in check by the Black Rook. White may avoid the check by moving his King to QKt3, QKt4 or QKt5; or he may take the attacking Piece with his Bishop supposing it to be on Q4, in a diagonal line with the square occupied by the attacking Rook.
Checkmate, or Mate. A position in which the King cannot by any means avoid being captured by the opposing force. An example of simple checkmate is shown in diagram ix. The student will see that if the White King remains where he is he can be taken by the Black Knight; if he moves to KBSq. or KKt2, he can be taken by the Black Bishop as both of those squares are commanded by him; and if he moves into KR2 again, he comes within the sphere of influence of the Black Knight whom he is trying to avoid. Thus, it will be seen that he has no means of escape.
Close Game. A game in which the development of the Pieces is effected chiefly behind the Pawns. This method requires