War-Chess, Or The Game Of Battle
Charles Richardson
9 chapters
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9 chapters
WAR-CHESS, OR THE GAME OF BATTLE.
WAR-CHESS, OR THE GAME OF BATTLE.
INVENTED BY COLONEL CHARLES RICHARDSON, NEW YORK: C. B. RICHARDSON, PUBLISHER, 540 BROADWAY. 1866. Entered according to Act of Congress, in the year 1866, By CHARLES B. RICHARDSON, In the Clerk’s Office of the District Court of the United States for the Southern District of New York....
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COMPOSITION OF THE GAME OF BATTLE.
COMPOSITION OF THE GAME OF BATTLE.
The Game of Battle represents two antagonistic armies, one of which, the Attacking (or Invading) Army, is composed of four figures, each representing a regiment of Light Infantry; five figures, each representing a regiment of Infantry of the Line; two figures, each representing a regiment of Cavalry; two figures, each representing a battery of Artillery; and one figure (a wagon), representing the “Supply Train,” in which it is to be supposed is carried all of the subsistence, ordnance stores, et
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RULES OF THE GAME OF BATTLE.
RULES OF THE GAME OF BATTLE.
Light Infantry moves one, two, or three squares, at the discretion of the player, directly forward, right or left obliquely, and one or two squares in any other direction, and can [A] take Light Infantry, Infantry of the Line, Cavalry, and Artillery. Infantry of the Line moves one or two squares in any direction, at the discretion of the player, and takes Light Infantry, Infantry of the Line, Cavalry, and Artillery. Cavalry moves one, two, or three squares, at the discretion of the player, in an
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REMARKS
REMARKS
ILLUSTRATING THE POWER OF THE FIGURES IN THE GAME, AS COMPARED WITH THAT OF TROOPS IN THE FIELD. The inventor has endeavored to give to the figures of his game a relative power which would, as nearly as practicable, accord with that of the arms represented. It will be observed that the Infantry of the Line moves one or two squares in any direction, and can take either Infantry, Cavalry, or Artillery; while the Cavalry can move one, two, or three squares, in any direction, and can take either Cav
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SUGGESTIONS TO PLAYERS.
SUGGESTIONS TO PLAYERS.
The attacking party should first determine upon a plan of attack. Then proceed to arrange his figures in proper order for the accomplishment of his plan. He should guard his lines, by throwing forward Light Infantry and Cavalry; but will endeavor to avoid an engagement until his order of attack is formed. Unless to secure a very decided advantage, when once put in operation his first plan should not be abandoned. The time lost in arranging a new plan may be taken advantage of by the defending pa
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Explanation to Plate 1.
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
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Explanation to Plate 2.
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
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Explanation to Plate 3.
Explanation to Plate 3.
Figure 1. —Shows how the Wagon may be taken. Suppose the attacking party, having been repulsed with considerable loss, is driven back from the river, pursued by the defending party, and the figures of the two sides occupy the squares indicated in this plate—the white figures representing the invading army, and the black figures the defending army. The defending party having the move, suppose the Artillery on square fourteen is moved to square thirteen. Then the Cavalry on square eight must move,
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Explanation to Plate 4.
Explanation to Plate 4.
Figure 1. —If the Artillery on square 21 is moved to square 22, the Artillery on square 26 can take it, or move out of range. If the Artillery on square 26 takes the Artillery moved to square 22, then it could be taken by the Cavalry on square 20, or the Artillery on square 23. If it, on the other hand, moves to square 27, it could be taken by the Artillery on square 23; and if it is moved to square 24, 25, or 31, it could be taken by the figure on square 30. But if it is not moved at all, then
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