Full Text - Section 3
The defending party, at the opening of the game, should throw forward Light Infantry and Cavalry, to guard against any rapid movement to take the Citadel, that may be attempted by the attacking party with Cavalry and Light Infantry. This will also give him time and space for moving up and arranging his figures in proper order for defence.
In advancing the Cavalry and Light Infantry, great caution should be observed in placing the figures on the squares most desirable for checking the advance of the attacking party, while at the same time they are not endangered.
No figure should be lost, if it can be avoided, at this stage of the game; and no figure of the attacking party, except Artillery, should be taken at the risk of the loss of one of the defending party. Indeed, the defending side should continue to remain strictly on the defence till a good opportunity is offered for an attack; as, for instance, when the figures of the attacking party are scattered, and not in supporting distance of each other.
It is, however, best not to cross the river until the attacking side is weakened by a considerable loss.
Early in the game, an opportunity is seldom offered by a good player, where it is safe for the defending party to cross the river with a single figure; and it is only when the attacking party has been weakened by the loss of three or four figures, that two or three figures can be spared from the defence.
When such advance is determined upon, be always careful to leave the Citadel as securely guarded as possible.
If the attacking party be an expert player, he will avoid an engagement until he has arranged his figures in order for a grand attack.
If it is discovered that he is thus engaged, every good opportunity to annoy him, and prevent the formation of his plan, should be taken advantage of by manœuvres, feints, and sometimes real attacks, particularly at his Artillery: and his Artillery should be taken, if possible, even if it involve the loss of one or two figures of the defending party; for by the loss of one piece of his Artillery he will be more crippled than by the loss of almost any two other figures.
The game requires the constant attention of the players. Often the slightest mistake leads to defeat; therefore be careful that every move is for a purpose.[E]
[Illustration: PLATE 1.
figure 1.
figure 2.]
Explanation to Plate 1.
The board has one hundred and thirty-nine (139) squares that can be occupied. It represents a comparatively level field, traversed by a river impassable except at the fords and bridge.
In crossing the fords and bridge the figures move one, two, or three squares, according to their power, as elsewhere on the board. The short black lines indicate the entrances to the fords and bridge.
A figure cannot take, or check, another across the river, except at the fords and bridge. For example, a figure on square 39 cannot take, or check, a figure on square 54; nor can a figure on square 55 take, or check, a figure on square 40 or 48. (Squares are numbered in Plate 4.)
ARRANGEMENT OF THE FIGURES ON COMMENCING THE GAME.
On the defending side, Cavalry occupies the first square on the right of the line of nine squares. Artillery, the second. Infantry of the Line, third, fourth, and fifth. Cavalry, sixth. Artillery, seventh. Infantry of the Line, eighth and ninth. The Citadel, fifth square from the right of the first line of eight squares. Light Infantry, first, third, fifth, and seventh squares of the second row of seven squares.
The figures of the attacking side are arranged like those of the defence, except that the Wagon is placed on the fifth square of the line of nine squares, and a piece of Infantry of the Line on the first square immediately in front of it.
Explanation to Plate 2.
FIGURE 1.--When two pieces of Artillery, of opposite sides, are thus placed, no figure, except Artillery, can occupy the squares one or two. If Artillery is placed on either square, it can be taken by the Artillery of the other side.
FIGURE 2.--The figure on square nine cannot now move on square seven, because “a figure cannot occupy the second or third square from its Artillery, if that square is in range of the Artillery of the other side.” But if the figure on square eight moves to square six, then the figure on square nine could occupy square seven, for that square will not then be covered by the Artillery on square five.
Should the figure on square eight be placed on square four, then the Artillery on squares three and five do not protect each other; and in that case the Cavalry on square ten could take either of them: or the figure on square nine could take the Artillery on square five, and if it were taken by the figure that was on square eight, now on square four, then the Artillery on square three could be taken by the Cavalry on square ten.
FIGURE 3.--In this case, if the Artillery on square fourteen is moved to square fifteen, then the figures on squares sixteen and seventeen would be in range of that piece, and must move (one at a time, of course); or after one is moved, the Artillery on square eighteen may be brought up on the next square to the remaining figure. For example, if the figure on square sixteen be moved out of range, then the Artillery on square eighteen could be moved to square nineteen, to the support of the figure on square seventeen. If either of the squares sixteen or seventeen should be occupied by Artillery, of course that figure could take the Artillery moved to square fifteen.
FIGURE 4.--White figures representing the attacking party, and the black figures the defending party.
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