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Enochian Chess instruction by Frater D.D.C.F


OFFICIAL RITUAL

The correct application of the action of the
moveable images (representing the motion of
The Ruling Angels over the Servient Squares)
is called The Playe or Raying of the Chequers
of the Tablets.

By G. H. FRATER D.D.C.F.

Of the Chess King and the Tarot Ace

The move of this piece is one square every way, and answereth to
to the action of the Spirit. Wherever it goeth, it commenceth and
initiateth a fresh current, whence it is represented by the motion of
only one square in any direction and there staying for this purpose
before moving onward. So that his action is not hurried, but represents
a balanced movement. Yet in his beginning of action is he at first a mute
force, as though throned upon the water; as in the end of his action he
is a life manifested and throned upon the earth. And herein is a mystery
of the Lord Aeshoori (Osiris) when enthroned between Isis and Nephthys,
thus representing the beginning and end of the action of Him in whom end
and beginning are not, but rather concealment and then manifestation.
Herein is a great mystery of life, for His Thrones are not in the two
active elements, seeing that these latter are his horse and chariot of
transition in the passage from concealment into manifestation. This
piece, then, is the symboliser of the action of the potencies of the
crosses on the Servient Squares.

Of the Chess Knight, the Tarot King

The move of this piece is three squares cornerwise every way (as
in ordinary chess) and representeth the leaping action of the flickering
flame. Wherefore also he is not stopped in his course by a piece or an
intervening square, even as Fire seizing on a matter speedily rendereth
it transparent. This piece representeth the action of Fire as the
Revealer of the Strength of the Spirit, even as Hoor is the avenger of
Aeshoori. It is a force potent and terrible, the King in the elemental
operations.

Thus it openeth the locked doors of matter and showeth forth the
treasure hidden therein. Therefore hath all life its beginnings in a Fire
Celestial. And the number of squares covered by the move of the Knight in
the midst of the Board (reckoning from the Square on which he standeth,
but not including it) is 16 squares, of which 8 are checked, and 8 are
passed over.

Of the Chess Queen, The Tarot Queen

The move of this piece is unto every third square from her
(reckoning the square whereon she standeth as the first) as well
cornerwise, as well perpendicular, as horizontal. Thus again covering 16
squares out of a square of 25 squares, of which 8 are threatened, and
eight are passed over. But she threateneth not a piece upon the
intervening square of her move. And her movement is as that of the waves
of the sea, and (like the Knight) she is not hindered in her motion by a
piece on an intervening square. This piece representeth the undulating
action of water and of the sea, and she is ascribed unto the Great
Goddess Isis, who is Cherisher of Life.

Of Chess Bishop or Fool, the Tarot Prince

The move is this piece is any number of squares cornerwise (that
is only the diagonal) in any direction even unto the limits of the
Tablet. He representeth the keen and swift wind, and he is ascribed unto
the God Aroueris. He is stopped by a material barrier. He representeth
the swift vehicle of the Spirit.

Of Chess Castle of Rook, the Tarot Princess or Knave

The move of this piece representeth the ponderous and formidable
force of the earth and its motion is any number of squares in a square
direction, perpendicular or horizontal (but not cornerwise) even unto the
limits of the board.

It is ascribed unto Nephthys the Goddess. It representeth the
completed action of the Spirit in matter. Therefore is its movement
square, and also stopped by intervening pieces, yet powerful from the
length and breadth of its range.

The Pawns

The four pawns represent certain forces formed by each con-
junction of the Spirit with each of the four elements severally, and they
are severally ascribed unto Ameshet, Ahephi, Tmoumathph, and Kabexnuv,
who stand before the face of Aeshoori. And their movement is but one
square forward, perpendicular, and they threaten one square forward
diagonal on each side, thus formulating the symbol of the Triangle, for
they each represent a mixture of three elements under the presidency of
the Spirit. Therefore, each is, as it were the servant of the God or
Goddess, before whom he standeth. Yet, they be all, in a manner, alike in
their action, although their Lords be different. Each is the servant of
the God or Goddess whose element is expressed in his symbol, without its
contrary.

In each set of three elements, taken together, two must be
contrary. Wherefore, for example, Ameshet, who represents Water, Fire,
and Earth, is the servant of Nepythys, whose element Earth is expressed
in his attribution without the contrary of Air.

Ahephi, who represents Air, Fire, and Water, is the servant of
Aroueris, whose attribution is Air.

Tmoumathph, who represents Water, Air, and Earth, is the Servant
of Isis, whose attribution is Water.

Kabexnuv, who represents Fire, Air, and Earth, is the servant of
Horus, whose attribution is Fire.

One of the rules concerning the Pawns in actual play is that
should one reach the 8th square of its column, it may be exchanged for
the piece of which it is vice-gerent. That is, as in ordinary chess, a
pawn which reaches the eighth square may be exchanged for any piece the
player desires--but in Enochian chess the exchange is limited by the
elemental attributions of the pieces. So that were an Ahephi pawn the
servant of Aroueris, to survive the battle of the entire game and win
through to the top of the board, it could be exchanged for a Bishop, even
though the Bishop were untaken and still on the board. And so with the
others.

The opening of chess play is known under the technical title of
"Awakening the Abodes." As already stated the game is set for four
players, each of whom works the pieces at each of the four angles,
playing in rotation. Should the game be used for the purposes of
divination, the first player would be the querent, the one asking the
question, or the person representing the matter about which information
is required. The first player chooses which angle of the board he will
play from, bearing in mind the divinatory qualities of the elements as
set forth in the documents on Geomancy and Tarot.

The major difference between Enochian Chess and the modern game
is that in the former, when using it for divinatory purposes, the moves
are decided by the throwing of a dice. Depending upon the number
disclosed by the dice, so must a certain piece be moved, for the numbers
are attributed to pieces. The actual details of the move--that is whether
to right or left, backward or forward, to take an opponent or to press
forward--are quite obviously left to the personal ingenium and divining
mind of the player. The dice only determines specifically that such and
such a piece shall be played.

The Prime Mover, or the owner of the Ptah piece, plays first, and
his first move is to be decided by the throw of a dice to indicate which
piece or pawn he must first play. Each player follows in rotation,
deosil, that is round the board with the sun from the prime player. First
the prime player moves, and if his setting is Air, the follow the Water
pieces, the Fire pieces, the Earth pieces, and then back again to the Air
who is the prime mover.

The actual attributions of the numbers on the dice to the
Enochian chess-pieces are as follows:

If the player throws:

1. He moves a King or any Pawn.
2. He moves a Knight.
3. He moves a Bishop.
4. He moves a Queen.
5. He moves a Castle.
6. He moves a Pawn.

At the first move of the game, if the dice cast throws up 1, it
clearly cannot apply to the King, for this piece cannot move at all until
the pawns have been cleared before him. In that event, a pawn would
require to be moved.

The reason for the attribution of the numbers on the dice above
shown to the chess-pieces are fairly simple. The explanation must be
sought in the numbers and powers of the squares on the Sephirotic
crosses. On the ten-squared cross, Kether, the Crown, is the first
square, which is a fairly sound attribution to the King, who is Osiris,
Spirit--the Number 1. Number 2 on the Cross is Chokmah, the Yod of
Tetragrammaton, Abba, and therefore the Knight is appropriate. 3 is
Binah, to which is referred in the Enochian attributions, the High
Priestess card of the Tarot. The mitre of the High Priestess determines
the selection of the Bishop. 4 is Chesed, to which is attributed the
Tarot trump The Empress, who is the chess Queen. And 5 is the Castle,
referred to Geburah, and the Tarot card The Tower struck by lightning.
The remaining number 6 refers to the movement of any pawn, one square.

It is not always necessary to use four players. Two individuals
may play, each operating two lesser angles and two sets of pieces. Fire
and Air would be pitted against Water and Earth. If this is done, then
the two sets of elemental pieces of any player must be regarded as a
single unit in practice. That is to say if the first player whose pieces
are the allies of Fire and Air, checks the Earth King, the second player
must not continue the movements of the Water pieces, which are his
allies, until he has moved the Earth King out of check by any of the
usual technical forms of chess. The reader who understands and
appreciates ordinary chess manouevring will appreciate what is expected
of him in the course of play.

When the so-called "stale-mate" occurs, which is when a player
has no piece or pawn that he can move without incurring check, that is
the King not being in check but so placed that he could not move without
getting in to check, the result is that the player whose King is affected
loses his turn until his state of "stale-mate" is removed.

For the purposes of Divination, an additional piece was employed.
This was called the Ptah. Any book dealing with the Egyptian God-forms
will describe the form in question. A small figure of this should be
made, and on the board it will represent the question or matter of
divination. The mode of employing it is simple. It has no power at all,
and is not actually used in the play. It is only used by the first player
to be set on any square in the Lesser Angle from which he begins his
play. Any square, that is, except the one on which the King first stands.
The King must reach, in the course of the game, this square on which the
Ptah is set and remain there for one round of the game undisturbed--that
is without moving therefrom--and unchecked. A knowledge of the nature of
the Pyramids with their elemental composition, and some knowledge of the
Angelic forces represented by those squares and Pyramids, will decide the
player as to what square shall be selected for the placing of the Ptah.
If the divinatory question concerns the fiery Lesser Angle of the Element
of Earth, a question involving Capricornus and the figure Carcer ruled by
Zazel, then the Ptah probably should be placed upon a square of the Angle
which is the nature of Cardinal Earth, as representing the Yod type of
Earth, or on Elemental Fire, that is the Heh (final) type of Fire. The
ingenium of the interested student will guide his judgement herein.

NOTES CONCERNING THE BOARDS AND
THE PLAY GENERALLY

Every Lesser Angle throughout the Tablets has a diagonal line of
four squares starting from its prime square; which are allotted
respectively to Aries, Gemini, Scorpio and Earth. From these four squares
the Bishops can move one square into a square of Libra, Sagittarius,
Taurus or Water, these completing the series of squares in that Lesser
Angle in which a Bishop can move. Let us call this the Aries System of
diagonal squares.

This diagonal is crossed by another which in the Airy and Watery
boards is composed of Cancer, Leo, Virgo and Air Squares, having as
subsidiaries, squares of Aquarius, Pisces, Capricorn and Fire. In the
Earthy and Fiery board the second series of four form the diagonal, and
the first the subsidiaries. Let us call this the Cancer series.

If we now examine the Boards we shall see that the Aries system
of any Lesser Angle is joined diagonally to the Aries system of the other
three Lesser Angles; and that the Cancer is also similarly joined to
every other Cancer system. So that we have two systems of squares; viz:
the Aries and the Cancer; of the whole, each containing four squares
allotted to every sign it contains. This resembles the black and white
systems of squares of the ordinary board; and it is as if we allotted the
White to Aries, and the Black to Cancer.

When beginning a game see to which system the Ptah square
belongs. Because if it be a sqaure of the Aries system the attack of the
opposing Queens is insignificant, while that of the Bishops is strong. In
such a case the number of pieces is 6; 2 Bishops, 2 Knights and 2 Rooks.
That is, in these matters the Airy attack is strong, and the Watery weak.

If the Ptah be on a square of the Cancer System, one opposing
Queen directly attacks this Square, but the Bishops do not. In this case
the number of attacking pieces is 5; one Queen, 2 Knights and 2 Rooks.
That is, in these matters the Airy attack is insignificant, while the
Watery is strong.

If an opposing Queen can attack the Ptah, the defence should note
well which Queen it is and should remember that this fact greatly
enhances her power. He should thereupon not hesitate to exchange what
might otherwise be considered a more powerful piece for her. She should
certainly be exchanged for a Bishop, and probably also for a Knight.

The YHVH order of the pieces corresponds with their respective
offensive and defensive Powers.

Yod Knight The most offensive piece.
Heh Queen More offensive than defensive.
Vau Bishop More defensive than offensive.
Heh (final) Rook Most defensive. That is in a general sense.

Because, according to the circumstances of the actual play, every
piece is able to assume both roles of attacking or defending.

Note that, as in ordinary chess, opposing Kings may not occupy
contiguous squares. There must always be one square between them. This,
however, does not apply to the Kings who are allies. That is, if Fire and
Air are allies, then the Kings of these elements may approach each other
and occupy contigious squares. Naturally they do not check each another.

When a King has once been moved from the corner square which he
occupied with another piece at the beginning of the game neither he nor
that piece can be moved back again to that square unless it be vacant.

If the Prime Player's King is checked and he cannot move it, his
game is arrested and his pieces cannot move until the pieces of his ally
can release the King. That is to say that his pieces remain `in situ'
but having during that time of check no power of action and can neither
attack not threaten; they only block the squares occupied. If the allied
King can be check-mated, his partner continues to play and to seek to
release him. When both Kings are checkmated, the game is at an end, and
the partners checkmated have lost the game. The game is also lost by the
first player, when though neither he or his ally is checkmated, the
enemies hold such a position that the Prime Player cannot possibly attain
the Ptah square.

The Knights or Fiery forces of the Elements meet and clash
violently in all parts, and are strong in attack against every thing and
everywhere. Their moves, like Fire, pass unarrested through the other
elements in irregular courses like the lambent flame, leaping both
diagonally and square-wise at every move. They contain the potential
forces of the other pieces. Their force is similar to the Tarot King, and
to Chokmah. They are the Abba forces, and with the Queens represent the
Briatic forces of the scheme.

The Queens or Watery forces of the Elements never clash with one
another, but ever undulate onwards, each in its own course unaffected by
opposing or crossing waves. But the Watery forces only move in their
respective pre-ordained courses; they cannot leave their limits and enter
upon the domain of others. Water, like Fire, is unarrested and
undulating, and like Air and Earth it can act diagonally or square-wise,
containing the potential force of Air and Earth. They are the Queen of
the Tarot, and Binah. They are the Aimah, and are of Briah.

The Bishops are subtle and sharp, Airy in quality, moving
rapidly, but easily arrested in their course. They clash not with
opposing Bishops, and the friendly Airs support each other in attack and
defence. Where the active Airs whirl the passives cannot come. They are
the forces of the Princes, and of Yetzirah, the Son.

The Rooks are the heavy resisiting powers of the Princess, the
Earth by nature, mighty indeed in action when preseded by the action of
the other three. That is when in any matter the forces of Fire, Water,
and Air have been absorbed and equilibrated, i.e. removed from the board,
the mighty powers of the castles come into play. But woe to him who too
early calls these ponderous forces forth.

The Rooks moves through columns as through ranks. She is able,
therefore, to reach every square on the board, and is very powerful. But
her movement is very ponderous, and it is a piece that is not moved many
times in a game unless the forces of the other Elements have been
absorbed in its working out. While the Aleph, Mem, and Shin, forces are
in full operation the Rook is easily attacked and with difficulty
defended, unless she remain quiet, and act as a firm basis of support and
defence to the side. If she, however, make the mistake of entering early
into action she is nearly sure to fall a prey to the more subtle forces
whose proper sphere is attacked.

If the more subtle forces do not bring about a solution of the
question, and the matter has to be fought out to the bitter end, that is,
if the Yetziratic and Braitic forces are absorbed and balanced in the
matter, then do the ponderous forces of Assiah, the Princess, engage in
powerful combat.

-oOo-

--- Opus-CBCS 1.14
* Origin: HaditNet * Do the Angel Rock! * 901-373-4188 * (1:123/15.0)
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