.
LEWIS, Dr., 204. THOMPSON, 206.
LEWIS, Mr., 158. VON BILGUER, 132.
McADAM, 184. WALKER, 126, 137.
McCABE, 80. ZUKERTORT, 213.
McDONNELL, 124, 161, 177, 178.

CONTENTS.

Chapter I.  IntroductionPage 7
The Chess-Board and Men—Moves and Powers of the Pieces and Pawns—Notation Used to Describe their Movements—Technical Terms of Chess—Illustrations of Technical Terms—Relative Value of the Chess Forces—The Chess Code, or, Laws of the Game—General Rules and Observations—Maxims and Advice for an Inexperienced Player—Preliminary Game.
 
II.  King's Knight's Opening51-115
Damiano Gambit, 52; Philidor's Defence, 54; Petroff's Defence, 61; Counter Gambit in the Knight's Opening, 68; The Giuoco Piano, 74; Captain Evans's Gambit, 88; The Two Knights' Defence, 95; The Knight's Game of Ruy Lopez, 97; The Queen's Pawn Game, or Scotch Gambit, 101; The Queen's Bishop's Pawn Game in the King's Knight's Opening, 116.
 
III.  The King's Bishop's Opening116-137
The Two Kings' Bishops' Game, 116; McDonnell's Double Gambit, 120; The Lopez Gambit, 121; The King's Knight's Defence in King's Bishop's Opening, 127; Counter Gambit in the King's Bishop's Opening, 128; The Queen's Bishop's Pawn's Defence in the King's Bishop's Opening, 130; Queen's Bishop's Pawn's Opening, 134.
 
IV.  The King's Gambit138-184
The King's Gambit proper, or King's Knight's Gambit, 138; The Cunningham Gambit, 142; The Salvio Gambit, 144; The Cochrane Gambit, 146; The Muzio Gambit 152; The Allgaier Gambit, 162; The King's Rook's Pawn Gambit, 164; The King's Bishop's Gambit, 166; The Gambit Declined, 180.
 
V.  The Queen's Gambit185-191
The Gambit refused, 188.
 
VI.  Irregular Openings192-214
The French Game, 192; The Sicilian Game, 193; The Wing Gambit, 194; The Centre Counter Gambit, 195; The Fianchetto, 196, Steinitz Gambit, 213.
 
VII.  Endings of Games215
Chess Problems248

THE CHESS HANDBOOK.

CHAPTER I.

INTRODUCTION.

DESCRIPTION OF THE CHESS-BOARD AND MEN—ARRANGEMENT OF THE MEN—THE KING—THE QUEEN—THE ROOKS OR CASTLES—THE BISHOPS—THE KNIGHTS—AND THE PAWNS—THEIR MOVEMENTS, POWERS, METHOD OF CAPTURING AN ADVERSE MAN, ETC.



DESCRIPTION OF THE CHESS-BOARD AND MEN.

The game of Chess is played by two persons, each having at command a little army of sixteen men, upon a board divided into sixty-four squares. The squares are usually colored white and black, or red and white, alternately; and custom has made it an indispensable regulation, that the board shall be so placed that each player has a white square at his right-hand corner.

The following diagram represents the board with all the men arranged in proper order for the commencement of a game:—

No. 1.

BLACK.

WHITE.

Each player, it will be observed, has eight superior Pieces or officers, and eight minor ones which are called Pawns; and, for the purpose of distinction, the Pieces and Pawns of one party are of a different color from those of the other.

A King
A Queen
Two Rooks, or Castles
(as they are indiscriminately called)
Two Bishops
Two Knights
And each of these Pieces has his Pawn or Foot-soldier
making in all an array of sixteen men on each side.

On beginning a game, these Pieces and Pawns are disposed in the manner shown on the foregoing diagram. The King and Queen occupy the centre squares of the first or "royal" line, as it is called, and each has for its supporters a Bishop, a Knight, and a Rook, while before the whole stand the Pawns or Foot-soldiers in a row. (To prevent a common error among young players, of misplacing the King and Queen on commencing a game, it is well to bear in mind that at the outset each Queen stands on her own color.) The Pieces on the King's side of the board are called the King's, as King's Bishop, King's Knight, King's Rook; and the Pawns directly in front of them, the King's Pawn, King's Bishop's Pawn, King's Knight's Pawn, and King's Rook's Pawn. The Pieces on the Queen's side are, in like manner, called the Queen's Bishop, Queen's Knight, and Queen's Rook; and the Pawns before them, Queen's Bishop's Pawn, Queen's Knight's Pawn, and Queen's Rook's Pawn.

MOVEMENT OF THE PIECES AND PAWNS,
AND MODE OF CAPTURING AN ADVERSE MAN.

A knowledge of the moves peculiar to these several men is so difficult to describe in writing, and so comparatively easy to acquire over the chess-board, from any competent person, that the learner is strongly recommended to avail himself of the latter means when practicable: for the use, however, of those who have no chess-playing acquaintance at command, the subjoined description will, it is hoped, suffice.

The "Pieces," by which title the eight superior officers are technically designated, in contradistinction to the "Pawns," all take in the same direction in which they move. This act consists in removing the adverse Piece or Pawn from the board, and placing the captor on the square the former occupied. To make this clear, we will begin with the King, and show his mode of moving and of capturing an adverse man.

The King.

The King can move one square only at a time (except in "Castling," which will be explained hereafter), but he can make this move in any direction, forwards, backwards, laterally, or diagonally. He can take any one of the adversary's men which stands on an adjoining square to that he occupies, provided such man is left unprotected, and he has the peculiar privilege of being himself exempt from capture. He is not permitted, however, to move into check, that is, on to any square which is guarded by a Piece or Pawn of the enemy, nor can he, under any circumstance, be played to an adjacent square to that on which the rival King is stationed. Like most of the other Pieces, his power is greatest in the middle of the board, where, without obstruction, he has the choice of eight different squares. At the sides, he may play to any one of five, but when in the angles of the board, three squares only are at his command.

No. 2.

BLACK.

WHITE.

Supposing diagram No. 2 to show the position of the men towards the conclusion of a game, and it being either party's turn to play, he could take the adverse Pawn from the board, and place his King on the square it occupied; and, by doing so, the King would not depart from the order of his march, which, as we have before said, permits him to move one step in every direction. In each of these instances we have placed the Pawn in front of the King, but he would be equally entitled to take it were it standing on any other part of the eight squares immediately surrounding him, always provided it was not sustained or guarded by some other Piece or Pawn.

The Queen.

The Queen is by much the most powerful of the forces. She has the advantage of moving as a Rook, in straight lines, forwards, backwards, and sideways, to the extent of the board in all directions, and as a Bishop, diagonally, with the same range. To comprehend her scope of action, place her alone in the centre of the board; it will then be seen that she has the command of no less than twenty-seven squares, besides the one she stands on. (Diagram No. 3.)

No. 3.

Thus placed in the middle of the board, the range of the Queen is immense. She has here the option of taking any one of eight men at the extremity of the board, on the squares respectively numbered 1, 2, 3, 4, 5, 6, 7, and 8, should her line of march be unobstructed; and if these men were nearer, on any of the intermediate squares, she would be equally enabled to take any one of them at her choice. Like all the other Pieces and Pawns, she effects the capture by removing the man from the board and stationing herself on the vacated square.

The Rook.

No. 4.

BLACK.

WHITE.

The Rook, or Castle, is next in power to the Queen. He moves in a straight line, forwards, backwards, or sideways, having a uniform range, on a clear board, of fourteen squares, exclusive of the one he occupies.

The Rook has the same power in taking as the Queen, forwards, backwards, and sideways, but he cannot, like her, take any man diagonally.

For example, place the Rook in the centre of the board, and an opposing man on each of the squares numbered, and the Rook has the power of taking any one of the four; and he has the same power if the Pieces are one or two squares closer to him, or immediately surrounding him, in the direction indicated by the four figures. (See Diagram No. 4.)

The Bishop.

The Bishop moves diagonally forwards or backwards, to the extent of the Board. It follows, therefore, that he travels throughout the game only on squares of the same color as the one on which he stands when the game begins, and that each player has a Bishop running on white squares, and one on black squares. When placed on a centre square of a clear board, he will be found to have a range of thirteen squares.

No. 5.

The Bishop takes, as he moves, diagonally, either forwards or backwards, his range extending, on unobstructed squares, to the extent of the diagonal line on which he travels. (See Diagram No. 5.)

The Knight.

The action of the Knight is peculiar, and not easy to describe. He is the only one of the Pieces which has the privilege of leaping over another man. The movements of the others are all dependent on their freedom from obstruction by their own and the enemy's men. For example, when the forces are duly ranged in order of battle before the commencement of the game, the Knight is the only one of the eight capital Pieces which can be played before the Pawns are moved—King, Queen, Bishop, and Rook are all hemmed in by the rank of Pawns, which they cannot overleap; but the Knight, having the liberty of springing over the heads of other men, can be brought into the field at once. His move is one square in a straight line, and one in an oblique direction; or it may be perhaps better understood by saying that he moves two squares in a straight line, and one in a side direction.

No. 6.

BLACK.