The Rules for Moving.
The King moves from its square to a neighbouring square, the Rook in its line or row, the Bishop diagonally, the Queen may move like a Rook or a Bishop, the Knight jumps in making the shortest move that is not a straight one, and the Pawn moves one square straight ahead. But such moves are permitted only if the square upon which the piece lands is empty or occupied by a hostile piece. Moreover, the Rook, Bishop and Queen are obstructed in their motion as soon as they strike an occupied square. Thus, a Bishop on c1 may go to any square in the diagonal e1, d2, e3, f4, g5, h6 unless one of these squares is occupied; if e3 is occupied, f4, g5, and h6 are obstructed and the Bishop may not be moved there. The Rook, Bishop or Queen, however, can "capture" the obstruction, provided it is a hostile piece, by putting the moving piece on the square occupied by the obstruction and removing the latter into the box. Also, the other pieces, King, Knight and Pawn, may capture hostile men; the King or the Knight, whenever they have the right to move to the square held by the hostile man, the Pawn, however, not thus but with a diagonal move forward to a neighbouring square. All pieces are subject to capture except the King. Its life is sacred, the player must defend it, it perishes only when no possible resource can save it from capture. Whenever that occurs the game is at an end; the player who cannot save his King from capture, is "Checkmate" and loses the game.
These rules are not complete, besides they are too brief so that the reader cannot be expected to obtain a clear conception through them, but they serve as an initial step in that they produce a vivid impression of the Chess struggle. We shall now consider them in detail and at length in order to illuminate the various logical consequences that come thereby into play.