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.

  1. oOo-

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