Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Introduction

The game of Chess is one of the most ancient and intellectual of pastimes, and it has ever been a
favorite recreation with kings, warriors, statesmen, and philosophers. Though easily learned, the game
of Chess must not be considered a mere frivolous amusement, for its combinations are so many and so
complex, that even the highest mathematical judgment may be employed in their solution. As a
wholesome mental exercise this noble game is without a rival; and as an innocent and amusing means
of employing a leisure hour in the repertoire of home recreations, it stands undoubtedly first.
This venerable game is played all over the known world. The honor of its creation has been claimed by
many nations, but scholars have now established that it was first played on the mysterious peninsula
of Zakhara. There it was known as Shahtrang (meaning "Game of Kings") or simply Shah. This word,
clearly, is the root from which the word "Chess" has been derived.

The game most commonly played in the western lands of Faerûn is more properly styled "Wizard
Chess". The reason is not, as many think, because the game is a favorite of wizards. Rather, it is
because in this version the Wizard is the most powerful piece on the board.

There are numerous variations of the game. For example, the inhabitants of Thay play a version on a
board that is eight squares to the side, whilst those in Shou Lung have a board that is twelves squares
to the side. It is even said that an ingenious but peculiar sage once invented a version played on three
boards simultaneously - though the present author doubts this report.
What seems beyond doubt is that the popularity of this most entertaining and remarkable game will
endure for many years to come.

Rules
The game is played on a board that consists of thirty checkered squares, five across and six deep.
This represents the battlefield. Each player has ten pieces, representing a King and his army.
Following are the different pieces and their symbols –

K King S Scout

W Wizard A Assassin

C Cavalier F Foot Soldier


Board Arrangement
Each player has five Foot Soldiers, and one each of every other piece. The pieces are arranged at
opposite ends of the board as so –

K W S A C

F F F F F

F F F F F

C A S W K
Object
A capture is effected by moving a piece into the square of any opposing piece, at which point the
captured piece is removed from the board and the attacking piece occupies its square. The object of the
game is to capture the opposing king.

Moves
Players take alternating turns, and may move one piece per turn. Following are the legal moves
available to each piece -

The King is a doughty old commander, tough but a little slow. He can move one square only, though in
any direction.

The Wizard is the most powerful piece on the board. Her magical abilities enable her to attack almost
any point on the battlefield. She moves like the King in any direction, but for any distance if not
interrupted by another piece.

The Cavalier is a mighty knight, mounted on a warhorse. He can cover large distances, but once
moving cannot change his course easily. He can move any distance, but only in straight lines.

The Scout is fast and nimble, moving through rank and file to roam all over the battlefield. She may
move any distance on the board, but only along diagonals. Alternatively, she may use her turn to move
one space only along straight lines - but she may not capture another piece in doing so.

The Assassin is the most peculiar and mysterious warrior in the army. She is unpredictable, and
moves two spaces along straight lines, then one space at right angles to her previous move. Unlike the
other pieces, she is not blocked by intervening pieces - her skills of concealment and stealth allow her
to weave her way in and out of the enemy line.

The Foot Soldier is the backbone of the Kings army. He may move one square forward only. He is said
to be carrying a great tower shield and cannot attack the square directly before him on account of it.
However, using his trusty spear, he may attack the squares diagonally to his left or right.

Victory Conditions
The first player to capture the opponent's King wins. If a player has no legal move on their turn, that
player loses. If each player takes forty turns, a stalemate is declared.
Morals of Chess
The following sermon was delivered by Prior Athosar at the Spires of the Morning temple in Waterdeep.
THE game of Chess is not merely an idle amusement; several very valuable qualities of the mind, useful
in the course of human life, are to be acquired or strengthened by it, so as to become habits, ready on
all occasions; for life is a kind of chess, in which we have often points to gain, and competitors or
adversaries to contend with, and in which there is a vast variety of good and ill events, that are, in
some degree, the effects of prudence or the want of it.
By playing at chess, then, we may learn,

I. Foresight, which looks a little into futurity, and considers the consequences that may
attend an action; for it is continually occurring to the player, “If I move this piece, what will
be the advantage or disadvantage of my new situation? What use can my adversary make of
it to annoy me?”

II. Circumspection, which surveys the whole chess board, or scene of action; the relation of
the several pieces, and their situations; the dangers they are respectively and repeatedly
exposed to; the several possibilities of their aiding each other; the probabilities that the
adversary may make this or that move, and attack this or the other piece; and what
different means can be used to avoid his stroke, or turn its consequences against him.

III. Caution, not to make our moves too hastily. This habit is best acquired by observing strictly
the laws of the game, such as, “If you touch a piece, you must move it somewhere; if you set
it down, you must let it stand” and ’tis therefore best that these rules should be observed,
as the game thereby becomes more the image of human life, and particularly of war in
which, if you have incautiously put yourself into a bad and dangerous position, you cannot
obtain your enemy’s leave to withdraw your troops, and place them more securely, but you
must abide all the consequences of your rashness.
And lastly, we learn by Chess the habit of not being discouraged by present bad appearances in the
state of our affairs, the habit of hoping for a favourable change, and that of persevering in the search of
resources. The game is so full of events, there is such a variety of turns in it, the fortune of it is so
liable to sudden vicissitudes, and one so frequently, after long contemplation, discovers the means of
extricating oneself from a supposed insurmountable difficulty, that we are encouraged to continue the
contest to the last, in hopes of victory from our own skill, or at least of giving a stale-mate, by the
negligence of our adversary: and whoever considers, what in Chess he often sees instances of, that
success is apt to produce presumption, and its consequent inattention, by which more is afterwards
lost than was gained by the preceding advantage, while misfortunes produce more care and attention,
by which the loss may be recovered, will learn not to be too much discouraged by any present success
of his adversary, nor to despair of final good fortune, upon every little check he receives in the pursuit
of it.
Credits & Legals
Design: M.T. Black
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

You might also like