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-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
-
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