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[Illustration: _No. 7._ +---+---+---+---+---+---+---+---+ | | | ♚ | ♜ | | | | ♜ | +---+---+---+---+---+---+---+---+ | ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ | +---+---+---+---+---+---+---+---+ | | | ♞ | ♟ | ♝ | ♞ | | | +---+---+---+---+---+---+---+---+ | | | ♝ | | ♟ | | | | ] _=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or eighth square on any file, the player to whom the Pawn belongs may call it anything he chooses, from a Queen to a Knight. If the piece he chooses has already been captured, it must be replaced on the board, and on the square occupied by the Pawn, which is then removed. If not, some other piece must be put upon the board as a marker; a Rook upside down, or a Pawn with a ring on it, may represent a second Queen. _=OBJECT OF THE GAME.=_ If all the pieces could be captured, the object of the game might be to clear the board of the adversary’s men, as in Checkers; but the peculiarity of Chess is that one piece, the King, cannot be captured, and the object is to get the adverse King in such a position that he could not escape capture if he were a capturable piece. When that is accomplished the King is said to be _=mated=_, and the player who first succeeds in giving mate to the adversary’s King wins the game, regardless of the number or value of the pieces either side may have on the board at the time the mate is accomplished. When an adverse piece is moved so that it could capture the King on the next move, due notice must be given to the threatened King by announcing “_=Check=_,” and the player must immediately move his King out of check, interpose a piece or a Pawn, or capture the piece that gives the check.
The 7th column is used to designate the pair played against. The pairs at the second table should begin scoring with hands Nos. 5, 13 and 21 respectively; as they will presently receive from the first table the series beginning 1, 9 and 17 respectively. Eight hands complete a match, and the result must be tabulated in the same manner as for teams of four, ties being decided by the majority of tricks won. We give an example. [Illustration: +-------+----+----+----+----++---------+--------+ | Pairs | a | b | c | d || Matches | Tricks | +-------+----+----+----+----++---------+--------+ | a | \ | +3 | -2 | +5 || 2 | +6 | | |----+----+----+----++---------+--------+ | b | -3 | \ | +4 | -1 || 1 | 0 | | |----+----+----+----++---------+--------+ | c | +2 | -4 | \ | -2 || 1 | -4 | | |----+----+----+----++---------+--------+ | d | -5 | +1 | +2 | \ || 2 | -2 | +-------+----+----+----+----++---------+--------+ ] The _=a=_ pair wins the tie with _=d=_, being 6 tricks plus. _=Six Pairs.=_ This is a very awkward number to handle, and should be avoided if possible. The whole could be played at three tables simultaneously; but such a course would necessitate their changing places ten times, following a very complicated schedule in so doing. The simplest way to handle six pairs is to arrange them at three tables, two of which are constantly in play, the third only half the time.