# How to Play Chess (Rogers)/Chapter 7

CHAPTER VII
SUGGESTIONS FOR BEGINNERS
When the beginner is familiar with the rules of Chess, with the moves of the various Pieces and Pawns, and understands the meanings of the technical terms used in playing the game, he is ready to put into practice what he has learned. But before beginning the first game, there are a few general suggestions which he will find helpful until he has acquired sufficient skill to develop a system of play for himself. In Chess, as in everything else, there are exceptions where hard and fast rules cannot always be followed.
Familarity with Technical Terms.
Experienced players of all games use technical terms with a facility that is awe-inspiring to the beginner; and his ​ance of their meanings often causes him much embarrassment, to say nothing of poor playing. For this reason the student should become thoroughly familiar with the language of Chess, studying the definitions of the technical terms and illustrating the positions on the Chessboard. The use of the board in studying the terms cannot be too strongly urged, for only in this way can a player recognize the character of the moves when he puts his study into practice. Then when he is a spectator of a game played by persons of experience—and much can be learned by observation—he will be familiar with the technical terms which apply to the various positions resulting from the moves.
Playing with Either Color.
The student must learn to play with both the White and the Black men, thus being able to play a game of defence or attack. In most books on the subject of Chess, it is generally understood that the ​student plays with the White men, but this is a mistake, for when he comes to lay aside his textbook and play with someone else, he may draw the Black men which puts him at a disadvantage, and he is likely to make moves that are favorable to his opponent with the idea that the White men must win. He is, also, liable to move a White man by mistake and then he must pay the penalty of a false move. He will find it helpful to substitute Black men for White men in illustrative moves, and figure out for himself to which square a Black Piece or Pawn should move figuring from Black's side.
Value of Practicing One Game.
Until a person has become a really scientific Chess player, he cannot be expected to know all the different games; and as a little knowledge on many subjects is dangerous, the student will find it very helpful to play one game over and over, preferably, of course, some match or tournament game, until he is familiar with every ​move and with the reasoning that prompted it. In this connection, he will do well to try varying the moves and seeing the results, as it will help him to understand why the particular moves made by the original players were the only scientific ones to make under the circumstances.
The student, when playing with others, should study a game of his own and play it over and over until he has corrected all of the weaknesses in his methods of attack and defence; and he should study out for himself how to vary his system of play to meet and conquer his opponent. For only in this way will he be able to cope with unexpected positions upon the Chessboard. It is very well to follow the rules and systems of scientific players, but if the student's opponent does not follow the same system and make the correct moves in return, the student's knowledge will be of little avail and luck may win for the ignorant player an advantage that rightly belonged to the one who was familiar with the science of the game, but who failed to ​vary his general system of play to meet unexpected situations. The game of Chess, however, is like a battle and the general who changes his tactics too often suffers in consequence. The object of the game is, of course, to checkmate the King, and before the first move, the player should determine in his own mind how he is going to do it and then develop the fighting qualities of his men accordingly. Only in this way can the beginner ever expect to play a really scientific game. It is fatal to move a man without having some object in view, and unless the other moves follow it up, any strength in position that was gained by that move is of no avail.
Playing by Time.
In the early days of Chess-playing, people used to take literally weeks in which to make a single move, as they wished to study every possible situation which might develop therefrom. The Chessboard would become grey with dust and all interest, as far as the spectators were concerned, would ​be gone. Today, conditions have changed and now there is a rule that each player must make a given number of moves within a certain period, and if a player fails to do this he forfeits the game. For this reason, the student should learn, from the very beginning, to think quickly and be ready to make his move when his turn comes. Quick playing sustains the interest of the game and adds to the pleasure of the players, as well as to that of the spectators.
In Chess Clubs and in match and tournament games, a system of clocks or watches is used so that the length of time it takes each player to make a move can be recorded, just as time is taken in races and other contests of skill and speed. When a beginner is hurried, however, he becomes nervous and makes unnecessary mistakes; and to avoid this, he should learn to play by time and then he will not be embarrassed by keeping his opponent waiting for him to make his move.
Developing the Game.
In developing a game of Chess, the beginner should remember this maxim: Move no Piece or Pawn twice, until each has been moved once. By following this principle none of the forces will be needlessly exposed to attack from the enemy, for it is true of Chessmen that divided they fall, and united they stand. The student should, also, develop his game on both wings that is on the King's side and on the Queen's side before beginning an attack. As the student progresses he will learn that there are many Chess openings and that each develops a certain line of play, which he must follow up; otherwise, his study of the subject is of no avail for the object of an opening is to lead up to a certain line of play, for defence or attack.
The Value of the Pieces.
The King. As the King is of greatest importance, the student should consider ​him first, and before beginning to play determine how he is to be handled. Formerly, it was the custom for skilled players to keep this Royal Force in a corner out of harm's way, but the modern tendency is to develop him as a fighting Piece and bring him into the field. The beginner must remember that the King cannot be castled after he has been moved and that it is advantageous to retain the privilege of castling as long as possible, if it does not interfere with the development of the game.
When attack is made on the Queen's wing, it is well to castle with the King's Rook and vice versa. Ordinarily, the King is safest in his own file or in the Queen's file, for then he cannot be driven into a corner from which he has no means of escape.
The Queen. After the King, the Queen is next in importance; and as the student has already learned, she commands more squares than any of the other Pieces. By comparing her strength with that of the ​other Pieces, the student will see that she is about double the value of a Rook, except in end-game positions when two Rooks co-operating could accomplish more than a Queen. An adverse Rook on the same rank or file as the Queen is very dangerous, no matter how many Pieces and Pawns may come between, and the player should guard against it by capturing the adverse Rook, if it can be done without sacrifice, or by moving the Queen into a safer position.
The Rook. The Rook is a mating force like the Queen, and two Rooks co-operating are equal in value to three minor Pieces. Because of the number of squares which the Rooks command, they are of greatest value in end game positions, when the board is comparatively clear and the ranks and files are open. The beginner, however, must not leave the development of his Rooks until too late in the game, for if he does he will find himself with bad positions which it is too late to remedy. They must not be moved, though, until the ​player has determined whether it is to his advantage to castle; and if his decision is in the affirmative, he must decide whether he will castle with the King's Rook or with the Queen's Rook, before either has been moved.
The Bishop. The Bishop and the Knight are of about equal value, though in the middle game, the latter has the advantage. In the end game, however, the Knight is at a disadvantage if there are no other Pieces to support him, because of the character of his move. In this case, two Bishops can accomplish more than two Knights or a Knight and a Bishop. Bishops are particularly strong when commanding long diagonals and should be developed early in the game.
The Knight. This Piece is equal in value to three Pawns and is the best Piece with which to begin an attack, as his move is not hampered by intervening forces, or a crowded board. Two Knights co-operate most successfully when not protecting each other. To avoid attack from a Knight, ​the player should move the Piece threatened to the square next but one in the same diagonal as that in which the Knight stands. He cannot then attack for three moves. The player who castles with his King's Rook must look out for an adverse Knight on his KB5.
The Pawn. The Pawn is of less value than any of the other Chessmen and cannot take a very prominent part in the game when isolated. His greatest value is realized, however, when he forms part of a diagonal; and diagonals of pawns are most effective when inclining toward the center of the board, and not toward the wings. As Pawns move only one square at a time, excepting in the first move, their progress is slow, but if developed together it is possible for one or more of them to reach the eighth rank and be Queened. For this reason, they should not be needlessly sacrificed. Only skillful players fully appreciate what can be done with them, and use them to the best advantage. In the opening or middle game, Pawns are more easily ​supported on K4 or Q4, than when further advanced. Pawns on these squares should be maintained abreast as long as possible; for if one is advanced, the position of the other is weakened. The student will find it beneficial to study end games in which Pawns take part in the checkmate, and also Pawn moves in general throughout the game.
Studying the Board.
It is of great importance that the beginner acquires a clear idea of the appearance of the board so that he can see it in his " Mind's Eye," when it is not really before him. He should be able to tell at once what squares are commanded by a certain Piece in a given position, and he should also be able to play on boards with squares of other color combinations than the one with which he is familar, such as red and white, black and white, black and yellow, brown and yellow, etc. He must also accustom himself to play with squares of a different size, though when possible, ​he should always use a board that has squares measuring 2 by 2, or 2½ by 2½ inches in size. Chessmen of the Staunton pattern are preferable, and they should always be loaded so as not to upset easily.