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Table 13.1 Terminology Related to Trust
Trust
The extent to which someone who relies on a system can have confidence that the system
meets its specifications (i.e., that the system does what it claims to do and does not perform
unwanted functions).
Trusted system
A system believed to enforce a given set of attributes to a stated degree of assurance.
Trustworthiness
Assurance that a system deserves to be trusted, such that the trust can be guaranteed in
some convincing way, such as through formal analysis or code review.
Trusted computer system
A system that employs sufficient hardware and software assurance measures to allow its
use for simultaneous processing of a range of sensitive or classified information.
Trusted computing base (TCB)
A portion of a system that enforces a particular policy. The TCB must be resistant to
tampering and circumvention. The TCB should be small enough to be analyzed systematically.
Assurance
A process that ensures a system is developed and operated as intended by the system's
security policy.
Evaluation
Assessing whether the product has the security properties claimed for it.
Functionality
The security features provided by a product.
Table 13.2 RBAC Elements
U, a set of users
R and AR, disjoint sets of (regular) roles and administrative roles
P and AP, disjoint sets of (regular) permissions and administrative permissions
S, a set of sessions
PA  P  R , a many-to-many permission to role assignment relation
APA  AP  AR, a many-to-many permission to administrative role assignment relation
UA  U  R , a many-to-many user to role assignment relation
AUA  U  AR, a many-to-many user to administrative role assignment relation
RH  R  R , a partially ordered role hierarchy
ARH  AR  AR, partially ordered administrative role hierarchy
(both hierarchies are written as ≥ in infix notation)
user : S → U, a function mapping each session si to the single user user(si) (constant for the
session's lifetime)
roles : S → 2RAR maps each session si to a set of roles and administrative roles
roles(si)  { r | (r' ≥ r)[( user(si), r')  UA  AUA]} (which can change with time)
session si has the permissions r roles(si){p | (r'' ≤ r)  PA  APA]}
There is a collection of constraints stipulating which values of the various components
enumerated above are allowed or forbidden.
Table 13.3 CC Security Functional Requirements
Class Description
Audit Involves recognizing, recording, storing and analyzing information
related to security activities. Audit records are produced by these
activities, and can be examined to determine their security relevance.
Cryptographic support Used when the TOE implements cryptographic functions. These may be
used, for example, to support communications, identification and
authentication, or data separation.
Communications Provides two families concerned with nonrepudiation by the originator
and by the recipient of data.
User data protection Specifies requirements relating to the protection of user data within the
TOE during import, export, and storage, in addition to security
attributes related to user data.
Identification and
authentication
Ensure the unambiguous identification of authorized users and the
correct association of security attributes with users and subjects.
Security management Specifies the management of security attributes, data and functions.
Privacy Provides a user with protection against discovery and misuse of his or
her identity by other users.
Protection of the TOE
security functions
Focused on protection of TSF (TOE security functions) data, rather than
of user data. The class relates to the integrity and management of the
TSF mechanisms and data.
Resource utilization Supports the availability of required resources, such as processing
capability and storage capacity. Includes requirements for fault
tolerance, priority of service, and resource allocation.
TOE access Specifies functional requirements, in addition to those specified for
identification and authentication, for controlling the establishment of a
user’s session. The requirements for TOE access govern such things as
limiting the number and scope of user sessions, displaying the access
history, and modifying of access parameters.
Trusted path/channels Concerned with trusted communications paths between the users and
the TSF and between TSFs.
Table 13.4 CC Security Assurance Requirements
Class Description
Configuration
management
Requires that the integrity of the TOE is adequately preserved.
Specifically, configuration management provides confidence that the
TOE and documentation used for evaluation are the ones prepared for
distribution.
Delivery and
operation
Concerned with the measures, procedures, and standards for secure
delivery, installation, and operational use of the TOE, to ensure that the
security protection offered by the TOE is not compromised during these
events.
Development Concerned with the refinement of the TSF from the specification
defined in the ST to the implementation, and a mapping from the
security requirements to the lowest level representation.
Guidance documents Concerned with the secure operational use of the TOE, by the users and
administrators.
Life cycle support Concerned with the life cycle of the TOE include life cycle definition,
tools and techniques, security of the development environment, and
remediation of flaws found by TOE consumers.
Tests Concerned with demonstrating that the TOE meets its functional
requirements. The families address coverage and depth of developer
testing, and requirements for independent testing.
Vulnerability
assessment
Defines requirements directed at the identification of exploitable
vulnerabilities, which could be introduced by construction, operation,
misuse or incorrect configuration of the TOE. The families identified
here are concerned with identifying vulnerabilities through covert
channel analysis, analyzing the configuration of the TOE, examining the
strength of mechanisms of the security functions, and identifying flaws
introduced during development of the TOE. The second family covers
the security categorization of TOE components. The third and fourth
cover the analysis of changes for security impact, and the provision of
evidence that procedures are being followed. This class provides
building blocks for the establishment of assurance maintenance
schemes.
Assurance
maintenance
Provides requirements that are intended to be applied after a TOE has
been certified against the CC. These requirements are aimed at assuring
that the TOE will continue to meet its security target as changes are
made to the TOE or its environment.
Discovering Diverse Content Through
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must be left out, or they must be rolled over again. The number of
balls left outside the pocket, odd or even, decides whether the inside
or the outside bets win; and after the banker has deducted his ten
per cent, the players who have backed the winning side get their
money.
MONTE BANK.
The money staked by the banker is piled upon the table, so that
all players may see what is to be won. The banker takes a Spanish
pack of forty cards, shuffles them, and offers them to the players to
be cut. Holding the pack face down, the banker draws two cards
from the bottom and places them on the table, face up, for the
“bottom layout.” He then draws two cards from the top of the pack
for the “top layout.”
The players can bet on either layout, and after all the bets are
placed the pack is turned face up. The card that shows is called the
“gate.” If it is of the same suit as either of the cards in the top
layout, the banker pays all bets on that layout. If there is a card of
the same suit as the gate in the bottom layout, the banker pays that
also. If there is no card of the same suit as the gate in either of the
layouts, the banker wins from that layout; so that he may win or
lose from either or both on the same gate.
The pack is then turned face down, the gate is drawn off and
thrown aside and two fresh layouts are made, as before and the
bets placed before the new gate is shown. This is continued until the
pack is exhausted.
THREE-CARD MONTE.
This is a purely gambling game, chiefly useful for separating fools
from their money. The dealer takes three cards, slightly bent
lengthwise, so as to be more easily picked up by the ends. One of
these is shown, and the players are told to watch it. After a few
skilful passes, the three cards come to rest on the layout, and the
players are asked to bet that they can pick out the card shown.
If the dealer will lay two to one, it is a fair gamble; but if he lays
even money only, the player is betting two to one against himself.
There are endless ways of pretending to mark the shown card, so
that it may be known by the back; but the dealer or his confederate
always knows that this is done, and the mark is shifted during the
passes.
UNDER AND OVER SEVEN.
This game is played with a layout, divided and marked as follows:
—
The players can bet on any of the three spaces. Two dice are
thrown by the banker, and if the number thrown is under seven he
pays all bets upon the U, even money, taking all those upon 7 and
O. If the throw is over seven, he pays all bets upon the O, taking all
those upon U and 7. If seven is thrown, he pays all bets upon that
number, three for one, and takes all upon U and O.
As there are 36 possible throws with two dice, 15 being under and
15 over seven, the percentage in favour of the banker is always 21
to 15, on U and O. As there are only 6 ways out of 36 to throw
seven, the odds against it are 5 to 1; but the banker pays only 3 for
1. In spite of this enormous percentage in his favour, he frequently
adds to his revenue by skilful cheating.
LANSQUENET.
This is a banking game for any number of players, with a pack of
fifty-two cards. After the pack has been shuffled and cut, the dealer
lays off two cards, face up for “hand cards.” He then deals a card for
himself and one for the players, also face up. If either of these is of
the same denomination as either of the hand cards, it must be
placed with them, and another card dealt; because all bets must be
made on single cards.
Having two cards, one for the players and one for himself, the
banker turns up cards one at a time. If he draws the same
denomination as the players’ card, he wins all the bets upon it. If he
draws his own denomination, he loses all bets upon the other card.
If he draws a card that matches neither, and is not in the hand
cards, it is placed on the table, and the players can bet upon it.
As soon as the players’ card is matched, the banker withdraws
both cards, but he cannot withdraw his own card. All cards matching
the hand cards must be placed with them.
TABLE GAMES.
The common form of folding chess-board provides a field for three
of our best known games; Chess, Checkers, and Backgammon,
which are generally spoken of as “table games,” although, strictly
speaking, Backgammon is the only game of Tables. These three
games were probably played long before history noticed them, and
they have survived almost all ancient forms of amusement.
Chess is not only the most important of the three, but the most
widely known, and possesses the most extensive literature.
According to Chatto, it is probable that all games of cards owe their
origin to chess, cards themselves having been derived from an old
Indian variation of chess, known as the Four Kings. Chess is also the
most fascinating of the table games, its charm being probably due to
the fact that, like whist, it is a game that no man ever mastered.
Whether or not this is in its favour is an open question. The amount
of study and practice required to make a person proficient in chess
brings a serious drain upon the time, and the fascinations of the
game are such that once a person has become thoroughly interested
in it, everything else is laid aside, and it is notorious that no man
distinguished as a chess-player has ever been good for anything
else.
Mr. Blackburne, the English chess champion, regards the game as
a dangerous intellectual vice which is spreading to rather an
alarming extent. Discussing the matter, after his game with Mr.
Bardeleben, he said: “I know a lot of people who hold the view that
chess is an excellent means of training the mind in logic and shrewd
calculation, provision and caution. But I don’t find these qualities
reflected in the lives of chess-players. They are just as fallible and
foolish as other folks who don’t know a rook from a pawn. But even
if it were a form of mental discipline, which I doubt, I should still
object to it on the ground of its fatal fascination. Chess is a kind of
mental alcohol. It inebriates the man who plays it constantly. He
lives in a chess atmosphere, and his dreams are of gambits and the
end of games. I have known many an able man ruined by chess.
The game has charmed him, and, as a consequence, he has given
up everything to the charmer. No, unless a man has supreme self-
control, it is better that he should not learn to play chess. I have
never allowed my children to learn it, for I have seen too much of its
evil results. Draughts is a better game, if you must have a game.”
Chess is generally believed to have originated in India, and in its
primitive form was called Chaturanga. It is mentioned in the Hindoo
Puranas, at least 3000 years B. C. The game seems to have spread
eastward long before it came West, going through Burmah to Thibet,
Siam, China, Malacca, Java, and Borneo. Owing to the better
preservation of historical records in China, many persons have been
led to credit that country with the invention of chess, but recent
investigations have shown that the Chinese got it from India. At
some remote period of the world’s history the game was taken from
China to Japan, and there are to-day many points in common
between the games played in these two countries, especially in the
arrangement of the pieces, although the Japanese board has eighty-
one squares.
Chess came westward through Constantinople, it having passed
through Persia sometime during the sixth century. The Arabs seem
to have learned the game, and taken it to Mecca and Medina,
afterward passing it along to Syria and the Byzantines, sometime
during the seventh century. Disbanded body-guards of the Byzantine
emperors carried it to Scandinavia and the North, while it was
gradually spreading over Europe by way of the Bosphoros and the
Danube.
Draughts, or Checkers, is sometimes claimed to be an older
game than Chess: but it is much more probable that both are
developments of some still older game, all trace of which is lost. In
Egypt and Nubia there are illustrations of persons playing at
draughts twenty centuries before the Christian era. During recent
explorations in Egypt quite a variety of draughtmen have been
found, some of which were used during the reign of Rameses III.
The usual form seems to have been circular, about an inch in
diameter, and surmounted by a round knob, something like a chess
pawn, so that the men could be easily picked up. From the manner
in which the men are shown mixed upon the board, it is evident that
they could not move or take backwards, as in Polish draughts, but
whether they advanced diagonally, as at the present day, there is no
evidence to show. The Japanese game of draughts has lately been
revived in England and America under the name of Go-Bang, but as
it requires a special board of 324 squares, it has never been popular.
Backgammon cannot be traced to its origin. Several authorities
have fallen into the error of ascribing the game to a certain country
because the name is derived from a certain language, forgetting that
in ancient times every country invented its own names for games.
Chess is called Choke-choo-hong-ki in China, and Shogi in Japan;
but that does not make it either a Chinese or a Japanese game.
Either of these names might be used for Backgammon, as they have
exactly the same meaning. The Welsh words, bach, and cammen; or
the Saxon bac, and gamen, signify “a little battle;” while the Chinese
and Japanese names for Chess signify “mimic warfare.”
The Welsh and Saxons undoubtedly got Backgammon from the
Romans, who played it under the name of Scripta Duodecimo. They
seemed to have got it from the Greeks, who are known to have used
a table called Abacus, very much like a backgammon board in form,
with lines drawn upon it, and the men were moved from one line to
another according to the throws of the dice.
There is no trace of Backgammon among the games of the
Egyptians or the Hebrews, although the chief factors in the game,
the dice, have been known to all nations, and are probably the
oldest gaming instruments in the world.
As to the respective merits of these table games, there is little to
be said. Curiously enough they are played by entirely different
classes of people. Backgammon has always been highly respectable,
and seems likely to retain its position as the fashionable game.
Draughts is peculiarly the game of the middle classes, popular at the
workman’s dinner hour, in the sitting-rooms of cheap hotels, in
country clubs, and in fire engine stations; the latter being a favourite
training ground for our checker champions. Chess is probably the
most universal game of all, and its general character is understood
by almost every educated person in the world.
CHESS.
Chess is played upon a square board, divided into sixty-four
smaller squares of equal size. These small squares are usually of
different colours, alternately light and dark, and the board must be
so placed that each player shall have a light square at his right, on
the side nearer him.
Each player is provided with sixteen men, eight of which are called
pieces, and eight pawns. The men on one side are red or black,
and those on the other side are white or yellow, and they are usually
of a standard pattern, which is known as the Staunton model.
The eight pieces are:
The King, ♚
The Queen, ♛
Two Rooks or Castles, ♜
Two Bishops, ♝
and two Knights, ♞
These eight pieces are arranged on the side of the board nearer
the player, and immediately in front of them stand the eight Pawns,
♟. Diagram No. 1 will show the proper arrangement of the men at
the beginning of a game:—
No. 1.
BLACK.
WHITE.
It will be observed that the two Queens are opposite each other,
and that each Queen stands upon a square of the same colour as
herself. For irregularities in setting up the men, see the Laws of
Chess.
The players are designated by the colour of the men with which
they play, Black or White, and White always has the first move. In a
series of games each player alternately takes the white men with the
first move. It is usual to draw for the first game, one player
concealing in each hand a pawn of a different colour, and offering
the choice of hands to his adversary. Whichever colour the chosen
hand contains is the one the chooser must take for the first game.
The duplicate pieces of each colour are distinguished by their
position with regard to the King or Queen; those on the King’s side
being called the King’s Bishop, the King’s Knight, and the King’s
Rook. Those on the Queen’s side are the Queen’s Bishop, Queen’s
Knight, and Queen’s Rook. The pawns are designated by the pieces
in front of which they stand; King’s Pawn; Queen’s Knight’s Pawn,
etc.
The comparative value of the pieces changes a little in the
course of play, the Rooks especially not being so valuable early in
the game. Authorities differ a little as to the exact value of the
pieces, but if we take the Pawn as a unit, the fighting value of the
others will be about as follows:—
A Knight is worth 3½ Pawns.
A Bishop is worth 5¼ Pawns.
A Rook is worth 9½ Pawns.
A Queen is worth 15 Pawns.
A King is worth 4½ Pawns.
THE MOVES. Each piece has a movement peculiar to itself, and,
with the exception of the Pawns, any piece can capture and remove
from the board any opposing piece which it finds in its line of
movement. The captured piece is not jumped over, but the capturing
piece simply occupies the square on which the captured piece stood.
The movement of each piece should be studied separately.
♟ The Pawns move straight forward, one square at a time,
except on the first move, when they have the privilege of moving
either one or two squares, at the option of the player. In capturing,
the Pawn does not take the piece directly in its path, but the one
diagonally in front of it on either side. Such a capture of course
takes the Pawn from the file it originally occupied, and it must then
continue to advance in a straight line on its new file. In Diagram No.
2, the white Pawns could not capture either of the black Bishops or
Rooks, but the Pawn on the left could take either of the black
Knights:—
No. 2.
WHITE.
After a Pawn has crossed the middle line of the board into the
adversary’s territory, it is called a passed Pawn. If an adverse Pawn
attempts to pass this Pawn by availing itself of the privilege of
moving two squares the first time, that would not prevent the
passed Pawn from capturing it en passant. In the position shown in
Diagram No. 3, for instance, if the black Queen’s Pawn were to
advance two squares, the white Pawn could capture it en passant,
lifting it from the board, and taking the position that the black Pawn
would have occupied if it had moved only one square the first time;
that is, the first black square in front of the Queen. A Pawn can be
taken en passant only by another pawn, never by any other piece.
No. 3.
BLACK.
♜ The Rook can be moved any number of squares at a time,
forward or backward, but only in vertical or horizontal lines, never
diagonally. The Rook’s movement is of course limited by pieces
obstructing its path, for it cannot jump over anything. At the
beginning of the game, for instance, the Rook cannot move at all.
♝ The Bishop can be moved any number of squares at a time,
forward or backward, but only in diagonal lines, never horizontally or
vertically. For this reason the Bishop never leaves the squares of the
same colour as that on which it originally stood. A Bishop is often
spoken of as a white Bishop or a black Bishop, which does not mean
that it is one of White’s Bishops, or one of Black’s; but that it stands
upon a white or black square. Like the Rook, the Bishop cannot jump
over other pieces, and cannot be moved at all until one or other of
the two Pawns diagonally in front of it have opened the way.
♛ The Queen combines the movements of the Rook and Bishop,
and can be moved horizontally, vertically, or diagonally, any number
of squares at a time, provided that the path is clear. Like the Rook
and Bishop, she cannot move at all until some of the adjoining
pieces have made a way for her.
♚ The King has the same movement as the Queen, but is limited
to one square at a time. The King is not allowed to move to a square
which would expose him to capture by adverse pieces, for reasons
which will presently be explained.
♞ The Knight has a very peculiar movement, which is L shaped,
and necessitates his changing the colour of the square he stands on,
every time he moves. The simplest way for the beginner to learn the
Knight’s move is to observe that he must go two squares, neither
more nor less, in a vertical or a horizontal direction, and must then
change the colour of the square he stands on by going one square
either to the right or left, which will complete the L shaped
movement. Diagram No. 4 will show that when the Knight is away
from the side of the board, he may go to any one of eight different
squares; but when he is in a corner he can go to two only. For that
reason Knights are much more powerful when placed near the
centre of the board.
No. 4.
The peculiarity of the Knight’s move is that it is not retarded by
other pieces, because the Knight can jump over them, a privilege
which is not given to any other piece on the board. In Diagram No.
5, for instance, the Knights have been legitimately moved, but no
other piece could be moved until the Pawns had made way for it.
No. 5.
There are one or two peculiar movements which are allowed only
under certain conditions. One of these is Castling. If there are no
pieces between the King and the Rook, and neither piece has been
moved, the King may be moved two squares toward the Rook, and
at the same time the Rook may be brought round to the other side
of the King. The movement must be made with both hands, each
manipulating a piece. In the position shown in Diagram No. 6, for
instance, the King could castle on either side, with the King’s Rook,
or with the Queen’s Rook:—
No. 6.
If an adverse piece commands the square that would be passed
over by the King in castling, the move is not allowed; because a King
must not move into check, nor cross a square that is checked by an
adverse piece nor castle out of check.
In Diagram No. 7 the position that would result from castling with
the Queen’s Rook is shown by the black men.
No. 7.
Queening Pawns. If a passed Pawn succeeds in reaching the
last or eighth square on any file, the player to whom the Pawn
belongs may call it anything he chooses, from a Queen to a Knight.
If the piece he chooses has already been captured, it must be
replaced on the board, and on the square occupied by the Pawn,
which is then removed. If not, some other piece must be put upon
the board as a marker; a Rook upside down, or a Pawn with a ring
on it, may represent a second Queen.
OBJECT OF THE GAME. If all the pieces could be captured, the
object of the game might be to clear the board of the adversary’s
men, as in Checkers; but the peculiarity of Chess is that one piece,
the King, cannot be captured, and the object is to get the adverse
King in such a position that he could not escape capture if he were a
capturable piece. When that is accomplished the King is said to be
mated, and the player who first succeeds in giving mate to the
adversary’s King wins the game, regardless of the number or value
of the pieces either side may have on the board at the time the mate
is accomplished.
When an adverse piece is moved so that it could capture the King
on the next move, due notice must be given to the threatened King
by announcing “Check,” and the player must immediately move his
King out of check, interpose a piece or a Pawn, or capture the piece
that gives the check. If he cannot do one of these three things he is
mated, and loses the game. A very simple example of a mate is
given in Diagram No. 8.
No. 8.
The white Rook has just been moved down to the edge of the
board, giving “check.” As the black King can move only one square
at a time, he cannot get out of check by moving, because the only
squares to which he could go would still leave him in check from the
Rook. Neither the Knight nor the Bishop can interpose to shut out
the Rook’s attack; neither of those pieces can capture the Rook; and
the Pawns cannot move backward; so the black King is mated, and
White wins the game.
A mate may take place in the middle of the board, as shown in
Diagram No. 9.
No. 9.
If the black Queen moves diagonally four squares, placing herself
in front of the white King, and on the same horizontal file as the
black Rook, it will be check-mate, because the white King cannot get
out of one check into another by taking the Queen, which is
protected by the Rook. For the same reason he cannot move, as the
only squares open to him would leave him in check from the Queen,
or move him into check from the black King.
Stalemate. If the King is not in check, but cannot move without
going into check, and there is no other piece for the player to move,
it is called a stale-mate, and the game is drawn. In Diagram No. 10,
for instance,
No. 10.
the black King cannot move without going into check from the Pawn
or the King; none of the black Pawns can move, and Black cannot
move the Rook without putting his own King in check, (from the
Bishop,) which is not allowed.
Perpetual Check. If a piece gives check to the adverse King, and
the King moves away, the check may be repeated, and the King
must move again, or interpose a piece, or capture the checking
piece. If the position is such that no matter how often the King
moves or is covered he cannot get out of check, and no matter how
much the opposing pieces move they cannot check-mate him, the
game is drawn by perpetual check. Diagram No. 11 is an illustration
of such a position.
No. 11.
BLACK.
The only way out of the check is to interpose the Queen,
whereupon the white Queen will move diagonally to the edge of the
board and check again, forcing the black Queen back where she
came from, and drawing the game by perpetual check. If the black
Queen moves away from the King, she will be captured, and White
will give check-mate at the same time.
NOTATION. The various moves which take place in the course of
a game are recorded by a system of chess notation, the number of
the move being given first, and then the pieces moved and the
direction of their movement. The names of the pieces themselves
are used to distinguish the various files of squares running vertically
from the piece itself to the opposite side of the board, and the seven
squares in front of each piece are numbered from 2 to 8. No matter
how much the pieces may be moved, the various vertical files still
retain the name of the pieces which stood at the bottom of them
when the men were first set up. In chess notation, only the initials of
the pieces are used, K standing for King, and Kt for Knight. Although
the files bear the same names, the numbers count from the side on
which the men are placed, so that each square has a double name,
depending on the colour of the man placed upon it.
No. 12.
In Diagram No. 12, for instance, both the Pawns that have been
moved would be spoken of as on K 4. The Knight that has been
moved is on K B 3, because it is a white Knight. If it was a black
Knight it would be on K B 6, reckoning from the black side of the
board for the black pieces. In order to test your understanding of
this system of notation, which is very important in following
published games or problems, take the board and men, white side
next you, and set up the following position, remembering that when
no number is given, the piece stands upon the square originally
occupied by the piece which gives its name to the file:—
Black men;—King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and
Q Kt, 3; Rook on Q R 3.
White men;—King on Q Kt 5; Queen on Q B 6.
Now look at Diagram No 11, and see if you have it right.
In addition to the notation of position, there is that of action. If a
dash is placed between the initials of the piece and the definition of
the square, it shows first the piece moved, and then the square to
which it is moved. In Diagram No 11, for instance, Black’s only move
to cover the check would be given: Q-Q Kt 2; and White’s
continuation would be given; Q-K 8.
The first of these might be abbreviated by saying, Q-Kt 2, because
there is only one Kt 2 to which the Queen could be moved.
The moves of the white pieces are always given first, either in the
left hand of two vertical columns, which are headed “White,” and
“Black” respectively; or above a line which divides the white move
from the black, the latter form being used in text-books, the former
in newspapers. The moves in Diagram No. 11 would be as follows,
supposing the white Queen to arrive from K8 in the first place:—
White. Black.
1. Q-B 6, ch Q-Kt 2
2. Q-K 8, ch Q-Kt’s
Or this;
1.
Q-B 6, ch
Q-Kt 2
When the abbreviation “ch.” is placed after a move, it means
“check.” If it is a mate, or a drawn game, or the player resigns, the
word follows the move. When the King castles with the King’s Rook,
which is the shorter move for the Rook, it is indicated by the sign O-
O. When the King is castled with the Queen’s Rook, which is the
longer move for the Rook, the sign O-O-O is used.
A cross, x, placed after the piece moved shows that it captured
something, and the letters following the cross do not give the square
to which the piece is moved, but show the piece that is captured. K
B x Q P, for instance, would mean that the adversary’s Queen’s Pawn
was to be taken from the board, and the King’s Bishop was to
occupy the square upon which the captured Queen’s Pawn had
stood.
Beginners usually have some difficulty in following the moves of
the Knights, because it frequently happens that the same square can
be reached by either of them. The Bishops cannot be confused in
this way, because they never change the colour of the square they
stand upon. In some sets of chessmen the Knights are distinguished
by putting a small crown on the King’s Knight, but this is never done
in the regulation Staunton model. The beginner will find it very
convenient, when following out the play of published games, to
screw off the bottom of one white and one black Knight, and to
exchange the bases. The white King’s Knight will then have a black
base, and the black King’s Knight will have a white base, and they
can be easily identified at any period of the game.
GERMAN NOTATION. Many of our standard chess books, and
some of the best edited chess columns, are in German, and the
student should be familiar with the German notation, which is much
simpler than the English.
The white men are always considered as the side nearer the
player; the vertical columns are designated from left to right by the
letters a b c d e f g h; and the horizontal rows by the numbers 1 2 3
4 5 6 7 8, beginning at the bottom, or white side. The pieces are
designated by one capital letter only, as follows:—
K for König, or King.
D for Dame, or Queen.
T for Thurm, or Rook.
L for Läufer, or Bishop.
S for Springer, or Knight.
The Pawn is called a Bauer, but when it is moved no initial is
given, simply the square it comes from. In Diagram No. 12, for
instance, the English notation for the first two moves made by white
would be:—P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation
would be:—e 2-e 4; and S g 1-f 3. The move of the Knight, it will be
observed, gives the initial of the piece and the square upon which it
stands, and then the square to which it is moved. A capture is
indicated by the letter “n” taking the place of the dash. If the white
Knight took the black King’s Pawn in Diagram No. 12, for instance,
the move would be recorded: S f 3 n e 5, that is, the Springer at f 3
“nimmt” whatever it found at e 5. A check is indicated by a plus
sign, +, following the move. In Diagram No. 11, for instance, the
last move of the white Queen would be: D e 8-c 6 +; and Black’s
reply would be: D b 8-b 7.
THE OPENINGS. Time and experience have shown that it is best
for each player to adopt certain conventional openings, in order to
develop his pieces. White always has the advantage, usually believed
to be equal to 55%, counting drawn games as one half. This is
because White can usually take more risks in offering a gambit than
Black can in accepting it, and the best judges say that they would
rather give a Knight and take the white pieces, than give Pawn-and-
move and take the black. Gambit is a term used in Italian wrestling,
and means that the adversary is given an apparent advantage at the
start, in order more successfully to trip him up later on.
There are a great many chess openings, all of which have been
analysed as far as the tenth move, including every possible variation
on the way. The student who wishes to study them in detail should
procure Freeborough’s “Chess Openings,” or Cook’s “Synopsis.” In
these works, if either side has an advantage before the tenth move,
it is indicated by a plus sign; if the position is equal, it is so marked.
In studying openings, the student should be careful always to play
with the winning side next him; that is, never study how to play a
losing game. If the variation ends with a plus sign, showing a win for
the white, play it over with the white men next you. In selecting
openings for general use in play, if it is one for the white men, take
those openings that have the greatest number of variations ending
in favour of white. The Ruy Lopez is a very good opening for
beginners, and the Evans’ Gambit may be studied later. The French
Defence and the Petroff are good openings for Black.
The theory of opening is to mobilise your forces for the attack in
the fewest possible moves. Lasker thinks six moves should be
enough for this purpose, and he recommends that only the King’s
and Queen’s Pawns should be moved, after which each piece should
be placed at once upon the square from which it can operate to the
best advantage. He thinks the Knights should be first brought out,
and posted at B 3, and then the K’s B, somewhere along his own
diagonal. The great mistake made by beginners is that they rush off
to the attack and try to capture some of the adverse pieces before
they have properly prepared themselves for re-inforcement or
retreat. It should never be forgotten that the game is not won by
capturing the adversary’s pieces, but by check-mating his King.
Take the board and pieces, arrange them with the white men next
you, and play over the following simple little game. Remember that
the figures above the line are for the white men; those below for the
black.
1
P-K4
P-K4
2
Kt-KB3
P-Q3
3
Kt-QB3
P-KR3
4
B-B4
B-Kt5
The third move made by Black accomplishes nothing, and is simply a
waste of time. He should have continued by bringing his Knights into
play. His fourth move is also a mistake; he should develop the Knights
before the Bishops.
5
KtxP
BxQ
6
BxKBP ch
K-K2
7
Kt-Q5 mate
On his fifth move, Black jumps at the chance to win White’s Queen,
but this is not of the slightest benefit to him, because the object of the
game is not to win the Queen, but to mate the King. At the seventh
move the beginner will see that the black King cannot move out of
check, neither can he move into check by taking the Bishop. He has no
piece that can capture the Knight that gives the check, and nothing can
be interposed, so he is mated, and White wins.
Here is another simple little game. Take the black pieces this time, but
make the white men move first, of course.
1
P-K4
P-K4
2
Kt-KB3
Kt-KB3
3
KtxP
Kt-QB3
You don’t take the King’s Pawn; it is much more important to develop
your pieces rapidly.
4
KtxKt
QPxKt
5
P-Q3
B-QB4
6
B-Kt5
KtxP
White’s sixth move is bad, and you immediately take advantage of it.
If he takes your Knight with his Pawn, you will take his K B P with your
Bishop, and say “Check.” If he takes the Bishop you win his Queen. If he
moves his King you check again with your other Bishop, which will force
him to take your black Bishop, and lose his Queen.
7
BxQ
BxP ch
8
K-K2
B-Kt5 mate
If the beginner will examine the position, he will find that there is no
way of escape for the King, and Black wins.
Openings are usually divided into five principal classes: Those in
which the first piece developed is the King’s Knight; those in which the
King’s Bishop is the first piece brought into play; those in which a
Gambit is offered on the second move, usually a sacrificed Pawn; those
which are called Close openings, securing a good defensive game for
the black pieces; and those which are Irregular.
In the following outline of fifty of the openings, only the first four
moves are given, and usually only one variation is selected, the object
being more to give the student an idea of the development than to
exhaust the subject. The arrangement is alphabetical, that being more
convenient in a book of reference. For the continuations the student is
recommended to study “Freeborough,” or the “Handbuch des
Schachspiels.”
Allgaier Gambit:—
1
P-K4
P-K4
2
P-KB4
PxP
3
Kt-KB3
P-KKt4
4
P-KR4
P-Kt5
Boden-Kieseritzky Gambit:—
1
P-K4
P-K4
2
B-B4
Kt-KB3
3
Kt-KB3
KtxP
4
Kt-B3
KtxKt
Berlin Defence:—
1
P-K4
P-K4
2
B-B4
Kt-KB3
3
Q-K2
Kt-QB3
4
P-QB3
B-B4
Blackmar Gambit:—
1
P-Q4
P-Q4
2
P-K4
PxP
3
P-KB3
PxP
4
KtxP
B-B4
Calabrese Counter Gambit:—
1
P-K4
P-K4
2
B-B4
P-KB4
3
P-Q3
Kt-KB3
4
P-B4
P-Q4
Centre Gambit:—
1
P-K4
P-K4
2
P-Q4
PxP
3
QxP
Kt-QB3
4
Q-K3
B-Kt5 ch
Centre Counter Gambit:—
1
P-K4
P-Q4
2
PxP
QxP
3
Kt-QB3
Q-Q sq
4
P-Q4
Kt-KB3
Classical Defence, to K. B. opening:—
1
P-K4
P-K4
2
B-B4
B-B4
3
P-QB3
Kt-KB3
4
P-Q4
PxP
Cunningham Gambit:—
1
P-K4
P-K4
2
P-KB4
PxP
3
Kt-KB3
B-K2
4
B-B4
B-R5 ch
Cochrane Gambit:—
1
P-K4
P-K4
2
P-KB4
PxP
3
Kt-KB3
P-KKt4
4
B-B4
P-Kt5
Danish Gambit:—
1
P-K4
P-K4
2
P-Q4
PxP
3
P-QB3
PxP
4
B-QB4
Kt-KB3
English Opening:—
1
P-QB4
P-QB4
2
P-B4
P-B4
3
P-Q3
Kt-KB3
4
Kt-QB3
P-Q3
Evans’ Gambit:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
B-B4
B-B4
4
P-QKt4
BxKtP
Evans’ Gambit Declined:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
B-B4
B-B4
4
P-QKt4
B-Kt3
Fianchetto Opening:—
1
P-K3
P-K4
2
P-QB4
Kt-KB3
3
Kt-QB3
P-Q4
4
PxP
KtxP
Fianchetto Defence:—
1
P-K4
P-QKt3
2
P-Q4
P-K3
3
B-Q3
B-Kt2
4
Kt-K2
Kt-KB3
Four Knights:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
Kt-B3
Kt-B3
4
B-Kt5
B-Kt5
French Defence:—
1
P-K4
P-K3
2
P-Q4
P-Q4
3
Kt-QB3
Kt-KB3
4
B-KKt5
B-K2
From Gambit:—
1
P-KB4
P-K4
2
PxP
P-Q3
3
PxP
BxP
4
Kt-KB3
Kt-KB3
Giuoco Piano:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
B-B4
B-B4
4
P-B3
Kt-B3
Greco-Counter Gambit:—
1
P-K4
P-K4
2
Kt-KB3
P-KB4
3
KtxP
Q-B3
4
P-Q4
P-Q3
Hamppe-Allgaier Gambit:—
1
P-K4
P-K4
2
Kt-QB3
Kt-QB3
3
P-B4
PxP
4
Kt-B3
P-KKt4
Hungarian Defence:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
B-B4
B-K2
4
P-Q4
P-Q3
Irregular Openings:—
1
P-K4
P-K4
2
P-QB3
P-Q4
3
Kt-B3
PxP
4
KtxP
B-Q3
1
P-K4
P-Q3
2
P-Q4
Kt-KB3
3
B-Q3
Kt-QB3
4
P-QB3
P-K4
1
P-K4
P-QB3
2
P-Q4
P-Q4
3
PxP
PxP
4
B-Q3
Kt-QB3
1
P-K4
Kt-QB3
2
P-Q4
P-K4
3
PxP
KtxP
4
P-KB4
Kt-Kt3
Jerome Gambit:—
1
P-K4
P-K4
2
Kt-KB3
Kt-QB3
3
B-B4
B-B4
4
BxP ch
KxB
Kieseritzky Gambit:—
1
P-K4
P-K4
2
P-KB4
PxP
3
Kt-KB3
P-KKt4
4
P-KR4
P-Kt5
King’s Bishop’s Gambit:—
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  • 5. Table 13.1 Terminology Related to Trust Trust The extent to which someone who relies on a system can have confidence that the system meets its specifications (i.e., that the system does what it claims to do and does not perform unwanted functions). Trusted system A system believed to enforce a given set of attributes to a stated degree of assurance. Trustworthiness Assurance that a system deserves to be trusted, such that the trust can be guaranteed in some convincing way, such as through formal analysis or code review. Trusted computer system A system that employs sufficient hardware and software assurance measures to allow its use for simultaneous processing of a range of sensitive or classified information. Trusted computing base (TCB) A portion of a system that enforces a particular policy. The TCB must be resistant to tampering and circumvention. The TCB should be small enough to be analyzed systematically. Assurance A process that ensures a system is developed and operated as intended by the system's security policy. Evaluation Assessing whether the product has the security properties claimed for it. Functionality The security features provided by a product.
  • 6. Table 13.2 RBAC Elements U, a set of users R and AR, disjoint sets of (regular) roles and administrative roles P and AP, disjoint sets of (regular) permissions and administrative permissions S, a set of sessions PA  P  R , a many-to-many permission to role assignment relation APA  AP  AR, a many-to-many permission to administrative role assignment relation UA  U  R , a many-to-many user to role assignment relation AUA  U  AR, a many-to-many user to administrative role assignment relation RH  R  R , a partially ordered role hierarchy ARH  AR  AR, partially ordered administrative role hierarchy (both hierarchies are written as ≥ in infix notation) user : S → U, a function mapping each session si to the single user user(si) (constant for the session's lifetime) roles : S → 2RAR maps each session si to a set of roles and administrative roles roles(si)  { r | (r' ≥ r)[( user(si), r')  UA  AUA]} (which can change with time) session si has the permissions r roles(si){p | (r'' ≤ r)  PA  APA]} There is a collection of constraints stipulating which values of the various components enumerated above are allowed or forbidden.
  • 7. Table 13.3 CC Security Functional Requirements Class Description Audit Involves recognizing, recording, storing and analyzing information related to security activities. Audit records are produced by these activities, and can be examined to determine their security relevance. Cryptographic support Used when the TOE implements cryptographic functions. These may be used, for example, to support communications, identification and authentication, or data separation. Communications Provides two families concerned with nonrepudiation by the originator and by the recipient of data. User data protection Specifies requirements relating to the protection of user data within the TOE during import, export, and storage, in addition to security attributes related to user data. Identification and authentication Ensure the unambiguous identification of authorized users and the correct association of security attributes with users and subjects. Security management Specifies the management of security attributes, data and functions. Privacy Provides a user with protection against discovery and misuse of his or her identity by other users. Protection of the TOE security functions Focused on protection of TSF (TOE security functions) data, rather than of user data. The class relates to the integrity and management of the TSF mechanisms and data. Resource utilization Supports the availability of required resources, such as processing capability and storage capacity. Includes requirements for fault tolerance, priority of service, and resource allocation. TOE access Specifies functional requirements, in addition to those specified for identification and authentication, for controlling the establishment of a user’s session. The requirements for TOE access govern such things as limiting the number and scope of user sessions, displaying the access history, and modifying of access parameters. Trusted path/channels Concerned with trusted communications paths between the users and the TSF and between TSFs.
  • 8. Table 13.4 CC Security Assurance Requirements Class Description Configuration management Requires that the integrity of the TOE is adequately preserved. Specifically, configuration management provides confidence that the TOE and documentation used for evaluation are the ones prepared for distribution. Delivery and operation Concerned with the measures, procedures, and standards for secure delivery, installation, and operational use of the TOE, to ensure that the security protection offered by the TOE is not compromised during these events. Development Concerned with the refinement of the TSF from the specification defined in the ST to the implementation, and a mapping from the security requirements to the lowest level representation. Guidance documents Concerned with the secure operational use of the TOE, by the users and administrators. Life cycle support Concerned with the life cycle of the TOE include life cycle definition, tools and techniques, security of the development environment, and remediation of flaws found by TOE consumers. Tests Concerned with demonstrating that the TOE meets its functional requirements. The families address coverage and depth of developer testing, and requirements for independent testing. Vulnerability assessment Defines requirements directed at the identification of exploitable vulnerabilities, which could be introduced by construction, operation, misuse or incorrect configuration of the TOE. The families identified here are concerned with identifying vulnerabilities through covert channel analysis, analyzing the configuration of the TOE, examining the strength of mechanisms of the security functions, and identifying flaws introduced during development of the TOE. The second family covers the security categorization of TOE components. The third and fourth cover the analysis of changes for security impact, and the provision of evidence that procedures are being followed. This class provides building blocks for the establishment of assurance maintenance schemes. Assurance maintenance Provides requirements that are intended to be applied after a TOE has been certified against the CC. These requirements are aimed at assuring that the TOE will continue to meet its security target as changes are made to the TOE or its environment.
  • 9. Discovering Diverse Content Through Random Scribd Documents
  • 10. must be left out, or they must be rolled over again. The number of balls left outside the pocket, odd or even, decides whether the inside or the outside bets win; and after the banker has deducted his ten per cent, the players who have backed the winning side get their money. MONTE BANK. The money staked by the banker is piled upon the table, so that all players may see what is to be won. The banker takes a Spanish pack of forty cards, shuffles them, and offers them to the players to be cut. Holding the pack face down, the banker draws two cards from the bottom and places them on the table, face up, for the “bottom layout.” He then draws two cards from the top of the pack for the “top layout.” The players can bet on either layout, and after all the bets are placed the pack is turned face up. The card that shows is called the “gate.” If it is of the same suit as either of the cards in the top layout, the banker pays all bets on that layout. If there is a card of the same suit as the gate in the bottom layout, the banker pays that also. If there is no card of the same suit as the gate in either of the layouts, the banker wins from that layout; so that he may win or lose from either or both on the same gate. The pack is then turned face down, the gate is drawn off and thrown aside and two fresh layouts are made, as before and the bets placed before the new gate is shown. This is continued until the pack is exhausted. THREE-CARD MONTE. This is a purely gambling game, chiefly useful for separating fools from their money. The dealer takes three cards, slightly bent lengthwise, so as to be more easily picked up by the ends. One of these is shown, and the players are told to watch it. After a few
  • 11. skilful passes, the three cards come to rest on the layout, and the players are asked to bet that they can pick out the card shown. If the dealer will lay two to one, it is a fair gamble; but if he lays even money only, the player is betting two to one against himself. There are endless ways of pretending to mark the shown card, so that it may be known by the back; but the dealer or his confederate always knows that this is done, and the mark is shifted during the passes. UNDER AND OVER SEVEN. This game is played with a layout, divided and marked as follows: — The players can bet on any of the three spaces. Two dice are thrown by the banker, and if the number thrown is under seven he pays all bets upon the U, even money, taking all those upon 7 and O. If the throw is over seven, he pays all bets upon the O, taking all those upon U and 7. If seven is thrown, he pays all bets upon that number, three for one, and takes all upon U and O. As there are 36 possible throws with two dice, 15 being under and 15 over seven, the percentage in favour of the banker is always 21 to 15, on U and O. As there are only 6 ways out of 36 to throw seven, the odds against it are 5 to 1; but the banker pays only 3 for 1. In spite of this enormous percentage in his favour, he frequently adds to his revenue by skilful cheating. LANSQUENET.
  • 12. This is a banking game for any number of players, with a pack of fifty-two cards. After the pack has been shuffled and cut, the dealer lays off two cards, face up for “hand cards.” He then deals a card for himself and one for the players, also face up. If either of these is of the same denomination as either of the hand cards, it must be placed with them, and another card dealt; because all bets must be made on single cards. Having two cards, one for the players and one for himself, the banker turns up cards one at a time. If he draws the same denomination as the players’ card, he wins all the bets upon it. If he draws his own denomination, he loses all bets upon the other card. If he draws a card that matches neither, and is not in the hand cards, it is placed on the table, and the players can bet upon it. As soon as the players’ card is matched, the banker withdraws both cards, but he cannot withdraw his own card. All cards matching the hand cards must be placed with them.
  • 13. TABLE GAMES. The common form of folding chess-board provides a field for three of our best known games; Chess, Checkers, and Backgammon, which are generally spoken of as “table games,” although, strictly speaking, Backgammon is the only game of Tables. These three games were probably played long before history noticed them, and they have survived almost all ancient forms of amusement. Chess is not only the most important of the three, but the most widely known, and possesses the most extensive literature. According to Chatto, it is probable that all games of cards owe their origin to chess, cards themselves having been derived from an old Indian variation of chess, known as the Four Kings. Chess is also the most fascinating of the table games, its charm being probably due to the fact that, like whist, it is a game that no man ever mastered. Whether or not this is in its favour is an open question. The amount of study and practice required to make a person proficient in chess brings a serious drain upon the time, and the fascinations of the game are such that once a person has become thoroughly interested in it, everything else is laid aside, and it is notorious that no man distinguished as a chess-player has ever been good for anything else. Mr. Blackburne, the English chess champion, regards the game as a dangerous intellectual vice which is spreading to rather an alarming extent. Discussing the matter, after his game with Mr. Bardeleben, he said: “I know a lot of people who hold the view that chess is an excellent means of training the mind in logic and shrewd calculation, provision and caution. But I don’t find these qualities reflected in the lives of chess-players. They are just as fallible and foolish as other folks who don’t know a rook from a pawn. But even if it were a form of mental discipline, which I doubt, I should still
  • 14. object to it on the ground of its fatal fascination. Chess is a kind of mental alcohol. It inebriates the man who plays it constantly. He lives in a chess atmosphere, and his dreams are of gambits and the end of games. I have known many an able man ruined by chess. The game has charmed him, and, as a consequence, he has given up everything to the charmer. No, unless a man has supreme self- control, it is better that he should not learn to play chess. I have never allowed my children to learn it, for I have seen too much of its evil results. Draughts is a better game, if you must have a game.” Chess is generally believed to have originated in India, and in its primitive form was called Chaturanga. It is mentioned in the Hindoo Puranas, at least 3000 years B. C. The game seems to have spread eastward long before it came West, going through Burmah to Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better preservation of historical records in China, many persons have been led to credit that country with the invention of chess, but recent investigations have shown that the Chinese got it from India. At some remote period of the world’s history the game was taken from China to Japan, and there are to-day many points in common between the games played in these two countries, especially in the arrangement of the pieces, although the Japanese board has eighty- one squares. Chess came westward through Constantinople, it having passed through Persia sometime during the sixth century. The Arabs seem to have learned the game, and taken it to Mecca and Medina, afterward passing it along to Syria and the Byzantines, sometime during the seventh century. Disbanded body-guards of the Byzantine emperors carried it to Scandinavia and the North, while it was gradually spreading over Europe by way of the Bosphoros and the Danube. Draughts, or Checkers, is sometimes claimed to be an older game than Chess: but it is much more probable that both are developments of some still older game, all trace of which is lost. In Egypt and Nubia there are illustrations of persons playing at
  • 15. draughts twenty centuries before the Christian era. During recent explorations in Egypt quite a variety of draughtmen have been found, some of which were used during the reign of Rameses III. The usual form seems to have been circular, about an inch in diameter, and surmounted by a round knob, something like a chess pawn, so that the men could be easily picked up. From the manner in which the men are shown mixed upon the board, it is evident that they could not move or take backwards, as in Polish draughts, but whether they advanced diagonally, as at the present day, there is no evidence to show. The Japanese game of draughts has lately been revived in England and America under the name of Go-Bang, but as it requires a special board of 324 squares, it has never been popular. Backgammon cannot be traced to its origin. Several authorities have fallen into the error of ascribing the game to a certain country because the name is derived from a certain language, forgetting that in ancient times every country invented its own names for games. Chess is called Choke-choo-hong-ki in China, and Shogi in Japan; but that does not make it either a Chinese or a Japanese game. Either of these names might be used for Backgammon, as they have exactly the same meaning. The Welsh words, bach, and cammen; or the Saxon bac, and gamen, signify “a little battle;” while the Chinese and Japanese names for Chess signify “mimic warfare.” The Welsh and Saxons undoubtedly got Backgammon from the Romans, who played it under the name of Scripta Duodecimo. They seemed to have got it from the Greeks, who are known to have used a table called Abacus, very much like a backgammon board in form, with lines drawn upon it, and the men were moved from one line to another according to the throws of the dice. There is no trace of Backgammon among the games of the Egyptians or the Hebrews, although the chief factors in the game, the dice, have been known to all nations, and are probably the oldest gaming instruments in the world. As to the respective merits of these table games, there is little to be said. Curiously enough they are played by entirely different
  • 16. classes of people. Backgammon has always been highly respectable, and seems likely to retain its position as the fashionable game. Draughts is peculiarly the game of the middle classes, popular at the workman’s dinner hour, in the sitting-rooms of cheap hotels, in country clubs, and in fire engine stations; the latter being a favourite training ground for our checker champions. Chess is probably the most universal game of all, and its general character is understood by almost every educated person in the world. CHESS. Chess is played upon a square board, divided into sixty-four smaller squares of equal size. These small squares are usually of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right, on the side nearer him. Each player is provided with sixteen men, eight of which are called pieces, and eight pawns. The men on one side are red or black, and those on the other side are white or yellow, and they are usually of a standard pattern, which is known as the Staunton model. The eight pieces are: The King, ♚ The Queen, ♛ Two Rooks or Castles, ♜ Two Bishops, ♝ and two Knights, ♞ These eight pieces are arranged on the side of the board nearer the player, and immediately in front of them stand the eight Pawns, ♟. Diagram No. 1 will show the proper arrangement of the men at the beginning of a game:—
  • 17. No. 1. BLACK. WHITE. It will be observed that the two Queens are opposite each other, and that each Queen stands upon a square of the same colour as herself. For irregularities in setting up the men, see the Laws of Chess. The players are designated by the colour of the men with which they play, Black or White, and White always has the first move. In a series of games each player alternately takes the white men with the first move. It is usual to draw for the first game, one player concealing in each hand a pawn of a different colour, and offering the choice of hands to his adversary. Whichever colour the chosen hand contains is the one the chooser must take for the first game. The duplicate pieces of each colour are distinguished by their position with regard to the King or Queen; those on the King’s side being called the King’s Bishop, the King’s Knight, and the King’s Rook. Those on the Queen’s side are the Queen’s Bishop, Queen’s Knight, and Queen’s Rook. The pawns are designated by the pieces
  • 18. in front of which they stand; King’s Pawn; Queen’s Knight’s Pawn, etc. The comparative value of the pieces changes a little in the course of play, the Rooks especially not being so valuable early in the game. Authorities differ a little as to the exact value of the pieces, but if we take the Pawn as a unit, the fighting value of the others will be about as follows:— A Knight is worth 3½ Pawns. A Bishop is worth 5¼ Pawns. A Rook is worth 9½ Pawns. A Queen is worth 15 Pawns. A King is worth 4½ Pawns. THE MOVES. Each piece has a movement peculiar to itself, and, with the exception of the Pawns, any piece can capture and remove from the board any opposing piece which it finds in its line of movement. The captured piece is not jumped over, but the capturing piece simply occupies the square on which the captured piece stood. The movement of each piece should be studied separately. ♟ The Pawns move straight forward, one square at a time, except on the first move, when they have the privilege of moving either one or two squares, at the option of the player. In capturing, the Pawn does not take the piece directly in its path, but the one diagonally in front of it on either side. Such a capture of course takes the Pawn from the file it originally occupied, and it must then continue to advance in a straight line on its new file. In Diagram No. 2, the white Pawns could not capture either of the black Bishops or Rooks, but the Pawn on the left could take either of the black Knights:— No. 2.
  • 19. WHITE. After a Pawn has crossed the middle line of the board into the adversary’s territory, it is called a passed Pawn. If an adverse Pawn attempts to pass this Pawn by availing itself of the privilege of moving two squares the first time, that would not prevent the passed Pawn from capturing it en passant. In the position shown in Diagram No. 3, for instance, if the black Queen’s Pawn were to advance two squares, the white Pawn could capture it en passant, lifting it from the board, and taking the position that the black Pawn would have occupied if it had moved only one square the first time; that is, the first black square in front of the Queen. A Pawn can be taken en passant only by another pawn, never by any other piece. No. 3. BLACK. ♜ The Rook can be moved any number of squares at a time, forward or backward, but only in vertical or horizontal lines, never diagonally. The Rook’s movement is of course limited by pieces obstructing its path, for it cannot jump over anything. At the beginning of the game, for instance, the Rook cannot move at all.
  • 20. ♝ The Bishop can be moved any number of squares at a time, forward or backward, but only in diagonal lines, never horizontally or vertically. For this reason the Bishop never leaves the squares of the same colour as that on which it originally stood. A Bishop is often spoken of as a white Bishop or a black Bishop, which does not mean that it is one of White’s Bishops, or one of Black’s; but that it stands upon a white or black square. Like the Rook, the Bishop cannot jump over other pieces, and cannot be moved at all until one or other of the two Pawns diagonally in front of it have opened the way. ♛ The Queen combines the movements of the Rook and Bishop, and can be moved horizontally, vertically, or diagonally, any number of squares at a time, provided that the path is clear. Like the Rook and Bishop, she cannot move at all until some of the adjoining pieces have made a way for her. ♚ The King has the same movement as the Queen, but is limited to one square at a time. The King is not allowed to move to a square which would expose him to capture by adverse pieces, for reasons which will presently be explained. ♞ The Knight has a very peculiar movement, which is L shaped, and necessitates his changing the colour of the square he stands on, every time he moves. The simplest way for the beginner to learn the Knight’s move is to observe that he must go two squares, neither more nor less, in a vertical or a horizontal direction, and must then change the colour of the square he stands on by going one square either to the right or left, which will complete the L shaped movement. Diagram No. 4 will show that when the Knight is away from the side of the board, he may go to any one of eight different squares; but when he is in a corner he can go to two only. For that reason Knights are much more powerful when placed near the centre of the board. No. 4.
  • 21. The peculiarity of the Knight’s move is that it is not retarded by other pieces, because the Knight can jump over them, a privilege which is not given to any other piece on the board. In Diagram No. 5, for instance, the Knights have been legitimately moved, but no other piece could be moved until the Pawns had made way for it. No. 5. There are one or two peculiar movements which are allowed only under certain conditions. One of these is Castling. If there are no pieces between the King and the Rook, and neither piece has been moved, the King may be moved two squares toward the Rook, and at the same time the Rook may be brought round to the other side of the King. The movement must be made with both hands, each manipulating a piece. In the position shown in Diagram No. 6, for instance, the King could castle on either side, with the King’s Rook, or with the Queen’s Rook:—
  • 22. No. 6. If an adverse piece commands the square that would be passed over by the King in castling, the move is not allowed; because a King must not move into check, nor cross a square that is checked by an adverse piece nor castle out of check. In Diagram No. 7 the position that would result from castling with the Queen’s Rook is shown by the black men. No. 7. Queening Pawns. If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight. If the piece he chooses has already been captured, it must be replaced on the board, and on the square occupied by the Pawn, which is then removed. If not, some other piece must be put upon
  • 23. the board as a marker; a Rook upside down, or a Pawn with a ring on it, may represent a second Queen. OBJECT OF THE GAME. If all the pieces could be captured, the object of the game might be to clear the board of the adversary’s men, as in Checkers; but the peculiarity of Chess is that one piece, the King, cannot be captured, and the object is to get the adverse King in such a position that he could not escape capture if he were a capturable piece. When that is accomplished the King is said to be mated, and the player who first succeeds in giving mate to the adversary’s King wins the game, regardless of the number or value of the pieces either side may have on the board at the time the mate is accomplished. When an adverse piece is moved so that it could capture the King on the next move, due notice must be given to the threatened King by announcing “Check,” and the player must immediately move his King out of check, interpose a piece or a Pawn, or capture the piece that gives the check. If he cannot do one of these three things he is mated, and loses the game. A very simple example of a mate is given in Diagram No. 8. No. 8. The white Rook has just been moved down to the edge of the board, giving “check.” As the black King can move only one square at a time, he cannot get out of check by moving, because the only squares to which he could go would still leave him in check from the Rook. Neither the Knight nor the Bishop can interpose to shut out the Rook’s attack; neither of those pieces can capture the Rook; and
  • 24. the Pawns cannot move backward; so the black King is mated, and White wins the game. A mate may take place in the middle of the board, as shown in Diagram No. 9. No. 9. If the black Queen moves diagonally four squares, placing herself in front of the white King, and on the same horizontal file as the black Rook, it will be check-mate, because the white King cannot get out of one check into another by taking the Queen, which is protected by the Rook. For the same reason he cannot move, as the only squares open to him would leave him in check from the Queen, or move him into check from the black King. Stalemate. If the King is not in check, but cannot move without going into check, and there is no other piece for the player to move, it is called a stale-mate, and the game is drawn. In Diagram No. 10, for instance, No. 10.
  • 25. the black King cannot move without going into check from the Pawn or the King; none of the black Pawns can move, and Black cannot move the Rook without putting his own King in check, (from the Bishop,) which is not allowed. Perpetual Check. If a piece gives check to the adverse King, and the King moves away, the check may be repeated, and the King must move again, or interpose a piece, or capture the checking piece. If the position is such that no matter how often the King moves or is covered he cannot get out of check, and no matter how much the opposing pieces move they cannot check-mate him, the game is drawn by perpetual check. Diagram No. 11 is an illustration of such a position. No. 11. BLACK.
  • 26. The only way out of the check is to interpose the Queen, whereupon the white Queen will move diagonally to the edge of the board and check again, forcing the black Queen back where she came from, and drawing the game by perpetual check. If the black Queen moves away from the King, she will be captured, and White will give check-mate at the same time. NOTATION. The various moves which take place in the course of a game are recorded by a system of chess notation, the number of the move being given first, and then the pieces moved and the direction of their movement. The names of the pieces themselves are used to distinguish the various files of squares running vertically from the piece itself to the opposite side of the board, and the seven squares in front of each piece are numbered from 2 to 8. No matter how much the pieces may be moved, the various vertical files still retain the name of the pieces which stood at the bottom of them when the men were first set up. In chess notation, only the initials of the pieces are used, K standing for King, and Kt for Knight. Although the files bear the same names, the numbers count from the side on which the men are placed, so that each square has a double name, depending on the colour of the man placed upon it. No. 12.
  • 27. In Diagram No. 12, for instance, both the Pawns that have been moved would be spoken of as on K 4. The Knight that has been moved is on K B 3, because it is a white Knight. If it was a black Knight it would be on K B 6, reckoning from the black side of the board for the black pieces. In order to test your understanding of this system of notation, which is very important in following published games or problems, take the board and men, white side next you, and set up the following position, remembering that when no number is given, the piece stands upon the square originally occupied by the piece which gives its name to the file:— Black men;—King on Q R’s; Queen on Q Kt’s; Pawns on Q R 2, and Q Kt, 3; Rook on Q R 3. White men;—King on Q Kt 5; Queen on Q B 6. Now look at Diagram No 11, and see if you have it right. In addition to the notation of position, there is that of action. If a dash is placed between the initials of the piece and the definition of the square, it shows first the piece moved, and then the square to which it is moved. In Diagram No 11, for instance, Black’s only move
  • 28. to cover the check would be given: Q-Q Kt 2; and White’s continuation would be given; Q-K 8. The first of these might be abbreviated by saying, Q-Kt 2, because there is only one Kt 2 to which the Queen could be moved. The moves of the white pieces are always given first, either in the left hand of two vertical columns, which are headed “White,” and “Black” respectively; or above a line which divides the white move from the black, the latter form being used in text-books, the former in newspapers. The moves in Diagram No. 11 would be as follows, supposing the white Queen to arrive from K8 in the first place:— White. Black. 1. Q-B 6, ch Q-Kt 2 2. Q-K 8, ch Q-Kt’s Or this; 1. Q-B 6, ch Q-Kt 2 When the abbreviation “ch.” is placed after a move, it means “check.” If it is a mate, or a drawn game, or the player resigns, the word follows the move. When the King castles with the King’s Rook, which is the shorter move for the Rook, it is indicated by the sign O- O. When the King is castled with the Queen’s Rook, which is the longer move for the Rook, the sign O-O-O is used. A cross, x, placed after the piece moved shows that it captured something, and the letters following the cross do not give the square to which the piece is moved, but show the piece that is captured. K B x Q P, for instance, would mean that the adversary’s Queen’s Pawn was to be taken from the board, and the King’s Bishop was to occupy the square upon which the captured Queen’s Pawn had stood.
  • 29. Beginners usually have some difficulty in following the moves of the Knights, because it frequently happens that the same square can be reached by either of them. The Bishops cannot be confused in this way, because they never change the colour of the square they stand upon. In some sets of chessmen the Knights are distinguished by putting a small crown on the King’s Knight, but this is never done in the regulation Staunton model. The beginner will find it very convenient, when following out the play of published games, to screw off the bottom of one white and one black Knight, and to exchange the bases. The white King’s Knight will then have a black base, and the black King’s Knight will have a white base, and they can be easily identified at any period of the game. GERMAN NOTATION. Many of our standard chess books, and some of the best edited chess columns, are in German, and the student should be familiar with the German notation, which is much simpler than the English. The white men are always considered as the side nearer the player; the vertical columns are designated from left to right by the letters a b c d e f g h; and the horizontal rows by the numbers 1 2 3 4 5 6 7 8, beginning at the bottom, or white side. The pieces are designated by one capital letter only, as follows:— K for König, or King. D for Dame, or Queen. T for Thurm, or Rook. L for Läufer, or Bishop. S for Springer, or Knight. The Pawn is called a Bauer, but when it is moved no initial is given, simply the square it comes from. In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:—P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:—e 2-e 4; and S g 1-f 3. The move of the Knight, it will be
  • 30. observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3 n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5. A check is indicated by a plus sign, +, following the move. In Diagram No. 11, for instance, the last move of the white Queen would be: D e 8-c 6 +; and Black’s reply would be: D b 8-b 7. THE OPENINGS. Time and experience have shown that it is best for each player to adopt certain conventional openings, in order to develop his pieces. White always has the advantage, usually believed to be equal to 55%, counting drawn games as one half. This is because White can usually take more risks in offering a gambit than Black can in accepting it, and the best judges say that they would rather give a Knight and take the white pieces, than give Pawn-and- move and take the black. Gambit is a term used in Italian wrestling, and means that the adversary is given an apparent advantage at the start, in order more successfully to trip him up later on. There are a great many chess openings, all of which have been analysed as far as the tenth move, including every possible variation on the way. The student who wishes to study them in detail should procure Freeborough’s “Chess Openings,” or Cook’s “Synopsis.” In these works, if either side has an advantage before the tenth move, it is indicated by a plus sign; if the position is equal, it is so marked. In studying openings, the student should be careful always to play with the winning side next him; that is, never study how to play a losing game. If the variation ends with a plus sign, showing a win for the white, play it over with the white men next you. In selecting openings for general use in play, if it is one for the white men, take those openings that have the greatest number of variations ending in favour of white. The Ruy Lopez is a very good opening for beginners, and the Evans’ Gambit may be studied later. The French Defence and the Petroff are good openings for Black.
  • 31. The theory of opening is to mobilise your forces for the attack in the fewest possible moves. Lasker thinks six moves should be enough for this purpose, and he recommends that only the King’s and Queen’s Pawns should be moved, after which each piece should be placed at once upon the square from which it can operate to the best advantage. He thinks the Knights should be first brought out, and posted at B 3, and then the K’s B, somewhere along his own diagonal. The great mistake made by beginners is that they rush off to the attack and try to capture some of the adverse pieces before they have properly prepared themselves for re-inforcement or retreat. It should never be forgotten that the game is not won by capturing the adversary’s pieces, but by check-mating his King. Take the board and pieces, arrange them with the white men next you, and play over the following simple little game. Remember that the figures above the line are for the white men; those below for the black.
  • 32. 1 P-K4 P-K4 2 Kt-KB3 P-Q3 3 Kt-QB3 P-KR3 4 B-B4 B-Kt5 The third move made by Black accomplishes nothing, and is simply a waste of time. He should have continued by bringing his Knights into play. His fourth move is also a mistake; he should develop the Knights before the Bishops. 5 KtxP BxQ 6 BxKBP ch K-K2 7 Kt-Q5 mate On his fifth move, Black jumps at the chance to win White’s Queen, but this is not of the slightest benefit to him, because the object of the game is not to win the Queen, but to mate the King. At the seventh move the beginner will see that the black King cannot move out of check, neither can he move into check by taking the Bishop. He has no piece that can capture the Knight that gives the check, and nothing can be interposed, so he is mated, and White wins. Here is another simple little game. Take the black pieces this time, but make the white men move first, of course. 1 P-K4 P-K4 2 Kt-KB3 Kt-KB3 3 KtxP Kt-QB3 You don’t take the King’s Pawn; it is much more important to develop your pieces rapidly. 4 KtxKt QPxKt 5 P-Q3 B-QB4 6 B-Kt5 KtxP
  • 33. White’s sixth move is bad, and you immediately take advantage of it. If he takes your Knight with his Pawn, you will take his K B P with your Bishop, and say “Check.” If he takes the Bishop you win his Queen. If he moves his King you check again with your other Bishop, which will force him to take your black Bishop, and lose his Queen. 7 BxQ BxP ch 8 K-K2 B-Kt5 mate If the beginner will examine the position, he will find that there is no way of escape for the King, and Black wins. Openings are usually divided into five principal classes: Those in which the first piece developed is the King’s Knight; those in which the King’s Bishop is the first piece brought into play; those in which a Gambit is offered on the second move, usually a sacrificed Pawn; those which are called Close openings, securing a good defensive game for the black pieces; and those which are Irregular. In the following outline of fifty of the openings, only the first four moves are given, and usually only one variation is selected, the object being more to give the student an idea of the development than to exhaust the subject. The arrangement is alphabetical, that being more convenient in a book of reference. For the continuations the student is recommended to study “Freeborough,” or the “Handbuch des Schachspiels.” Allgaier Gambit:— 1 P-K4 P-K4 2 P-KB4 PxP 3 Kt-KB3 P-KKt4 4 P-KR4 P-Kt5 Boden-Kieseritzky Gambit:—
  • 34. 1 P-K4 P-K4 2 B-B4 Kt-KB3 3 Kt-KB3 KtxP 4 Kt-B3 KtxKt Berlin Defence:— 1 P-K4 P-K4 2 B-B4 Kt-KB3 3 Q-K2 Kt-QB3 4 P-QB3 B-B4 Blackmar Gambit:— 1 P-Q4 P-Q4 2 P-K4 PxP 3 P-KB3 PxP 4 KtxP B-B4 Calabrese Counter Gambit:— 1 P-K4 P-K4 2 B-B4 P-KB4 3 P-Q3 Kt-KB3 4 P-B4 P-Q4 Centre Gambit:— 1 P-K4 P-K4 2 P-Q4 PxP 3 QxP Kt-QB3 4 Q-K3 B-Kt5 ch Centre Counter Gambit:— 1 P-K4 P-Q4 2 PxP QxP 3 Kt-QB3 Q-Q sq 4 P-Q4 Kt-KB3
  • 35. Classical Defence, to K. B. opening:— 1 P-K4 P-K4 2 B-B4 B-B4 3 P-QB3 Kt-KB3 4 P-Q4 PxP Cunningham Gambit:— 1 P-K4 P-K4 2 P-KB4 PxP 3 Kt-KB3 B-K2 4 B-B4 B-R5 ch Cochrane Gambit:— 1 P-K4 P-K4 2 P-KB4 PxP 3 Kt-KB3 P-KKt4 4 B-B4 P-Kt5 Danish Gambit:— 1 P-K4 P-K4 2 P-Q4 PxP 3 P-QB3 PxP 4 B-QB4 Kt-KB3 English Opening:— 1 P-QB4 P-QB4 2 P-B4 P-B4 3 P-Q3 Kt-KB3 4 Kt-QB3 P-Q3 Evans’ Gambit:—
  • 36. 1 P-K4 P-K4 2 Kt-KB3 Kt-QB3 3 B-B4 B-B4 4 P-QKt4 BxKtP Evans’ Gambit Declined:— 1 P-K4 P-K4 2 Kt-KB3 Kt-QB3 3 B-B4 B-B4 4 P-QKt4 B-Kt3 Fianchetto Opening:— 1 P-K3 P-K4 2 P-QB4 Kt-KB3 3 Kt-QB3 P-Q4 4 PxP KtxP Fianchetto Defence:— 1 P-K4 P-QKt3 2 P-Q4 P-K3 3 B-Q3 B-Kt2 4 Kt-K2 Kt-KB3 Four Knights:— 1 P-K4 P-K4 2 Kt-KB3 Kt-QB3 3 Kt-B3 Kt-B3 4 B-Kt5 B-Kt5 French Defence:— 1 P-K4 P-K3 2 P-Q4 P-Q4 3 Kt-QB3 Kt-KB3 4 B-KKt5 B-K2
  • 37. From Gambit:— 1 P-KB4 P-K4 2 PxP P-Q3 3 PxP BxP 4 Kt-KB3 Kt-KB3 Giuoco Piano:— 1 P-K4 P-K4 2 Kt-KB3 Kt-QB3 3 B-B4 B-B4 4 P-B3 Kt-B3 Greco-Counter Gambit:— 1 P-K4 P-K4 2 Kt-KB3 P-KB4 3 KtxP Q-B3 4 P-Q4 P-Q3 Hamppe-Allgaier Gambit:— 1 P-K4 P-K4 2 Kt-QB3 Kt-QB3 3 P-B4 PxP 4 Kt-B3 P-KKt4 Hungarian Defence:— 1 P-K4 P-K4 2 Kt-KB3 Kt-QB3 3 B-B4 B-K2 4 P-Q4 P-Q3 Irregular Openings:—
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