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diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..d7b82bc --- /dev/null +++ b/.gitattributes @@ -0,0 +1,4 @@ +*.txt text eol=lf +*.htm text eol=lf +*.html text eol=lf +*.md text eol=lf diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..6312041 --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,11 @@ +This eBook, including all associated images, markup, improvements, +metadata, and any other content or labor, has been confirmed to be +in the PUBLIC DOMAIN IN THE UNITED STATES. + +Procedures for determining public domain status are described in +the "Copyright How-To" at https://www.gutenberg.org. + +No investigation has been made concerning possible copyrights in +jurisdictions other than the United States. Anyone seeking to utilize +this eBook outside of the United States should confirm copyright +status under the laws that apply to them. diff --git a/README.md b/README.md new file mode 100644 index 0000000..b9859f0 --- /dev/null +++ b/README.md @@ -0,0 +1,2 @@ +Project Gutenberg (https://www.gutenberg.org) public repository for +eBook #64061 (https://www.gutenberg.org/ebooks/64061) diff --git a/old/64061-0.txt b/old/64061-0.txt deleted file mode 100644 index 90e89e3..0000000 --- a/old/64061-0.txt +++ /dev/null @@ -1,964 +0,0 @@ -The Project Gutenberg EBook of War Chess, by Charles Richardson - -This eBook is for the use of anyone anywhere in the United States and most -other parts of the world at no cost and with almost no restrictions -whatsoever. You may copy it, give it away or re-use it under the terms of -the Project Gutenberg License included with this eBook or online at -www.gutenberg.org. If you are not located in the United States, you'll have -to check the laws of the country where you are located before using this ebook. - -Title: War Chess - Game of Battle - -Author: Charles Richardson - -Release Date: December 17, 2020 [EBook #64061] - -Language: English - -Character set encoding: UTF-8 - -*** START OF THIS PROJECT GUTENBERG EBOOK WAR CHESS *** - - - - -Produced by deaurider, David E. Brown, and the Online -Distributed Proofreading Team at https://www.pgdp.net (This -file was produced from images generously made available -by The Internet Archive) - - - - - - - - - - WAR-CHESS, - - OR THE - - GAME OF BATTLE. - - INVENTED BY - COLONEL CHARLES RICHARDSON, - - - NEW YORK: - C. B. RICHARDSON, PUBLISHER, - 540 BROADWAY. - 1866. - - - - -Entered according to Act of Congress, in the year 1866, - -BY CHARLES B. RICHARDSON, - -In the Clerk’s Office of the District Court of the United States for -the Southern District of New York. - - - - -COMPOSITION OF THE GAME OF BATTLE. - - -The Game of Battle represents two antagonistic armies, one of which, -the Attacking (or Invading) Army, is composed of four figures, -each representing a regiment of Light Infantry; five figures, each -representing a regiment of Infantry of the Line; two figures, each -representing a regiment of Cavalry; two figures, each representing -a battery of Artillery; and one figure (a wagon), representing the -“Supply Train,” in which it is to be supposed is carried all of the -subsistence, ordnance stores, etc., necessary for the maintenance and -effectiveness of the army. - -The object of the Attacking Army will be to capture the Citadel. - -The other army, called the Defending Army, is composed of four figures, -each representing a regiment of Light Infantry; five figures, each -representing a regiment of Infantry of the Line; two figures, each -representing a regiment of Cavalry; two figures, each representing a -battery of Artillery; and one figure, the Citadel, representing a city -in which are arms, ammunition, foundries, subsistence supplies, and all -kinds of government property, which it is of vital importance to hold. - -The object, therefore, of the Defending Army will be to secure the -Citadel against capture. - - - - -RULES OF THE GAME OF BATTLE. - - -Light Infantry moves one, two, or three squares, at the discretion -of the player, directly forward, right or left obliquely, and one or -two squares in any other direction, and can[A] take Light Infantry, -Infantry of the Line, Cavalry, and Artillery. - -Infantry of the Line moves one or two squares in any direction, at the -discretion of the player, and takes Light Infantry, Infantry of the -Line, Cavalry, and Artillery. - -Cavalry moves one, two, or three squares, at the discretion of the -player, in any direction, and takes Light Infantry, Infantry of the -Line, Cavalry, and Artillery. - -Artillery moves one, two, or three squares, at the discretion of the -player, diagonally, and can[B] take Artillery, but cannot take Light -Infantry, Infantry of the Line, or Cavalry, though it can check them; -that is, neither of those figures can come within the range of the -Artillery, except when protected by Artillery of its side; in which -case Light Infantry, Infantry of the Line, Cavalry, or Artillery, can -move on the first square next to the Artillery of their side; but Light -Infantry, Infantry of the Line, or Cavalry, cannot occupy the second or -third square; nor can either of the last-named figures occupy the first -square next to the Artillery of their side, if it is also the first -square next to the Artillery of the other side. Artillery can be placed -there, but of course could be taken by the Artillery of the other side. -See Plate 2, Figure 1. - -Artillery does not cover (or command) the second or third square from -it when a figure intervenes. See Plate 2, Figure 2. - -When a piece of artillery bears on a figure of the other side that is -not on the first square next to the Artillery of its side, if Cavalry, -Light Infantry, or Infantry of the Line, it must move out of range of -Artillery. See Plate 2, Figure 3. - -Artillery cannot be moved leaving a figure of Cavalry, Light Infantry, -or Infantry of the Line, of its side, in range of Artillery of the -opposite side. See Plate 2, Figure 4. - -Artillery cannot take the Citadel; but when placed so as to command it, -the defending party must bring some figure to the defence, and take or -drive off the Artillery of the attacking party before moving otherwise. - -Artillery cannot take the Wagon; but when a piece of Artillery of the -defending side is placed so as to bring the Wagon within its range, -if the attacking party cannot take that piece of Artillery, then the -Wagon must be moved out of its range. - -The Wagon cannot occupy the second or third square from its Artillery, -if that square is in range of the Artillery of the defending side; nor -can it occupy the first square next to the Artillery of its side, if it -is also the first square next to the Artillery of the defending side. - -Should all of the figures of a side be taken except the Artillery, that -side loses the game, as Artillery cannot take the Citadel or Wagon. - -Light Infantry, Infantry of the Line, or Cavalry, can take the Citadel -or Wagon. - -The capture of the Citadel or Wagon will decide the game. - - - - -REMARKS - - ILLUSTRATING THE POWER OF THE FIGURES IN THE GAME, AS COMPARED WITH - THAT OF TROOPS IN THE FIELD. - - -The inventor has endeavored to give to the figures of his game a -relative power which would, as nearly as practicable, accord with that -of the arms represented. - -It will be observed that the Infantry of the Line moves one or two -squares in any direction, and can take either Infantry, Cavalry, or -Artillery; while the Cavalry can move one, two, or three squares, in -any direction, and can take either Cavalry, Infantry, or Artillery. -We know that in a country comparatively level, such as the board -represents, and presenting no obstacle except the river, Infantry or -Cavalry can move in any direction, and under some circumstances either -of those arms is good against the other. It is, of course, necessary -that there should be some distinction in the moves of the different -figures; and as Cavalry can move more rapidly than Infantry, it has -power to move three squares, while the Infantry of the Line moves but -two. - -Perhaps it will be said by some that the Cavalry has the advantage of -the Infantry; but on placing a piece of Cavalry and a piece of Infantry -on the board, by cautious playing, it will be found almost impossible -to capture the Infantry with the single piece of Cavalry. - -In the field, a regiment of Infantry, attacked by a regiment of -Cavalry, might easily escape altogether, or may repulse and capture -the regiment of Cavalry. The reverse may happen, and the Cavalry, well -handled, may defeat and capture the regiment of Infantry. - -The Light Infantry moves one, two, or three squares, directly forward, -right or left obliquely, and one or two squares in any other direction. -The object of this is, chiefly, that there shall be a distinguishing -power between it and the Infantry of the Line. - -Light Infantry in the field does, or should, have the advantage in -moving more rapidly; besides, it often has arms of a longer range, -and can be used more successfully when a sudden and rapid movement is -necessary. - -The Artillery moves diagonally, and has a range of three squares on the -diagonals. It cannot move perpendicularly or laterally, therefore has -no power in those directions. - -The Artillery can attain any position on the board, but cannot always -reach it directly, as does the Infantry and Cavalry, but, in many -instances, must make a detour to the right or left. - -This distinguishing move is proper, inasmuch as a carriage cannot -always follow the course of a man or horse, yet it may reach any point -that they can in a country such as is represented by the board. - -“Infantry or Cavalry cannot move in range of Artillery of the opposing -side, except when protected by Artillery of their side,” etc. Artillery -in the field may occupy a position, several approaches to which it may -so thoroughly command that it would be impracticable for Infantry -or Cavalry to take it, unassisted by Artillery, by either of those -approaches. Artillery would have to be brought up in order to operate -on the first-named Artillery, or some other line of attack must be -sought. - -In the game, when one piece of Artillery _is not_ protected by another, -there are four other points at which it may be assailed, namely, the -angles of the square. But when one piece of Artillery is supported by -another, neither can be taken by Cavalry or Infantry without the aid of -their Artillery.[C] - -If a battery in the field occupied a position commanding thoroughly -all of the approaches to it, and another battery of the same side was -placed a short distance behind it, say in easy range, and commanded the -first battery, it would be very difficult for Cavalry or Infantry to -take the first-mentioned battery; and if they succeeded in taking it, -they could not easily, if at all, hold it while under the fire of the -supporting battery. - -It may appear that the Artillery in the game has too much power; but -it must be remembered that a piece of Artillery of one side can always -take a piece of Artillery of the other side that is placed in its range. - -It often occurs in the field that one battery is brought up close under -the fire of another, to dislodge it; and if both are well served, one -must soon give way. See Plate 4, Figure 1. - -The Wagon,[D] representing the Supply Train, moves diagonally, like the -Artillery, but only one or two squares at a time; for it should not -move so rapidly, therefore it does not move so far. - -The player should be careful to guard the Wagon, for if it is captured -he loses the game. - -An invading army entering a country where supplies cannot be procured, -must necessarily carry them with him; and should his train be -captured, with a good army in his front, he would be in great danger of -destruction. - - - - -SUGGESTIONS TO PLAYERS. - - -The attacking party should first determine upon a plan of attack. Then -proceed to arrange his figures in proper order for the accomplishment -of his plan. He should guard his lines, by throwing forward Light -Infantry and Cavalry; but will endeavor to avoid an engagement until -his order of attack is formed. - -Unless to secure a very decided advantage, when once put in operation -his first plan should not be abandoned. The time lost in arranging a -new plan may be taken advantage of by the defending party, who might -assume the offensive and win the game. - -The defending party, at the opening of the game, should throw forward -Light Infantry and Cavalry, to guard against any rapid movement to take -the Citadel, that may be attempted by the attacking party with Cavalry -and Light Infantry. This will also give him time and space for moving -up and arranging his figures in proper order for defence. - -In advancing the Cavalry and Light Infantry, great caution should be -observed in placing the figures on the squares most desirable for -checking the advance of the attacking party, while at the same time -they are not endangered. - -No figure should be lost, if it can be avoided, at this stage of the -game; and no figure of the attacking party, except Artillery, should be -taken at the risk of the loss of one of the defending party. Indeed, -the defending side should continue to remain strictly on the defence -till a good opportunity is offered for an attack; as, for instance, -when the figures of the attacking party are scattered, and not in -supporting distance of each other. - -It is, however, best not to cross the river until the attacking side is -weakened by a considerable loss. - -Early in the game, an opportunity is seldom offered by a good player, -where it is safe for the defending party to cross the river with -a single figure; and it is only when the attacking party has been -weakened by the loss of three or four figures, that two or three -figures can be spared from the defence. - -When such advance is determined upon, be always careful to leave the -Citadel as securely guarded as possible. - -If the attacking party be an expert player, he will avoid an engagement -until he has arranged his figures in order for a grand attack. - -If it is discovered that he is thus engaged, every good opportunity -to annoy him, and prevent the formation of his plan, should be taken -advantage of by manœuvres, feints, and sometimes real attacks, -particularly at his Artillery: and his Artillery should be taken, if -possible, even if it involve the loss of one or two figures of the -defending party; for by the loss of one piece of his Artillery he will -be more crippled than by the loss of almost any two other figures. - -The game requires the constant attention of the players. Often the -slightest mistake leads to defeat; therefore be careful that every move -is for a purpose.[E] - - -[Illustration: PLATE 1. - -_figure 1._ - -_figure 2._] - - - - -Explanation to Plate 1. - - -The board has one hundred and thirty-nine (139) squares that can be -occupied. It represents a comparatively level field, traversed by a -river impassable except at the fords and bridge. - -In crossing the fords and bridge the figures move one, two, or three -squares, according to their power, as elsewhere on the board. The short -black lines indicate the entrances to the fords and bridge. - -A figure cannot take, or check, another across the river, except at the -fords and bridge. For example, a figure on square 39 cannot take, or -check, a figure on square 54; nor can a figure on square 55 take, or -check, a figure on square 40 or 48. (Squares are numbered in Plate 4.) - - -ARRANGEMENT OF THE FIGURES ON COMMENCING THE GAME. - -On the defending side, Cavalry occupies the first square on the right -of the line of nine squares. Artillery, the second. Infantry of the -Line, third, fourth, and fifth. Cavalry, sixth. Artillery, seventh. -Infantry of the Line, eighth and ninth. The Citadel, fifth square from -the right of the first line of eight squares. Light Infantry, first, -third, fifth, and seventh squares of the second row of seven squares. - -The figures of the attacking side are arranged like those of the -defence, except that the Wagon is placed on the fifth square of the -line of nine squares, and a piece of Infantry of the Line on the first -square immediately in front of it. - - - - -Explanation to Plate 2. - - -FIGURE 1.--When two pieces of Artillery, of opposite sides, are thus -placed, no figure, except Artillery, can occupy the squares one or -two. If Artillery is placed on either square, it can be taken by the -Artillery of the other side. - -FIGURE 2.--The figure on square nine cannot now move on square seven, -because “a figure cannot occupy the second or third square from its -Artillery, if that square is in range of the Artillery of the other -side.” But if the figure on square eight moves to square six, then the -figure on square nine could occupy square seven, for that square will -not then be covered by the Artillery on square five. - -Should the figure on square eight be placed on square four, then the -Artillery on squares three and five do not protect each other; and in -that case the Cavalry on square ten could take either of them: or the -figure on square nine could take the Artillery on square five, and if -it were taken by the figure that was on square eight, now on square -four, then the Artillery on square three could be taken by the Cavalry -on square ten. - -FIGURE 3.--In this case, if the Artillery on square fourteen is moved -to square fifteen, then the figures on squares sixteen and seventeen -would be in range of that piece, and must move (one at a time, of -course); or after one is moved, the Artillery on square eighteen may be -brought up on the next square to the remaining figure. For example, if -the figure on square sixteen be moved out of range, then the Artillery -on square eighteen could be moved to square nineteen, to the support -of the figure on square seventeen. If either of the squares sixteen or -seventeen should be occupied by Artillery, of course that figure could -take the Artillery moved to square fifteen. - -FIGURE 4.--White figures representing the attacking party, and the -black figures the defending party. - -The attacking party having the move, suppose the figure of Cavalry -on square twenty is moved to square twenty-one or twenty-two, then -the Artillery on square twenty-five is in danger of capture when -the attacking party has another move. Now the Artillery on square -twenty-five cannot move, leaving the figure on square twenty-four in -range of the Artillery on square twenty-three. If the player desires -to save his Artillery on square twenty-five, he might move the figure -or square twenty-four to square twenty-six, in order to protect -his Artillery from capture by the Cavalry moved to twenty-one or -twenty-two; and if that piece were taken by the Cavalry, he would then -have an opportunity to move his Artillery away. - - -[Illustration: PLATE 2. - -_figure 1._ - -_figure 2._ - -_figure 3._ - -_figure 4._] - - -[Illustration: PLATE 3. - -_figure 1._ - -_figure 2._] - - - - -Explanation to Plate 3. - - -FIGURE 1.--Shows how the Wagon may be taken. - -Suppose the attacking party, having been repulsed with considerable -loss, is driven back from the river, pursued by the defending party, -and the figures of the two sides occupy the squares indicated in this -plate--the white figures representing the invading army, and the black -figures the defending army. - -The defending party having the move, suppose the Artillery on square -fourteen is moved to square thirteen. Then the Cavalry on square eight -must move, as “no figure, except Artillery, can occupy the first square -next to the Artillery of its side, if it is also the first square next -to the Artillery of the other side.” If the Cavalry on square eight is -moved to square four, then the Artillery now on square thirteen can -take the Artillery on square five, and could be taken by the Cavalry -moved to square four, or the Infantry on square six, or the Artillery -on square two. Suppose it (the Artillery of defending side having taken -the Artillery on square five) is taken by the Cavalry now occupying -square four; then the Cavalry on square eleven could take the Artillery -on square two, and if it (the Cavalry of defending side, moved to -square two) is taken by the Cavalry of attacking party now on square -five, or the Infantry on square six, then the Infantry of defending -party, on square seven, could take the Wagon on square one. - -There are many other combinations for the capture of the Wagon. - -FIGURE 2.--Shows how the Citadel may be taken. - -Light Infantry, Infantry of the Line, or Cavalry of the attacking -side, can take the Citadel when it is within their range, if no figure -intervenes. For example, if the Artillery of the defending side is -placed as indicated in this figure (on squares eight and ten), a figure -of Cavalry or Light Infantry of the attacking party, on square one, or -a figure of Cavalry, Infantry of the Line, or Light Infantry, being -on square two, three, four, six, or seven, or a figure of Cavalry on -square five, could take the Citadel, if the attacking side had the -move. But suppose the defending party had the move, and a figure of -Cavalry or Infantry occupied square one or two, and either piece of -Artillery was placed on square nine; then the figure on square one -or two could not take the Citadel, but must move out of range of the -Artillery. If the Artillery on square ten is moved to square nine, then -the figure of the attacking side on square two could occupy square -three, and the next move could take the Citadel; or if the Artillery -on square eight were moved to square nine, then the figure on square -two could move to square seven, and on its next move could take the -Citadel; for though the Citadel would be in range of the Artillery on -square nine, that would not prevent its capture. A city may be very -well defended on one side, and yet might be easily taken at another -point. - -Of course, the Cavalry and Infantry should co-operate with the -Artillery in defending the Citadel; and the player should endeavor to -prevent the attacking party from occupying any square from which it -could be taken. - - - - -Explanation to Plate 4. - - -FIGURE 1.--If the Artillery on square 21 is moved to square 22, the -Artillery on square 26 can take it, or move out of range. If the -Artillery on square 26 takes the Artillery moved to square 22, then it -could be taken by the Cavalry on square 20, or the Artillery on square -23. If it, on the other hand, moves to square 27, it could be taken by -the Artillery on square 23; and if it is moved to square 24, 25, or 31, -it could be taken by the figure on square 30. But if it is not moved at -all, then the Artillery moved to square 22 could take it its next move. - -FIGURE 2.--Shows how the figures of the game can be moved. - -“Cavalry can be moved one, two, or three squares, in any direction, at -the discretion of the player,” provided the way is not obstructed by -another figure. For instance, the Cavalry on square 15 could not be -moved to square 12, because the figure on square 13 intervenes. Nor, -if the cavalry is moved to square 37, could it afterwards be moved to -square 35 or 34, while a figure occupied square 36. If the Cavalry on -square 15 is moved to square 37, it could afterwards be moved to square -29, 21, or 12, or to 22 or 6, or to 30, 23, or 15, or to 38, or to 45 -or 53, or to 52, 65, or 76, or to 44, 51, or 57, etc. - -“Light Infantry moves one, two, or three squares, directly forward, -right or left obliquely, and one or two squares in any other direction, -at the discretion of the player.” Now, if a piece of Light Infantry -occupies square 36, it could be moved directly forward to square 51, -64, or 75; left obliquely to square 43, 50, or 56; right obliquely, to -square 44, 52, or 59; to the left, to square 35 or 34; obliquely to -the left and rear, to square 28 or 20; to the rear, to square 21 or 5; -obliquely to the right and rear, to square 29 or 22; and to the right, -to square 37 or 38. - -“Infantry of the Line moves one or two squares, at the discretion of -the player, in any direction.” If a piece of Infantry of the Line were -on square 13, it could be moved either to square 29, 44, 21, 28, 12, 5, -6, 14, 22, or 30, etc. - -“Artillery moves diagonally, one, two, or three squares at a time, at -the discretion of the player.” A figure of Artillery being on square 9, -could be moved to square 1, 2, 17, 24, 31, 18, 26, or 34. If it were -moved to square 31, it could then be moved to square 39, 47, or 55, or -back to 24, 17, or 9, etc. If a piece of Artillery occupied square 51, -no figure of the opposite party, except Artillery, could be placed on -square 58, 65, 73, 57, 63, 70, 43, 35, 27, 44, 37, or 30, unless that -square were next to the Artillery of the other side. See rules of the -game relative to Artillery, page 6. - -“The Wagon can be moved one or two squares at a time, at the discretion -of the player.” The Wagon being on square 11, could be moved to square -3, 4, 20, 28, 19, or 26, etc. - -[Illustration: PLATE 4. - -_figure 1._ - -_figure 2._] - - - - -FOOTNOTES: - - -[A] When a piece is taken it is removed from the board, and the piece -by which it is taken is placed on the square which was occupied by the -captured piece. - -[B] Whenever a piece of Artillery of one side is placed in range of a -piece of Artillery of the other side, the first piece can be taken by -the second. See Plate 4, Figure 1. - -[C] The necessity of the co-operation of two or all of the different -arms represented, and in many instances their dependence on the support -of each other, is demonstrated in many real battles. - -[D] The Wagon is captured in the same manner as other figures are; it -cannot be taken while under cover of a piece of Artillery of its side. - -[E] Success sometimes rewards a bold operator, in this game as well -as in war, who, _ignoring all accepted theorems_, ventures upon a -hazardous enterprise. - - - - -TRANSCRIBER’S NOTES: - - -Italicized text is surrounded by underscores: _italics_. - -Obvious typographical errors have been corrected. - - - - - - - -End of the Project Gutenberg EBook of War Chess, by Charles Richardson - -*** END OF THIS PROJECT GUTENBERG EBOOK WAR CHESS *** - -***** This file should be named 64061-0.txt or 64061-0.zip ***** -This and all associated files of various formats will be found in: - http://www.gutenberg.org/6/4/0/6/64061/ - -Produced by deaurider, David E. 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You may copy it, give it away or re-use it under the terms of -the Project Gutenberg License included with this eBook or online at -www.gutenberg.org. If you are not located in the United States, you'll have -to check the laws of the country where you are located before using this ebook. - -Title: War Chess - Game of Battle - -Author: Charles Richardson - -Release Date: December 17, 2020 [EBook #64061] - -Language: English - -Character set encoding: ASCII - -*** START OF THIS PROJECT GUTENBERG EBOOK WAR CHESS *** - - - - -Produced by deaurider, David E. Brown, and the Online -Distributed Proofreading Team at https://www.pgdp.net (This -file was produced from images generously made available -by The Internet Archive) - - - - - - -</pre> - - -<div class="figcenter"><img src="images/cover.jpg" width="40%" alt="" /></div> - -<hr class="chap" /> - -<div class="figcenter"><img src="images/i_title.jpg" alt="" /></div> - -<hr class="tb" /> - -<div class="titlepage"> - -<h1> -WAR-CHESS,<br /> - -<span class="tiny">OR THE</span><br /> - -GAME OF BATTLE.</h1> - -<p>INVENTED BY<br /> -<span class="large">COLONEL CHARLES RICHARDSON,</span></p> - -<div class="figcenter"><img src="images/i_titleline.jpg" alt="" /></div> - -<p>NEW YORK:<br /> -<span class="large">C. B. RICHARDSON, PUBLISHER,</span><br /> -540 BROADWAY.<br /> -1866.</p> -</div> - -<hr class="chap" /> - -<div class="chapter"> -<p class="center">Entered according to Act of Congress, in the year 1866,<br /> - -<span class="smcap">By</span> CHARLES B. RICHARDSON,<br /> - -In the Clerk’s Office of the District Court of the United States for the<br /> -Southern District of New York.</p> -</div> - - -<hr class="chap" /> - -<div class="chapter"> -<p><span class="pagenum"><a id="Page_3"></a>[3]</span></p> - -<h2 class="nobreak"><span class="small">COMPOSITION</span><br /> -<span class="tiny">OF</span><br /> -THE GAME OF BATTLE.</h2> -</div> - - -<p>The Game of Battle represents two antagonistic armies, -one of which, the Attacking (or Invading) Army, -is composed of four figures, each representing a regiment -of Light Infantry; five figures, each representing -a regiment of Infantry of the Line; two figures, each -representing a regiment of Cavalry; two figures, each -representing a battery of Artillery; and one figure (a -wagon), representing the “Supply Train,” in which it is -to be supposed is carried all of the subsistence, ordnance -stores, etc., necessary for the maintenance and effectiveness -of the army.</p> - -<p>The object of the Attacking Army will be to capture -the Citadel.</p> - - - -<p><span class="pagenum"><a id="Page_4"></a>[4]</span>The other army, called the Defending Army, is composed -of four figures, each representing a regiment of -Light Infantry; five figures, each representing a regiment -of Infantry of the Line; two figures, each representing -a regiment of Cavalry; two figures, each representing -a battery of Artillery; and one figure, the Citadel, -representing a city in which are arms, ammunition, -foundries, subsistence supplies, and all kinds of government -property, which it is of vital importance to hold.</p> - -<p>The object, therefore, of the Defending Army will be -to secure the Citadel against capture.</p> - - -<hr class="chap" /> - -<div class="chapter"> -<span class="pagenum"><a id="Page_5"></a>[5]</span> - -<h2 class="nobreak"><span class="small">RULES</span><br /> -<span class="tiny">OF</span><br /> -THE GAME OF BATTLE.</h2> -</div> - - -<p>Light Infantry moves one, two, or three squares, at -the discretion of the player, directly forward, right or -left obliquely, and one or two squares in any other direction, -and can<a id="FNanchor_1" href="#Footnote_1" class="fnanchor">[A]</a> take Light Infantry, Infantry of the -Line, Cavalry, and Artillery.</p> - -<p>Infantry of the Line moves one or two squares in any -direction, at the discretion of the player, and takes -Light Infantry, Infantry of the Line, Cavalry, and Artillery.</p> - -<p>Cavalry moves one, two, or three squares, at the discretion -of the player, in any direction, and takes Light<span class="pagenum"><a id="Page_6"></a>[6]</span> -Infantry, Infantry of the Line, Cavalry, and Artillery.</p> - -<p>Artillery moves one, two, or three squares, at the -discretion of the player, diagonally, and can<a id="FNanchor_2" href="#Footnote_2" class="fnanchor">[B]</a> take Artillery, -but cannot take Light Infantry, Infantry of the -Line, or Cavalry, though it can check them; that is, -neither of those figures can come within the range of -the Artillery, except when protected by Artillery of its -side; in which case Light Infantry, Infantry of the -Line, Cavalry, or Artillery, can move on the first square -next to the Artillery of their side; but Light Infantry, -Infantry of the Line, or Cavalry, cannot occupy the -second or third square; nor can either of the last-named -figures occupy the first square next to the Artillery -of their side, if it is also the first square next to the -Artillery of the other side. Artillery can be placed -there, but of course could be taken by the Artillery of -the other side. See Plate 2, Figure 1.</p> - -<p><span class="pagenum"><a id="Page_7"></a>[7]</span>Artillery does not cover (or command) the second or -third square from it when a figure intervenes. See -Plate 2, Figure 2.</p> - -<p>When a piece of artillery bears on a figure of the -other side that is not on the first square next to the Artillery -of its side, if Cavalry, Light Infantry, or Infantry -of the Line, it must move out of range of Artillery. -See Plate 2, Figure 3.</p> - -<p>Artillery cannot be moved leaving a figure of Cavalry, -Light Infantry, or Infantry of the Line, of its side, -in range of Artillery of the opposite side. See Plate 2, -Figure 4.</p> - -<p>Artillery cannot take the Citadel; but when placed -so as to command it, the defending party must bring -some figure to the defence, and take or drive off the -Artillery of the attacking party before moving otherwise.</p> - -<p>Artillery cannot take the Wagon; but when a piece -of Artillery of the defending side is placed so as to bring -the Wagon within its range, if the attacking party cannot<span class="pagenum"><a id="Page_8"></a>[8]</span> -take that piece of Artillery, then the Wagon must -be moved out of its range.</p> - -<p>The Wagon cannot occupy the second or third square -from its Artillery, if that square is in range of the Artillery -of the defending side; nor can it occupy the first -square next to the Artillery of its side, if it is also the -first square next to the Artillery of the defending side.</p> - -<p>Should all of the figures of a side be taken except the -Artillery, that side loses the game, as Artillery cannot -take the Citadel or Wagon.</p> - -<p>Light Infantry, Infantry of the Line, or Cavalry, can -take the Citadel or Wagon.</p> - -<p>The capture of the Citadel or Wagon will decide the -game.</p> -<hr class="chap" /> - -<div class="chapter"> -<span class="pagenum"><a id="Page_9"></a>[9]</span> - -<h2 class="nobreak">REMARKS</h2> -</div> - - - -<p class="center">ILLUSTRATING THE POWER OF THE FIGURES IN THE<br /> -GAME, AS COMPARED WITH THAT OF TROOPS IN THE<br /> -FIELD.</p> - - -<p>The inventor has endeavored to give to the figures of -his game a relative power which would, as nearly as -practicable, accord with that of the arms represented.</p> - -<p>It will be observed that the Infantry of the Line -moves one or two squares in any direction, and can -take either Infantry, Cavalry, or Artillery; while the -Cavalry can move one, two, or three squares, in any -direction, and can take either Cavalry, Infantry, or Artillery. -We know that in a country comparatively -level, such as the board represents, and presenting no -obstacle except the river, Infantry or Cavalry can move -in any direction, and under some circumstances either -of those arms is good against the other. It is, of<span class="pagenum"><a id="Page_10"></a>[10]</span> -course, necessary that there should be some distinction -in the moves of the different figures; and as Cavalry -can move more rapidly than Infantry, it has power to -move three squares, while the Infantry of the Line -moves but two.</p> - -<p>Perhaps it will be said by some that the Cavalry has -the advantage of the Infantry; but on placing a piece -of Cavalry and a piece of Infantry on the board, by cautious -playing, it will be found almost impossible to capture -the Infantry with the single piece of Cavalry.</p> - -<p>In the field, a regiment of Infantry, attacked by a -regiment of Cavalry, might easily escape altogether, or -may repulse and capture the regiment of Cavalry. The -reverse may happen, and the Cavalry, well handled, -may defeat and capture the regiment of Infantry.</p> - -<p>The Light Infantry moves one, two, or three squares, -directly forward, right or left obliquely, and one or two -squares in any other direction. The object of this is, -chiefly, that there shall be a distinguishing power between -it and the Infantry of the Line.</p> - - - -<p><span class="pagenum"><a id="Page_11"></a>[11]</span>Light Infantry in the field does, or should, have the -advantage in moving more rapidly; besides, it often has -arms of a longer range, and can be used more successfully -when a sudden and rapid movement is necessary.</p> - -<p>The Artillery moves diagonally, and has a range of -three squares on the diagonals. It cannot move perpendicularly -or laterally, therefore has no power in -those directions.</p> - -<p>The Artillery can attain any position on the board, -but cannot always reach it directly, as does the Infantry -and Cavalry, but, in many instances, must make a -detour to the right or left.</p> - -<p>This distinguishing move is proper, inasmuch as a -carriage cannot always follow the course of a man or -horse, yet it may reach any point that they can in a -country such as is represented by the board.</p> - -<p>“Infantry or Cavalry cannot move in range of Artillery -of the opposing side, except when protected by Artillery -of their side,” etc. Artillery in the field may occupy -a position, several approaches to which it may so<span class="pagenum"><a id="Page_12"></a>[12]</span> -thoroughly command that it would be impracticable for -Infantry or Cavalry to take it, unassisted by Artillery, -by either of those approaches. Artillery would have to -be brought up in order to operate on the first-named -Artillery, or some other line of attack must be sought.</p> - -<p>In the game, when one piece of Artillery <i>is not</i> protected -by another, there are four other points at which -it may be assailed, namely, the angles of the square. -But when one piece of Artillery is supported by another, -neither can be taken by Cavalry or Infantry without -the aid of their Artillery.<a id="FNanchor_3" href="#Footnote_3" class="fnanchor">[C]</a></p> - -<p>If a battery in the field occupied a position commanding -thoroughly all of the approaches to it, and another -battery of the same side was placed a short distance behind -it, say in easy range, and commanded the first battery, -it would be very difficult for Cavalry or Infantry -to take the first-mentioned battery; and if they succeeded<span class="pagenum"><a id="Page_13"></a>[13]</span> -in taking it, they could not easily, if at all, hold -it while under the fire of the supporting battery.</p> - -<p>It may appear that the Artillery in the game has too -much power; but it must be remembered that a piece -of Artillery of one side can always take a piece of Artillery -of the other side that is placed in its range.</p> - -<p>It often occurs in the field that one battery is brought -up close under the fire of another, to dislodge it; and if -both are well served, one must soon give way. See -Plate 4, Figure 1.</p> - -<p>The Wagon,<a id="FNanchor_4" href="#Footnote_4" class="fnanchor">[D]</a> representing the Supply Train, moves -diagonally, like the Artillery, but only one or two -squares at a time; for it should not move so rapidly, -therefore it does not move so far.</p> - -<p>The player should be careful to guard the Wagon, -for if it is captured he loses the game.</p> - -<p>An invading army entering a country where supplies -cannot be procured, must necessarily carry them with<span class="pagenum"><a id="Page_14"></a>[14]</span> -him; and should his train be captured, with a good -army in his front, he would be in great danger of destruction.</p> -<hr class="chap" /> - -<div class="chapter"> -<span class="pagenum"><a id="Page_15"></a>[15]</span> - -<h2 class="nobreak">SUGGESTIONS TO PLAYERS.</h2> -</div> - - -<p>The attacking party should first determine upon a -plan of attack. Then proceed to arrange his figures in -proper order for the accomplishment of his plan. He -should guard his lines, by throwing forward Light Infantry -and Cavalry; but will endeavor to avoid an engagement -until his order of attack is formed.</p> - -<p>Unless to secure a very decided advantage, when -once put in operation his first plan should not be abandoned. -The time lost in arranging a new plan may -be taken advantage of by the defending party, who -might assume the offensive and win the game.</p> - -<p>The defending party, at the opening of the game, -should throw forward Light Infantry and Cavalry, to -guard against any rapid movement to take the Citadel, -that may be attempted by the attacking party with<span class="pagenum"><a id="Page_16"></a>[16]</span> -Cavalry and Light Infantry. This will also give him -time and space for moving up and arranging his figures -in proper order for defence.</p> - -<p>In advancing the Cavalry and Light Infantry, great -caution should be observed in placing the figures on the -squares most desirable for checking the advance of the -attacking party, while at the same time they are not -endangered.</p> - -<p>No figure should be lost, if it can be avoided, at this -stage of the game; and no figure of the attacking party, -except Artillery, should be taken at the risk of the loss -of one of the defending party. Indeed, the defending -side should continue to remain strictly on the defence -till a good opportunity is offered for an attack; as, for instance, -when the figures of the attacking party are scattered, -and not in supporting distance of each other.</p> - -<p>It is, however, best not to cross the river until the -attacking side is weakened by a considerable loss.</p> - -<p>Early in the game, an opportunity is seldom offered -by a good player, where it is safe for the defending<span class="pagenum"><a id="Page_17"></a>[17]</span> -party to cross the river with a single figure; and it is -only when the attacking party has been weakened by -the loss of three or four figures, that two or three figures -can be spared from the defence.</p> - -<p>When such advance is determined upon, be always -careful to leave the Citadel as securely guarded as possible.</p> - -<p>If the attacking party be an expert player, he will -avoid an engagement until he has arranged his figures -in order for a grand attack.</p> - -<p>If it is discovered that he is thus engaged, every good -opportunity to annoy him, and prevent the formation -of his plan, should be taken advantage of by manœuvres, -feints, and sometimes real attacks, particularly at -his Artillery: and his Artillery should be taken, if possible, -even if it involve the loss of one or two figures of -the defending party; for by the loss of one piece of his -Artillery he will be more crippled than by the loss of -almost any two other figures.</p> - -<p>The game requires the constant attention of the<span class="pagenum"><a id="Page_18"></a>[18]</span> -players. Often the slightest mistake leads to defeat; -therefore be careful that every move is for a purpose.<a id="FNanchor_5" href="#Footnote_5" class="fnanchor">[E]</a></p> - -<hr class="chap" /> - -<div class="chapter"> - -<div class="figcenter"><img src="images/i_plate1.jpg" alt="" /></div> -<p class="caption">PLATE 1.</p></div> - - -<div class="chapter"> -<span class="pagenum"><a id="Page_19"></a>[19]</span> - -<h2 class="nobreak">Explanation to Plate 1.</h2> -</div> - - -<p>The board has one hundred and thirty-nine (139) squares that can be occupied. -It represents a comparatively level field, traversed by a river impassable -except at the fords and bridge.</p> - -<p>In crossing the fords and bridge the figures move one, two, or three squares, -according to their power, as elsewhere on the board. The short black lines indicate -the entrances to the fords and bridge.</p> - -<p>A figure cannot take, or check, another across the river, except at the fords -and bridge. For example, a figure on square 39 cannot take, or check, a figure -on square 54; nor can a figure on square 55 take, or check, a figure on square -40 or 48. (Squares are numbered in Plate 4.)</p> - - -<p class="center">ARRANGEMENT OF THE FIGURES ON COMMENCING THE GAME.</p> - -<p>On the defending side, Cavalry occupies the first square on the right of the -line of nine squares. Artillery, the second. Infantry of the Line, third, fourth, -and fifth. Cavalry, sixth. Artillery, seventh. Infantry of the Line, eighth -and ninth. The Citadel, fifth square from the right of the first line of eight -squares. Light Infantry, first, third, fifth, and seventh squares of the second -row of seven squares.</p> - -<p>The figures of the attacking side are arranged like those of the defence, except -that the Wagon is placed on the fifth square of the line of nine squares, -and a piece of Infantry of the Line on the first square immediately in front -of it.</p> - - -<hr class="chap" /> - -<div class="chapter"> -<span class="pagenum"><a id="Page_20"></a>[20]</span> - -<h2 class="nobreak">Explanation to Plate 2.</h2> -</div> - - -<p><span class="smcap">Figure 1.</span>—When two pieces of Artillery, of opposite sides, are thus placed, -no figure, except Artillery, can occupy the squares one or two. If Artillery is -placed on either square, it can be taken by the Artillery of the other side.</p> - -<p><span class="smcap">Figure 2.</span>—The figure on square nine cannot now move on square seven, because -“a figure cannot occupy the second or third square from its Artillery, if -that square is in range of the Artillery of the other side.” But if the figure on -square eight moves to square six, then the figure on square nine could occupy -square seven, for that square will not then be covered by the Artillery on -square five.</p> - -<p>Should the figure on square eight be placed on square four, then the Artillery -on squares three and five do not protect each other; and in that case the -Cavalry on square ten could take either of them: or the figure on square nine -could take the Artillery on square five, and if it were taken by the figure that -was on square eight, now on square four, then the Artillery on square three -could be taken by the Cavalry on square ten.</p> - -<p><span class="smcap">Figure 3.</span>—In this case, if the Artillery on square fourteen is moved to -square fifteen, then the figures on squares sixteen and seventeen would be in -range of that piece, and must move (one at a time, of course); or after one is -moved, the Artillery on square eighteen may be brought up on the next square -to the remaining figure. For example, if the figure on square sixteen be -moved out of range, then the Artillery on square eighteen could be moved to -square nineteen, to the support of the figure on square seventeen. If either of -the squares sixteen or seventeen should be occupied by Artillery, of course that -figure could take the Artillery moved to square fifteen.</p> - -<p><span class="smcap">Figure 4.</span>—White figures representing the attacking party, and the black -figures the defending party.</p> - -<p>The attacking party having the move, suppose the figure of Cavalry on -square twenty is moved to square twenty-one or twenty-two, then the Artillery -on square twenty-five is in danger of capture when the attacking party has another -move. Now the Artillery on square twenty-five cannot move, leaving -the figure on square twenty-four in range of the Artillery on square twenty-three. -If the player desires to save his Artillery on square twenty-five, he -might move the figure or square twenty-four to square twenty-six, in order to -protect his Artillery from capture by the Cavalry moved to twenty-one or -twenty-two; and if that piece were taken by the Cavalry, he would then have -an opportunity to move his Artillery away.</p> - -<div class="chapter"> -<div class="figcenter"><img src="images/i_plate2.jpg" alt="" /></div> -<p class="caption">PLATE 2.</p> -</div> -<hr class="chap" /> - -<div class="chapter"> -<div class="figcenter"><img src="images/i_plate3.jpg" alt="" /></div> -<p class="caption">PLATE 3.</p> -</div> - -<div class="chapter"> -<span class="pagenum"><a id="Page_21"></a>[21]</span> - -<h2 class="nobreak" id="Explanation_to_Plate_3">Explanation to Plate 3.</h2> -</div> - - -<p><span class="smcap">Figure 1.</span>—Shows how the Wagon may be taken.</p> - -<p>Suppose the attacking party, having been repulsed with considerable loss, is -driven back from the river, pursued by the defending party, and the figures of -the two sides occupy the squares indicated in this plate—the white figures -representing the invading army, and the black figures the defending army.</p> - -<p>The defending party having the move, suppose the Artillery on square fourteen -is moved to square thirteen. Then the Cavalry on square eight must -move, as “no figure, except Artillery, can occupy the first square next to the -Artillery of its side, if it is also the first square next to the Artillery of the -other side.” If the Cavalry on square eight is moved to square four, then the -Artillery now on square thirteen can take the Artillery on square five, and -could be taken by the Cavalry moved to square four, or the Infantry on square -six, or the Artillery on square two. Suppose it (the Artillery of defending side -having taken the Artillery on square five) is taken by the Cavalry now occupying -square four; then the Cavalry on square eleven could take the Artillery on -square two, and if it (the Cavalry of defending side, moved to square two) is -taken by the Cavalry of attacking party now on square five, or the Infantry on -square six, then the Infantry of defending party, on square seven, could take -the Wagon on square one.</p> - -<p>There are many other combinations for the capture of the Wagon.</p> - -<p><span class="smcap">Figure 2.</span>—Shows how the Citadel may be taken.</p> - -<p>Light Infantry, Infantry of the Line, or Cavalry of the attacking side, can -take the Citadel when it is within their range, if no figure intervenes. For example, -if the Artillery of the defending side is placed as indicated in this -figure (on squares eight and ten), a figure of Cavalry or Light Infantry of the -attacking party, on square one, or a figure of Cavalry, Infantry of the Line, or -Light Infantry, being on square two, three, four, six, or seven, or a figure of -Cavalry on square five, could take the Citadel, if the attacking side had the -move. But suppose the defending party had the move, and a figure of Cavalry -or Infantry occupied square one or two, and either piece of Artillery was -placed on square nine; then the figure on square one or two could not take the -Citadel, but must move out of range of the Artillery. If the Artillery on -square ten is moved to square nine, then the figure of the attacking side on -square two could occupy square three, and the next move could take the Citadel; -or if the Artillery on square eight were moved to square nine, then the figure -on square two could move to square seven, and on its next move could take the -Citadel; for though the Citadel would be in range of the Artillery on square -nine, that would not prevent its capture. A city may be very well defended -on one side, and yet might be easily taken at another point.</p> - -<p>Of course, the Cavalry and Infantry should co-operate with the Artillery in -defending the Citadel; and the player should endeavor to prevent the attacking -party from occupying any square from which it could be taken.</p> - - -<hr class="chap" /> - -<div class="chapter"> -<span class="pagenum"><a id="Page_22"></a>[22]</span> - -<h2 class="nobreak">Explanation to Plate 4.</h2> -</div> - - -<p><span class="smcap">Figure 1.</span>—If the Artillery on square 21 is moved to square 22, the Artillery -on square 26 can take it, or move out of range. If the Artillery on square 26 -takes the Artillery moved to square 22, then it could be taken by the Cavalry -on square 20, or the Artillery on square 23. If it, on the other hand, moves to -square 27, it could be taken by the Artillery on square 23; and if it is moved -to square 24, 25, or 31, it could be taken by the figure on square 30. But if it -is not moved at all, then the Artillery moved to square 22 could take it its next -move.</p> - -<p><span class="smcap">Figure 2.</span>—Shows how the figures of the game can be moved.</p> - -<p>“Cavalry can be moved one, two, or three squares, in any direction, at the -discretion of the player,” provided the way is not obstructed by another figure. -For instance, the Cavalry on square 15 could not be moved to square 12, -because the figure on square 13 intervenes. Nor, if the cavalry is moved to -square 37, could it afterwards be moved to square 35 or 34, while a figure occupied -square 36. If the Cavalry on square 15 is moved to square 37, it could -afterwards be moved to square 29, 21, or 12, or to 22 or 6, or to 30, 23, or 15, or -to 38, or to 45 or 53, or to 52, 65, or 76, or to 44, 51, or 57, etc.</p> - -<p>“Light Infantry moves one, two, or three squares, directly forward, right -or left obliquely, and one or two squares in any other direction, at the discretion -of the player.” Now, if a piece of Light Infantry occupies square 36, it -could be moved directly forward to square 51, 64, or 75; left obliquely to square -43, 50, or 56; right obliquely, to square 44, 52, or 59; to the left, to square 35 -or 34; obliquely to the left and rear, to square 28 or 20; to the rear, to square -21 or 5; obliquely to the right and rear, to square 29 or 22; and to the right, -to square 37 or 38.</p> - -<p>“Infantry of the Line moves one or two squares, at the discretion of the -player, in any direction.” If a piece of Infantry of the Line were on square 13, it -could be moved either to square 29, 44, 21, 28, 12, 5, 6, 14, 22, or 30, etc.</p> - -<p>“Artillery moves diagonally, one, two, or three squares at a time, at the -discretion of the player.” A figure of Artillery being on square 9, could be -moved to square 1, 2, 17, 24, 31, 18, 26, or 34. If it were moved to square 31, it -could then be moved to square 39, 47, or 55, or back to 24, 17, or 9, etc. If a -piece of Artillery occupied square 51, no figure of the opposite party, except -Artillery, could be placed on square 58, 65, 73, 57, 63, 70, 43, 35, 27, 44, 37, or -30, unless that square were next to the Artillery of the other side. See rules of -the game relative to Artillery, page 6.</p> - -<p>“The Wagon can be moved one or two squares at a time, at the discretion of -the player.” The Wagon being on square 11, could be moved to square 3, 4, -20, 28, 19, or 26, etc.</p> - -<div class="chapter"> -<div class="figcenter"><img src="images/i_plate4.jpg" alt="" /></div> -<p class="caption">PLATE 4.</p> -</div> - -<hr class="chap" /> - -<div class="chapter"> -<h2 class="nobreak" id="FOOTNOTES">FOOTNOTES:</h2> -</div> - -<div class="footnote"> - -<p><a id="Footnote_1" href="#FNanchor_1" class="label">[A]</a> When a piece is taken it is removed from the board, and the piece by -which it is taken is placed on the square which was occupied by the captured -piece.</p> - -</div> - -<div class="footnote"> - -<p><a id="Footnote_2" href="#FNanchor_2" class="label">[B]</a> Whenever a piece of Artillery of one side is placed in range of a piece of -Artillery of the other side, the first piece can be taken by the second. See -Plate 4, Figure 1.</p> - -</div> - -<div class="footnote"> - -<p><a id="Footnote_3" href="#FNanchor_3" class="label">[C]</a> The necessity of the co-operation of two or all of the different arms represented, -and in many instances their dependence on the support of each other, is -demonstrated in many real battles.</p> - -</div> - -<div class="footnote"> - -<p><a id="Footnote_4" href="#FNanchor_4" class="label">[D]</a> The Wagon is captured in the same manner as other figures are; it cannot -be taken while under cover of a piece of Artillery of its side.</p> - -</div> - -<div class="footnote"> - -<p><a id="Footnote_5" href="#FNanchor_5" class="label">[E]</a> Success sometimes rewards a bold operator, in this game as well as in -war, who, <i>ignoring all accepted theorems</i>, ventures upon a hazardous enterprise.</p> - -</div> - - -<hr class="chap" /> - -<div class="chapter"> -<div class="transnote"> -<p class="ph1">TRANSCRIBER’S NOTES:</p> - - - -<p>Obvious typographical errors have been corrected.</p> - -<p>The cover image for this eBook was created by the transcriber and is entered into the public domain.</p> -</div></div> - - - - - - - - -<pre> - - - - - -End of the Project Gutenberg EBook of War Chess, by Charles Richardson - -*** END OF THIS PROJECT GUTENBERG EBOOK WAR CHESS *** - -***** This file should be named 64061-h.htm or 64061-h.zip ***** -This and all associated files of various formats will be found in: - http://www.gutenberg.org/6/4/0/6/64061/ - -Produced by deaurider, David E. 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