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BY
FRANKLIN
K.
YOUNG
*
AUTHOR OF "THE MINOR TACTICS OF CHESS" AND "THE GRAND TACTICS OF CHESS"
BOSTON
LITTLE, BROWN,
AND COMPANY
1919
Copyright, 1898,
BY FRANKLIN
K. YOUNG.
Printed by
PREFACE.
,
series,
may
is
chess tricks.
Its
purpose
founded
devoted
how
to
win
hostile pieces, to
down
are determinate,
and
Each stratagem is illustrative of a principle of Tactics it takes the form of a geometric proposition, and in
;
is
mathematically
The
counter-plots to
tech-
nique whereby he
competent to project and to execute any design and to detect and foil every machination of
his antagonist.
BOSTON, 1898.
CONTENTS.
PAGE
INTRODUCTORY
xv
MAJOR TACTICS
Definition of
....
3 3 3
Grand Law
of
Evolutions of
4
5
6
7
"
"
Knight Bishop
Rook
Queen
King
8
9
"
"
10
11
12 13
Knight
Bishop
14
15
"
"
Rook Queen
King
16
17
LOGISTIC SYMBOLS
18
18
19
Of the Pawn
"
Knight Bishop
20
21
Rook
Queen King
22
23
GEOMETRIC PLANES
Tactical
Logistic
Strategic
24
25
26
27
x
PLANE TOPOGRAPHY
Zone of Evolution Kindred Integers
Hostile Integers Prime Tactical Factor
CONTENTS.
PAG*
(a)
28
31
32 33
34
35
36
37
38
39
Primary Origin
Supporting Origin
Auxiliary Origin Point Material
40
41
Point of Interference
Tactical Front
42 43
44
45 46 47
Front Offensive
Front Defensive
Supporting Front Front Auxiliary
48
Front of Interference
Point of Co-operation Point of Command
48 49
50
51, 52
Point
Commanded
of Offence
Prime Radius
53 54 54 55
56
TACTICAL PLANES
Simple
Compound
Complex
LOGISTIC PLANES
Simple
57
58, 59
60
61
Compound Complex
62
63
(5)
PLANE TOPOGRAPHY
64
64-66
67
68
CONTENTS.
PLANE TOPOGRAPHY
(continued').
xi
Square of Progression
Corresponding Knight's Octagon Point of Resistance
69
70
71
STRATEGIC PLANES
Simple
72
73
74, 75
Compound
Complex
76
(c)
PLANE TOPOGRAPHY
77
78
79
80
81
82 83
Unlike Points
BASIC PROPOSITIONS OF
Proposition I
II
MAJOR TACTICS
84 85
91
III
97
"
IV
103
V
VI
VII
VIII
"
110
Ill
112
113
118
119
121
IX
X
XI
XII
SIMPLE TACTICAL PLANES
vs. Knight Knight vs. Knight Bishop vs. Pawn Bishop vs. Knight
123 124
Pawn Pawn
vs.
Pawn
124-127
128
129
13
.
.
131-133
_.
Rook Rook
y5. vs.
Pawn
Knight
i34
135-137
138
139-142 143
Xll
CONTENTS.
(continued).
Knight Two Pawns vs. Knight Two Pawns vs. Bishop Pawn and Knight vs. Knight Pawn and Knight vs. Bishop Pawn and Bishop vs. Bishop Pawn and Rook vs. Rook
Knight Knight and Bishop vs. Knight Knight and Rook vs. Knight Knight and Queen vs. Knight Knight and King vs. Knight Bishop and Queen vs. Knight Rook and Queen vs. Knight King and Queen vs. Knight
144
145
149
..150
151
Two
Knights
vs.
156
157
158
159
159
vs. vs.
vs.
vs.
160
161
162
163
164
165 166
Bishop Bishop
vs.
vs.
Two
Knights
Rook vs. Two Knights Rook vs. Knight and Bishop Queen vs. Knight and Bishop Queen us. Knight and Rook Queen us. Bishop and Rook King vs. Knight and Pawn
Bishop and Pawn King King vs. King and Pawn Knight vs. Three Pawns Bishop vs. Three Pawns Rook vs. Three Pawns King vs. Three Pawns Knight vs. Bishop and Pawn Bishop vs. Bishop and Pawn
vs.
167
168, 169
170,171 172
173
1
1
74
75
176
177 178
179
180
181
187
CONTENTS.
COMPLEX TACTICAL PLANES Knight and Pawn vs. King and Queen Bishop and Pawn vs. King and Queen
King and Queen Rook and Knight vs. King and Queen Queen and Bishop vs. King and Queen Queen and Rook vs. King and Queen Bishop and Pawn vs. King and Knight Bishop and Pawn vs. King and Bishoj Bishop and Pawn vs. Knight and Bishop Bishop and Pawn vs. Knight and Rook Bishop and Pawn vs. King and Queen Rook and Pawn vs. King and Bishop Rook and Pawn us. King and Rook Rook and Pawn vs. King and Queen Queen and Pawn vs. Rook and Bishop Queen and Pawn vs. Rook and Knight Queen and Pawn vs. Bishop and Knight King and Pawn vs. Bishop and Knight King and Pawn vs. Two Knights
vs.
xiii
PAGE
.....
183
183, 184
185
186-192
193-195
196
197 198
199
200
201
202 203
204
205
206
207
208
209
210
211
vs.
us.
Pawn
211-213
214
215
216
vs.
vs.
vs.
Rook
Knight and Pawn vs. King Rook and Pawn vs. King Bishop and Pawn us. King and Queen
220
221
222
223
223, 224
COMPOUND LOGISTIC PLANES Two Pawns vs. Pawn Two Pawns us. Knight Two Pawns us. Bishop Two Pawns us. Rook Two Pawns iw. Kins
229
230, 231
xiv
CONTENTS.
PAGE
23-2
vs. vs.
Three Pawns
.........232
233 234
vs.
vs.
235
236
vs. vs.
vs.
236
237
...
238 239
Rook vs. Objective Plane 2 Rook vs. Objective Plane 3 Queen vs. Objective Plane 2 Queen vs. Objective Plane 3 Queen vs. Objective Plane 4
240
241
242, 243
244, 245
246
247
Plane 2
Plane 3
247
248, 249
Objective Plane 3
S. F. vs. Objective
S. F. vs. Objective S. F. vs. Objective
S.
250
251
Plane 4
Plane 5
7
252
253, 254
Queen and
F.
vs.
Objective Plane
255
Plane 8
255 256
257
rs.
Rook Lodgment vs. Objective Plane 8 Pawn Lodgment vs. Objective Plane 9 Bishop Lodgment vs. Objective Plane 9 Rook Lodgment vs. Objective Plane 9
Vertical Pieces
258
259
260, 261
262
263 263
264
265
Oblique
et al.
Diagonal Pieces vs. Objective Plane 9 Horizontal Pieces vs. Objective Plane 9
....
266
INTEODUCTORY.
office this morning, have noticed that your senior partner was even more than ordinarily out of sorts, which, of
course,
In
was so
you picked up your green bag again and went into court leaving the old legal luminary, with his head drawn down between his shoulders like a big sea-turtle, to glower at the wall and fight it out with himself. Furthermore, you may recollect, it was in striking
contrast that his
and that
it
arrival,
judicial
You
your partner's neighborhood during the night whereupon you were astonished to see the judge tie himself up into a knot, and then with face like an owl stare straight
in
;
before him, while the rest of his anatomy acted as had the colic.
if
it
Were you
a chess-player, you would understand all But as you do not practise the game,
xvi
INTRODUCTORY.
this is the first
book you ever read on the subject, it you that your eminent partner and the judge had a sitting at chess last night, and there is reason to believe that your alter ego did not get all the satisfaction out of it that he expected. You have probably heard of that far-away country whose chief characteristics are lack of water and good society, and whose population is afflicted with an uncontrollable chagrin. These people have their duplicates on earth, and your partner, about this time, is one of them.
is
and
necessary to inform
Therefore, while you are attending strictly to business prettiest to uphold the dignity of your
may
interest
you
to
know what
Not being a chess-player, of your law concern is doing. you of course assume that he is still sitting in a profound reverie, racking his brains on some project to make more fame and more money for you both.
doing nothing of the kind. As a matter of is sitting where you left him, morose and fact, and engaged in frescoing the wainscoting with the ugly,
But he
he
is
still
Yet nothing is further from his mind than such low dross as money and such a perish-
At this moment he has but a and that is to concoct some Machwhich to paralyze the judge when this evening. This, by the way, they they get together have a solemn compact to do. Thus your partner is out of sorts, and with reason. To be beaten by the judge, who (as your partner will tell you confidentially) never wins a game except by Still, your partner, purest bull luck, is bad enough. buoyed up by the dictates of philosophy and the near
able bauble as fame.
single object in life, iavellian scheme by
prospect of revenge,
INTRODUCTORY.
which makes his mouth water,
xvil
could sustain even that load of ignominy for at least twenty-four hours. But what has turned loose the flood-gates of his bile is that
lot of
books on the floor beside him. You saw these and thought they were law books ; but they 're not, they are analytical treatises on chess, which are all right if your
opponent makes the moves that are laid down for him Your partner make, and all wrong if he does not. knows that these books are of no use to him, for the judge does n't know a line in any chess-book, and prides himself on the fact.
to
to use his brains,
seems that the judge, when he plays chess, prefers and having of these a fair supply and of common-sense and of simple arithsome conception metic, he has the habit, a la Morphy, of making but one move at a time, and of paying particular attention to
It
its quality.
realizes that
Thus, in order to beat the judge to-night, your partner he must get down to first principles in the
checkmating the adverse king, of queening his But in of capturing hostile pieces. the analytical volumes which he has been strewing about the floor he can find nothing about first prinart of
about principles of any kind for that matter. This makes your partner irritable, for he is one of those men who, when they want a thing, want it badly and want it quick. So if you are through with this book
ciples, or
it
MAJOR TACTICS.
MAJOR
TACTICS
TACTICS.
that branch of the science of which treats of the evolutions strategetics to appertaining any given integer of chess force when
MAJOR chess
is
acting either
alone, or in co-operation with a kindred integer, against any adverse integer of chess force ; the
latter acting alone, or, in combination with
any
of its
is
time, locality and force whereby is made a numerical gain ; either by the reduction of the ad-
elements
In every
locality
evolution,
and force
tion always
may
be mathematically demonstrated.
The
mate
object of an evolution always is either to checkthe adverse king ; or, to capture an adverse pawn
;
or piece
Grand Law
Major Tactics.
The
offensive force of a
valid at any point against which it is given piece directed ; but the defensive force of a given piece is valid for the support only of one point, except when the points required to be defended are all contained in the perimeter of that geometric figure which appertains
GEOMETRIC SYMBOLS.
All integers of chess force are divided into six classes ; the King, the Queen, the Rook, the Bishop, the
Knight and the Pawn. Any one of these integers may properly be combined with any other and the principle upon which such combination is based governs all positions in which such integers are combined. "This principle always assumes a form similar to a geometric theorem and is susceptible
of exact -demonstration.
That geometric symbol which is the prime factor in all evolutions which contemplates the action of a Pawn
is
shown
in Fig. 1.
is
This figure
is
is
pawn.
GEOMETRIC SYMBOLS.
White.
PRINCIPLE.
Given a Pawn's triangle, the vertices of which are the pawn occupied by one or more adverse pieces, then
may make
MAJOR TACTICS.
That geometric symbol which
all
is
shown
an octagon, the centre of which is the point occupied by the Knight and whose vertices are the extremities of the obliques which radiate from the given
This figure
centre.
White.
PRINCIPLE.
Given a Knight's octagon, the vertices of which are occupied by one or more adverse pieces, then the Knight may make a gain in adverse material.
GEOMETRIC SYMBOLS.
The geometric symbol which is the prime factor in all evolutions which contemplate the action ef a Bishop is
shown
is
in Fig. 3.
is
This figure
3.
White.
PRINCIPLE.
Given a Bishop's triangle, the vertices of which are the Bishop occupied by one or more adverse pieces, then
mav make
MAJOR TACTICS
That geometric symbol which is a prime factor in evolutions which contemplate the action of a Rook is shown in Fig. 4. This figure is a quadrilateral, one angle of which is the point occupied by the Rook.
all
While.
PRINCIPLE.
Given a Rook's quadrilateral, one of whose sides is occupied by two or more adverse pieces or two or more of whose sides are occupied by one or more adverse
;
in adverse
GEOMETRIC SYMBOLS.
That geometric symbol which
is
shown
in Fig. 5.
is
This figure
occupies the
an irregular polygon
vertex.
of
common
White.
composed of a rectangle, a minor triangle, a major triangle, and a quadrilateral, and shows that the Queen combines the offensive powers of the Pawn, the Bishop, the Rook and the King.
NOTE.
This figure
is
PRINCIPLE.
Given one or more adverse pieces situated at the vertices or on the sides of a Queen's polygon, then
the Queen
may make
10
MAJOR TACTICS.
That geometric symbol which is the prime factor in evolutions which contemplate the action of the King, shown in Fig. 6.
is
all
is
a rectangle of either four, six, or first case the King always is situated at one of the angles in the second case he nine squares.
is
This figure
In the
always
figure.
case he always
FIGURE
Slack.
6.
White.
PRINCIPLE.
GEOMETRIC SYMBOLS.
11
Sub-G-eometric Symbol is that mathematical figure which in a given situation appertains to the Prime Tactical Factor, and whose centre is unoccupied by a kindred piece, and whose periphery is occupied by the
White.
NOTE. That point which is the centre of the geometric symbol of a piece always is the centre of its
sub-geometric symbol.
12
MAJOR TACTICS.
8.
Black.
White.
piece always may reach the centre of its sub-geometric symbol in one move.
NOTE.
GEOMETRIC SYMBOLS.
13
White.
NOTE.
If the piece
symbol
is
positive
otherwise,
negative.
14
MAJOR TACTICS.
White.
NOTE.
cisive
is
matical figure
common
to situations in
blow
is
preparing.
GEOMETRIC SYMBOLS.
15
11.
White.
NOTE. The sub- geometric symbol properly should eventuate into the geometric symbol.
16
MAJOR TACTICS.
White.
NOTE.
piece always
moves
sub-geometric symbol.
GEOMETRIC SYMBOLS.
17
White.
evolution based upon a sub-geometric symbol always contemplates, as the decisive stroke, the move which makes the sub-geometric symbol positive.
NOTE.
An
LOGISTIC SYMBOLS.
The Logistic Symbol
typifies
its
of
movement over
board and always is combined with the geometric symbol or with the sub-geometric symbol in the execution of a given calculation.
White.
NOTE.
piece
moves only
in the direction of
and
to the limit of
LOGISTIC SYMBOLS.
19
Black.
White.
piece having the move can proceed at the given time along only one of its logistic radii.
NOTE.
20
MAJOR TACTICS.
Black.
White.
NOTE.
The
LOGISTIC SYMBOLS.
21
White.
NOTE.
The termini
geometric symbol.
22
MAJOR TACTICS.
White.
NOTE.
The
always extend
of its geometric
symbol
to the perimeter.
LOGISTIC SYMBOLS.
23
White.
of a piece always are the form of verticals, take straight lines, and always horizontals, diagonals, or obliques.
NOTE.
The
logistic
radii
GEOMETRIC PLANES.
Whenever the geometric symbols appertaining to one or more kindred pieces and to one or more adverse pieces are combined in the same evolution then that
;
part of the surface of the chessboard upon which such evolution is executed is termed in this theory a G-eo'
metric Plane.
STRATEGIC.
II.
TACTICAL.
LOGISTIC.
III.
Whenever the object of a given evolution is to gain adverse material, then that mathematical figure produced by the combination of the geometric symbols
appertaining to the integers of chess force thus engaged is termed a Tactical Plane.
GEOMETRIC PLANES.
25
A TACTICAL
FIGURE
Black.
PLANE.
20.
White.
White
to play
NOTE.
(ck)
QxP; IKxP.
followed by 2 and by 2
Kt-K
Kt
Kt
(ck)
if
Q B
5 (ck)
if
26
MAJOR TACTICS.
Whenever the object of a given evolution is to queen a kindred pawn, then that mathematical figure produced by the combination of the geometric symbols
appertaining to the integers of chess force thus engaged is termed a Logistic Plane.
LOGISTIC PLANE.
FIGURE
Slack.
21.
White.
White
to play
NOTE.
followed by and by 2 P
-K
P-Q B
6, if
6,
6,
if
Black plays 1
KP
x P
Black plays 1
BPx
P.
GEOMETRIC PLANES.
Whenever the
27
appertaining to the integers of chess force thus engaged termed a Strategic Plane.
A STRATEGIC PLANE.
FIGURE
Black.
22.
White.
White
to play
NOTE.
King
in one
PLANE TOPOGRAPHY.
Those verticals, horizontals, diagonals, and obliques, and the points situated thereon, which are contained in
a given evolution, constitute, when taken collectively, the Topography of a given plane.
2. 3.
4.
5.
14.
Tactical Front.
15.
16.
17.
18.
6.
19.
7.
8.
9.
20.
Disturbing Integer.
21.
22. 23.
Primary Origin.
Supporting Origin.
10. 11.
24.
25.
Point of Interference.
PLANE TOPOGRAPHY.
29
A COMPLEX TACTICAL
FIGURE
Black.
PLANE.
23.
White.
White
to play
and win.
R 8 (ck), followed, White wins by 1 Black plays 1 K x R, by 2 Kt K B 7 (ck) and if Black plays 1 K-Kt 2, by 2 R x R, for if now Black 6 (ck), and White plays 2 Q x R, then follows 3 Kt
NOTE.
if
;
R-K
-K
MAJOR TACTICS.
A SUB-GEOMETKIC SYMBOL
(G. S. P.)
POSITIVE.
FIGURE
Black.
24.
White.
White
to
move.
NOTE.
is
positive
White having to move, the geometric symbol had Black to move, the geometric symbol
would be negative.
PLANE TOPOGRAPHY.
The Zone of Evolution
is
31
composed
of those verticals,
diagonals, horizontals, and obliques which are comprehended in the movements of those pieces which enter The principal figure in any into a given evolution.
Zone
pertains to the
E.)
25.
FIGURE
Black.
White
NOTE.
of
tion, as the
The
letters
AB
C D E F mark
is
the vertices
a Knight.
32
MAJOR TACTICS.
A
is
KINDRED INTEGERS.
(K.
I.)
FIGURE
Black.
26.
White,
NOTE.
in
-as
The kindred Integers always have the move any given evolution, and always are of the same color the Prime Tactical Factor.
PLANE TOPOGRAPHY.
Hostile Integer is any adverse piece which tained in a given evolution.
33
is
con-
HOSTILE INTEGERS.
(H.
I.)
FIGURE
Black.
27.
White.
in
The Hostile Integers never have the move any evolution and always are opposite in color to the Prime Tactical Factor.
NOTE.
34
MAJOR TACTICS.
The Prime Tactical Factor
is
that kindred
Pawn
or
Piece which in a given evolution either check-mates the adverse King, or captures adverse material, or is
promoted to and
utilized as
piece.
T. F.)
28.
FIGURE
Black.
White.
Tactical Factor always is situated either at the centre or upon the periphery of the zone of
evolution.
NOTE.
The Prime
PLANE TOPOGRAPHY.
35
The Supporting Factor is that kindred piece which directly co-operates in an evolution with the Prime
Tactical Factor.
F.)
29.
FIGURE
Black.
Wile.
The Supporting Factor always is situated one of the sides of the zone of evolution. upon
NOTE.
36
MAJOR TACTICS.
Auxiliary Factor is that kindred piece which indirectly co-operates with the Prime Tactical Factor by neutralizing the interference of hostile pieces not contained in the immediate evolution.
An
AN AUXILIARY FACTOR.
(A. F.)
FIGURE
Black.
30.
White.
NOTE.
evolution.
situated
at of
PLANE TOPOGRAPHY.
The Piece Exposed
force
is
37
E.)
31.
FIGURE
Black.
While.
NOTE.
is
situated either
upon
zone of evolution.
38
MAJOR TACTICS.
Disturbing Integer is an adverse piece which prevents the Prime Tactical Factor from occupying the Point of Command, or the Supporting Factor from
DISTURBING FACTOR.
(D. F.)
FIGURE
Black.
32.
White.
may
not be
situ-
PLANE TOPOGRAPHY.
The Primary
Tactical Factor.
39
Origin
is
that
is
beginning of an evolution,
THE PRIMARY
(P.
ORIGIN.
0.)
33.
FIGURE
Black.
White.
NOTE.
The
it
evolution, as Factor.
is the Primary Origin in this point is the original post of the Prime Tactical
40
MAJOR TACTICS.
The Supporting Origin is the point occupied by the Supporting Factor at the beginning of an evolution.
THE SUPPORTING
(P.
S.)
ORIGIN.
FIGURE
Black.
34.
White.
NOTE.
Factor.
The point
it is
evolution, as
PLANE TOPOGRAPHY
The Auxiliary Origin
41
A POINT AUXILIARY.
(P. A.)
FIGURE
Black.
35.
White.
NOTE.
The Point
it
evolution, as Factor.
is
42
MAJOR TACTICS.
The Point Material
is that point which is occupied by adverse piece which, in a given evolution, it is
the
proposed to capture.
POINTS MATERIAL.
(P. M.)
FIGURE
Slack.
36.
White.
NOTE.
Point Material always is situated either upon one of the sides of the
zone of evolution.
PLANE TOPOGRAPHY.
Point of Interference is that point which cupied by the Disturbing Integer.
43
is
oc-
A POINT OF INTERFERENCE.
(P. I.)
FIGURE
Black.
37.
White.
is the Point of Interference in point this evolution, as it is the original post of the Disturbing Factor.
NOTE.
The
44
MAJOR TACTICS.
The Tactical Front
is
composed
sive,
and
of Inter-
ference.
FIGURE
Black.
38.
While.
NOTE.
The Front
;
K Kt 5 to K B 7
B
2
;
K Kt 1
to
to
K
7
;
Q Kt 3
KB
KR7
to
KR8;
the Front
Auxiliary
is
at
QB4.
PLANE TOPOGRAPHY.
The Front Offensive
45
is that vertical, diagonal, horiwhich connects the Primary Origin or zontal, oblique with the Point of Command.
39.
NOTE.
The Front
KKt5toKB7.
46
MAJOR TACTICS.
The Front Defensive is that vertical, horizontal, diagonal, or oblique which extends from the Point of Com-
mand to any point occupied by a hostile integer contained in the geometric symbol which appertains to the Prime Tactical Factor.
THE FRONT DEFENSIVE.
(F. D.)
FIGURE
Black.
40.
White.
NOTE.
from black
PLANE TOPOGRAPHY.
TJie
47
Supporting Front
is
41.
White.
NOTE.
The Front
KR7
KR
MAJOR TACTICS.
Front Auxiliary is that vertical, horizontal, diagonal, or oblique which extends from the Point Auxiliary to the Point of Interference ; or that point situated on
the Front of Interference which
iliary Factor.
is
occupied by the
Aux-
The Front of Interference is that vertical, horizontal, diagonal, or oblique which unites the Point of Interference with the Point of Command, or with the Point
of Co-operation.
A FRONT OF INTERFERENCE.
(F.
I.)
FIGURE
Black.
42.
White.
NOTE.
The Front
Q Kt 3
to
K B 7.
PLANE TOPOGRAPHY.
49
The Point of Co-operation is that point which when occupied by the Supporting Factor enables the Prime Tactical Factor to occupy the Point of Command.
43.
White.
NOTE.
is
The Point
K R 8.
50
MAJOR TACTICS.
The Point of Command is the centre of that geometsymbol which appertains to the Prime Tactical Factor, and which, when occupied by the latter, wins an adverse piece, or checkmates the adverse king, or enric
FIGURE
Slack.
44.
White.
NOTE.
The Point
of
Command
in this evolution is
K B 7.
PLANE TOPOGRAPHY.
The Point Commanded
Piece
is
51
at
that point
which the
Tactical
Exposed
is
situated
FIGURE
(a.)
45.
Black.
White.
White has occupied the Point of Co-operation with the Supporting Factor, which latter has been capNOTE.
tured by the black King, thus allowing the white Knight to occupy the Point of Command.
52
MAJOR TACTICS.
THE POINT COMMANDED.
(C. P.)
FIGURE
(6.)
46.
Black.
White.
Black retired before the attack of the Supstill defending the Point of Command. The Supporting Factor then captured the black Rook, thus opening up a new and unprotected Point of Comporting Factor,
NOTE.
mand, which is occupied by the white Knight. Those interested in military science may, perhaps, understand from these two diagrams why all the great captains, from Tamerlane to Yon Moltke, so strenuously recommended the study of chess to their officers.
PLAJSE TOPOGRAPHY.
53
The Prime Radius of Offence is the attacking power radiated by the Prime Tactical Factor from the Point of Command against the Point Commanded.
FIGURE
Black.
47.
White.
NOTE.
KB7
to
K R 8, Q 6,
and
Q8.
54
MAJOR TACTICS.
The Tactical Objective is that point on the chess-board whose proper occupation is the immediate object of the
initiative in
FIGURE
Black.
48.
White.
is
the Tactical
the initial
movement
in its execution is
The Tactical Sequence is that series of moves which comprehends the proper execution of any given
evolution.
TACTICAL PLANES.
Tactical Plane
is
that mathematical
figure
pro-
duced by the combination of two or more kindred geometric symbols in an evolution whose object is gain
of material.
SIMPLE.
II.
III.
COMPOUND. COMPLEX.
of
A Simple
Tactical
Plane consists
PRINCIPLE.
in a simple Tactical Plane, the Primary and the Point Material are contained in the same Origin side of that geometric symbol which appertains to the Prime Tactical Factor, then the latter, having the move, will overcome the opposing force.
I.
Whenever
if
evolution in a simple Tactical Plane is valid the opponent has the move, or if not having the move,
II.
No
>6
MAJOR TACTICS.
49.
White.
White
to play
in one
move.
NOTE.
The
metric and the logistic symbols appertaining to the Prime Tactical Factor intersect.
Plane consists of any kindred geometric symbol combined with two or more Points
Compound
Tactical
Material.
PRINCIPLE.
Whenever
in a
Compound
TACTICAL PLANES.
57
to the
the vertices of that geometric symbol which appertains Prime Tactical Factor, then, if the value of each of
cal
the Points Material exceeds the value of the Prime Tacti; or, if neither of the Pieces Exposed can supin one move, the Prime Tactical Factor, the other port will overcome the opposing force. the move, having
Factor
II.
No
if
evolution
in
Compound
Tactical Plane
is
valid
Tactical Factor.
While.
NOTE. The decisive point is the centre of the geometric symbol which appertains to the Prime Tactical
Factor.
58
MAJtjtft*
TACTICS.
A
of
Complex Tactical Plane consists of the combination any two or more kindred geometric symbols with one
or
more Points
Material.
PRINCIPLE.
I.
No
it
evolution in a
is
valid
simplifies the position, either by reducing it to a Compound Tactical Plane in which the opponent, even
unless
or to a Simple
move
nor can offer any resistance. II. To reduce a Complex Tactical Plane to a Com-
pound Tactical Plane, establish the Supporting Origin at such a point and at such a time that, whether the
Supporting Factor be captured or not, the Primary Origin and two or more of the Points Material will
become situated on that side of the geometric figure which appertains to the Prime Tactical Factor, the
latter
III.
Tactical Plane, eliminate all the Points Material save one, and all the Hostile Integers save one, and establish the Primary Origin and the Point Material upon the
same side of that geometric figure which appertains the Prime Tactical Factor, the latter having to move.
to
TACTICAL PLANES.
59
A COMPLEX TACTICAL
FIGURE
Black.
PLANE.
51.
White.
NOTE.
This diagram
of
is
mentary Point
Command
at
White's
K 6.
LOGISTIC PLANES.
that mathematical figure produced by the combination of two or more kindred geometric symbols in an evolution whose object is to queen
is
LOGISTIC PLANE
is
composed
of a given logistic
horizon, the adverse pawns, the adverse and the kindred Points of Resistance.
pawn
altitudes,
SIMPLE.
II.
III.
COMPOUND. COMPLEX.
LOGISTIC PLANES.
61
A simple Logistic Plane consists of a pawn altitude, combined adversely with that geometric figure which appertains to either a P, Kt, B, R, Q, or K. In a plane of this kind the pawn always is the Prime
Tactical Factor.
all logistic
planes
PRINCIPLE.
Whenever the number of pawn altitudes exceeds the number of Points of Resistance, the given pawn queens
without capture against any adverse piece.
A SIMPLE
LOGISTIC PLANE.
52.
FIGURE
Black.
White.
White
to
62
MAJOR TACTICS.
Compound
Logistic
Plane
is
composed
of
two kin-
dred pawn altitudes combined adversely with the geometric figures appertaining to one or more opposing
integers of chess force.
A COMPOUND
LOGISTIC PLANE.
53.
FIGURE
Black.
White.
White
to
the adverse
It will be easily seen that the black King NOTE. cannot stop both of the white Pawns.
LOGISTIC PLANES.
63
Complex Logistic Plane consists of three kindred pawn altitudes combined adversely with the geometric
figures appertaining to one or of chess force.
more opposing
integers
A COMPLEX
LOGISTIC PLANE.
64.
FIGURE
Black.
White.
White
to
NOTE. The black King and the black Bishop are each unable to stop more than one Pawn.
64
MAJOR TACTICS.
Plane Topography. The following topographical features are peculiar to Logistic Planes :
1.
2. 3. 4.
5.
Point of Junction.
Square of Progression.
Corresponding Knights Octagon. Point of Resistance.
6.
The Logistic Horizon is that extremity of the chessboard, at which, upon arrival, a pawn may be promoted to the rank of any kindred piece. The Logistic Horizon
of
White always
is
is
that of Black
always
the
first horizontal.
LOGISTIC PLANES.
65
FIGURE
Black.
55.
White.
NOTE.
black dots.
The Points
of Junction
are
designated by
66
MAJOR TACTICS.
FIGURE
Black.
56.
White.
LOGISTIC PLANES,
67
A Pawn
pass to
its
Altitude
is
composed
it
of those verticals
and
to
is
possible
for
pawn
logistic horizon.
A PAWN ALTITUDE
(P.
A.)
57.
FIGURE
Black.
White.
68
MAJOR TACTICS.
pawn
i. e.
the
POINT OF JUNCTION.
(P. J.)
FIGURE
Black.
58.
White.
LOGISTIC PLANES.
69
The Square of Progression is that part of the logistic Plane of which the pawn's vertical is one side and whose
area
is
A SQUARE OF PROGRESSION.
(S. P.)
FIGURE
Black.
59.
White.
70
MAJOR TACTICS.
The Corresponding Knight's Octagon is that Knight octagon whose centre is the queening point of the pawn,
and whose radius consists of a number of Knight's moves equal to the number of moves to be made by the pawn
in reaching its queening point.
K. 0.)
60.
FIGURE
Black.
White.
NOTE.
to queen.
The pawn has but two moves to make in order The points ABODE are two Knight's moves
point.
LOGISTIC PLANES.
71
A Point of Resistance is that point on a pawn altitude which is commanded by a hostile integer and which is situated between the Primary Origin and the Point of
Junction.
POINT OF RESISTANCE.
(P. R.)
FIGURE
fcfaafc
61.
White.
and B are In this evolution, the points the queening of the points of resistance, as they prevent Prime Tactical Factor.
NOTE.
STRATEGIC PLANES.
that mathematical figure produced by the combination of two or more geometric symbols in an evolution whose object is to checkmate
is
STRATEGIC PLANE
STRATEGIC PLANE
is
composed
of a given Objective
Plane and of the Origins occupied by the attacking and by the defending pieces.
Strategic planes are divided into three classes
I.
:
SIMPLE.
II.
III.
COMPOUND. COMPLEX.
STRATEGIC PLANES.
73
Simple Strategic Plane is one which may be commanded by the Prime Tactical Factor. Simple Strategic Planes are governed by the following
PRINCIPLE.
by a given piece is equal to the net mobility of the Objective Plane ; then, the given piece may checkmate the adverse King.
62.
White.
White
to play
and mate
in
one move.
74
MAJOR TACTICS.
A Compound Strategic Plane is one which may be commanded by the Prime Tactical Factor with the aid
of either the supporting or the auxiliary Factor.
Compound
following
Strategic
Planes
are
governed by the
PRINCIPLE.
equal to the net mobility of the Objective Plane, then the given pieces may checkmate the adverse King.
FIGURE
Slack.
63.
While.
White
to play
and mate
in
one move.
STRATEGIC PLANES.
75
FIGURE
Black.
64.
Whitf.
White
to play
and mate
in
one move.
76
MAJOR TACTICS.
Complex Strategic Plane is one that can be comthe Prime Tactical Factor only when aided both the supporting and the Auxiliary Factors. by Complex Strategic Planes are governed by the follow-
manded by
ing
PRINCIPLE.
Whenever the net value of the offensive force radiated by three or more kindred pieces is equal to the net
mobility of the Objective Plane, then the given kindred pieces may checkmate the adverse King.
A COMPLEX STRATEGIC
FIGURE
65.
PLANE.
Slack.
White.
White
to play
STRATEGIC PLANES.
7?
PLANE TOPOGRAPHY.
The following topographical
Strategic Planes
:
1.
2.
3.
4.
5.
6.
Unlike Point.
78
MAJOR TACTICS.
The Objective Plane
is
composed
of the
66.
White.
NOTE. The Objective Plane is commanded when it contains no point open to occupation by the adverse King, by reason of the radii of offence operated against
it
by hostile pieces.
STRATEGIC PLANES.
79
67.
White.
80
MAJOR TACTICS.
Point of Lodgment is a term used to signify that a kindred piece other than the Prime Tactical Factor has become posted upon a point which is contained within
the Objective Plane.
POINT OF LODGMENT.
FIGURE
Black.
68.
White.
STRATEGIC PLANES.
81
Point of Impenetrability is any point in the ObjecPlane which in a given situation is occupied by an adverse piece other than the King.
tive
A POINT OF IMPENETRABILITY.
FIGURE
Black.
69.
Whitr.
82
MAJOR TACTICS.
A Like
the same
posted.
Point
is
color as that
any point in the Objective Plane upon which the adverse King
of
is
LIKE POINTS.
FIGURE
Black. 70.
White.
STRATEGIC PLANES.
83
An
is
Unlike Point
is
any point in the Objective Plane upon which the adverse King
posted.
UNLIKE POINTS.
FIGURE
Black.
71.
White.
play.
The
first
four
is
propositions govern
calculations
whose object
;
to
win adverse pieces the next seven govern all calculaand tions whose object is to queen one or more pawns the final one governs all those calculations whose object is to checkmate the adverse King. A Geometric Symbol is positive (G. S. P.) when the piece to which it appertains has the right of move in
the given situation
otherwise it is negative (G. S. N.) wherein the Exposed Piece has the right of move the Point Material is active (P. M. A.), and in all other cases the Point Material is passive
;
In
all situations
(P.
M.
P.).
BASIC PROPOSITIONS.
85
PROPOSITION
I.
THEOREM.
Given a Geometric Symbol Positive (G. S. P.) having one or more Points Material (P. M.), then the kindred Prime Tactical Factor (P. T. F.) wins an adverse piece.
FIGURE
(a.)
72.
luck.
White.
Either to
piece.
86
MAJOR TACTICS.
FIGURE
(6.)
73.
Black.
White.
Either to
a piece.
BASIC PROPOSITIONS.
87
FIGURE
(c.)
74.
Black.
While.
Either to
a piece.
88
MAJOR TACTICS.
FIGURE 75
Black.
White.
Either to
piece.
BASIC PROPOSITIONS.
89
FIGURE
76.
Block.
White.
Either to
piece.
90
MAJOR TACTICS.
FIGURE
77.
Black.
White.
Either to
a piece.
BASIC PROPOSITIONS.
91
PROPOSITION
II.
THEOREM.
Given a Geometric Symbol Negative (G. S. N.) having two or more Points Material Active (P. M. A.), then the kindred Prime Tactical Factor (P. T. F.) wins an
adverse piece.
FIGURE
(a.)
78.
Black.
White.
Black
to
move, white
to
win a
piece.
Black, even with the move, can vacate only one of the vertices of the white geometric symbol.
NOTE
is lost,
according to
92
MAJOR TACTICS.
FIGURE
(6.)
79.
Black.
White.
Black
to
piece.
NOTE. Black, even with the move, cannot vacate the perimeter of the white Knight's octagon consequently the remaining black piece is lost, according to
;
Prop.
I.
BASIC PROPOSITIONS.
93
FIGURE
80.
Black.
White.
Black
to
piece.
NOTE. Black, even with the move, cannot vacate the side of the white Bishop's triangle consequently the remaining black piece is lost, according to Prop. I.
;
MAJOR TACTICS.
FIGURE
(d.)
81.
Black.
White.
Black
to
move, white
to
win a piece.
NOTE.
in
2 or 8 to Bishop, neither can the Bishop occupy its support the Knight, as these points are commanded by
BASIC PROPOSITIONS.
95
FIGURE
82.
Black.
White.
Black
to
piece.
Obviously all those points to which the black can move are commanded by the white Queen. Knight
NOTE.
MAJOR TACTICS.
FIGURE
83.
Black.
White.
Black
to
piece.
The Bishop cannot support the Rook, neither NOTE. can the Rook occupy K B 4 in support of the Bishop, as
that point
is
commanded by
BASIC PROPOSITIONS.
97
PROPOSITION
III.
THEOREM.
Given a Sub-Geometric Symbol Positive (S. G. S. P.) having two or more Points Material Passive (P. M. P.), then the kindred Prime Tactical Factor (P. T. F.) wins
an adverse
piece.
FIGURE
(a.)
84.
Black.
White.
White
to
a piece.
NOTE.
its
hr.j
sym-
symbol
intersect.
98
MAJOR TACTICS.
FIGURE
85.
w
Black.
White.
White
to
a piece.
NOTE.
The Point
Command
is
that centre or
symbol
intersect.
BASIC PROPOSITIONS.
FIGURE
86.
Black.
White.
White
to
piece.
NOTE.
The diagram
illustrative of
any position
al-
ways should contain the logistic symbol and the geometric symbol appertaining to the Prime Tactical
Factor.
100
MAJOR TACTICS.
FIGURE
87.
w
Black.
White.
White
to
a piece.
NOTE.
The Point
of
Command and
quadrilateral.
BASIC PROPOSITIONS.
101
FIGURE
88.
M
Black.
White.
White
to
a piece.
NOTE.
The Point
logistic radii at
Q R
102
MAJOR TACTICS.
FIGURE
89.
Slack.
White.
White
to
a piece.
NOTE.
to
4 nor to
3, on account of the resistance of the black pieces. 4. But White wins, as the latter do not command
BASIC PROPOSITIONS.
103
PROPOSITION
IV.
THEOREM.
Given a piece which is both attacked and supported, to determine whether the given piece is defended.
DEFENDED
FIGURE
(a.)
PIECE.
90.
Black.
S/s/S/SSSSJ
'S/S'S"S'SS
m,
n.
HI
*/SSSS"SSSi,*"*"*"*
NOTE.
defended.
With
or without the
is
104
MAJOR TACTICS.
SOLUTION.
X = Any
Y=
piece
employed
in
the
B+R+R+Q= Attacking Pieces. B+R+R+Q= Supporting Pieces. B+R+R+Q=B+R+R+Q= Construction of the inequality.
4
X = Number
of terms contained in
of terms contained in
left side.
X = Number
(B-l-R
+ R + Q)
(B
+ R + R + Q) =
Thus, the given piece is defended, as the number of terms and the sum of their potential complements are
equal.
BASIC PROPOSITIONS.
105
DEFENDED
FIGURE
(b.)
PIECE.
91.
Black.
White.
NOTE.
is
With
or without the
move
the white
QBP
defended.
SOLUTION.
X = Any
the given
Y = Piece
B+R
-f
X= X = Number
side.
Supporting Pieces. Construction of the inequality. Number of terms contained in left side.
of terms contained in right
x
(B
(B
R)
R)
Q -R=
unlike term.
106
MAJOR TACTICS.
Thus the given piece is defended, for, although the number of terms contained in the left side of the inequality exceeds by one the number of terms contained
in the right side, the third term of the inequality is an unlike term, of which the initial contained in the left side is greater than the initial contained in the right
side.
UNDEFENDED
FIGURE
(a.)
PIECE.
92.
Black.
White.
NOTE.
fended.
Q BP
is
unde-
BASIC PROPOSITIONS.
'107
SOLUTION.
X = Any
Y=
piece
employed
in
the
X = Number
of terms contained in
of terms contained in
left side.
X = Number X=
= Value
(B
+ R + R) -
(B
X +R
3
-|-
R)
undefended.
108
MAJOR TACTICS.
UNDEFENDED
FIGURE
(b.)
PIECE.
93.
Black.
White.
NOTE.
defended.
Q B P
is
un-
X = Any
Y=
piece
employed
in
the
X = Number
of terms contained in
X-2 X=
(B
(B
+ R) -
+ R) =
BASIC PROPOSITIONS.
109
Thus the given piece is undefended as there are no unlike terms, and the number of terms on the left side exceeds the number of terms on the right side.
RULE.
I.
left side
in
the initials of the attacking pieces arranged the order of their potential complements from left to right; and on the right side the initials of the Support-
ing Pieces arranged in the order of their potential complements, and also from left to right ; then, If the sum of any number of terms taken in order from left to right on the left side of this inequality is
not greater than the sum of the same number of terms taken in order from left to right on the right side, and if none of the terms contained in the left side are less
more
of the Supporting Pieces operate coincident radii must be arranged in the con-
inequality, not in the order of their potential complements, but in the order of their proximThis applies only to the position ity to the given piece. of their initials with respect to each other; the pieces
struction of the
lie
in sequence; but
in all
cases
the initial of that piece of highest potential complement should be placed as far to the right on either side of the
equality as possible.
110
MAJOR TACTICS.
PROPOSITION
V.
THEOREM.
area
and
the
if the Points of Junction are situated not upon same diagonal, the kindred Prime Tactical Factor
FIGURE
Black.
94.
White.
Either to
a pawn.
BASIC PROPOSITIONS.
PROPOSITION
VI.
Ill
THEOREM.
Given a Square of Progression Positive (S. P. P.) whose net area is greater by not more than one horizontal than the net area of the adverse Square of Progression Negative (S. P. N.), then, if the Primary Origins (P. 0.) are situated neither upon the same nor adjacent
verticals,
upon the
and the points of junction are situated not same diagonals, the kindred Prime Tactical Factor (P. T. F.) queens against an adverse pawn.
FIGURE
Slack.
95.
White.
White
to
move, both
to
queen a pawn.
112
MAJOR TACTICS.
PROPOSITION
VII.
THEOREM.
(S. P. P.)
by one horizontal than the net area of the adverse Square of Progression Negative
less
situ(S. P. N.), then, if the Primary Origins (P. 0.) are ated not upon the same nor adjacent verticals, the kindred Prime Tactical Factor (P. T. F.) will queen and
of Progression Positive
will
FIGURE
Black.
96.
White.
White
to
the adverse
pawn
from queening.
BASIC PROPOSITIONS.
PROPOSITION
Given a Square
VIII.
113
THEOREM.
opposed to a knight's octagon, then, if the Disturbing Factor (D. F.) is situated without the corresponding Knight's octagon, or within the corresponding Knight's octagon, but without the Knight's octagon of next lower radius and on a square of opposite color to the square
occupied by the kindred pawn, the Prime Tactical Factor {P. T. F.) queens against the adverse Knight.
FIGURE
(a.)
97.
Black.
White.
White
to
a pawn.
114
MAJOR TACTICS.
FIGURE
(60
98.
Slack.
White.
White
to
a pawn.
pawn queens without capture against an adverse Knight, if, in general, the Knight is situated (1) without the corresponding Knight's octagon, or (2) within the corresponding Knight's octagon, but without the Knight's octagon of next lower radius
DEMONSTRATION.
and on a square of opposite color to the square occupied by the pawn. In diagram No. 97, take the queening point (o) of the pawn as a centre, and make a Knight's move to B,
BASIC PROPOSITIONS.
115
C, D, and E; connect these points by straight lines and draw the vertical lines B A and E F then the figure
;
ABCDEF
which may
(or 1-1)
is
the point o
this figure
may be
of double radius.
if the pawn has the first move it will be seen, that a Knight situated anywhere within the octagon 1-1, provided it be not en prise of the pawn (an assumption common to all situations), nor at B 8 nor Q 8 (an
Now,
first,
exception peculiar to this situation), will be able to stop the pawn, either by preventing it from queening or by
has queened secondly, that a Knight situated anywhere without the octagon 2-2 will
capturing
it
after
it
pawn and thirdly, that a Knight anywhere between the octagon 1-1 and 2-2, will be able to stop the pawn if it starts from a square of the same color as that occupied by the pawn (white, in this instance), but unable to do so if it starts from
be unable to stop the
;
situated
a square of the opposite color (in this instance, black). From diagram No. 98, it is apparent that four
Knight's diagrams can be drawn on the surface of the chess-board, and the perimeter of a fifth may be considered as passing through the lower left-hand corner. In this diagram the white pawn is supposed to start
from a point on the King's Rook's file. If the pawn starts from K R 6, a black square, and having two moves to make in reaching the queening point, the Knight must be situated as in Fig. No. 98, within the octagon of single radius, or on a black square
116
MAJOR TACTICS.
between the octagon of single radius and the octagon of double radius.
R 5, a white square, and pawn starts from moves to the three make, Knight must be situated having of double within the octagon radius, or on a white
If the
octagon of double radius and the octagon of triple radius (3-3). R 4, a black square, and If the pawn starts from
square between the
having four moves to make, the Knight must be situated within the octagon of triple radius, or in a black square between the octagon of triple radius and the octagon of
quadruple radius (4-4).
a white square, having five moves to make, the Knight must be situated within the octagon of quadruple radius, or on a white square
If the
pawn
starts
from
K R 3,
of quadruple radius and the octagon of quintuple radius (5). In this last case it
appears that the only square from whence the Knight can stop the pawn is Black's Q R 8.
If the
pawn
starts
first
if it
squares on the
ditions exist as
Still
K R 2, it may advance two and move, precisely the same constarted from K R 3.
from
another octagon
may
board, namely, the octagon of null radius, or simply the queening point (o), which is the centre of each of the other octagons. This being understood, it follows that if the pawn starts from 7, a white square, and one move to the make, having Knight must be situated
KR
within the octagon of null radius (o), i. e. at White's or, on a white square between the octagon of null radius and the octagon of single radius, i. e. at
K R 8,
a general law may be deduced. In order to abbreviate the enunciation of this law, it is well
BASIC PROPOSITIONS.
to lay
117
down
these definitions
By
a pawn," is is the queening point of the pawn, and whose radius consists of a number of Knight's
corresponding to
made by " and by the pawn Knight's octagon of next lower radius," is meant that Knight's octagon whose centre is the queening point of the pawn, and whose radius consists of a number of Knight's moves one less than the number of moves to be
moves equal
the
number
of
moves
to be
;
made by
law, then,
its
queening point.
The
Knight can stop a pawn that has the move and is advancing to queen, if the Knight is situated between the Knight's octagon corresponding to the pawn and the Knight's octagon of next lower radius, and on a square of the same color as that occupied by the pawn, or if
the Knight
is
situated within the Knight's octagon of provided, that the Knight be not en
;
prise to the pawn, nor (if the pawn is at its sixth square) en prise to the pawn after the latter's first move.
118
MAJOR TACTICS.
PROPOSITION
IX.
THEOREM.
Given a Square of Progression Positive (S. P. P.) opposed to a Bishop's triangle, then, if the given square
of progression is the smallest or the smallest but one, and if the Point of Junction is a square of opposite color
to that occupied by the hostile integer, the kindred
Prime
Tactical Factor (P. T. F.) queens without capture against the adverse Bishop.
FIGURE
Black.
99.
White.
"White to
a pawn.
BASIC PROPOSITIONS.
PROPOSITION
X.
119
THEOREM.
Given a Square of Progression Positive (S. P. P.) opposed to a Rook's quadrilateral or to a Queen's polygon, then, if the square of progression is the smallest possible, and if the hostile integer does not command
the Point of Junction, the kindred
100.
White.
White
to
a pawn.
120
MAJOR TACTICS.
FIGURE
(6.)
101.
Slack.
White.
White
to
a pawn.
BASIC PROPOSITIONS.
PROPOSITION
XI.
121
(S. P. P.) opif the a given King is King's rectangle ; then, posed to not posted on a point within the given square of progression, the given pawn queens without capture against the adverse King.
FlGUEE
(a.)
102.
Black.
White
to
move and.queen
a pawn.
*"*
122
MAJOR TACTICS.
FIGURE
(6.)
103.
Black.
White.
White
to
a pawn.
BASIC PROPOSITIONS.
PROPOSITION
123
XII.
THEOREM.
Given a Geometric Symbol Positive (G. S. P.) or a combination of Geometric Symbols Positive which is coincident with the Objective Plane then, if the Prime
;
Tactical Factor (P. T. F.) can be posted at the Point of Command, the adverse King may be checkmated.
FIGURE
Black.
104.
WMts.
White
to play
and mate
in
one move.
105.
Pawn
vs.
Pawn.
Black.
White.
When two
verticals
its Primary Base Line, that side which has not the move wins the adverse pawn.
and each on
125
EVOLUTION
FIGURE
No.
2.
106.
Pawn
vs.
Pawn.
Black.
White.
pawn posted at its Primary Base Line and either with or without the move, wins an adverse pawn situated
at the intersection of
horizontal.
126
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
3.
107.
Pawn
vs.
Pawn.
Black.
TFMe.
number of horizontals between two opposing pawns situated on adjacent verticals is even, that pawn which has the move wins the adverse pawn.
the
When
127
EVOLUTION
FIGURE
No.
4.
108.
Pawn
vs.
Pawn.
Black.
White
When
the
number of
pawns situated on adjacent verticals, is odd, that pawn which has not to move wins the adverse pawn ; provided
the position is not that of Evolution No. 2.
128
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
5.
109.
Pawn
vs.
Knight.
Slack.
White.
Whenever a pawn
iphery of
altitude
is
has not crossed the point of intersection, the adverse Knight wins the given pawn.
129
EVOLUTION
FIGURE
Knight
vs.
No.
6.
110.
Knight.
White.
Knight posted
if
at
R1
or
its
8,
and having
to
move,
is lost
all
the points on
130
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
7.
111.
Pawn.
Black.
White.
Whenever a pawn's altitude intersects a Bishop's triangle, then, if the pawn has not crossed the point of
intersection, the adverse Bishop wins the given pawn.
131
EVOLUTION
FIGURE
Bishop
vs.
No.
8.
112.
Knight.
Black.
White.
1 or R 8, and with or without Knight posted at the move, is lost if all the points on its periphery are contained in the same side of the Bishop's triangle.
NOTE.
The B
will equally
win
if
posted at
8.
132
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
9.
113.
Knight.
Black.
White.
to
Knight posted at R 2, R 7, Kt 1, or Kt 8, and having move, is lost, if all the points on its periphery are contained in the sides of an adverse Bishop's triangle.
133
EVOLUTION
FIGURE
Bishop
vs.
No.
10.
114.
Knight.
Black.
White.
R
is
4,
5,
1,
8,
1, or
8,
lost if
all
134
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
11.
115.
Rook
vs.
Pawn.
Black.
White.
Whenever a pawn
rilateral, then,
if
the
Rook wins
Obviously, whenever a pawn altitude is coincident with one side of a Rook's quadrilateral, all the
points are points of intersection and the to capture when crossing each one.
NOTE
pawn
is liable
135
EVOLUTION
FIGURE
No.
12.
116.
Rook
vs.
Knight.
Black.
Knight posted at
R1 R
or
R 8,
and having
to
move,
the points on its perimeter are contained in the sides of an adverse Rook's quadrilateral.
is lost if all
NOTE.
-at
Obviously the
if
posted
QB
6.
136
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 13
117.
Rook
vs.
Knight.
Black.
White.
Knight posted at R 2, R 7, Kt 1, or Kt 8, and having move, is lost if all the points on its periphery are contained in the sides of an adverse Rook's quadrilateral.
to
137
EVOLUTION
FIGURE
No.
14.
118.
Rook
vs.
Knight.
Black.
While.
Knight posted
at
Kt 2,
or
Kt 7, and having
to
move,
is lost if all
the points on its perimeter are contained in the sides of an adverse Rook's quadrilateral.
138
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen
vs.
No.
15.
119.
Pawn.
Black
White.
Whenever a pawn
altitude
if
intercepts
an
adverse
Queen's polygon, then, pawn has not crossed the of the adverse Queen wins the given intersection, point
the
pawn. NOTE.
QB
8.
139
EVOLUTION
FIGURE
No.
16.
120.
Queen
vs.
Knight.
Black.
White.
Knight posted
at
R1
or
8,
and having
to
move, is
NOTE.
The Q
8,
will equally
win
if
posted at
Q R 5,
Q R 7, Q Kt
Q B 6, Q B
5 or
8.
140
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen
vs.
No.
17.
121.
Knight.
Black.
White.
to
Knight posted at R 2, R 7, Kt 1, or Kt 8, and having move, is lost if all the points on its perimeter are contained in the sides of an adverse Queen's polygon. NOTE. The Q will equally win if posted at Q 7, K 8,
or
Q B 5.
141
EVOLUTION
FIGURE
Queen
vs.
No.
18.
122.
Knight.
Black.
White.
or Q 8, and K Knight posted at R 4, R 5, K 1, 8, Q 1, the points on its perimeter having to move, is lost if all adverse Queen's polygon. an of sides the in contained are if posted at Q 5. win will The NOTE. Q equally
142
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen
vs.
No.
123.
19.
Knight.
Black.
White.
Knight posted
at
Kt
2 or
Kt
7,
the points on its periphery are contained in the sides of an adverse Queen's polygon.
is lost if all
143
EVOLUTION
FIGURE
King
vs.
No.
124.
20.
Pawn.
Black.
White.
Whenever the centre of a King's rectangle is contained in the square of progression of a pawn; then the adverse King wins the given pawn. NOTE. Obviously the King would equally win if posted on any square from the first to the third horizontal inclusive, the King's Rook's
file
excepted.
144
MAJOR TACTICS.
EVOLUTION
FIGURE
King
vs.
No.
21.
125.
Knight.
Black.
While.
Knight posted at
El
the points on its periphery are contained in the sides of an adverse King's rectangle.
is lost if all
NOTE.
The
K would
equally win
if
posted at
Q B 6.
145
EVOLUTION
FIGURE
No.
22.
126.
Two Pawns
vs.
Knight.
Black.
Whitt.
if all
Knight situated at R 1, and having to move, is lost the points on its perimeter are contained in two
adverse
NOTE.
equally win
if
posted at
and Q B 5
or at
QR5
and
Q Kt
6.
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
23.
127.
Two Pawns
vs.
Bishop.
Black.
is lost if
Bishop posted at R 1, and with or without the move, the point which it occupies is one of the verti-
NOTE.
if
posted at
QB6
and
Q Kt
147
Knight.
Whenever a point of junction is the vertex of a mathematical figure formed by the union of the logistic symbol of a pawn with an oblique, diagonal, horizontal, or vertical from the logistic symbol of any kindred
piece then the given combination of two kindred pieces wins any given adverse piece. NOTE. Obviously it is immaterial what the kindred piece may be, so long as it operates a radius of attack against the point Q 8 nor what the adverse piece may
; ;
be,
nor what
its
the white
pawn
position, so long as at Q 7.
it
148
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
25.
129.
vs.
Bishop.
White.
Whenever a piece defending a hostile point of junction is attacked, then, if the point of junction and all
points on the periphery of the given piece wherefrom it defends the point of junction, are contained in the
geometric symbol which appertains to the adverse piece, the piece defending a hostile point of junction is lost.
149
EVOLUTION
FIGURE
No. 26.
130.
vs.
Bishop.
White.
Whenever an adjacent Point of Junction is commanded by a kindred piece, the adverse defending piece
is lost.
NOTE.
Obviously,
it
is
immaterial what
;
may
be
the white
pawn queens by
force,
compelled to capture
150
MAJOR TACTICS.
EVOLUTION
FIGUKB
No.
131.
27.
vs.
Rook.
? *
M
"
White.
NOTE.
White wins
;
easily
followed by
1.
151
EVOLUTION
FIGURE
No.
132.
28.
Two
Knights
vs.
Knight.
Black.
White.
is lost if all
the points in
its
commanded
by adverse pieces.
152
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
133.
29.
vs.
Knight.
White.
NOTE.
White wins by Kt
to
Q 6,
or
Kt
to
K 7,
QB
thus
1.
153
EVOLUTION
FIGURE
No.
30.
134.
vs.
Knight.
White
NOTE.
154
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
31.
135.
vs.
Knight.
White.
NOTE.
White wins
if
155
EVOLUTION
FIGURE
No.
32.
136.
vs.
Knight.
White.
NOTE.
White wins
if
156
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
137.
33.
VB.
Knight.
White.
NOTE.
White wins
157
EVOLUTION
FIGURE
No.
34.
138.
rs.
Knight.
White.
NOTE.
White wins
158
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
35.
139.
vs.
Knight.
White.
NOTE.
White wins
140.
Pawn
vs.
Two
Black.
Knights.
VTiite.
on the
verti-
ces of a pawn's triangle and on the same horizontal, then if neither piece commands the remaining vertex,
NOTE.
equally win
White wins by
if
to
K 4.
posted at
K 3.
160
MAJOR TACTICS.
EVOLUTION
FIGURE
Knight
vs.
No.
37.
141.
Rook and
Black.
Bishop.
White.
pieces
are
situated
on the
perimeter of a Knight's octagon, then if neither piece commands the centre point nor can support the other
only by occupying another point on the perimeter of the said octagon, the given Knight, having to move, wins one of the adverse pieces.
161
EVOLUTION
FIGURE
Knight
rs.
No.
38.
142.
WhUf.
is situated on the perimeany opposing geometric symbol, another point on which is occupied by an unsupported adverse piece which the King cannot defend by a single move, or by another
ter of
NOTE. For after the check the white Knight takes an adverse Queen or Rook, regardless of the fact that
itself is
thereby
lost.
162
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
39.
143.
Two Pawns.
Black.
White.
NOTE.
163
EVOLUTION
FIGURE
Bishop
vs.
No.
40.
144.
White.
NOTE.
black King
at
Q Kt 3,
for the
164
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
145.
41.
White.
NOTE.
White wins by B
to
Q Kt 3
for
Black
is
un-
165
EVOLUTION
FIGURE
Bishop
vs.
No.
146.
42.
Two
Knights.
Black.
White.
NOTE.
White wins by
to
move.
166
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
43.
147.
White.
NOTE.
verse
White wins by
is
to
Q B
King
single move.
167
EVOLUTION
FIGURE
No.
44.
148.
Rook
vs.
Two
Black.
Knights.
by an adverse piece, then if one of the Knights has to move, the adverse piece wins one of the given Knights.
168
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 45.
149.
Rook
vs.
White.
169
EVOLUTION
FIGURE
No.
46.
150.
Rook
vs.
White.
NOTE.
170
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
47.
151.
Queen
vs.
White.
NOTE.
White wins
171
EVOLUTION
FIGURE
No.
152.
48.
Queen
vs.
White
NOTE.
White wins
172
MAJOR TACTICS.
EVOLUTION
FIGURE
153.
No.
49.
Queen
vs.
White.
NOTE.
173
EVOLUTION
FIGURE
No.
50.
154.
Queen
vs.
White.
NOTE.
White wins
174
MAJOR TACTICS.
EVOLUTION
FIGURE
King
vs.
No.
51.
155.
White.
NOTE.
White wins
175
DEVOLUTION
FIGURE
King
vs.
No.
156.
52.
White.
NOTE.
White wins
c^f-s
176
MAJOR TACTICS.
EVOLUTION
FIGURE
King
vs.
No.
53.
157.
!JL
White.
NOTE.
White
if
wm& &e
Ill
EVOLUTION
FIGURE
Knight
vs.
No. 54
158.
Three Pawns.
Black.
White.
NOTE.
White,
if
all
the
adverse pawns.
178
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
159.
55.
Three Pawns.
Black.
White.
NOTE.
White,
if
all
the ad-
verse pawns.
179
EVOLUTION
FIGURE
No.
160.
56.
Rook
vs.
Three Pawns.
Slack.
While.
NOTE.
White,
pawns,
if
the adverse
^^ W4t>
all
*w< ^'
fcKf /,
130
MAJOR TACTICS.
EVOLUTION
FIGURE
King
vs.
No.
57.
161.
Three Pawns.
Black.
White.
NOTE.
White,
if
all
181
EVOLUTION
FIGURE
Knight
vs.
No.
68.
162.
Wftitf.
<*'
NOTE.
K B 8,
as both the black pieces are simultaneously attacked and will not mutually support each other after Black's
next move.
182
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
59.
163.
White.
NOTE.
White wins
No.
60.
164.
Black.
White.
the sacrifice of the pawn by P to Q 5 (ck) become posted on the perimeter of the same Knight's octagon, and White, having the move,
NOTE.
By
all
the pieces
in
v.
n,
184
MAJOR TACTICS.
EVOLUTION
FIGURE
Knight and Pawn
vs.
No.
61.
165.
Slack.
White.
NOTE.
to
Kt 8
(queening), followed by
Kt
to
KB
6 (ck).
185
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
62.
166.
Black.
White.
the
White, having the move, wins by sacrificing pawn by P to Q B 4 (ck) and thus bringing all the pieces on the perimeter of the same Bishop's triangle.
NOTE.
186
MAJOR TACTICS.
EVOLUTION No
FIGURE
Knight and Bishop
vs.
63.
167.
Slack.
vULf
White.
NOTE.
(ck).
to
KB7
187
EVOLUTION
FIGURE
Bishop and Knight
vs.
No.
168.
64.
Black.
White.
NOTE.
to
188
MAJOR TACTICS.
EVOLUTION
FIGURE
Knight and Bishop
vs.
No.
65.
169.
Slack.
White.
NOTE.
followed by
to
5,
Kt
to
KB
6 (ck).
189
EVOLUTION
FIGUKE
Knight and Bishop
vs.
No.
66.
170.
Black.
While.
NOTE.
to
Kt
(ck), followed by
Kt
to
KB
5 (ck).
190
MAJOR TACTICS.
EVOLUTION
FIGURE
Knight and Bishop
No.
171.
67.
vs.
Slack.
White.
NOTE.
followed,
if
Kt
to
KB5
(ck).
191
EVOLUTION
FIGURE
Knight and Bishop
vs.
No,
68.
172.
Black.
White.
NOTE.
(ck).
K Kt 5
192
MAJOR TACTICS.
EVOLUTION
FIGURE
Knight and Bishop
vs.
No.
173.
69.
Black,
White.
NOTE.
K B 2 or Kt to Q 5.
193
EVOLUTION
FIGURE
Knight and Rook
vs.
No.
174.
70.
Black.
White.
NOTE.
followed by
to
Q Kt
5,
194
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
71.
175.
vs.
Black.
White.
NOTE.
B, to
8 (ck),
followed by
Kt
to
K6
(ck).
195
EVOLUTION
FIGURE
No.
72.
176.
vs.
Black.
White.
NOTE.
(ck), followed by
to
KB
196
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
177.
73.
vs.
Black.
White.
NOTE.
(ck).
to
Kt 4
197
EVOLUTION
FIGURE
Queen and Rook
No.
74.
178.
vs.
Black.
White.
NOTE.
(ck).
R to K B
198
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and
No.
179.
75.
Pawn
vs.
Black.
White.
NOTE.
to
(queening), followed by
to K
7 (ck).
199
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
76.
180.
Black.
White.
NOTE.
to
KB
(ck), followed by
to
Q B8
(queening).
200
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
77.
181.
Black.
White.
NOTE.
to
8 (queening).
201
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
78.
182.
Black.
While.
NOTE.
to
8 (queening), followed by
to
7.
202
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and Pawn
us.
No.
79.
183.
Black.
White.
NOTE.
to
203
EVOLUTION
FIGURE
No.
184.
80.
vs.
Black.
White.
NOTE.
lowed,
if
P to
7, fol-
Bx
to
8.
204
MAJOR TACTICS.
EVOLUTION
FIGUBE
No. 81.
185.
vs.
Black.
White.
NOTE.
to
KX
Q, by
R to R 8 (ck) and
RtoRT
(ck).
205
EVOLUTION
FIGURE
No.
82.
186.
r*.
Black.
White.
NOTE.
Rto K B 8
(ck), followed by
to
8 (queening).
206
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
83.
187.
vs.
Rook and
Bishop.
Black.
White.
to
207
EVOLUTION
FIGURE
Queen and Pawn
vs.
No.
84.
188.
Black.
White.
208
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen and Pawn
No.
189.
85.
vs.
Black.
NOTE.
followed,
if
6,
209
EVOLUTION
FIGURE
King and Pawn
vs.
No.
190.
86.
Black.
White.
to
210
MAJOR TACTICS.
EVOLUTION
FIGURE
King and Pawn
No.
87.
191.
vs.
Two
Knights.
Black.
White.
NOTE.
to
(queening).
Pawn
vs.
Pawn.
Black.
White.
NOTE.
212
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
89.
193.
Pawn
vs.
Pawn.
Black.
.
'//////////s.
dH^
White.
White, having to move, wins, first queening and then with the newly made queen capturpawn the adverse ing pawn. If white has not the move, the black pawn queens without capture.
his
NOTE.
213
EVOLUTION
FIGURE
No.
194.
90.
Pawn
vs.
Pawn.
Black.
White.
XOTE.
move,
214
MAJOR TACTICS.
EVOLUTION
Fioure
No.
195.
91.
Pawn
vs.
Knight.
Black.
White.
NOTE.
capture.
White, having
to
move, queens
without
215
EVOLUTION
FIGURE
No.
92.
196.
Pawn
vs.
Bishop.
Black.
White.
without the
move,
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
93.
197.
Pawn
vs.
King.
Black.
White.
NOTE.
capture.
White,
having
to
move, queens
without
217
EVOLUTION
FIGURE
No.
198.
94.
vs.
Queen or Rook.
Black.
White.
hostile Point has not the move, then if an adverse piece can be in one move posted on the adjacent vertex of the pawn's triangle, the given pawn queens without capture.
of Junction
XOTE.
dred piece
course, immaterial what the kinso long as it can occupy the point may be, what the or position of the defending piece, if it
It
is,
of
pawn
at
7.
218
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
199.
95.
Slack.
White.
NOTE.
to
KR
(ck), followed by
to
Q B
8.
219
EVOLUTION
FIGURE
No.
96.
200.
vs.
Rook.
White.
NOTE.
220
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
97.
201.
vs.
King.
White.
NOTE.
the
black
White, either with or without, wins, as King cannot gain command of the Point
of Junction.
221
EVOLUTION
FIGURE
No.
98.
202.
vs.
King.
W/.
White.
NOTE.
as the adverse
White wins, either with or without the move, King cannot attack any point on the kin-
222
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and Pawn
vs.
No.
99.
203.
Black.
White.
White, having the move, wins by P to Q 8, and disclosing check from the kindred Bishop. queening
NOTE.
Two Pawns
vs.
Pawn.
Black.
Hi
White.
NOTE.
White wins,
by eliminating the
adverse
224
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
205.
101.
Two Pawns
vs.
Pawn.
Black.
White.
NOTE.
White wins,
EVOLUTION
FIGURE
No. 102.
206.
Two Pawns
vs.
Knight.
Black.
White.
NOTE.
226
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 103.
207.
Two Pawns
vs.
Knight.
Black.
White.
White, either with or without the move, will one of the pawns without capture by the adverse queen Knight.
NOTE.
227
EVOLUTION
FIGURE
No. 104.
208.
Two Pawns
vs.
Bishop.
White.
White, either with or without the move, will queen one of the pawns without capture by the adverse
Bishop.
NOTE.
228
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 105.
209.
Two Pawns
vs.
Bishop.
Slack.
White.
White, either with or without the move, will one of the pawns without capture by the adverse queen
Bishop.
NOTE.
229
EVOLUTION
FIGURE
No. 106.
210.
Two Pawns
vs.
Rook
Black.
White.
White, either with or without the move, will of one the pawns without capture by the adverse queen Rook.
NOTE.
230
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 107.
211.
Two Pawns
vs.
King.
Black.
White.
White, either with or without the move, will one of the pawns without capture by the adverse queen
King.
NOTE.
231
EVOLUTION
FIGURE
No. 108.
212.
Two Pawns
vs.
King.
Black.
While.
White, either with or without the move, will the pawns without capture by the adverse of one queen
NOTE.
King.
No.
109.
213.
Three Pawns.
Black.
White.
NOTE. White, having to move, will queen a pawn without capture by T'to Q 6^ followed, if K P x P, by P to Q B 6 and if B P x P, by Pto K 6.
;
233
EVOLUTION
FIGURE
Three Pawns
No.
110.
214.
vs.
King.
Black.
White
NOTE. If White moves, Black wins all the pawns by moving the King in front of that pawn which advances ; but if Black has to move, one of the pawns will queen without capture against the adverse King.
The key of the position is the posting of the King in front of the middle pawn, with one point intervening, when all are in a line and when it is the turn of the
pawns
to
move.
to the point
in frnr.1. nf
234
MAJOR TACTICS.
EVOLUTION
FIGURE
Three Pawns
No.
111.
215.
vs.
Queen.
Black.
White.
Black wins, either with or without the move. of this position is that the black Queen wins
posted on any square opposite in color to those occupied by the pawns, from whence she commands the adjacent Point of Junction.
she
is
235
EVOLUTION
FIGURE
Three Pawns
vs.
No.
112.
216.
Black.
White.
NOTE.
No. 113.
217.
White.
NOTE.
the
The Front
Point of
Command
237
EVOLUTION
FIGURE
Knight
vs.
No. 114.
218.
Objective Plane of
Black.
Two
Radius.
Offensive always is an oblique ; the Point of Command of unlike color to the Point
NOTE.
The Front
two points on
238
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop
vs.
No.
219.
115.
Objective Plane of
Black.
Two
Radius.
White.
Offensive always is a diagonal; the Point of Command and the radius are of like color
to the Point Material,
NOTE.
The Front
and the
latter is situated
on the
same
side
of
Point of
Command.
239
EVOLUTION
FIGURE
No.
220.
116.
Bishop
vs.
White
XOTE.
to
The Front
the Point of
Offensive always is a diagonal Command and the radius are of like color
;
the Point Material, and the latter is situated on the same side of the Bishop's triangle as the Point of
Command.
240
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
221.
117.
of
Two
Radius.
White.
NOTE.
The Front
Offensive
is
vertical
or hori-
zontal; the radius is composed unlike point, and situated on one side of the adverse
of
Command may
241
EVOLUTION
FIGURE
No.
222.
118.
Rook
vs.
White.
NOTE.
zontal
;
The Front
the radius
is
Offensive
is
a vertical or horilike
composed
of one
and two
unlike points and situated on one side of the adverse Rook's quadrilateral. The Point of Command may be
either a like or an unlike point.
242
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen
vs.
No.
223.
119.
Objective Plane of
Black.
Two
Kadius.
White.
a diagonal the radius is composed of two like points situated on the same side The Point of Comof the adverse Queen's polygon. mand and the Point Material are like points.
NOTE.
The Front
Offensive
is
243
EVOLUTION
FIGDBE
Queen
vs.
No.
224.
120.
Objective Plane of
Black.
Two
Radius.
White.
NOTE.
zontal
;
The Front
the radius
is
Offensive
is
a vertical or a hori-
composed
of one like
like point,
Command may be
MAJOR TACTICS.
EVOLUTION
FIGURE
Queen
us.
No.
225.
121.
White.
NOTE.
is
The Front
Offensive
is
a diagonal
the radius
composed
same
of
side
The Point
Com-
mand and
245
EVOLUTION
FIGURE
Queen
vs.
No. 122.
226.
iHi
White.
NOTE.
zontal
;
is
a vertical or hori-
Queen's polygon.
The Point
Command may
be
246
MAJOR TACTICS.
EVOLUTION
*
No.
227.
123.
FIGURE
Queen
vs.
White.
NOTE.
is
;
a vertical or hori-
zontal combined with a diagonal the radius is com" posed of two like and two unlike points, and these are coincident with given sides of the Queen's polygon.
The Point
points.
of
Command and
vs.
Objective Plane of
Two
Radius.
Black.
White.
NOTE.
A
;
single
In this situation, the Front Offensive is jective Plane. a diagonal the radius is composed of two like points and contained on the same side of the adverse Pawn's
triangle.
rial
The Point
of
Command and
248
MAJOR TACTICS.
EVOLUTION
FIGURE
Bishop and Supporting Factor
vs.
No.
125.
229.
Black.
NOTE.
is
The Front
of
Offensive
is
a diagonal
the radius
composed
two
same
supporting
Factor.
The Point
of
Command
is
a like point.
249
EVOLUTION
FIGURE
Bishop and Supporting Factor
vs.
No. 126.
230.
Block.
While.
NOTE.
The Front
;
Offensive
is
made up
of a diago-
diagonal.
The Point
Command
is
a like point.
250
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
231.
127.
vs.
Slack.
While.
NOTE.
The Front
Offensive
;
is
made up
of a vertical
or horizontal and an oblique the radius is composed of two like and one unlike point, two of which are contained
in one side of the adverse Rook's quadrilateral and the other in the perimeter of the adverse Knight's octagon.
Command may be either a like or an situated upon either the horizontal and unlike point,
The Point
of
or vertical.
251
EVOLUTION
FIGURE
No. 128.
232.
vs.
Black.
White.
NOTE.
consists of a vertical or
horizontal and an oblique the radius is composed of two like and two unlike points, two of which, both unlike,
are situated on the perimeter of an adverse Knight's octagon, and one like and one unlike are situated on
one side of the adverse Rook's quadrilateral. The Point of Command is an unlike point, and is that point in the Objective Plane at which the given octagon and quadrilateral intersect.
252
MAJOR TACTICS.
EVOLUTION
FIGUKE
No.
233.
129i
vs.
Slack.
White.
NOTE.
horizontal,
of a vertical, a
is
composed
of
two
of three unlike points, two like and one unlike points being contained in the horizontal, one like and two unlike points being contained in the horilike
and
zontal,
of
point, and is that point at adverse which the quadrilateral and octagon intersect.
Command
in the oblique.
The Point
253
EVOLUTION
FIGURE
No. 130.
234.
vs.
Black.
White.
NOTE.
The Front
a vertical, two diagonals, and two obliques. The radius is composed of three like and four unlike points ; three unlike points are contained in the diagonals, two unlike and one like points in the vertical, one unlike and two
like
points in the horizontal, and two unlike points in the obliques. The Point of Command is an unlike point, and is that point at which the adverse polygon and
octagon intersect.
254
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
131.
235.
vs.
Black.
White.
NOTE.
The Front
The radius is horizontal, a diagonal, and an oblique. of like and five two unlike composed points points, one
and two unlike points, and contained in both the and the horizontal, three like points in the The Point of Comdiagonal, and one in the oblique. mand is a like point, and is that point at which the adverse polygon and octagon intersect.
like
vertical
255
White.
The Queen never occupies a Point of LodgNOTE. ment, and consequently she can only enter the Objective Plane as a Prime Tactical Factor.
256
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
237.
183.
White.
NOTE. In evolutions combining a Knight lodgment, the Supporting Factor always must be defended by an Auxiliary Factor.
257
EVOLUTION
FIGURE
No. 134.
238.
of Eight Radius.
White.
NOTE.
The Point
it is
of
sup-
ported whenever
258
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
239.
135.
White.
This is the only manner by which the 0. P. 8 NOTE. can be commanded by two pieces.
259
EVOLUTION
FIGURE
No.
240.
136.
White.
NOTE.
is
The union
of the kindred
the most effective combination against an lodgment Plane of nine radii which does not contain Objective the Queen.
260
MAJOR TACTICS.
EVOLUTION
FIGURE
No.
241.
137.
White.
NOTE.
The above
pretty allegory.
261
EVOLUTION
FIGURE
No.
138.
242.
White.
NOTE
nine radii.
This
is
the only
manner
in
which
this
com-
command
262
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 139.
243.
A Rook Lodgment in
NOTE. In an evolution against the 0. P. 9, and whenever the kindred Queen is not present, three pieces
are necessary to effect checkmate.
263
EVOLUTION
FIGURE
No. 140.
244.
Command
by minor Diagonals
and Obliques.
Black.
White.
NOTE.
pawn's diagonals. available for offence against the black King, and with both Knights but without the pawns the Objective Plane cannot be commanded.
derived from the presence of the The white King is passive and un-
264
MAJOR TACTICS.
EVOLUTION
FIGURE
No. 141.
245.
Command
by Diagonals.
White.
NOTE.
Queen
is
265
EVOLUTION
FIGURE
No. 142.
246.
Command
by Verticals and
White.
commanded by
less
a kindred pawn, or the checkmate of the hostile King. The material manifestation of each idea is given by
formations of opposing forces, upon specified points
;
of the
plan
i.
e.
is plication of this basic idea in the art of chess-play illustrated by the movements of the given forces, from the given points to other given points, in given times.
Upon
all
those combinations in chess-play wherein a given piece co-operates with one or more kindred pieces, for the
menting
its
own
;
force, or of gaining
command
of the
Objective Plane and there is no combination of forces for the producing of either or all of these results possible on the chess-board, in which one or more of these
basic ideas
is
not contained.
Furthermore, the opposing forces, the points at which each is posted, and the result of the given evolution
being determinate, it follows that the movements of the given forces equally are determinate, and that the
move and the verticals, horiand obliques over which they move, zontals, diagonals, and described. be specified may
points to which the forces
As the reader has seen, the movements of the pieces in every evolution take the form of straight lines, ex-
267
tending from originally specified points to other neceswhich latter constitute the vertices of sary points properly described octagons, quadrilaterals, rectangles,
;
and
triangles.
The
validity of
an evolution,
its
;
e.
its
play simple and easy but to determine the validity of an evolution in any given situation is the test of one's understanding of the true theory of the game. The secret of Major Tactics is to attack an adverse piece at a time when it cannot move, at a point where it is defenceless, and with a force that is irresistible. The first axiom of Major Tactics is A piece exerts no force for the defence of the point upon which it stands.
:
is
is
con-
posted
ab j
of
Major Tactics
is
any
verti-
along which
it
does
not operate a radius of offence. Hence it is obvious that a pawn defends only a minor diagonal ; that it does not defend a vertical, a horizontal,
that a Knight
defends an oblique, but not a vertical, a horizontal, nor a diagonal that a Rook defends a vertical and a hori;
an oblique that a Queen a defends a vertical, horizontal, and a diagonal, but not an oblique, and that a King defends only a minor vertical, a minor horizontal, and a minor diagonal, and does
zontal, but not a diagonal nor
;
268
MAJOR TACTICS.
an attacking movement for the
purpose of capturing a hostile piece always should take the direction of the point upon which the hostile piece
stands
;
along that
horizontal,
diagonal,
it
or
oblique,
which
is
is
proposed to
capture.
the simple interpretation of Major Tactics is that you creep up behind a man's back while he is not looking, and before he can move, and while he
is
:
That
is
utterly defenceless you off with his head. This, of course, is the crude process. But
it
does not
appertain to savages alone ; in fact, it is the process usually followed by so-called educated and civilized folk,
whether chess-players
or
soldiers
furthermore, the
ing and defenceless victim is the invariable climax of every evolution of Major Tactics, whether the latter be-
longs to war or to chess. It is admitted that men, whether soldiers or chessplayers, have eyes in their heads,
and that
it
is
not
supposable that they would permit an enemy thus to take them unawares and by such a simple and unNevertheless there is another sophisticated process.
process which leads to the same result; and this process is the quintessence of science, whether of war or
of chess.
These two methods, one the crudest and one the most which the sword is lifted to the full height over the head of the unsuspecting and defenceless enemy. From thence they act as unity, for it needs no talent to cut off a man's head who is incapable of resistance, to massacre an army that is hopelessly routed, nor to checkmate the adverse
scientific possible, unite at the point at
269
in one move.
equal to Arbuthnot ; a Zulu chief to Napoleon ; and the merest tyro at chess to Paul Morphy. To attack and capture an enemy who can neither fight
nor run
very elementary and not particularly edifying strategetics ; but to attack simultaneously two hostile bodies, at a time and at points whereat they cannot
is
be simultaneously defended, is the acme of chess and of In either case the result is identical, and success war.
same means. But the second process, compared with the first process, is transcendental; for it consists in surprising and out-manoeuvring two adversaries who have their eyes wide open. The means by which success is attained in Major
is
attained by the
as
Tactics is the proper use of time. " " He who is the dictum gains time gains everything a man who, as a major tacof Frederic the Great,
!
tician,
To
maxim, the
attention of
called to the simple fact that if, at the of chess, White had the privilege of a of game beginning in succession and before Black moves four making
the student
touched a piece, the first player would checkmate the P adverse King by making one move each with the and the K B and two moves with the Q.
if
either player
had making two moves in succession, it would he have no difficulty in winning is evident that with all due deTo gain this one move, the game. and not the play of ference to the shade of Philidor,
the pawns,
is
easy to see that gain of time can be of little to a man who does not understand the proper advantage use of time ; and it is equally easy to see, if time is
But
it is
270
MAJOR TACTICS.
to be properly utilized in an evolution of Major Tactics, that a thorough knowledge of the forces and points contained in the given evolution, and of their relative values
and relations to each other, is imperative. Hence the student of Major Tactics should be entirely familiar
plane, whether strategic, tactical, or logistic, no evolution is valid unless there " The exists in the adverse position what is termed in " Grand Tactics of Chess a strategetic weakness.
Whatever the
geometric
Assuming, however, that such a defect exists in the opposing force, and that an evolution is valid, it is
then necessary to determine the line of operations.
(See
"
Grand
latter is
If the object of the Tactics," p. 318.) to checkmate the adverse King, it is a strategic
;
line of operations
pawn,
to
if its object is to queen a kindred a logistic line of operations ; if its object is capture a hostile piece, it is a tactical line of it
is
operations.
The
mains
it
only re-
plane appertaining thereto. Whatever may be the nature of the geometric plane upon the surface of which it is required in any given situation to execute an evolution, the following conditions always exist The Prime Tactical Factor always is that kindred pawn or piece which captures the adverse Piece Ex:
posed or which becomes a Queen or any other desired kindred piece by occupying the Point of Junction; or which checkmates the adverse King. The Prime Tacti;
cal Factor
it
always makes the final move in an evolution; always is posted either on the central point or on the perimeter of its own geometric symbol, and its objective
271 always
is
the Point of
Command, which
latter
the central point of the geometric symbol appertaining to the Prime Tactical Factor.
The Prime Radii of Offence always extend from the Command, as a common centre, to the perimeter of the geometric symbol appertaining to the Prime
Point of
Tactical Factor, and upon the vertices of this geometric symbol are to be found the Points Material in every
valid evolution.
The Point of Co-operation always is either coincident with a Point Material or is a point on the perimeter of that geometric symbol appertaining to the Prime Tactical Factor of
;
which the Point of Command is the central always is an extremity of the Supporting point and it always is united, either by a vertical, a Front, a horizontal, diagonal, or an oblique, with the Supportit
ing Origin. The nature of a Geometric Plane always is determined by the nature of the existing tactical defect the nature
;
of the
Prime Tactical Factor, and the character of the geometric symbol of the Prime Tactical Factor determines the nature of the evolution.
The
tactical
defect exists
in
the
adverse
Factor.
II.
rial
272
tains
MAJOR TACTICS.
to the Prime Tactical Factor and upon the perimeter of which the Points Material are situated. III. Taking the Primary Origin, then indicate the Point of Command and describe the Front Offensive.
Command
as the centre
and
the Points Material as the vertices of that logistic symbol which appertains to the Prime Tactical Factor,
V. Locate the Supporting Factor, then indicate the Point of Co-operation and the Supporting Origin, and
describe the Supporting Front. VI. Locate the Disturbing Factors, then indicate the Points of Interference and describe the Front of
Interference.
VII. Taking the Fronts of Interference, locate the Auxiliary Factors then indicate the Auxiliary Origins
;
and describe the Auxiliary Fronts. VIII. Taking the Front Offensive, the Front Defensive, the Supporting Front, the Fronts Auxiliary, and
the Fronts of Interference, describe the Tactical Front. Then, if the number of kindred radii of offence which
are directly or indirectly attacking the Point of Command, exceed the number of adverse radii of defence
which directly or indirectly are defending the Point of Command, the Prime Tactical Factor may occupy the Point of Command without capture, which latter is the end and aim of every evolution of Major Tactics.