CtV A 27 CORNELL UNIVERS^TY^^ LIBRARY FR®M Mrs.A.D. White The original of tliis book is in tine Cornell University Library. There are no known copyright restrictions in the United States on the use of the text. http://www.archive.org/details/cu31 92402991 91 84 TBDE aroiSTKIST l-MIS Tlag a&SMH ODESS ISMIfflBia. THE BOOK OF CHESS: COHTAIKINe THE RUDIMENTS OF THE GAME, AND ELEMENTARY ANALYSES OF THE MOST POPULAR OPENINGS. EXEMPLIFIED IN GAMES ACTUALLY PLAYED BY THE GREATEST MASTERS ; IHCLTIDINa ^ STAUNTON'S ANALYSIS OF THE KING'S AND QUEEN'S GAMBITS :vfUMEROUS POSITIONS AND PROBLEMS ON DIAGRAMS, BOTH ORIGINAL AND SELECTED ; ALSO . A SEEIES OF CHESS TALES. WITH ILLUSTRATIONS ♦ ENGRAVED FROM ORIGINAL DESIGNS. THE WHOLE EXTKACTED AHD TRANSLATED FROM THE BEST SOURCES, By H. R. AGNEL. NEW-YOEK: D. APPLETON & COMPANY, 846 & 348 BROADWAY. M.DOCC.LVllI. — 4s-tr*"5^ n 4~HHi'^ Entered, aocording to Act of Congres3, ia the year 1S4H, By D. APPLETON & COMPANY, il the Clerk's Office of the District Court for the Soathern District of New York PREFACE. The disiinction with which the game of Chess is viewed by those initiated in its mysteries, being as well merited as it is general, it becomes superfluous with such to insist upon its right to be classed as an exalted source of recreation. To those unacquainted with this noble game we would say, how- ever, that it is distinguished from all other games, by the suffrages of many writers on education. Eminent men of every age and clime have been its votaries ; illustrious generals have directed engage- ments on its field ; mathematicians have examined its positions, and calculated the force of specific combinations, while divines have exercised contemplation in its vicissitudes. " The silly prejudice," says a late English writer, "that Chess is a mere recreation, and the acquisition of a knowledge of its principles a waste of time, has long been rejected by every one capable of form- ing a judgment upon the matter ; and it is now generally admitted to partake more of the character of a science, than that of a simple pas- time. That employment surely cannot be whoUy purposeless, which enables one to exercise and bring into play many of the qualities necessary to a successful progress in the great game of life. Calcu- lation, foresight, — well arranged, and well digested plans of action, — the habit of never commencing an undertaking, until the issue of it fias been thoroughly considered, — steadiness in prosperity, patience VI - PREFACE. in difficulty, — a strictly guarded temper ; and last, though not least, courtesy and amenity of maimer, — all these are requisite to make a good Chess-player ; and will the possession of them not do yeoman s service to any man, be his profession or calling what it may ? To the objection, that Chess is apt to engross time that ought to be devoted to more important objects, it may be answered, that abuse does not abrogate use ; and that a habit of intoxication in one person is no reason why another, who has more command over himself, should not be solaced with an occasional glass or two of wine." In our own country, Benjamin Franklin, than whom a greater economist of time never existed, was a warm advocate of the game of Chess. The foUovdng extract from his memoirs shows, that rather than relinquish his favorite recreation, he devised means to turn to account the time he allotted to its pursuit : "I had begun in 1733," says he, "to study languages ; I soon made myself so much a master of the French, as to be able to read the books in that language with ease ; I then undertook the Italian : an acquaintance, who was also learning it, used often to tempt me to play Chess with him : finding this took up much of the time I had to spare for study, I at length refused to play any more, unless on this condition, that the victor in every game should have a right to impose a task, either of parts of the grammar to be got by heart, or in translations, &c , which tasks the vanquished was to perform upon honor before our next meeting : as we played pretty equally, we thus beat one another into that language." At the period above referred to, Franklin was but twenty-eight years of age : in after life, and amid his busy career, Chess was ever his favorite source of relaxation. He has left us an essay entitled " The Morals of Chess," from which it may not be irrelevant in an American book, to quote a few passages : " 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 and 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 iU events that are, in some degree, the effect of prudence, or of the want of it. By playing at Chess, then, we may learn, " First — Foresight, which looks a little into futurity, and considers the consequence 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 ? — ^What other moves can I make to support it, and to defend myself from his attacks ?' " Second — Circumspection, which surveys the whole Chess-board, or scene of action : the relation of the several pieces, and their situa- tions; the dangers they are repeatedly exposed to; the several possi- bilities of their aiding each other ; the probabilities that the adversary may make this or that move, and attack this or that piece ; and what different means can be used to avoid his stroke, or turn its conse- quences against him. , " Third — Cautioni, 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. " Therefore, never deviate from strict play ; as the game becomes thereby more the image of human life, and particularly of war ; in V hich, 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 VUl by present bad appearances in the state of our affairs ; the habit of hoping for a favorable chance, 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 sudden to vicissitudes, and one so frequently, after contemplation, discovers the means of extricating onpself from a supposed insurmountable difficulty, that one is encour- ../aged to continue the contest to the last, in hopes of victory from our skill ; or, at least, from the negligence of our adversary. And who- ever 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 dis- couraged by any present successes of his adversary, nor to despair of iinal good fortune, upon every little check he receives ia the pur- suit of it." — Frajtclin, Morals of Cliess. In the compilation and arrangement of the following pages, the Editor has had in view the twofold object of conveying instruction to the mere begiimer, and offering matter of interest to the practised player. The former of these objects he thinks he has attained in the rudimentary portions of the work, extracted from the best elementary treatises in any language ; viz., Lewis's Chess for Beginners, and Elements of Chess — Walker's Chess made Easy — and Tomlinson's Amusements in Chess ; while the Games in Actual Play, by corres- pondence between clubs, or over the board between the most eminent players of every country, together witli Staunton's masterly analyses of the King's and Queen's Gambits, will prove, it is hoped, both entertaining and instructive to that class of players sufficiently advemced to understand and appreciate their beauties. The Games in Actual Play, illustrative of the Bishop's and Knight's Game, the most popular of all the openings, have been selected from English, French, and German periodicals, exclusively devoted to the game, and in many cases the notes of their respective editors have heen carefully collated and combined. The four sketches comprising the " Chess Tales," appeared originally in the French Chess Magazine, " Le Palamide." In the translation of these, the Editor has taken some latitude, enlarging the text, and adding many games and positions, both selected and original. Indeed, these additions have been so numerous as to have required, in a measure, the re-writing of the sketches alluded to above, the originals of virhich contain collectively but two positi,,ns and no gameS. In their present form, it will be observed they con- tain twelve positions, besides several games of interest. In the selection of Problems, for many persons one of the most attractive departments of the game, the Editor has had in view excellence rather than mere novelty. For his own he solicits indtil- gence, while he feels confident that those selected from multifarious sources, are of the very highest order. In conclusion, the Editor would say that his intention will have been fulfilled, if after a perusal of the cursory examination of the principal openings as ofiered in the following pages, the solitary stu- dent has been induced to explore the more regular treatises on this matchless game ; and doubly will that intention have been fulfilled, if whatever labor he has brought to bear upon the task, prove at all conducive to intellectual pleasure and innocent amusement in the fanuly circle. H. R. A. West Point, N. Y., Dec. 9, 1847. CONTENTSo BOOK I. THE EtTDIMENTS OF THE GAME. Lesson. Faga I. The names of the Pieces. — How to set up the Men. — Names of the Squares. — Exercises . 9 II. The Moves 14 III. On the Manner in which the Chess-men take each other . • 20 IV. Checking the King. — Check-mate. — A Chess Problem explamed. — ^^Varions kinds of Gheck.^ — Simple Check. — Check by Discovery. — Double Check. — Perpetual Check. — Drawn Games.. — Various kinds of Matej. — Stale Mate. — Fool's Mate. — Scholar's Mate. — Smothered Mate 23 V. Method of Check-mating vrith the Queen .... 35 VI. Method of Check-mating with both Rooks . . . .46 Vn. Method of Check-mating with one Rook 49 VIII. Castling. — Some peculiarities of Pawn-play. — Taking "en passant." — Centre Pawns. — Doubled Pawns. — Passed Pawns. — Isolated Pawns. — Advancing a Pawn to Queen. — Problem illus- trative of Queening a Pawn. — Forking with Pawn or Knight. — The Exchange 57 IX. Gaining the Opposition. — A King and Pawn against a King 64 X. Pawns against Pavms . . ■ 81 XI. On the Power of Single King to stop Pawns ... 96 XII. The Laws of the Game lig BOOK n. THE KlNe's bishop's OFEKING. I. Opening the Game. — Powers of the Pieces at the commencement. — K. P. two sq. ; why a good Opening move.— The Regular Open- XII CONTENTS. ings Classified. — Elementary Analysis of the King's Bisli#to Game, White having firat move.— Defence, Black having fat move • • 1^ II. King's Bishop's Opening continued. — Game I. from TomUnsi^^ Amusements in Chess.— Game II. from Philidor's Analysi^ Game III. Philidor's Game with Comments from the " Tn des Amateurs" III. Games in Actual Play— Games I. and II. between Med Withers and Williams of the Bristol Chess Club.— Game III. j tween Walker and Cochrane. — Game IV, in the Match between Stanley and Rousseau. — Game V. between La Bourdonnais I M'Donnel. — Game VI. between New- York and Norfolk. — Gq Vn. between two strong players at Goode's Chess Rooms, . don. — Games VIII., IX., X. and XI. Allgaier's Variation in I Defence of the Bishop's Opening. — Game XII. between M| and Heydebrandt. — Game XIII. between St. Amant and players at the Doual Chess Club. — Walker's Closing RemJ on the Bishop's Opening. — Game XIV. IV. Fiiteen Problems in Two Moves . . ■. . The Monkey and the Gascon Chess Khight . ^^^Bf BOOK ni. THE KING-'s knight's OPENING. I. Elementary Analysis ; White having First Move Defence ; Black having First Move II. Walker's Deductions from Examination of K. Kt.'s Openinl Games in Actual Play.— Leading Game.— Game I. between the Clubs of Westmmster and Paris— Game II. La Bourdonnais and M'Donnel.— Game IIL Stanley and Rousseau.— Game IV. won by Popert.— Game V. won by St. Amant.— Game VI. Staun- ton and St. Amant.— Game VII. Calvi and Kieseritzkij.— Game VIII. Staunton and Horwitz. — Game IX. won by Jaenisch.— Game X. Cochrane and Popert.— Game XI. St. Amant and Cochrane.— Game XII. Clubs of Berlin and Breslau.— Game XIII. Boncourt and Kieseritzkij.— Game XIV. Staunton and Horwitz. — Game XV. Stanley and another strong player 311: IIL First Player at his 3d move plays K. B. to Q. Kt. 5th -L CONTENTS. XUI Analysis and Game in Actual Play between Heydebrant and Hanstein 34.' rV. The Queen's Pawn-Two Opening. — Leading Moves. — In Act- ual Play : Games I., II., and III., in correspondence between the London and Edinburgh Chess Clubs. — Game IV. Cochrane and Popert. — Game V. Perigal and Daniels. — Game VI. in cor- respondence between the Washington and New- York Chess Clubs. — Game VII. iirom Walker's Thousand Games in Actual Play 252 FouKTEEN Pkoblems IN Thkee Moves 275 How A World was Woh, oe a Gake op Chess in 1499 . 291 BOOK IV. STATJKTOH's ANAITSIS OF THE KING's GAMBIT, EXEMPLITIED TS GAMES ACTUAILT PLATED BT THE GKEATEST MASTEKS. I. The King's Knighf s Gambit 305 II. The Cunningham Gambit 315 m. The Salvio Gambit .... ... 321 IV. The Cochrane Gambit 326 V. The Muzio Gambit 339 VL The AUgaier Gambit 363 Vn. The King's Rook's Pawn Gambit 369 VIII. The King's Bishop's Gambit 377 IX. Deviation from the Standard Methods of Defence in the King's Bishop's Gambit 391 X. The Gambit Declined . 408 Stnopsis of Book IV 415 FOTTETEEN PkOBLEMS IN FoUK MoVES 417 The MiDNieHT Challenge ; ok, Chkistmas iw Russls. . . 435 BOOK V. THE QUEEK's gambit. I. The Queen's Gambit accepted 455 II. The Queen's Gambit refused 461 Games in Actual Play illustrative of the Queen's Gambit . 463 XIV CONTENTS. Ei&HT Peoelems in Fite Motes ....•• 479 Examples of iNOAniiotrs Plat, Six Okiginal Positions ■ *' The Fatal Mate SoLCTIOIfS , , ILLUSTRATIOJJS. The Monkey aot) the Gascon Chess Knight, . Frontispiece. How A WOKLD WAS WoN, OK A Game OF Chess IN 1492, . 291 The Midnight Challenge, or Christmas in Russia, . 435 The Fatal Mate .487 BOOK I. THE RUDIMENTS OF THE GAME.— ELEVEN ELEMENTA- KY LESSONS.— THE LAWS OF CHESS. CHESS FOE WINTER EYENINGS LESSON I. TBE NAMES OF THE PIECES HOW TO SET FP THE MEN— -«i BIES OF THE SQUAEES ON THE CHESS-BOAED ^EXERCISES. In order to render our instruction most familiar, we ahall address the reader in the second person, supposing him always to play with the lohite pieces ; we advise him nevertheless to accustom himself to the use of either colour ; for which pur- pose he will do well to play over our lessons with the white and black pieces alternately. The game of Chess is played by two persons upon a chequered board of 64 squares. Each player is furnished- with eight pieces, namely. King, Queen, two Rooks, two Knights, and two Bishops; and eight Pawns. The pieces and Pawns of the two players are distinguished by being of opposite colours, and will be represented in the course of these lessons as follows : — 1* 10 King . Queen . Rook . Bishop . Knight Pawn . CHESS FOR WINTER EVENINGS. White. Blsujk. Abbteviatimu. . K. . Q. . R. Kt. i p. The King and Queen are supported each by three officers and four soldiers ; but before you inquire into the powers of the various members of this little army you must become ac- quainted with the field of battle, and learn how to marshal your forces in proper order. The Chess-board must be so placed, that each player's right hand corner square may be white. The only reason for this is, to establish a universal rule whereby to set up the pieces. Indeed, it is not necessary that one-half of the squares of the Chess-board be of a dif- ferent colour to the other half; but that the arrangement greatly facilitates the play. Remember that the rows of squares running upwards are called_^Zes, while those from left to right are termed ranks ; the oblique rows of squares, either white or black, are called diagonals. We will now set up the men in the proper order for com- mencing the game. Your right hand corner square is white, place a Rook on it, and remember that this piece being on the King's side is called the King's Rook, and the square on which it stands the King's Rook's square. Next to this place a Knight, then a Bishop, and on the fourth square from tlie right the King must be placed. You thus see that the King's 90% TO SET UP THE MEN. 11 officers stand on his right on their respective squares ; the King's Knight on the King's Knight's square and the King's Bishop on the King's Bishop's square. On the square next to the King place the Queen, and observe that she will occupy a white square, while the Queen of your antagonist will stand on a black square. Beginners are frequently at a loss to remember the squares occupied by the two royal pieces ; but if you bear in mind the simple law that the Queen stands on her own colour you cannot err. One consequence of this arrangement is, that your Queen is to the left of your King ; but if you turn round the board in order to play the black pieces your Queen will then be to the right of your King. This circumstance is very puzzling to beginners who study from books, in which advice is generally given to the player of the white pieces ; for when they have to play the black men they get confused; This is why we have advised you to ac- custom yourself to the use of either colour ; besides it is very likely that two persons who agree to play may have an equal liking for white, but as one of the two must have black, you see how necessary it is to make it a matter of indifference which colour you use. Gfood players always draw lots for colours. But we must finish setting up our pieces. A Bi- shop attends the Queen on her left hand ; then comes a Knight, and on the left corner square stands the Queen's Rook. Eight Pawns stand immediately in fi-ont of the pieces, and have the follo-ving names, beginning from the right : King's Rook's Pawn. Kong's Knight's Pawn. King's Bishop's Pawn. King's Pawn. Queen's Pawn. Queen's Bishop's Pawn. Queen's Knight's Pawn. Queen's Rook's Pawn. 12 CHESS FOE WINTER EVENINGS. When you have finished setting up your pieces, compare the state of your board with the following arrangement, which shows the proper position of all the pieces and P^vos on both sides at the commencement of the game. The rank which the pieces occupy is sometimes called the royal line, and the eight squares which compose it are called by the names of the pieces occupying them at the commencement of the game ; such as King's square, i. e. the square whereon the King is first placed, and the square retains this name, throughout the whole of the game, whether the King occupies it or not. The same remark applies to all the other squares of the royal line. The files are also named according to the pieces occupy. ing the first square in each file. Thus King's Rook's square is EXEECaSES. 13 the first of the King's Rook's file ; King's Rook's Pawn occu ■ pies the King's Rook's second square. King's Rook's third, fourth, fifth, and sixth squares are unoccupied ; King's Rook'^ seventh is your adversary's King's Rook's second square, and is occupied by his King's Rook's Pawn. Your King's Rook's eighth square is your adversary's King's Rooli's square, where that piece is now at home, as it is sometimes called when ths piece has not been moved, or having been moved, is playerJ back to its square. Thus, all the files are named, and this easy method givev a name to every one of the sixty-four squares, and is equall") a mailable for your antagonist as well as for yourself. We will now give you a few exercises on the names o4 the squares and the pieces. Remove all your white Pawn-., from the board, and all your adversary's pieces, and then : 1. Place your King's Bishop on your King's Rook's thirv .square. But as we shall hereafter have to give you many "direc tions for playing a piece from one square to another, it will be desirable to write our instructions in the shortest possible manner ; we shall, therefore, use that kind of Chess notation which is now very common and veiy convenient. The ex- ercise just given would be intelligible to any Chess-player if simplf written thus :— K. B. to K. R. 3d. 2. Play your Queen to her eighth square. Q. to Q. 8th, or, Q. to adv. Q., i. e. Queen to adversary's Queen's square. 3. Play your Queen's Knight to your Queen's Bishop's third square. Q. Kt. to Q. B. 3d. 4. Play your King to his Bishop's second square. K. to K. B. 2d. 14 CHESS FOR WINTER EVENINGS. 5. Place your King's Bishop on your Queen's RooJi's sixth square. K. B. to Q. R. 6th. 6. Place your Queen on the King's Knight's fourth square. Q. to K. Kt. 4th. We will now finish our first lesson. Although you do not yet know the moves of the pieces, yet you are quite compe- tent to perform the exercises given above. LESSON II. THE MOVES. You must now learn the moves of the pieces and Pawns ; for which purpose, place your board in the proper position, which, you know, is with a white square at your right hand comer, and then place the King's Rook on its square, the rest of the board being unoccupied . The move of the Rook is always in straight lines, parallel with the sides of the board. In its present position this piece can be played to your adversary's King's Rook's square, which square, you know, is the same as your K. R. 8th, or it may be played to your Q. R. square, fi-om thence to Q. R. 8th square, thence to K. R. Sth, and so home again, thus taking four moves to go along all four sides of the board. The Rook may also take a short as well as a long move. Its shortest move is one square forward or backward, or one square to the right, or one square to the left. In its present position it can neither move backward nor to the right, be- cause it is at home ; and so also the Queen's Rook, when at home, can neither move backward nor to the left ; but place either Rook on any but a Rook's file, and you will find that it can move in three different directions : place K. R. on THE MOVES. 15 K. square and you will find that it commands four squares to the left, three squares to the right, and all the seven squares in the King's file. Still in this position the Rook cannot move backward. But place K. R. on Q. 4th square, and you will find that it can now move backward, but although it can move in four different directions, it does not command a larger number of squares than before. Remember that a piece is said to command a certain number of squares, only when they are unoccupied. If, for example, your King's Rook's Pawn be at K. R. 2d square, the Rook has no power whatever in a forward direction, but only to the left, where it commands seven squares ; but if we place the K. Kt. at its square, the K. R. has no power whatever to move, and commands nothing. Remember also that a piece does not command or defend the square on which it actually stands, but only those squares to which it can be moved. Your board being again unoccupied, place the King's Bishop and the Queen's Bishop on their respective squares. The move of the Bishop is always diagonal or oblique. Your King's Bishop being on a white square, must always remain on that colour, because it cannot by any oblique move pass to a black square. The Queen's Bishop is on a black square, and re- mains on that, colour during the whole of the game. Play your K. B. to K. R. 3d, thence to your Q. B. 8th, thence to your Q. R. 6th, and thence home again. So also play your Q. B. to Q. R. 3d, thence to your adversary's K. B., thence to your K. R. 6th, and thence home again. Play your K. B. to K. Kt. 2d, thence to K. R. square, thence to your ad- versary's Q. R. square, This last move is the longest stride the Bishop can take. Perform a similar exercise with your Q. B. When the two Bishops are at home, they each command seven squares. But play K. B. to Q. B. 4th square, or Q. B. to K. B. 4th square, and you will find their power to be 16 CHESS FOR WINTER EVENINGS. greatly increased, each Bishop commanding eleven squares The Bishop has the same privilege as the Rook of moving through many squares or few, or of moving only one square. Now as we are strongly inclined to the opinion that the moves of the pieces at Chess originated from two ancient games, in one of which the men were played as we now play the Rook, and in the other the moves were similar to those of our Bishop, and that by a combination of the powers of these two pieces, the moves of the other pieces derive their origin, we have thought that a better understanding of the moves in the modern game might be had by first describing the powers of the Rook and Bishop, and then tracing to ther.n the moves of the other pieces. The King is allowed the shortest move of the Rook and the shortest move of the Bishop, but not both at once. Place your King on his square ; he can then move to any one of the following squares : K. B. square, Q. square, K. 2d square, Q. 2d square, K. B. 2d square. But if we place the King on one of the central squares his power to move is increased. Place your K. on his 4th square ; he then commands K. 3d and 5th squares, Q. 3d, 4th, and 5th squares, and K. B. 3d, 4th, and 5th squares. Remember thatfyour King can never "vbe on a square immediately adjoining tnat on which your ad- versary's King stands.-^ The Queen is allo^d the move either of the Rook or of the Bishop, but not both at once. Place the Queen on her square ; she can move four squares to the right, three squarea to the left ; she commands seven squares of the Queen's file a diagonal to the left of three white squares, and a diagonal to the right of four white squares. You can therefore already form an idea of the great value of this, the most powerful piece at Chess. The Knight is the most remarkable of all the pieces • it is the only one that has the privilege of moving over the othei THE MOVES. 17 pieces, and this it often does, under the guidance of a good player, in a remarkable manner, threading its way safely through its own and the enemy's ranks, until it can form an attack on some distinguished piece, or mar an ingenious plot of the adversary. This piece is not only difficult to play <" well, but difficult also to resist, so that it is a deserved fa- -" vorite among skilful players. The move of the Knight con- sists of the shortest Rook's move, and the shortest Bishop's move, both at once. For example, place your K. Kt. at home J he can move to K. R. 3d square, i. e., from K. Kt. square to K. Kt. 2d, the shortest Rook's move, and from K. Kt. 2d to K. R. 3d, the shortest Bishop's move, or from K. Kt. square to K. R. 2d, the shortest Bishop's move, and from thence to K. R. 3d, the shortest Rook's move. Wherever we can combine the shortest move of the Rook with the short- est move of the Bishop, the Knight can be played, provided the square to whicli you wish to play him be not occupied by one of your own pieces or Pawns. V£ut if such square be oc- cupied by a piece or Pawn of your adversary, the Knight can capture's} When your K. Kt. is at home, he can be played to your K. 2d square, or to K. B. 3d square, or to K. R. 3d square; ) at when the Knight gets to the middle of the board, his power is wonderfully increased. Place him on your K. 4th square, for example, and you will find that he can be played to any one of eight squares. See if you can find out these squares, and write down their names correctly. Mr. Geo. Walker, in his excellent elementary work, "Chess Made Easy," states, with regard to the move of the Knight, that it is so difficult of explanation that he almost des- pairs of making a learner understand it until he has met with it practically illustrated. He gives the annexed diagram, and the following mode of description : — The Knight may be said to begin his move by going one square straight forward, and then finishing his move by pro- IS CHESS FOR WINTER EVENINGS. Deeding one square diagonally ; or, it may equally be said, that he begins his move by moving one square diagonally, and ends his move by marching one square forward or sidewise. The move of the Queen, Rook, and Bishop, are intermin- able in their range, except by the extremities of the board ; but the moves of the King and Knight are, on the contrary, terminable, and not to be extended at discretion, like those of the other pieces. Now set out your two white Knights as in the foregomo- diagram, and try to reconcile my description of the move of the Knight, with the squares indicated as being commanded by them. The Knight in the corner commands two squares, marked 1 and 2 ; and, had he the move, could play to either af these, but to no others on the whole board. In doing this, he crosses one intermediate square, and seats himself at au intei-val of three squares, inclusive, from his starting point, on THE MOVES. 19 I square of a different colour from that on which he first stood. *fo matter what pieces might occupy the squares between lim and the place to which he was about to move ; he would eap over them with impunity. The other Knight, being placed nearer to the centre of he board, commands no less than eight squares, indicated by he numbers 1 to 8 ; to either of which he might leap at one lound, but his choice does not extend beyond those eight. The squares commanded by the Ejiight always appear to be a pairs. Suppose the white K. Kt. to be at home, as placed n commencing the game ; how many squares does he com- land ? The Pawns have the shortest move forward of the Rook rhen they do not capture, and the shortest move forward of le Bishop when they do. Thus the humble Pawn moves jrward, in a right line, but cannot move either backward, bliquely, or side wise (except in capturing, when it moves bliquely as mentioned above). The Pawn can only move ae square at a time ; each Pawn has, however, the privi- ige, to be exercised at the option of the player, of being ad- anced, on the first move he makes, either one or two squares. 1 exercising this privilege, the Pawn is liable to be taken en passant " by an adverse Pawn, as will be hereafter ex- lained, under the article on the meaning of the phrase " en assant." | Your Rook's Pawns command only one square ich, viz., K. or Q. Kt. 3d; the other six Pawns com- land each two squares. Remember that all the pieces can 3 played backward as-well as forward, to the right or to le left ; but the Pawn has a forward move only ; it can never jtreat from danger like the other pieces, but continues to Ivance until it reaches your adversary's royal line, when it entitled to a reward which none of the pieces can claim ; j3 immediately promoted to the rank of a Queen, or a Rook, • a Bishop, or a Knight, as you may desire, but can in no ise remain on the royal line as a Pavm. 20 CHESS FOE WINTER EVENINGS. LESSON III. ON THE WANNER IN WHICH THE CHESS-MEN TAKE EACH OTHER- Me. Walkee, in his elementary treatise already quoted, has explained in so very lucid a manner the mode in which captures are made at Chess, that we are tempted to give his remarks in full, with his explanatory diagrams. The different pieces (the Pawn is not here included} take, in exactly the same direction as they move. In taking, you ,lifl off the adverse piece from the board, and place your own piece in the square hitherto occupied by the adversary ; and not, as in the game of Draughts, on the square beyond. You are never compelled to take, as in the game of Draughts, but may do so, or not, according as it may be to your advantage, without incurring any penalty for refusing Ihe offer. HOW CHESS-MEN TAKE EACH OTHER. 21 To illustrate the manner in which the men take each other, examine the preceding diagram. Here is the white Queen opposed to a black Rook. If it be White's turn to play, the Queen may take the Rook j to do which, you remove the Rook from off the board, and seat the Queen on the square now occupied by the Rook. Were the Rook on either of the adjoining squares (marked 1 and 2), tlie Queen could not capture it, because it would not be in her line of march. If the Black in this situation, had the first move, the Rook might take either the Queen, the Bishop, or the Knight ; lift- ing the piece taken, off the board, and occupying the square thus vacated. You can never take two men at once, as in the game of Draughts. All the pieces are reciprocally liable to be taken, as well by the lowly Pawn, as by the haughty Queen : the King is the only exception to this rule, as we shall find un- der the head of " Check." Let us set up another position : — In this case we have a black Bishop, and two white Knights. If Black have the move, the Bishop may take the Knight in the coi-ner, as before explained, but could not take the nearer Knight, because, to do so would be a departure from the line of march proper to the Bishop. If, on the other hand, the White have the first move, the Knight in the corner cannot harm the Bi^op, because the latter does not stand v/ithin its limited and peculiar range ; but the other Knight can take the Bishop, by stepping into his place, and handing hmi ofl the board. CHESS FOR WINTER EVENINGS. \_The King (fan take, though he cannot be takenTj Observe the annexed : — Supposmg the white King to have the move in this case, he may capture the Rook, the Bishop, or the Knight, at his option, because they all stand within his range. BLACK. The Pawn is the only man which does not take in the direction it moves ; for, whereas it moves on)y straight on (in right lines), it takes diagonally. In other words, the Pawn may be said to march, on ordinary occasions, like the Rook, except that it can neither move back- ward nor sidewise, nor can it advance more than one square at a move ; but jvhen the Pawn takes, it appears to borrow the power of the Bishop, and to take in the same manner, but only one square forward, diag. onally. Example being, however, better than precept, let us revert to the Chess-board : — We have here a white Pawn, which may take either the Queen or Knight, exactly as a Bishop would do, if seated in the square of the Pawn. But the Pawn cannot capture the Bishop, because he may not take straight forward. I suppose the white pieces to have occupied the lower half of the board, as in the first diagram, and the Pawn is, therefore, advancing up the board. The Pawn can never capture any piece or Pawn, which is not thus placed on the first square of the fronting diagonal. When, therefore, the Pawn is advanced, on first starting, two CHECKING THE KING CHECK-MATE. 23 squares, it follows that he can never, on that move, take any of the adverse men. The Pawns may take each other, as well as the pieces take the Pawns ; of course your own men cannot take each other. LESSON IV. CHECKING THE KING CHECK-MATE — ^A CHESS PROBLEM EXPLAIN- ED VARIOTTS KINDS OF CHECKS SIMPLE CHECK CHECK BY DISCOVERY ^DOUBLE CHECK ^PERPETUAL CHECK DRAWN GAMES ^VARIOUS KINDS OF MATE STALE-MATE FOOl's MATE scholar's MATE SMOTHERED MATE. Before we proceed to play our first game of Chess it will be necessary to explain a few of the technical terms which are in constant use among Chess-players, as also the code of laws which regulates their proceedings. The King- is the principal character in the Chess-field ; his person is sacred, and he can never be captured ; he is nevertheless liable to the attacks of your adversary's pieces, which must be instantly warded oiF, for if being under attack he is unable by any means to escape therefrom, he is said to be check-mated, and the game is at an end. The grand object of Chess is therefore twofold, namely, to guard your own King from danger, while at the same time you form a syste- matic attack on your adversary's King. Whenever you make a direct attack upon the King, you must inform your adversary of the circumstance by calling out " check," and he must immediately attend to the warn, ing and escape from check, or get out of check, by one of the three following methods: — 1. By moving the King out of check. 2. By capturing the piece or Pawn that checks. 24 CHESS FOE WINTEE EVENIN&S. 3. By interposing a piece or Pawn between the King and the checking piece ; except in the case of a Knight, a check from which can only be parried by moving the King, or cap- turing the Knight. We will show the application of " check " and " check- mate " by means of a Chess problem. We may first inform you that the moves at Chess are played by each player alternately, and as we suppose you to play the white pieces we shall generally give you the first move. Be careful, therefore, whenever a position or problem is given by way of illustration, to notice the direction in which the Pawns are moving ; — those of your adversary, i. e., the black Pawns, always move towards you, while your own Pawns always move away from you. When you are directed to capture one of your adversary's pieces or Pawns, recollect you are to remove it from off the board, and place your own piece or Pawn on the square which it occupied. The accompanying diagram represents the position of the pieces at the end of a game. The player of the white pieces having to move first, is able to check-mate his adversary in four moves. Certain given positions or combinations of pieces are called Problems, many of which are remarkable for the great beauty or ingenuity of their solutions or answers. When you are a little further advanced you will find the exerci.se both pleasant and instructive. In order to solve this problem you play your Rook to K. B. 8th square, and call out " check." Now of the thref methods of escaping check, Black can avail himself of tv/o : he cannot interpose a piece, because your Rook checks hi; King on the very next square to that which he occupies • the black King must therefore either take the Rook or move oui of check. If he take the Rook, you check-mate him instanth by playing your Q. to K. 8th, and he cannot take your Q F K V, B- Qi k A /^ X cX' ; , ' WHITE, y '.v..-: (' ■ ) 1 'Vv.AV.- ; ' ti * because she is supported by the B., for were he to capture her he would still be in check with the B., and the King is in no case allowed to put himself in check. The King must therefore be moved out of check, and you will observe that there is only one square to which he can be played, and that is to his H. 2d, which you know is the same as your K. R. 7th. — ^For your second move you play Q. to K. Kt. 6th, checking. Of the three modes of escaping check, Black can avail himself of only one ; he cannot interpose, and he can- not move on account of tlif> position of your Rook ; he must therefore take your Q. ; but this he cannot do with his King, because your Q. is supported by the Pawn at your K. R. 5th: he must therefore take your Q. with his B. We may 2 26 CHESS FOR WINTEh, BVENIJVGS. here mention that although yourQ. is of far more value than the Bishop, which you get in exchange for her, yet occasions sometimes arise when it is desirable to sacrifice a Queen or a Rook for one of the minor pieces (as the Bishops and Knights are called), or even for a Pawn. Your third move is P. talcos B., checking. The black King not being able to movR )ut of check must take the Pawn. You now play for your fourth move K. B. to Q. 3d, and thus give check-mate, be- cause the black King is in check, and cannot move out of check. The term " check " is used only when the King is placed in danger. The Queen, Rook, Bishop, Knight, and Pawn may all be attacked and captured, but we never say they are checked. There are four kinds of " checks." 1. A simple check, that is, when the King is attacked only by the piece which is moved. 2. Check ly discovery, that is, when the piece which moves does not check, but unfolds another piece which does ; for example, let the black King be at home ; then place a white Rook on your K. R. 8th, and a white Knight on your K. Kt. 8th. In this position by playing your Knight to your K. R. 6th, your R. checks the black King by discovery. By playing your Kt. to K. B. 6th, instead of to K. R. 6th, we have the third species of check, namely Ihe double check, which combines the simple and the discovered check. The fourth description of check is the perpetual check, of which the annexed diagram furnishes an example. This occurs when one player can check the other, every move and the check cannot be parried so as to prevent its repeti- tion ; then if the first player persist in giving check every move, the game must be abandoned as drawn. In the ac- companying diagram you play your Q. backward and forwarcl from the square on which she stands to adversary's K., check, ing ; the only means the King has of escaping cheek is bv PEEPETUAL CHECK. 27 playing the B. backward and forward from K. R. 2d square to K. Kt. square. BLACK. The following example given by Walker, is a very strong instance of perpetual check. White has but the Queen re maining, against Queen and two Rooks ; the Black too being in a position, which threatens White with immediate destruc tion. But White has fortunately got the black K. in check, and the latter can only move to one square ; on which, White repeats the check on the K. R. file, and Black is forced to return to the square he now occupies. White continues to check on the same two squares, successively, and Black, having no resource, is compelled to abandon the game as drawn. Remember to apply this in play; and whenever your adversary has obtained an overwhelming numerical force*, strive to get a perpetual check ; no matter with what piece or pi#es — if you can but get it. This will enable you (o draw the game, and thus to bafHe your apparently victori ous opponent. 28 CHESS FOR WINTER EVENINGS. A material point at Chess for explanation is the manner m which a game may be drawn ; for if neither party wins, this will inevitably be the case at every game as well as at Chess. If then neither party can give check-mate, the game must be drawn, and this may happen many different ways, the chief of which are as follows : — Firstly, where perpetual check can be given as explained above. Secondly, where there is not sufficient force left, to enable the stronger party to mate, or where there is a strict equality of force. Suppose, for instance, each party has the Kiiig'^ly left on the board, the game is drawn ; for as thS Kings can never attack each other, there remains no force, with which the victory can be gained. Again ; each player has the DRAWN GAMES. 29 King and some Pawns ; but the Pawns are locked in togetlier and cannot move. Here the Kings only can be played, and as neither will remove his King, to allow of his adversary turning the flank of his position, the game is drawn. Sup- pose, too, there remains on each side, a strict equality of a small quantum of force, as King and Rook against King and Rook — or King and Queen against Kijg and Queen, — ^it is usual to give up the game as drawn. Or again ; each party has a Rook and Bishop, — or one has the Queen and the other two Rooks ; it is clearly better, and more courteous, to offer to abandon the game here as drawn, than to carry it on, in the hope of your antagonist putting a piece in take. The King with one Bishopj against the King alone, or the King with two Kiiights against the King alone, do not consti- tute sufficient power to give check-mate. The same thing holds good as regards the contest between King and Rook, — against King and a minor piece, or three minor pieces against Queen (sometimes), — Rook and minor piece against Queen, — or Rook and Bishop against Rook. The natural result of these, and analogous quantities of force, is a drawn game, ex- cept in peculiar positions j the variety of which rather con- firms than invalidates our general proposition. The single King makes a drawn game Eigainst the King and Rook's Pawn, if the single King can get on the same file, in front of the Pawn (see Lesson IX. 4th position) ; and the same result occurs, should there be two or three Pawns doubled on the Rook's file. Further, should the single Rook's Pawn, or the doubled Rook's Pawns, be accompanied beside their King, with a Bishop only, of the colour which does not com- mand the 8th square of the Rook's file upon which the Pawn or Pawns range, the game will be drawn, if the adverse King can get in front of the Pawns on the same file. The princi- ple on which the game is here drawn, is, that you cannot, ir either of these cases, maintain a Pawn at the Rook's. 7tl 30 CHESS FOR WINTER EVENINGS. square, without giving stale-mate. . This is highly essential to recollect, and serves also to point out, that- two Pawns, doubled on the same file, are little better than one. The beginner will find this paragraph rather obscure ; and will lo well, should he have the opportunity, to get a player more idvanced, to explain it practically on the Chess-board. Thirdly.— In the code of laws there is a regulation to vvhicli the learner is referred for information concerning Irawn games, arising from ignorance, as to the stronger party knowing how to effect mate, in a certain time. This is a provision for oases originating in the circumstance of your having sufEcient force to effect mate, but not knowing how that force should be applied. Thus the Bishop and Knight, or two Bishops (with the King) — against the King alone^possess the mating power; but it is only a skilful player who could avail himself of this, so as to win the game. In these and analogous situations, if you cannot mate in 50 moves, your adversary is justified in demanding the dismissal of the game as drawn. Fourthly. — Drawn games also arise from both parties persisting in playing the same move. The principle on which this is done, is similar to that of perpetual check. Each party {refers acting on the defensive, to risking the loss of the game, by sallying forth from his entrenchments. The annexed diagram presents a case of this sort which Walker states he saw arise between two good players, in the Westminster Chess Club. White attacks the Knight with his King, and the former cannot move to the square adjoining the King, because it would be taken by the Pawn ; the Knight therefore plays upon- the Rook's file ; White follows the Knight with the King, to the Knight's 6th square, and the Knight returns ""as his best move, to the square he now occupies. Each party persists in the same course of play, and consequently agrees DKAWN GAMES. 3 J WHITE. to dismiss the game as drawn. Black would lose the game, were he to allow the Knight to be taken ; and it is therefore fortunate for lum, that White has not the move in the present position. Fifthly: — A draw may be obtained by stale-mate. This occurs when the K. not being actually in check, cannot move withou t going into check, and has no other piece or Pawn to move. For example : in the following situation, White by playing his K. to K. B. 7th, deprives his adversary of all power to move ; the black King is not in check, and cannot move without getting into check : the further progress of the two black Pawns is prevented by the two white Pawns : therefore by the incautious play of White, Black is stale- mated and the game is drawn. 32 CHESS FOE WINTER EVENINGS. WHITE. Stale-mate constitutes a drawn game, and is generally obtained, by the skilful player,, of an inexperienced antago- nist, who is so eager, having a numerical advantage, to run down his prey, that he overlooks this resource on the part of ^ ^ mr m ■ VAEIOFS KINDS OF MATE. 33 his wily foe. Many situations towards the close of a game arise, in which by a judicious sacrifice, the skilful player forces stale-mate, and thus draws the game ; as in the forego- ing case. Here, Black having the move, can force stale-mate, and thus draw a desperate game. He checks vi^ith Rook, on the square before the adverse King, thus giving it away for nothing, for the white King may take it with impunity. But when the King has taken the Rook, White has given stale-mate, and Black has gained his object; and if he refuse taking it, he must move out of check, and Black takes the White Queen. So either vray the game is drawn. It is impossible to give every case in which a game may be drawn. We can only lay down general principles, with as much practical illustration as our limits will permit ; and it is for the learner to apply such principles as his genius and application shall dictate. There are also several descriptions of mates. 1. The FooVs Mate, which can be given in two moves. The board being prepared for play, we suppose you to open the game thus: White. Black. 1. K. B. P. two squares. 1. K. P. one square. 2. K. Kt. P. two squares. 2. Q. to K. R. fifth sq., check-mating. The second kind of mate is called the Scholar's Mate, and is sometimes given to beginners in the game ; it is ac- complished thus : ^ White. Black. 1. K. P. two squares. 1. K. P. two squares. 2. K. B. to Q. B. fourth sq. 2. K. B. to Q. B. fourth sq. 3. Q. to K. R. fifth sq. 3. Q. P. one square. 4. Q. takes K. B. P., cheek-mate. - 2* 34 CHESS FOR WINTER EVENINGS. A third description of mate is called the Smothered Mate, and can only be given by the Knight. The following pro- blem, in which White moving first, is required to give check- mate in four moves, will illustrate this descripiion of mate. l,„iiiM m W'A^ ^ ^^^^ii^^^,,^,,,,,,,/^^^*^ '^m J SOLUTION. White. Kt. toK. B. 7th, check. Kt. to Q. 6th, checking and discovering check. <1. to adversary's K. sq., checking. Kt. to K.B.7thsq., check- mating. Black. 1. K. to K. sq. 2. K. to Q. sq. 3. Kt. takes Q. METHOD OF CHECE-MATING WITH THE Q,UEEN. 35 LESSON V. METHOD OF CHECK-MATING WITH THE QUEEN. We shall now proceed to instruct you in the method of ivinning the game with your King and Queen, against your adversary's King. This is one of the easiest check-mates, the study of which will, however, materially improve you, and enable you to play your King and Queen with advan- tage in many situations. Vln. order to effect this check-mate, it is absolutely necessary that the adverse King be forced to one of the sides of the board, and thatyour~KIng~Ee^rought within Mie^quare"oniIs— for example J FIRST SITUATION. BLACK. 3,6 CHESS FOR WINTER EVENINGS. White having the move can check-mate by playing the Q. to adverse K.'s 2d sq., to adverse Q. R. sq., or to adverse Q. Kt. sq. : but suppose the Black to begin, still the White will check-mate immediately, for Black must play either to Q. sq., or to K. B. sq. ; if the former, White will check- mate by playing Queen to adverse Q. 2d sq., or to adverse Q. Kt. sq. ; and if the latter, by playing her to adverse K. B. 2d sq. It appears from this that it is not necessary that the two Kings should be exactly opposite each other. But suppose the black King, instead of being at his own square, were at his Kt.'s sq. ; you can now check.mate in two moves, if you play properly ; you must not check with your Q. at adversary's Q. R. sq., because he would be able to quit the last line, or side of the board, where I have already told you he must be forced to move before you can check- mate l|im. It would also be bad play to check with your Q. at adv. K. B. 2d sq., because he would move to his Rook's sq., and you would be obliged to remove the Q., for if you played the K., the game would be drawn, owing to his K. being stale-mated. What ought I then to play ? You should move your King to adv. K. B. 3d sq., and he cannot possibly avoid being check-mated the next move by your playing your Queen to adv. K. B. 2d sq., or to adv. K. Kt. 2d sq. — ^Let us now examine another position, which will show you the power the Q. has of forcing the K. to move to the opposite side of the board. METHOD OF CHECK-MATING WITH THE QUEEN. 37 ] SECOND SITUATION. BLACK. In this situation, his King being already on the last line, it would b« very bad play to check him with your Queen, because he would play the K. towards the middle of the board, and you would have the trouble of compelling him to the side. You may check-mate him in two ways. In the first place, White. 1. K. to Q. B. 6th sq. 2. K. to Q. 6th sq. 3. K. to his 6th sq. 4. K. to his B. 6th sq. Black. 1. K. to K. Kt. sq. 2. K. to K. R. sq. 3. K. to K. Kt. sq. 4. K. to K. B. or K. R. 5. Q. check-mates at K. B. 7th sq., or K. Kt. 7th i sq. 3fe CHESS FOR WINTER EVENINGS. This method is very simple, but the other is more mas. terly and shorter ; replace the pieces and play, In the second place, White. Black. 1. Q. to K. R. 7th sq. 1. K. to his sq. (must). 2. Q. to K. Kt. 7th sq. 2. K. to Q. sq. 3. Q. to K. B. 7th sq. 3. K. to Q. B. sq. 4. Q. check-mates at K. 8th sq., or Q,. B. 7th sq. In this manner you check-mate without moving your K., as the power of your Q. enables you to force his K. to move towards yours. THIRD SITUATION. BLACK. m Wm. ^ WM ^ ^,^^,„^„,^^„. ^^" ■3. K. R. to K. Kt. 4th, check. 3. K. to Q. 4th. ^ 4. Q. R. to K. B. 5th, check. 4. K. to his Sd. If you were now to play King's Rook as you did before, he would take your Q. Rook ; you therefore play the latter away, thus : 5. Q. R. to Q. R. 5th. 5. K. to K. B. 3d. .^ Still you cannot check with K. Rook at K. Kt. 6th, be- cause he would take it '; you therefore play, 6. K. R. to Q. Kt. 4th. 6. K. to his 3d. 7. K. R. to Q. Kt. 6th, check. 7. K. to Q. 2d. 8. Q. R. to its 7th, check. 8. K. to Q. B. sq. White cannot check-mate with King's Rook at adver- sary's Q. Kt.'s square, because Black would take it ; there- fore, 9. K. R. to Q. Kt. 7th. 9. K. to Q. sq. 10. Q. R. to his 8th, check-mate. The check-mate may, however, be given in a shorter way; thus. N 48 CHESS FOR WINTER EVENINGS. WTiite. 1. Q. R. to Q. Kt. sq. 2. K. R. to K. Kt. 8th sq. 3. K. R. to Q. Kt. 8th. Black. 1. K. to Q. R. 6th. 2. K. to Q. R. 7th. 3. K. to Q. R. 6th. 4. K. R. to Q. R. 8th, or Q. R. to his sq., check-mating. Even this is not the shortest method of winning: for example, 1. Q. R. to K. B. 3d sq. 1. K. to Q. Kt. 7th sq. , 2. K. R. to K. Kt. 2d sq., check. 2. K. to Q. B. 8th sq. 3. Q. R. to K. B. sq., check-mate. It is not, however, always necessary to force the King to one of the sides of the board, the check-mate can be given in the middle of the board, but then it must be with the as- sistance of your King ; for example : SECOND SITUATION. BLACK. METHOD OP CHECK-MATING WITH ONE ROOK. 49 White. Black. 1. Q. R. to his 6th sq. 1. K. to K. B. 4th. 2. K. R. to K. Kt. sq. 2. K. to his 4th. 3. K. R. to K. Kt. 5th sq., check-mate. Observe the object of these moves ; the first is to pre- vent his King from moving back, the K. is therefore confined to the rank on which he is, and the move of the Rook has made that rank an artificial side of the board ; the 2d move is played to compel the K. to return to his 4th sq., and is the only method to enable you to check-mate the next move. Should Black for his first move play K. to his Q. 4th, you play K. R. to Q. B. sq., also mating next move. LESSON VII. METHOD OF CHECK-MATING WITH ONE BOOK. This check-mate is much more diiEcult than that with the Queen, or the two Rooks. By studying the following situations, and attending to the remarks we shall make, you will soon be able to effect it, and that in a more masterly manner than many who have played at Chess for a long time. It is absolutely necessary, in order to check-mate with the Rook, that you force th e adversary's King to one of the sides of the board ; your own King must moreover be in op- position to his, that is, with only on£_aquare between them. As his King may attack your Rook, it will be necessary to have your own K. near, in order to guard it, therefore, the K. and Rook must co-operate in compelling his King to the last line. All this you will clearly understand by attendir^ to the following situations. 3 60 CHESS FOR WINTER EVENINGS. FIRST SITUATION. BIACK. By playing the Rook to Q. B. 8th sq., you give check- mate ; in this situation if you had a Q. instead of a R., yov could not check-mate in a different " manner the first move. If your King, instead of being at his R. 6th sq., were at K. Kt. 6th, the Rook would still check-mate in the same man- ner ; this is owing to his King being in a comer, for if he were at his Kt. sq., and your King at his R. 6th, on your checking with R., he would be able to move to his B. 2d sq., therefore, except in the comer, your King must be immedi ately opposite his, with only one square between them. METHOB OF CHECK-MATING WITH ONK ROOK. 51 SECOND SITUATION. BLACK. WHITE. White to move. White. Black. 1. K. to his B. 6th. 1. K. to his sq. 2. R. to Q. 4th. 2. K. to K. B. sq. 3. R. to Q. 8th, and check-mates. We have often seen even tolerable players make six or eight moves to check-mate in the above situation, and yet it is by no means difficult if the powers of the Rook be well un- derstood. Your first move is sufficiently obvious, as it forces him to continue on the last line ; the second is not quite so easy to discover, but if you recollect that it is absolutely necessary that his King should be opposite yours (except in 52 CHBSS FOR WINTER EVENINGS. the corner) you will soon find that by playing your Rook to your Queen's 4th sq., that is, one file beyond his King, you force him to play back to his B. sq., and are thus enabled to check-mate him the following move. THIRD SITUATION. BLACK. WHITE. In this situation you may give mate in three moves; your first move should be the Rook to any one of the eleven sq. it attacks ; suppose you move it to K. Kt. 5th sq., and that he moves his K. to K. B. sq. ; as your Rook already occupies the file beyond his King, you have only to keep it on that file, and his King will be forced to move in opposition to yours, and then you check-mate him at his K. Kt. sq. ; if you refer to the check-mate with the two Rooks, you will find a similar situation, one of your R. confining his K. to METHOD OF CHECK-MATING WITH ONE ROOK. 53 the centre of the board, by making an artificial last line, and enabling the other R. to check-mate in the above manner. FOURTH SITUATION. BLACK. 1. R. 2. K. 3. K. 4. K. 5. K. 6. K. 7. R. 8. K. 9. K. 10. R. WHITE. \^ hite to move WMte. to Q. R. 7th. to his 2d. to his 3d. to his 4th. to his 5th. to Q. 6th. to Q. B. 7th. to Q. B. 6th. to Q. Kt. 6th. 1. 2. 3. 4. 5. 6. 7. 8. 9. to Q. B. 8th, check-mate. Black. to K. Kt. sq. to K. B. ?q.- to his sq. to Q. sq. to Q. B. sq. to Q. Kt. sq. to Q. R, sq. to Q. Kt. sq. , to Q. R. sq. 54 CHESS FOE WINTER EVENINdS. In the foregoing position it is not very difficult to give check, mate, because the adverse K. is already on the last line, and your first move confines him to it. The following situation is more difficult, because you have to force him to the last line ; however, by attentively observing the method of play- ing both K. and R. you will soon be able to check-mate with R. from any part of the board. FIFTH SITUATION. BLACK. WHItB-. White to move. White. 1. R. to K.' 8th. 2. K. to K. Kt. 2d. 3. K. to K. B. 3d. 4. R. to K. 4th. 5. K. to his 3d sq. o. K. LO Q. 3d. Black. 1. K. to Q. 4th. 2. K. to his Q. 5th. 3. K. to Q. 4th. . 4. K. to Q. 3d. 5. K. to Q. 4th. f!. K. to Q. B. 4th. METHOD OF CILECK-MATING WITH ONE ROOK. 55 White. Black. 7. R. to Q. 4th. 7. K. to Q. Kt. 4th 8. R. to Q. B. 4th. 8. K. to Q. Kt. 3d. 9. K. to Q. 4th. 9. K. to Q. Kt. 4th 10. K. to Q. 5th. 10. K. to Q. Kt. 3d. 11. E, to Q. B. 5th. 11. K. to Q. Kt. 2d. 12. R. to Q. B. 6th. 12. K. to Q. Kt. sq. 13. K. to Q. B. 5th. 13. K. to Q. Kt. 2d. 14. K. to Q. Kt. 5th 14. K. to Q. R.,2d. 15. R. to Q. B. 7th, check. 15. K. to Q. R. sq. 16. K. to Q. R. 6th, or Q. B. 6th. 16. K. to Q. Kt. sq. 17. K. to Q. Kt. 6th 17 K. to Q. R. sq. 18. R. to Q. B. 8th, check-mate. SIXTH SITUATION. BLACK 56 CHESS FOE "WINTER EVENINGS. In this situation you may check-mate in four moves, witl* out moving your King more than once : e, g. : White to move. White. Black. 1. K, to Q. B. 6th. 1. K. to Q. R. 3d, or (A) 2. R. to K. R. 6th. 2. K. to Q. R. 2d, or Q. R. 4th. 3. R. to K. R. 8th sq. if the black King be at Q. R. 2d, or R. to K. R. 4th sq., if the black King be at Q. R. 4th; in both cases the Rook is one file beyond that on which the black King is ; the Black is therefore compelled to play to Q. R. 3d sq., and you check-mate him with your Rook at his Q. R. sq., or at your Q. R. 4th. (A) 1. K. to Q. B. 6th. 1. K. to Q. R., or to Q. Kt. sq. 2. R. to K. Kt. 8th, check. 2. K. to Q. R. 2d. 3. R. to K. R. 8th ; by remaining on this file, you com pel him to play to Q. R. 3d sqv, and consequently you clieck. mate him the next move with your R. at Q. R. 8th. You may also check-mate in four moves, beginning with the R^pk, but this we shall leave you to discover yourself. . CASTLING. 57 LESSON VIII. CASTLING SOME PECTTLIARITIES OF PAWN-PLAY PAWN TAKES P. "en passant" — centke pawns — doubled pawns — PASSED PAWNS ISOLATED PAWNS — ^ADVANCING A PAWN TO • QUEEN ^PROBLEM ILLUSTRATIVE OF QUEENING A PAWN FORKING WITH PAWN OR KNIGHT THE EXCHANGE. Although the move of the King is limited to one square I a time, yet, by a peculiar privilege, which under certain conditions, may be exercised once during the game, a com- pound move is allowed, whereby the King moves over two squares. This compound move is made by playing K. R. or Q.. R. up to the K., and then placing the K. on the other side of the R. thus moved. This is called Castling, or to Castle the King, and its object is generally to secure the royal piece a place of greater safety, as also to bring a Rook into play. Sometimes, however, a player castles in order to escape from an attack, and, in such case he will castle on his King's side, i. e., with K. R. ; or, on his Queen's side, i. e., with Q. R., as may best suit his purpose. The conditions under which Castling is allowecJi are as follows : — 1. The King must not be in check. 2. The K. must not have been moved. 3. The Rook must not have been moved. 4. There must be no piece, either of your own or of your adversary, between the K. and the R. 5. The King must not pass over, or to any square, attacked by one of your ad- versary's pieces or Pawns. The following diagram will serve to illustrate the impor- tant operation of Castling. 3* 68 CHESS FOR WINTER EVENINGS. WHITE. In this position, supposing neither your King nor Rooka have been moved during the game, you are at liberty to cas- tle either with your K. R. or your Q. R. To castle with your Kj,R., or, on your K. side, you first play your K. R. to K. B. sq., and then place your K. on K. Kt. sq. ; this com- pletes the operation of Castling. To castle on your Q. side, or with Q. R., you first play that piece to Q. sq., and then place your K. on Q. B. sq. Observe that, although your Q. R. is under the attack of your adversary's K. B., and although your Q. Kt. sq. is commanded by his Q. B., yet you can still castle on your Queen's side, because the law which forbids the King, in castling, to pass over any square attacked by one of your adA-ersary's pieces or pawns, is lim- ited to the King only, and does not apply to the Rook. PAWN TAKES P. "EN PASSANT." 59 You will observe that your adversary cannot castle on his K. side, because the K. B. sq., over which his K. must pass, is commanded by your Q. B., and the K. Kt. sq., to which he must pass, is commanded by your K. B. Nor can he castle on the Q. side, because his Q. R. has been moved. There are several peculiarities respecting the Pawns, with which you must become acquainted. Young players are apt to imagine that, because the supply of Pawns is lib- eral, and their value much less than that of the pieces, they need not be greatly regarded. But the fact is, that to play the Pawns well is almost the same thing as to play Chess well : it is the most refined and difficult part of the game, and Philidor owed much of his excellence to the sur- passing skill with which he manoeuvred his Pawns. We shall have abundant examples of the value of Pawns here- after ; at present, our information will be confined chiefly to some of their technicalities. The names of the Pawns, K. P., Q. P., K. B. P., &c., you are already acquainted with ; other terms are in fre- quen't use, such as Pawn takes " en passant ;" Centre Pawns ; Doubled Pawn ; Passed Pawn ; Isolated Pawn ; to Queen a Pawn ; or, to advance a Pawn to Queen ; to fork with a Pawn. With respect to the first term, P. takes P. en passant, you known that the move of the Pawn is limited to one square forward when not capturing, and to one square obliquely for- ward when it captures. It has also been stated, that the Pawn is allowed to move, either one or two steps forward, at its Jirst move ; but when, in moving two steps, it passes over a square attacked by one of your adversary's Pawns, he has the option either of allowing the Pawn to be moved to its full extent, or of capturing it with his Pawn, just as if you had moved your Pawn but one square. This being a point very little understood by beginners, we shall illustrate it by a ditt. jrrsm' 60 CHESS FOR WINTEK EVENINGS. WHITE. In this position you may move Q.. P. one sq. or two sq.— if you move it only one sq. it can evidently be captured by either pawn — and if you move it two squares, it is optional with your adversary to capture it with either Pawn, just the same as if you had moved the Pawn but one sq., in which case he will remove your Pawn from the board, and seat one of his Pawns at your Q. third square. In the same position. White's King's R. P. is also un moved ; but should you think fit to push it two sq., it cannol be captured by the adverse Pawn, because in this case, it does not cross a square commanded by that Pawn ; of which it is already " en prise " (in take). The difference is easilj perceptible. Remember that a Pawn may be taken " en passant" only by a Pawn and not by a piece ; and that the rASSED PAWNS ISOLATED PAWNS. 61 privilege ceases, unless advantage be taken of it at the very next move. The term " Centre Pawns" is usually applied to the K. P. £ind Q. P. The best position they can occupy at the be- ginning of the game is the centre of the board, viz., K. .tth and Q. 4th sq. ; but against good play, much skill is required in maintaining them in this position. When one Pawn stands before another on the same file, and both belong to the same player, it is called " a doubled Pawn." In the diagram illustrative of Castling, you have a doubled Pawn at your Q. Kt.'s 4th, and your adversary nas one at his Q. R. 4th sq. A passed Pawn is one which has no adverse Pawn in front of it, either on the same file, or advancing towards it on either of the adjoining files. Suppose you have a Pawn on your K. B. file, and your adversary has no Pawn, either , ,_^ , on his King's fileJor K. Kt.'s file, your Pawn is then said to 1^ n-' be passed. Such a Pawn is very valuable, because, in order to prevent it fit)m being advanced to Queen, your adversary must oppose or capture it with a piece ; in which case, if your Pawn be properly defended, you win a piece for a Pawn. When a Pawn is entirely separated from other Pawns, it is said to be "isolated." You must be careful how you allow your Pawns to become isolated, because when in this condition they can be defended only by pieces ; and these ought to be used rather as active warriors than as passive sentinels. A skilfiil player, however, will often be willing to isolate a Pawn, if, at the same time, he " passes" it. When a Pawn is advanced to the eighth square of the file, it is said to be " Queened," in which case you remove it from the square, and place thereon a piece in its stead. The following problem will illustrate the advantage of the passed Pawn, and serve to remind you of a fact of which amateurs are frequently ignorant, i. e., that in queening a 62 CHESS FOR WINTEK EVENINGS. Pawn, such Pawn need not necessarily be exchanged for a Queen. You may claim a Rook, or a Bishop, or a Knight. And this privilege k allowed even though all the pieces re- main on the board. Lit follows, therefore, that you may have two or more Queens, and three or more Rooks, Bishops, or Knights. Remember that the promotion of the Pawn is the immediate consequence of its attaining the eighth square. A. move cannot be played until this promotion is made. In the following problem, if Black have the move, he can check-mate you immediately, or, " on the move," as it is called. Endeavour to find out how he can do this. But White having to move, you can force the mate in three moves. You first sacrifice your Bishop in order to get the adverse King into such a position that the mate can be eifected FORKING WITH QUEEN OK KNIGHT THE EXCHANGE. 63 in. the shortest way. Therefore, by checking with the B. at Q. Kt. 6th, the King has the choice of moving to his Q. R. sq. or of capturing your B. If he move to his Q. R. sq., your advanced Pawn moves to Queen, becomes a Queen, and fives check-mate. His best move (when acting on the de- fensive, that which will prolong the game is generally called lie best move), is to take the B., which he does accordingly. Now, although a Queen is the most valuable piece to get in exchange for a Pawn, yet it is not always the most advan- 4 tageouSi In the present case, if you claim a Queen for your * Pawn, she will be of no use to you, because she does not give check, and your adversary can mate you ii you cease to check him. To check him, by playing your Rook to Q. B. sixth is of no use, because the Rook can be captured by K. or by Q. You, therefore, queen your Pawn, and instead of claiming a Queen, you take a Ejiight, which thus gives check. He cannot capture the Kt., and has only one vacant square to which his King can move, because you will observe that your newly created Kt. not only checks the K. at his Q. Kt. 3d, but also commands his Q. R. 2d. His King must, therefore, move to Q. R. 4th sq., when you can mate him immediately by a move which you will readily discover. The following diagram illustrates a power which belongs to the Pawn and the Kt., of attacking two men at once : this is called forking them. For example, by playing your Kt. to K. 7th, you fork your adversary's King and Rook. He must move his King out of check, and you capture the Rook : should he retake with his B., you are then said to w',n the ex- change, a term which is used when you gain a Rook in exchange for a Knight or Bishop. 64 CHESS FOR WINTER EVENINGS. ♦ * m = w/'/m m ^ mm/., w ^1 ^^^^ mm,.. WHITE. The power of forking also applies to the Pawn. In this diagram, by playing Q. B. P. two sq., you fork his Kt. and B. : he cannot save both, and must either lose his Kt. by moving away his B., or, by taking the P. lose his B. for a P. LESSON IX. GAINING THE OPPOSITION — A KING AND PAWN AGAINST A KING. Before proceeding to instruct you how to win the game -. (vhen you have a King and Pawn against your adversary's ^^ing, or if you have the King only, how to draw ; it will be GAININ& THE OPPOSITION. 65 necessary to teach you what is meant by having or gaining the opposition, as it is commonly termed : many a game is lost, which would otherwise be drawn, from not understand- ing how to gain the opposition with the King, and yet it is not by any means very difficult. As one King cannot attack the other, it follows, of course, ihat there must always be at least one square between the two Kings ; hence, the following situations will show that the K. has considerable power in preventing the advance of the adverse King, and in cutting him off from the occupation of many squares ; for example : FIRST POSITION. BLACK. "WHITE. In this position it is clear that your King prevents the Black from playing his K. to the second rank, nor can he 66 CHESS FOR WINTER EVENINGS. ever play to that rank if he have to move first, in which case you are said to have the opposition ; but if you were to move first, he would have the opposition, and would be able to play to the second rank ; for instance : Black. WhiU. 1. K. to Q. sq. 1. K. to Q. 6th sq. 2. K. to Q. B. sq. 2. K. to Q. B. 6th sq. 3. K. to Q. Kt. sq., 6ec. 3. K. to Q. Kt. 6th sq., &c. or, 1. K. to K. B. sq. 1. K. to K. B. 6th sq. 2. K. to K. Kt. sq., &c. 2. K. to K. Kt. 6th sq., &c. It is evident that his K. cannot quit the side of the board, because you always oppose him. But suppose you begin. White. Black. 1. K. to Q. 6th sq. 1. K. to K. B. 2d sq. or, 1. K. to K. B. 6th sq. 1. K. to Q. 2d sq. Here he is able to quit the side of the board, because you were obliged to give up the opposition, having the first move. If it were an object to the Black to prevent your King from advancing, he would easily do it if you begin, but not so if he begin ; for example : White. ' Black. 1. K. to Q. 6th sq. 1. K. to Q. sq. 2. K. to Q. iB. 6th sq. 2. K. to Q. B. sq. , and so on. But if he begin you will . easily advance. Black. White. 1. K. to Q. sq. 1. K. to K. B. 7th sq., and afterwards ^r to K. B. 8th, or K. Kt. 8th. I. K. to K. B. sq. 1. K, , toQ. 7,h sq. &c. GAINING THE OPPOSITION. 67 The above may be called a close or near opposition ; a remote opposition is that in which there are several squares between the two Kings ; for example, suppose the black King to be at his square, and the white King at his 4th sq. ; here are three squares between the Kings instead of one, and who- ever moves first, loses the opposition. SECOND POSITION. BLACK. 'WBJTE. Here the opposition is still more remote, there being five squares between the two Kings ; whoever moves first cannot play his King to any of the squares between white King's Rook's fifth sq., and white Queen's Rook's fifth sq., unless his adversary permit him, neither can of prevent the other 68 CHESS FOR WINTER EVENINGS. from playing to that line ; for example, suppose the White begin. White. Black. 1. K. to Q. 3d sq. 1. K. to Q. 2d sq. 2. K. to B. 4th sq. 2. K. to B. 3d sq. 3. K. to Q. 4th sq. 3. K. to Q. 3d sq. 4. K. to his 4th sq.. , &c. 4. K. to his 3d sq., &c. It is evident that White cannot advance ; it is also equally certain that whatever White may now play. Black can advance ; for example : 5. K. to B. 4th sq. 5. K. to Q. 4th sq. or, 5. K. to Q, 4th sq. 5. K. to B. 4th sq. Suppose Black to begin. 1. K. to B. 2d sq. If you were to play King to B. 2d sq. you would lose the opposition ; for example : 1. K. to B. 2d sq. 2. K, to B. 3d sq. 2. K. to B. 3d sq. 3. K, toB. 4th sq. It being now your turn to play, you have lost the oppo- sition J instead of playing as above, you ought to have moved as follows, and you would have retained the opposition : Black. White. 1. K. to B. 2d sq. 1. K. to B. 3d sq. 2. K. to Kt. 3d sq. 2. K. to Kt. 4th sq., &c. As a general rule, recollect that when the number of squares between the two Kings is even, then he who begins first, gains the opposition ; but if the number be cdd, the first player loses it. GAINING THE OPPOSITION. 69 THIRD POSITION. BLACK. WHITE. In this situation, if it were your move, it is evident from what has been already shown, that your adversary can pre- vent your King from occupying any of the lines beyond that on which he is at present placed; but suppose the black were to begin, he cannot prevent your moving your King, either to black K. R. 2d sq., or to black Q. R. 2d sq., he may prevent which he pleases, but he cannot prevent both, and if the winning of the game depended on your occupy- ing one of these two squares, your adversary would of course lose. Suppose he play as follows : Black. White. 1. K. to K. B. 3d sq. I. K. to Q. 5th sq., then to Q. B. 6th,Q. Kt. 7th, and Q. R. 7th. 70 CHESS FOR WINTER EVENINGS. Or suppose he begin with, 1. K. to Q. 3d sq. 1. K. to K. B. 5th sq., then to K. Kt. 6th, and K. R. 7th. But it is rather more difficult if he play, 1. K. to his 2d sq. 1. If you were to play to K. B. 5th sq., or to your Q. 5th sq., you would lose the oppo- sition, because he might play K. to K. B. 2d sq., or to Q. 2d sq., and you would be pre- vented from passing the line between the two kings, and consequently would never be able to occupy either his K. R. 2d sq. or Q. R. 2d sq. : you should play as fol- lows — K. to his 5th sq. By this move you keep the opposition, and force his K, to move to K. B. sq. or K. B. 2d sq., in which case, you play your King to your Q. 6th sq., and in three moves, you will occupy his Q. R. 2d sq. ; or if he move to Q. sq., or to Q. 2d sq., you play your King to your K. B. 6th sq., and in two moves to his K. R. 2d sq. ; but if he play, 2. K. to his sq. 2. You must not play K. to Q. 6th sq. or to K. B. 6th sq., because he would gain the opposition as before, you ought to move K. to K. 6th sq. 3. Is compelled to move either to K. B. sq. or to Q. sq., and by playing in the former case to Q. 7th sq., and in the latter to K. B. 7th sq., you will be able to occupy either his K. R. 2d sq. or his Q. R. 2d sq. KING AND PAWN AGAINST KING. 71 We shall now proceed to a few easy positions of King and Pawn against a King. FIRST POSITION. BLACK. In this position the winning oi drawing the game depends en- tirely on the first move ; if White begin, he will win ; but if Black begin, the game will be drawn. Suppose White begin : 1. P.onesq. 1. K. to Kt. 2d sq. 2. K. to his 7th sq. And afterwards advancing the Pawn makes a new Queen and wins easily. Suppose Black be- gin, he plays 1. K. to his sq. Gaining the opposition, on which depends the fate of the game ; for had he played to Kt. sq. you would have played K. to his 7th sq., and afterwards in two moves, have queened your Pawn. Black. 2. K. to B. In the first place, White. 1. P. advances checking. If you move to B. 6th sq., the Black is stalemated ; it you move to any other sq.. Black takes your Pawn : the game is consequently drawn. 7r2 CHESS FOR WINTER EVENINGS. In the second place, Black. White. 1. K. to his 5th sq. 2. K. to B. 2d sq. 2. K. to B. 5th sq. 3. K. to B. sq. If he had played any other move he would have lost, see (A) and (B) : by playing to K. B. sq., he is able to gain the opposition should you move the King either to his 6th sq. or to K. Kt. 6th sq., without which he could not draw the game. 3. K. to Kt. 6th sq. 4. K. to Kt. sq. 4. K. to B. 5th sq. He may play the King back, ready to resume the oppo- sition as before, or he may play the King directly before the Pawn : we recommend the latter, because in no way can it be wrong, and it is easier to recollect ; therefore, 5. K. to B. 2d sq. 5. K. to his 5th sq. 6. K. to B. sq. Ready to resume the opposition if you should play King to his 6th sq. ; any other move would lose the game, see (C), (D)> (E). 6. K. to his 6th sq. The position is now the same as at the beginning ; and Black having to move draws the game in the manner already shown. (A) 3. K. to his sq. 3. K. to his 6th sq. You gain the opposition, and wherever he play, you ad- vance the Pawn, and win as before. (B) 3. K. to Kt. sq. 3. K. to Kt. btn sq. KING AND PAWN AGAINST KING. 73 If he play K. to K. B. sq., you should advance the Pawn : but if he play 4. K. to R. sq. you must not play the Pawn, because Black would be stale- mated ; you play 4. K. to B. 7th sq. 5. K. to R. 2d sq. 5. K. to his 7th sq. ; and af- terwards, in two moves, the Pawn becomes a Queen. (C) 6. K. to Kt. 3d sq. 6. K. to his 6th sq. 7. K. to R. 2d sq. 7. K. to liis 7th sq., and in two moves the Pawn becomes a Queen. (D) 6. K. to Kt. sq. 6. K. to his 6th Bq. 7. K. to B. sq. 7. P. one sq., &c., as before. (E) 6. K. to Ms sq. 6. K. to his 6th sq., gaining the opposition as before. In the above example you will observe, that when the Pawn, on reaching the 7th sq., does not give check, it wins the game ; but if it check, the game is drawn : this is a general rule. This position will also teach you the great advantage of gaining the opposition with your King. 74 CHESS FOR WINTER EVENINGS. SECOND POSITION. BLACK. In this position, if you have the move you may win, agreea- bly to the general rule, namely, when you can play your King to the Pawn's 6ik square, in front of the Pawn (it matters not whethet your Pawn is one or more squares behind the King), you invariably win : here the Pawn's 6th sq. is the King's Bishop's 6th sq., you therefore having the move, play as follows : White. 1. K. to K. B. 6th sq. Black. 1. K. to Kt. sq. White. WHITE. 2. K. to his 7th sq., and after- wards you play the Pawn on and Queen forcibly. If he had played the K. to his own sq., you should have moved your King to Kt.'s 7th sq., and then the Pawn. But if Black have the move, he can prevent your ever being able to play your King to the Pawn's 6th sq., and consequently can draw the game ; for example, White. 1. K. to B. 4th sq. 2. K. to Kt. 4th sq. 3. K. to Kt. 5th sq. 4. P. checks. 5. K. to B. 5th sq. Black. 1. K. to his 2d sq. 2. K. to B. 3d sq. 3. K. to B. 2d sq. 4. K. to Kt. 2d sq. 5. K. to B. 2d sq. 6. K. to B, sq. KING AND PAWN AGAINST KING. 75 Any other move loses the game : but here he is able to oppose your King on wluchever side of the Pawn you play it J for example, Black. White. 6. K. to his 6th sq. 7. K. to his sq. If you advance the Pawn, it will give check, and the game will be drawn as already explained ; if you move the King, he will play to B. 2d sq., &c., and also draw the game. THIRD POSITION. BLACK. In this position the game will be drawn, it matters not which party begin : if the White were to move King to his own 5th sq., or to K. B. 5th sq., it is evident Black would gain the opposition by playing King to his own 2d sq. or to K. B. 2d sq., and after- wards play in the manner already shown. If White were to play the King to any other square, Black would play King to B. 2d sq., ready to oppose the King, to »^^^ ^^^ whichever side of the Pawn he ^m ^M, ""^y ^^ played. But if Black begm, it is not obvious what his first move ought to be ; for if he play King to his 2d sq. or to B. 2d sq., you will gain the opposition by playing your King to his 5th sq., or to K. B. 5th sq., and thus win the game, as will be proved presently. If he play King to Kt. sq., or to Kt. 2d sq., he will also lose. See No. 3. WHITE. 76 CHESS FOK WINTER EVENINGS. The proper move for Black must evidently be that which will enable him to oppose your King, should you advance it ; and the only square from which he can do that is his King's square. He therefore plays No. 1. Black. ■ White. 1. K. to his sq. 1. K. to his 5th sq. 2. K. to his 2d sq. 2. K. to B. 5th sq. 3. K. to B. 2d sq. 3. K. to Kt. 5th sq. 4. K. to Kt. 2d sq. 4. P. one sq. .5. K. to B. 2d sq. 5. P one sq. 6. K. to B. sq. 6. K. to Kt. 6th sq. 7. K. to Kt. sq. 7. K. to Kt. 5th sq. 8. K. to B. 2d sq. 8. K. to B. 5th sq. 9. K. to B. sq. 9. K. to his 6th sq. 10. K. to his sq., ikc, Draws. No. 2. 1. K. to his 2d sq. 1. K. to his 5th sq. 2. K. to B. 2d sq. 2. K. to B. 5th sq. 3. K. to his 2d sq. (A). 3. K. to Kt. 6th sq. 4. K. to B. sq. (B). It is evident, according to the general rule, that you can win the game, inasmuch as you can play your King to the Pawn's sixth square (K. B. 6th sq.), but it is not absolutely necessary that you should do so, as you may win the game sooner by playing 4. P. one sq. If he play K. to his own or to his 2d sq., you will play K. to Kt. 7th sq., and then advance the Pawn to Queen : therefore he plays 5. K. to Kt. sq. 5. P. one sq. 0. K. to B. sq. 6. P. one sq. and wins. KING AND PAWN AGAINST KING. 77 Black. 3. K. to Kt. 2d sq. 4. K. to Kt. sq. 5. K. to Kt. 2d sq. 6. K. to Kt. sq. 4. K. to his 3d sq. 5. E. to his 2d sq. (A) While. 3. K. to his 6th sq. 4. K. to his 7th sq. 5. P. one sq. 6. P. one sq., &c. (B) 4. P. checks. 5. K. to Kt. 7th sq., and after- wards advances the P. as before. No. 3. Black. 1. K. to Kt. sq. If you were to play King to B. 5th sq., he would draw the game by opposing your King at B. 2d sq. ; therefore. While. 1. 2. K. to B. sq. 2. 3. K. to his sq. 3. 4. K. to B. sq. 4. 5. K. to hi? sq. 6. K. to B. sq. K. to his 5th sq. K. to B. 6th sq. P. one sq. K. to his 6th sq. 5. P. one sq. 6. P. one sq., and it does not check, you win the game. A King and either of the Rook's Pawns cannot win if the adversary's King can be played to the corner towards which the Fawn is proceeding ; for example. 78 CHESS FOK WINTER EVENINGS. FOURTH POSITION. BLACK. White to move. 1. K. to B. 5th sq. The easiest way of drawing this game is, to play the King to and from the corner, for whether the Pawn check or not, on reaching the 7th sq. the game will be drawn ; therefore : 1. K. to R. sq. 2. K. to Kt. 6th sq. 2. K. to Kt. sq. 3. P. one sq. 3. K. to R. sq. If you advance the Pawn, Black will be stale-mated ; if you play any other move, he will repeat the above moves. It occasionally happens that the King can draw the game against a Rook's Pawn, even though he cannot reach the corner ; for example : FIFTH POSITION. BLACK. Black to move. 1. K. to B. 3d sq. 1. K. to R. 7th sq. 2. K. to R. 8th sq. 3. P. one sq. 4. K. to R. 7th sq. 2. K. to B. 2d sq. 3. K. to B. sq. 4. K. to B. 2d sq. 5. K. to B. sq. If you play King to Kt. 3d sq., he will play K. to Kt. sq., and afterwards to Rook's sq., &c. ; and if 5. K. to R. 8th sq. 6. K. to B. 2d sq. 6. P. one sq. 7. K. to B. sq., and White is stale, mated. KING ANB PAWN AGAINST KING. 79 You will observe that the principle of drawing this game, consists in preventing the White from quitting the Rook's file, which he can never do without allowing Black to play- to the corner. We shall conclude this lesson with a very improving situ- ation, in which White draws with one Pawn against two, effecting this by strict adherence to the rules we have estab- ished for gaining and retaining the opposition. SIXTH POSITION. BLACK. y^^' -J •9^^yy0^. oy/yOyy/^ "^^^^0^ ill "Wig « ^B^ .^B,. ^m,_ ^m ''mm. 'mm,„„^„mm, m In this position, if Black have the move, he will forcedly Queen his K. Kt. P. ; but if White have the move, he will draw the game by -the following mode of play : 80 CHESS FOR WINTER EVENINGS. White to move and draw. 1. K. to Q. B. 3d. 1. K. to Q. B. 2d. 2. K. to Q. 3d. (5) 2. K. to Q. 3d. 3. K. to Q. 4th. 3. K. to K. 2d. 4. K. to K. 3d. 4. K. to K. B. 2d. 5. K. to K. B. 3d. 5. K. to K. Kt. 2d, 6. K. to K. Kt. 3d. (c) 6. K. to K. R. 3d. 7. K. to Kt. 4th. (d) {a) (a) If he push P., K. will overtake it. (J) Had you played K. to Q. 4th sq., he would have won by play. iiig K. to his Q. 3d sq., you being compelled in such case to abandon Q. 4th sq. in order to support P., whereupon by moving K. to Q. B. 4th sq. he forces you to abandon the Pawn, after the capture of which he easily Queens one of his Pawns. At move 2d, you play K. to Q.jgd sq. to gain what maybe termed the after^move, reserving thus the feculty of playing K. to Q. 4th sq., only when your adver- sary plays K. to his Q. 3d. You thus maintain the opposition, con- stantly moving your K. one square's distance from his, so long as he remains on the same line. Should he retreat, you must be careful , not to advance ; in such case you also retreat K., advancing when . he advances and retreating when he retreats, in readiness thus to occupy at the proper time, the proper square for maintaining the opposition. By any other course of play you would evidently lose. (c) Had you played K. to K. Kt. 4th, you would have lost the after-move and the opposition, and consequently the game. ((Q As he advances you advEftice also, and as next move he must forcedly retreat, you will retreat also, thus effectively maintaining the opposition and drawing the game. By foUovring this course of play it ?s evident you will always be able to play K. to Q. 4th whenever your adversary plays his to his Q. 3d. *9l|We have said above, this situation is a very instructive , and improving one. We advise the young student to examine it •'attentively in all its bearings, mancEuvring the Kings in different Ways, in order to render himself familiar with the principle upon which this and other positions analogous may be drfiw" PAWNS AGAINST PAWNS. 81 LESSON X. PAWNS AGAINST PAWNS. In this lesson we shall examine some easy situations of Pawns opposed to Pawns, premising that whenever the posi- tion of the Kings is not given, you are to suppose them too far removed from the Pawns to be of any use in playing them, or that they are in such situations that they cannot move without the loss of the game. A King may also be so cir- cumstanced as not to be able to move at all, as in the an- nexed Second Position. A Fawn against a Pawn — The two Pawns on the s'me JM and not passed. FIRST POSITION. This is a very simple situation, and if neither party had any other piece to move, the game would of course be drawn, as neither Pawn can pass the other, it being immaterial which begins. But if there were other pieces on the board, it may be of great importance who has the move ; for example, suppose the situation as folrows : \ B5i CHESS FOR WINTEK EVENINGS. SECOND POSITION. BLACK. 5^8?i^^ ^^^"", — W^ mi ^ . m m. ^■"■w^m mm.±:^,,.3TM. WHITE. The winning or drawing the game in this position depends entirely upon who is to begin ; if you play first, the game will be drawn ; if your adversary, you will win. Suppose then that you begin as follows : 1. Q. R. P. one. 1. Q. R. P. one. 2. Q. R. P. one. 2. Q. R. P. one. Had you begun with Q. R. P. two sq.. Black would have played the same, and the position would be like the present. You are now compelled to move one of the other Pawns ; for example, 3. Q. P. one. 3. K. takes Q. P. 4. K. B. P. one. 4. K. to K. 2d sq. 5. K. P. one. 5. K. to K. B. sq. PAWNS AGAINST PAWNS. ' 83 6. K. P. checks. 6. K. takes P. 7. P. becomes Q. and checks. 7. K. takes Q.., and the game is drawn, as White is stale- mated. But suppose Black begin as follows : — 1. Q. R. P. one ; if he move 1. Q. R. P. one. it two squares you move yours also two squares. 2. Q. R. P. one. 2. Q. R. P. one. 3. K. to Q. 2d sq., or to K. 3. K. B. P. one, or Q. P. one, B. 2d. and afterwards advances the P. to Queen. If Black's Q. R. P., instead of being at Q. R. 2d sq., had been at Q. R. 3d sq., you would win whether you begin or not ; this is owing to the power your own Q. R. P. has of moving one or two squares, and by this means of gaining the move ; if you begin you must play your P. one sq. only ; if you be second player you must advance it two squares, and the position will be as above. I^ on the other hand, your P. were advanced one sq., and his unmoved, he would draw the game whether he begin or not, because he could gain the move in like manner with^his P. THIRD POSITION. (See next Diagram.) In this situation you will win whether you begin or not ; this is owing to your King having the power of moving, which his has not ; it is, however, by no means indifferent whether you begin with the King or with the P. ; if with the latter, you cannot win the game ; for example : 1. Q. R. P. one. 1. Q. R. P. two. 2. If you move the P., his K. will be stale-mated, and if you play K. toB. 6th 2. Q. R. P. one. 84 CHESS FOR WINTER EVENINGS. 3. If you return to K. Kt. 6th, Black will be stale-mated ; if you play elsewhere, you will lose K. Kt. P., and though you can gain his Q. R. P., yet you cannot win the game with yours. BLACK. Suppose you had begun as follows : 1. Q. R. P. two. 1. If he were to play the same he would lose ; therefore, Q. R. P. one. " 2. K. to his B. 6th. 2. Q. R. P. one, and the posi tion is the same as before, except that your P. is advanced one step further, which, however, makes no difference in the result. This shows you that by playing the P. one or two squares you cannot win the game ; you ought to play as follows : PAWNS AGAINST PAWNS. 85 1. K. to his B. 6th ; this move will win you the game : observe the reason : if he move his K., you will advance yours to B. 7th, and then push the P. to Q. ; you therefore compel him, as his best move, to play the P. : now whether he play it one or two squares, you, as last player, can gain the move by playing yours one or two squares. It appears then, that the reason you could not win when you began with the P. was, because he had the option of playing his P. one or two squares after yours had been played, and thereby gaining the move on you. Recollect of what importance it is for the last player to be able to move his P. one or two squares. Suppose he play 1. Q. R. P. two sq., or (A.) 2. Q. R. P. two sq. 2. Is now forced to play his K., which enables you to advance yours to K. B. 7th sq., &c. (A) 1. Q. R. P. one sq. 2. If you were to play Q. R. P. two sq., the game would be drawn, you should therefore play it only one sq. ; if he advance his one sq., you should play yours also another sq., and the position will be as before. You may also on your second move, play K. to K. Kt. 6th. 2. Q. R. P. one. 3. K. to K. B. 6th. 3. Q. R. P. one. 4. K. to K. Kt. 6th. 4. Q. R. P. one. 5. K. to K. B. 6th. 5. K. to K. R. 2d. 6. K. to K. B. 7th., and you then advance P. to Queen ; this is not so short a method as the above, nor could you have gained the move with the K., had he begun with Q. R. P. two sq. 86 CHESS FOR WINTER EVENINGS. The two Fawns on the same file and both passed. BLACK. FIRST POSITION. In this and similar situations, he who first ad- vances to Queen will win, for though the other may also make a Queen, yet she will be immediately taken by the adversary. The following situation will show you the advantage of knowing the above rule. WHITE SECOND POSITION. 'See next Diagram^ Black had the move and played as follows : 1. R. to K. R. 5th : this appears to be a very good move, because it attacks a P. that cannot be defended, and threat- ens a check-mate next move ; it is, however, very bad play, for White will now win. 1. R. toQ. R. 3d, check. 2. K. to K. 5th. •A V t- a s" 2. R. to Q. R. 4th, check. 3. K. toQ. 4th. KP-ov^e g. R. takes R. v.,,1 i>^,.iA 4. P. takes R. 4. K. R. P. one. 5. R. P. one. 5. P. advances. 6. R. P. one. 6. K. R. P. becomes a Queen first, and of course wins. PAWNS AGAINST PAWNS. BLACK. 87 mma. « m. ^'-mw^^''^' ^ I ■WW W' v////////// 'Mm ' 'p|m 'p 1 ^ M ^^i 'mmA ^^1 M„ ^^ Black loiH. because he forgot that his Pawn, after taking Ae white R., would be on the same file as liis adversary's, arid that White, having the move, would make the first Q. A Pawn on the K. R. file axtd the adversary's P. on the Q. E. fik. FIRST POSITION. [ (See "next Diagram^ In this situation the first player will win, because he will make a Q. first and be able to take the adversary's if he pushes on to Q., in the same manner as on the files ; the dis- tance between the two files often causes mistakes to be made, you should therefore examine attentively the number of moves each player nrnst make, before the P. can become a 88 CHESS FOR WINTER EVENINGS. Q. ; in the present situation, each must make four moves ; the number therefore being equal, the first player will win. BLACK. '.M - ; ■«> ■ft 176 CHESS FOR WINTER EVENINGS, 1^0.5. BY HERE KUIPER. - '^m^"m -mm. '^mM. 'mm, fm White to move and mate in two moves. PROBLEMS IN TWO MOVES. 177 No. 6. BY CALVI. \^ 'fM wm. '^m. 'w^- ^ Pi M i^wM /my//////. SI ^ ■ ■ IS.,-^.^S„ ^^. irai I ^^^^- -^-- ^*^ m'/////la„ WHITE. White to play and mate in two moves. 8* 178 CHESS FOK WINTEE EVENINGS. Ifo.7. ^ Y HERE KUNG. BLACK. m ^P §m ^P ■ ill • ■ ■ Ci ai fc ^f ^ p» ■ »^^ S^^^'^^. r-"^^^^" m. ^m. WHITE. White to play and mate in two moves. "m^vm'si^ ifROBLEMS IN TWO MOVES. 179 No. a BY HERE KLING. m. m,..^,.3k^M., -mm... — WHITE. White to play and mate in two moves. 180 CHESS FOR WINTER EVENINGS. JTo. 9. BY HERR BREDE. BLACK. m^. wm. ^'m _ ^_ /^_ A. '^^-mm. -mm. ^ ^ ^^^ !%!i«m„,. i S i B !„„„,, i™*fSl ^^ '('Mm WHITE. White to play and mate in two moves. PROBLEMS IN TWO MOVES. 181 No. 10. BY D'ORVILLE-d' White to play and mate in two moves. 182 CHESS FOR WINTER EVENINGS. BY HERE KLINOy m m„ ^^„ m.,...,..wm.. w^ m ,?mM.,„ ^S"» ^W^-^^^^^- ^'w^-'^ mi WHITE. White to play and mate in 4w«- movelji. k r ci f ■' ' H r\A-<: Um. Q ^ A ;V^l- 6. K. B. checks. 6. Q. B. to Q. 2d sq. 7. Q. to K. 2d sq. You have gained a Pawn, and have a good position. In the second place, 5. K. Kt. takes P. 6. Q. P. two sq. If he were to take the Q. P. with Q. Kt. you would win a piece by playing Q. B. P. one sq. If he take the P. with K. P., you may sacrifice the Kt. by taking King's Bishop's P. You might also on the 6th move have played Q. to K B. 3d sq. ; but the best move is at once to sacrifice King's Kt., by taking K. B. P., subsequently checking with Q. at K, B. 208 CHESS FOR WINTER EVENINGS. 3d, if Black take the proffered Kt. with K- ; but the succeed, ing moves are too difficult for any but very experienced players to understand ; they are given at length in Lewis's second series of Lessons, to which the student is referred. SIXTH GAME. White. Black. 1. K. F. two sq. 1. The same. 2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4t.h sq. 4. O. B. P. one sn. 4. Q. B. P. one sq. No. 1. K. P. two sq. 1. The same. " " " ~ ' 2. Q. Kt. to I 3. K. B. to Q 1. 4. K. Kt. to K. 2d sq. 5. K. Kt. to its 5th sq. 5. Castles. 6. Q. to K. R. 5th sq. 6. K. R. P. one sq. Black played ill in moving K. Kt. to K. 2d sq. ; it is sel- dom the Kt. can be played to that square in the beginning, with safety ; it would have been much better to have played it to K. B. 3d sq., you could not then have played Q. to K. R. 5th sq. As he might have played Q. P. two sq. instead of castling, a variation will be given on that move. 7. K. Kt. takes K. B. P. In the first place, 7. Q. to K. sq. 8. K. Kt. takes K. R. P., ch. 8. K. to R. 2d sq. 9. K. Kt. to K. B. 7th sq., ch. 9. K. to Kt. sq. 10. Q. to K. R. 8th, and checkmates. In the second place, 7. K. R. takes Kt. 8. K. B. takes R., ch. 8. K. to R. 2d sq. You have evidently the best of the game, having gained a Rook and P. for a Kt. THE KING S knight's OPENING. 209 Variation, beginning at 5ih move of Black. White. Black. 5. Q. P. two sq. 6. K. P. takes P. 6. K. Kt. takes P. 7. Q. P. two sq. 7. P. takes P. 8. K. Kt. takes K. B. P. 8. Q. to K. 2d sq., ch. 9. Q. to K. 2d sq. 9. Q. takes Q. 10. K. takes Q. 10. K. takes K. Kt. 11. K. B. takes Kt., ch. 11. Q. B. to K. 3d sq. 12. K. B. takes Q. Kt. 12. P. takes K. B. This is a much better method of play for Black than the former ; you have, however, the best of the game, as his Pawns are separated. No. 2. 4. K. Kt. to K. B. 3d sq. 5. Q. P. two sq. 5. K. B. to Q. Kt. 3d sq. In a variation, he takes Q. P. with K. P., which is bettf,r play. 6. Q. P. takes P. In the first place, 6. K. Kt. takes K. P. 7. Q. to her 5th sq. 7. K. B. takes K. B. P., ch. 8. K. to his 2d sq. It is evident that Black must lose a piece, arising from his having taken your King's Pawn. In the second place, 6. K. Kt. to K. R. 4th sq. 7. K. B. takes K. B. P., ch. 7. K. takes B. 8. K. Kt. to its 5th sq., ch. If he play K. to Kt. sq., you should check with Q. at her 5th sq. If he play K. to Kt. 3d sq., you will win his Q. at the least, by playing Q. to K. Kt. 4th sq. ; therefore., 8. K. to his sq. 9. Q. takes Kt., ch. White has the best of the game. 210 CHEtiS FOR WINTER EVENINGS. In the third place, White. Black. 6. K. Kt. to its 5th sq. 7. K. B. takes K. B. P., ch. 7. K. to B. sq. 8. Q. B. to K. Kt. 5th sq. 8. K. B. takes K. B. P., ch. 9. K. to his 2d sq. 9. Q,. Kt. to K. 2d sq. 10. Q. to Q. Kt. 3d sq. 10. K. B. to Q. Kt. 3d sq. 11. K. B. to K. R. 5th sq., winning a piece with a very powerful attack. Variation, beginning at 5th move of Black. 5. K. P. takes P. 6. K. P. one sq. If he play K. Kt. to K. R. 4th sq., you play K. Kt. to its 5th sq., &c. If he play it to K. Kt. 5th sq., you take his K. B. P. with K. B., &c. ; therefore, 6. K. Kt. 10 K. 5th sq. 7. K. B. to Q. 5th sq. 7. K. Kt. takes K. B. P. 8. K. takes Kt. 8. P. takes Q. B. P., check. 9. K. to his sq. 9. P. takes Q. Kt. P. 10. Q. B. takes P. There is not much difference in the game ; the advantage is, however, on your side. SEVENTH GAME. 1. K. P. two sq. 1. The same. 2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th sq. 4. Q. B. P. one sq. 4. Q. to K. 2d sq. Black's 4th move was formerly supposed to be the only one that would effectually prevent the White from playing Q. P. two sq. ; it has since been discovered that the P. may be played two sq. ; this will be shown in a variation, 5. K. castles. 5. Q. P. one sq. 6. Q. P. one sq. 6. Q. B. to K. 3d sq. Black's 5th move was the best he could play ; it may be THE KINGS KNIGHT S OPENING. 211 taken as a general rule, that when the adversary castles, if you have not already moved your Q. P., it is good play to move it one square. You might, on the 6th move, have played your Q. P. two sq. Black's 6th move is not the best he could play ; K. Kt. to K. B. 3d sq., or K. B. to Q. Kt. 3d sq., would have been much better. White. Black. 7. K. B. to Q. Kt. 5th sq. 7. Q. R. P. one sq. 8.«K. B. to Q. R. 4th sq. 8. Q. Kt. P. two sq. 9. K. B. to Q. B. 2d sq. You have a very good game ; Black ought now to play Q. B. to K. Kt. 5th sq. ; if he were to play out K. Kt. in order to castle, he would lose a piece or two Bishops for a Rook ; for example : 9. K. Kt. to B. 3d sq. 10. Q. P. one sq. 10. P. takes P. 11. P. takes P. If he remove K. B., you advance Q. P., attacking two pieces ; therefore, 11. Q. B. to its 5th sq. 12. P. takes K. B. 12. Q. B. takes R. 13. Q. takes Q. B., and has the best of the game. Variation, beginning at 5th move of WMte. 5. Q. P. two sq. 5. P. takes P. 6. Castles. * FIRST DEFENCE. 6. P. takes P. 7. Q. Kt. takes P. 7. K. Kt. to B. 3d sq. 8. K. P. one sq. 8. K. Kt. to its 5th sq. 9. Q. Kt. to Q. 5th sq. 9. Q. to her sq. 10. Q. Kt. P. two sq. • In place of this move, second player would equalize the game by retreatiiig K. B. to Q. Kt. 3d. 212 CHESS FOR WINTER EVENINGS. In the first place, White. Black. 10. Q. Kt. takes Q. Kt. P. 11. Q. B. to K. Kt. 5th sq. 11. K. B. P. one sq. 12. P. takes P. 12. K. Kt. takes P. 13. Q. to K. sq., ch. 13. K. to B. sq. 14. Kt. takes Q,. Kt., and has evidently a fine game. In the second place, 10. K. B. takes P. 11. Kt. takes K. B. 11. Kt. takes Kt. • 12. K. R. P. one sq. 12. Kt. to K. R. 3d sq. 13. Q. B. to K. Kt. 5th sq. 13. K. B. P. one sq. 14. P. takes P. 14. P. takes P. 15. Q. B. takes Kt., and wins. SECOND DEFENCE. 6. Q. P. one sq. 7. P. takes P. 7. K. B. to Q. Kt. 3d sq. 8. Q. Kt. to Q. B. 3d sq., and White has a better position than Black. DEFENCE, Black having the first move. We shall now suppose Black to play the attack diflerent- ly from the usual method. White defending. FIRST GABIE. Black. White. 1. K. P. two sq. 1. K. P. two sq. 2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 3. K. B. to Q. Kt. .5th sq. 3. K. B. to Q. B. 4th sq. 4. K. B. takes Kt. 4. Q. P. takes K. B. 5. K. Kt. takes K. P. 5. K. B. takes K. B. P., ch, 6. K. takes B. 6. Q. to her 5th sq., ch. 7. K. to B. sq. 7. Q. takes K. Kt. Your position is better than his. THE KIN&'S knight's OPENING. 213 SECOND GAME. Black. White. 1. K. P. two sq. 1. The same 2. K. Kt. to B. 3d sq. 2. Q. Kt. to B. 3d sq. 3. K. B. to Q. B. 4th sq. 3. K. B. to Q. B. 4th sq. 4. Q. P. one sq. 4. Q. P. one sq. 5. K. Kt. to his 5th sq. * 5. K. Kt. to R. 3d sq. 6. Q. to K. R. 5th sq. 6. Castles. 7. Q. B. P. one sq. 7. K. to R. sq. Your 7th move appears to be a bad one, as you leave your K. B. P. to be taken ; Black will, however, have the worst of the game if he take it ; for example : In the first place, 8. K. B. takes K. B. P. 8. Q. to K. B. 3d sq. 9. Castles. 9. K. R. takes B. 10. K. Kt. takes R., ch. 10. Kt. takes Kt. You have the best of the game. If you had taken his Bishop with your Kt., he would have checkmated you with his Queen. In the second place, 8. K. Kt. takes K. B. P., ch. 8. Kt. takes Kt. 9. K. B. takes Kt. 9. Q. to K. B. 3d sq. 10. K. B. to Q. Kt. 3d sq. 10. Q. takes K. B. P., ch. 11. K. to Q. sq. 11. Q. takes Kt. P. Black must lose, as you threaten his Rook, and also to check K. and Q. with Q. B. Variation, heginning at 5th move of Black. 5. Q. B. to K. Kt. 5th sq. 6. K. B. to Q. Kt. 5th sq. 7. K. B. takes Kt. 8. Castles. 9. Q. B. to Q. 2d sq. The game is equal ; on 5. Q. to her 2d sq. 6. Q. R. P. one sq. 7. Q. takes B. 8. K. B. P. one sq. 9. K. Kt. to K. 2d sq. the 5th move you might have * See Variation. 214 CHESS FOR WINTER EVENINGS. played K. Kt. to B. 3d sq., or to K. 2d sq. ; but it would have been bad play to have moved K. B. P. one sq. THIRD Black. GAME. WhUe. 1. 2. 3. 4. K. P. two sq. K. Kt. to B. 3d sq. K. B. to Q. B. 4th sq. Q. B. P. one sq. 1. The same. 2. Q. Kt. to B. 3d sq. 3. K. B. to Q. B. 4th sq. 4. Q. P. one sq. In the first place, 5. 6. 7. 8. Q. P. one sq. Castles. Q. B. to K. Kt. 5th sq. Q. Kt. to Q. 2d sq. 5. K. B. toQ. Kt. 3dsq. 6. K. Kt. to B. 3d sq. 7. Castles. 8. Q. B. to K. Kt. 5th sq, The game is quite equal. In the second place, 5. Q. P. two sq. 5. K. P. takes P. 6. Q. B. P. takes P. 6. K. B. to Q. Kt. 3dsq. 7. Q. P. one sq. 7. Q. Kt. to K. 2d sq. The game is equal. Had you played Q. Kt. to Q. R. 4th sq., on the 7th move, Black would have removed K. B. toQ. 3d sq., threatening to advance Q. Kt. P. on your Knight. THE king's knight's OPENING. 213 LESSON II. walker's deductions from examination of k. kt.'s open- ing. GAMES in ACTTTAL PLAY. LEADING GAME. GABIE I. BETWEEN THE CLUBS OF WESTMINSTER AND PARIS. GAME II. LA BOURDONNAIS AND m'dONNEL. GAME III. STANLEY AND ROUSSEAU GAME IV. WON BY POPERT. GAME T. WON BY ST. AMANT. GAME VI. STAUNTON AND ST. AMANT. GAME Vn. CALVI AND KIESERITZKIJ. GAME VIII. STAUNTON AND HORWITZ. GAME IX. WON BY JAENISCH. GAME X. COCH- RANE AND POPERT. GAME XI. ST. AMANT AND COCHRANE. GAME XII. CLUBS OF BERLIN AND BRESLAU. GAME XIII. BONCOURT AND KIESERITZKIJ GAME XIV. STAUNTON AND HORWITZ. GAME XV. STANLEY AND ANOTHER STRONG PLATER. After an examination of the King's Knight's opening and Giuoco Piano, Walker in his " Art of Chess Play " draws the following deductions : — Black may safely reply to your move of K. P. 2, with K. P. 2 also, and in answer to your then attacking K. P. with K. Kt. on move 2, should play, as best, Q. Kt. to B. 3d. Supposing each to have played these two moves, 1. K:^~ 2. ^ kI" !f r' f^' ; and White to proceed to adopt the Giuoco Piano by 3. K. B. to Q. B. 4th, Black's best reply is to play the same move also. The Giuoco Piano being formed, and White playing on move 4th, Q. B. P. one, the best answer is K. Kt. to B. 3d ; though Q. to K. 2d, may be also risked by Black. At a further stage of the Giuoco Piano, as set forth in the annexed analysis, when you advance K. P., attacking Kt. at move 6, Black's strongest reply is Q. P. 2. The best moves which can be adopted by both parties in the Giuoco Piano being given in the following analysis, the safety of the defence therein developed is perfectly satisfac- 21B CHESS FOR WINTEE EVENINGS. tory. The legitimate result of the regular Giuoco Piano Opening is an equal game. ANALYSIS. WJiite. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3. K. B. to Q. B. 4th. 3. K. B. to Q. B. 4th. 4. Q. B. P. one 4. K. Kt. to B. 3d. 5. Q. P. two (best) — you may play Q. P; one, to vary the game ; but it is so much less attacking than Q. P. two, as to be unworthy of examination here. 5. P. takes P. — To retreat Bishop is too bad to be worth notice. 6. K. P. one (best)— If you retake with P., his Bishop checks, and he presently advances Q. P. 2, breaking your centre Pawns. 6. Q. P. two (best)— If he move Q. toK. 2d, you castle. If he play K. Kt. to Kt. 5th, you do not take K. B. P. with B., checking, as. advised by some authors; but as sounder play, you take Q. P. with Q. B. P., and if he retire, B. to Q. Kt. 3d, you then move K. R. P. one, in order to take K. Kt. when he retreats with Q. B. If he play K. Kt. to K. 5th, you answer with B. to Q. 5th. If he now play K. Kt. to K. R. 4th, you take K. B. P. with B., checking. 7. K. B. toQ. Kt. 5th. (best)— If you take Kt. with Pawn, he takes B. with P., and if you then take K. Kt. P. with P., he moves R. to K. Kt. sq., and has the better game. 7. K. Kt.toK. 5th. If you take P. with P., he checks with B., and comes out with an even game. If you take P. with K. Kt., he may either play Q. B. to Q. 2d, or castle at once, having an even game.* * Jaenisch advises Q. B. to Q. 9d for 2d player, and carries out the consequences as follows : White. Black. 8. Kt. takes P. 8. Q. B. to Q. 2d. 9. B. takes Kt. 9. B. takes B. 10. Castles. 10. Q. B. to Q. 2d with equal game If at move 9 or 10 White capture Kt. with Kt., 2d player takes K. B. P., checking. THE king's knight's OPENING. 217 White. Black. 8. B. takes Kt. check. 8. P. takes B. In the first place, 9. P. takes P. (best) 9. B. to Q. Kt. 3d. (see A.; 10. Q. Kt. to B. 3d.— If you play Q. B. to K. 3d, he pushes Q. B. P. one. You may safely castle, this move, to vary your play. 10. P. toQ. B. 4th. 11. P. takes P. 11. Kt. takes Kt. 12. P. lakes Kt. 12. B. takes P. 13. K. Kt. to Q. 4th. 13. Castles. 14. Castles. — The game is even. A. 9. B. checks. 10. Q. B. to Q. 2d. 10. B. takes B. checking. — If he move Q. to K. 2d, you play Q. Kt. to B. 3d. 11. Q. Kt. takes K. B. 11. P. to Q. B. 4th.— If he play Q. B. to Q. R. 3d, you move Q. to Q. B. 2d. 12. Here you may either castle, or play, as perhaps stronger, Q. R. to Q. B. sq., having rather the better position ; which tends to show that at move 9 he should retreat, rather than check with B. In the second place, 9. K. Kt. takes P. (inferior). 9. K. B. to Q. Kt. 3d.— He may also castle. 10. Q. B. to K. 3d. 10. Q. B. P. one. 11. K. Kt. to Q. Kt. 3d. 11. P. to Q. B. 5th (best). 12. B. takes 5.— If you return 12. R. P. takes B. (best), with K. Kt. to Q. 4th, he plays K. Kt. to Q. B. 4th. 13. K. Kt. to Q. 4th. 13. Q. to K. 2d. Black's game for choice. GAMES IN ACTUAL PLAY. In the following games on this opening, all of which have occurred in actual play between eminent players, the student 10 218 OHESS FOR WINTER EVENINGS. will observe many deviations from the leading moves, as laif} down in the preceding analysis. These deviations give rise to much variety of combination, and accordingly have been analyzed at length by the various writers on the game. In order to facilitate reference we resume the foregoing moves, which the student may regard as a LEADING GAME. (GlirOCO PIANO.) White. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. Zd. 2. Q. Kt. to B. 3d. 3. K. B. to Q. B. 4:th. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. 3d. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. Q. P. two. 7. K. B. to Q. Kt. 5th. 7. K. Kt. to K. 5th 8. B. takes Kt., ch. 8- P. takes B. 9. P. takes P. 9. B. to Q. Kt. 3d. 10. Q. Kt. to B. Sd. 10. P. to Q. B. ith. 11. P. takes P. 11. Kt. takes Kt. 12. P. takes Kt. 12. B. takes P. 13. K. Kt. to Q. 4:th. 13. Castles. 14. Castles. — Even game. GAME I. between the Westminster and Paris clubs ; played heimeen the yean 1834 orad 1836. Wliite (Paris). Black (Westminster). 1. K. P. two. 1. The same. 2. K. Kt. to B. 3d. 2. Q. Kt. toB. 3d. 3. K. B. to Q. B. ith. 3. The same. 4. Q. B. P. one sq. 4. Q. P. one (a). 5. Q. P. two. 5. K. P. takes P. 6. P. takes P. 6. K. B. to Q. Kt. 3d. 7. K. R. P. one sq. (5) 7. K. Kt. to B. 3d. 8. Q. Kt. to B. 3d. 8. Castles. ■* 9. Castles. 9. K. R. to K. sq. (c) -i-» THE king's knight's OPENING. 219 White. Black. 10. Q. R. P. one. 10. K. R. P. one. 11. K. R. to K. sq. 11. Q. R. P. one. 12. Q. Kt. P. two. 12. K. R. to K. 2d. {d) 13. Q. R. to Q. R. 2d. 13. K. B. to Q. R. 2d. 14. Q. R. to K. 2d. 14. K. Kt. to R. 2d. 15. Q. Kt. to Q. 5th. 15. K. R. to K. sq. 16. Q. Kt. to K. B. 4th. 16. K. Kt. to B. sq. 17. Q. to Q. Kt. 3d. 17. K. Kt. to K. 3d sq. 18. Kt. takes Kt. 18. P. takes Kt. 19. Q. B. to Kt. 2d. 19. Q. Kt. to Kt. sq. (e) 20. Q. R. P. one. 20. Q. B. to Q. 2d sq. 21. Q. to Q. B. 2d 21. K. R. to K. 2d. 22. K. B. to Q. R. 2d. 22. Q. Kt. to B. 3d. 23. Q. B. to B. 3d. 23. K. R. to B. 2d. 24. P. to Q. 5th. 24. R. takes Kt. 25. Q. P. takes K. P. 25. Q. to R. 5th. 26. P. takes B., check. 26. K. to R. sq. 27. K. B. to K. 6th. (/) 27. Q. to K. Kt. 6th. 28. Q. B. to Q. R. sq. 28. Q. R. to K. B. sq. 29. K. B. to B. 5th. 29. K. B. to Q. Kt. 3d. 30. Q. to Q. 2d. (g) 30. K. R. to K. B. 5th. 31. R. to Q. B. sq. 31. Q. to K. Kt. 4th. 32. K. to R. 2d. 32. R. takes K. B. P. (h) 33. Q. takes Q. 33. P. takes Q. 34. R. takes R. 34. B. takes R. 35. Q. Kt. P. one. 35. P. takes P. 36. P. takes P. 36. Kt. to Q. sq. 37. R. takes P. 37. K. to Kt. sq. 38. K. B. to Kt. 6th. 38. K. B. to Q. Kt. 3d. 39. R. to Q. B. 8th. 39. Kt. to K. 3d. 40. B. to K. 8th. 40. Kt. to Q. sq. 41. Q. B. to Kt. 2d, and wins. NOTES TO GAME I. (o) Inferior to K. Kt. to B. Sd. (J) Although played in this match by the Paris club, Walker, in his " Art of Chess Play," pronounces this move exceptionable, and Bubstitntes as more correct play the following : 'jrO CHRSH KOri WINTUn RVENINOl. Viirialiim on move 7. 7. game qualifies this attack as "Dangereuse el premaluree," (f) Had Black pushed P. on Kt., White would have taken off Bishop with Q. P., thereby laying open Black's centre, a manceuvre attended with danger, second player not having castled. (g) A bold attack. If Black take P. with P., White 1ms a choice of three moves. (Ji) Threatening to win an exchange or the capture of K. F checking. (•Q This was a fatal error. He should have offered to exchange Q. at his Q. B. 6th ; he is now compelled to recapture with P. thereby letting the Kts. into his game. (_/) Li a measure compelled to castle, he submits to the loss of an exchange. (fc) Well played to effect a speedy termination. 228 CHESS FOR WINTER EVENINGS. (0 A forced move. (m) Decisive. If Black play Kt. to K. 3d, White saeriiices R Bt Q,. 8th, checking, and wins in a few moves. GAME VI. Between Staunton and St. Amant (played in 1843). Black (St. Amant). 1. K. P. two. 1. ■ 2. K. Kt. to B. Zd. 2. 3. K. B. to Q. B. m. 3. 4. Q. B. P. me. 4. 5. Q. Kt. P. two. 5. 6. Q. P. one. 6. 7. Q. B. to K. Kt. 5th. 7. 8. K. R. P. one. 8. 9. Q. Kt. to Q. 2d. 9. 10. Castles. 10. 11. Q. toherKt. 3d, 11. 12. Kt. takes B. 12. 13. Q. Kt. to K. 3d. 13. 14. K. to R. 2d. (c) 14. 15. K. Kt. to R. 4th. 15. 16. K. Kt. P. am. 16. 17. B. takes Kt. 17. 18. Q. R. to K. sq. 18. 19. K. B. P. two. 19. 20. K. Kt. P. takes P. 20. 21. R. takes B. 21. 22. P. takes Kt. 22. 23. K. to Kt. 2d. 23. 24. Q. R. to K. Kt. 3d. 24. 25. K. R. to K. B. 2d. 25. 26. K. B. P. one. 26. 27. Q. to her Kt. 2d. 27. 28. K. R. to B. sq. 28. 29. K. B. P. one. {g) 29. 30. Q. to her 2d sq. 30. 31. Q.toK. B. 2d. (k) 31. 32. K. R. to his sq. 32. White (Staunton). K. P. two. Q. Kt. to B. M. K. B. to Q. B. m. K. Kt. to B. M. B. to Q. Kt. 3d. Q. P. one. Q. R. P. one. (a) Castles. Q. B. to K. 3d sq. K. to R. sq. B. takes B. B. to Q. R. 2d. Q. Kt. to K. 2d. (h) Q. B. P. one. Q. Kt. to K. Kt. sq. K. R, P. one. Kt. takes B. Q. R. to Q. B. sq. P. takes P. B. takes Kt. Kt. to Kt. 5th, check, {d) Q. takes Kt., check. Q. takes P., check. Q. toK. 7th, check, (e) Q. to K. R. 4th. Q. Kt. P. two. Q. B. P. one. Q. to K. R. 5th. {ft K. Kt. P. one. K. to Kt. sq. Q. to K. R. 4th. Q. to K. 4th. THE king's knight""s OPENINO. 329 Black. White. 33. R. takes R. P. 33. Q. B. P. takes P. (i) 34. Q. R. to K. R. 3d. 34. Q. to K. Kt. 4th, check, 35. K. to R. 2d. 35. Q. takes R. 36. Rook takes Q. and wins. NOTES TO GAME VI. (a) Q,. Kt. to K. 2d woiild have been better play. (i) To prevent adv. Kt. from playing to his Q,. 5th or K. B. 5th. (c) Black might have taken off Kt., thereby causing his adver- sary to double a Pawn. In the present case the opening thus made upon Black K. might have afforded White a dangerous attack. (d) The loss of the game may in a great measure be attributed to this move ; White should have taken K. P. with his Kt. (e) Badly played. He should have retired the Q,. to K. 3d. (/) To prevent Q.'s being forced. (g) Well timed to continue the attack. Qi) Threatening to win Q,. by taking K. Kt. P. with R. ; also defending the valuable K. B. P. with Q. and thus freeing his Rook. (i) White has no resource. The sacrifice of Q. eves jannot retard the mate many moves. Between Calvi and Kieseritzlcij. (FromKieaeritzkij'i s printed collection of 50 games.) White (Calvi). Black (Kieseritzkij), 1. K. P. two. 1. K.P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3. K.B. to Q. B. 4th. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. M. 5. Q. P. one. (a) 5. Q. P.one. 6. Castles. 6. K. R. P. one. 7. Q. to K. 2d. 7. Q. B. to K. 3d. 8. B. to Q. Kt. 3d. 8. Q. to Q. 2d. 9. Q. B. to K. 3d. 9. K. B. to Q. Kt. 3J. 10. Q. Kt. to Q. 2d. 10. K. Kt. P. two. 11. Q. B. takes B. 11. Q. R. P. takes B. 230 CHESS FOR WINTER EVENINGS. White. Black. 12. Q. P. one. 12. P. takes P. 13. P. takes P. 13. B. takes B. 14. Kt. takes B. 14. Castles with Q. R. 15. Q. P. one. 15. Q. Kt. to K. 4th. 16. Kt. takes Kt. 16. P. takes Kt. 17. Q. R. to Q. B. sq. 17. Q. to R. 5th. 18. Q. R. to Q. B. 4th. 18. Q. to Q. R. 3d. (b) 19. Q. to Q. B. 2d. 19. Q. R. to Q. 2d. 20. K. R. to Q. B. sq. (c) 20. K. Kt. to K. sq. 21. Q. Kt. to Q. 2d 21. P. to Q. Kt. 4th. 22. R. to Q. B. 5th. 22. K. B. P. one. 23. Kt. home. 23. K. R. to R. 2d. 24. Kt. to Q. R. 3d. 24. Kt. to Q. 3d. 25. Q. to Q. 3d. 25. P. to Q. Kt. 5th. 26. Kt. to Q. Kt. 5th. (d) 26. K. to Q. Kt. sq. (e) 27. Q. to K. B. sq. 27. P. to Q. Kt. 3d. 28. Kt. takes Kt. 28. Q. takes Q., check. 29. K. takes Q. 29. P. takes R. 30. Kt. to K. B. 5th. 30. Q. R. to Q. 3d. (/) 31. R. takes P. 31. R. to Q. Kt. 3d. 32. K. to K. 2d. 32. K. to Q. Kt. 2d. 33. K. toQ. 3d. 33. K. R. to his sq. 34. K. to Q. B. 4th. 34. K. R. to Q. R. sq. 35. K. to Q. Kt. 3d. 35. K. R. P. one. 36. Kt. to K. 7th. 36. K. Kt. P. one. 37. Kt. to Q. B. 6th. 37. K. R. P. one. 38. Kt. takes Q. Kt. P. 38. R. takes Q. R. P. 39. K. takes R. 39. R. takes Kt. 40. K. B. P. one. 40. K. R. P. one. (g) 41. K. Kt. P. takes P. 41. P. takes K. B.'P. 42. R. to Q. B. 3d. 42. R. takes K. P. 43. R. takes P. 43. R. to K. B. 5th. 44. R. to Q. Kt. oJ, oh. (h) 44. K. to Q. B. sq. 45. R. toQ. R. 3d. 45. K. B. P. one. (i) 46. R. to Q. R. 6th. 46. R. to Q. 5th. 47. R. to K. B. 6th. 47. K. B. P. one. 48. P. to K. R. 4th. 48. R. takes Q. P. 49. P. to K. R. 5th. 49. K. to Q. 2d. 50. P. to K. R. 6th. 50. K. to K. 2d. 51. R. to K. B. 5th. 51. K. to K. 3d. THE KLNg'Ss XNIGHT's OPENING. 231 White. Black. 52. P. to K. R. 7th. 52. R. to Q. sq. 53. R. to K. R. 5th. 53. R.to K. R. sq. and wins. NOTES TO GAME YIX. (a) Q. P. two at this stage of the Giuoco Piano, is considered a mnch more attacking move. See Analysis, p. 216. (V) If he capture the undefended Pawn, White plays Q. to her B. 2d, threatening a fatal attack on Q. (c) White now concentrates a powerful force on adverse King. (d) White would have got the better game by exchanging Queens, and then playing Kt. to Q.. B. 4th. — He lets slip the golden opportn- m'fy. (e) Well played. (f) Black offers to restore the exchange to mend his position White should have accepted. (g) This move decides the game. (h) It is obvious he cannot exchange Rooks. (J) These united P. must win. King marching presently to theii support. GAME Vin. In the match between Staunton and Horwitz. White (Staunton). Black (Horwitz). 1. K. P. two. 1. The same. 2. E. Kt. to B. Zd. 2. Q. Kt. to B. M. 3. K. B. to Q. B. m. 3. K. B. to Q. B. ith. 4. Q. B. P. one. 4. K. Kt. to B. 3d. 5. Q. P. one. 5. Q. P. one. 6. Castles. 6. Castles. 7. Q. B. to K. 3d. 7. K B. to Q. Kt. 3d. 8. Q. R. P. two. 8. Q. R. P. one. 9. B. takes B, 9. P. takes B. (a) 10. K. R. P. one. 10. Q. P. one. (b) 11. P. takes P. U.K. Kt. lakes P. 12. K. R. to K. sq. 12. K. R. to K. sq. 13. Q. Kt. to Q. 2d 13. K. Kt. to K. B. 5th. 232 CHESS FOR WINTER EVENINGS. White. Black. 14. Q. Kt. to K. B. sq. (c) 14. Q. B. to K. B. 4th. 15. K. R. to K. 3d. 15. Q. to K. B. 3d 16. Q. to K. sq. 16. Q. R. to Q. sq. 17. Q. P. one. (d) 17. K. P. one. 18. Q. Kt. to K. Kt. 3d. (e) 18. Kt. takes K. Kt. P. 19. K. takes Kt. 19. P. takes Kt., check. 20. K. to R. 2d. 20. R. takes R. 21. Q. takes R. 21. B. to Q. 2d. 22. Kt. to K. 4th. 22. Q. to K. B.4th. 23. Kt. to K. Kt. 5th. 23. K. R. P. one. 24. Kt.takesP.atK.B. 3--l(y) 24. Q. takes R. P., check. 25. K. to Kt. sq. 25. Q. to Kt. 5th, check. 26. K. to B. sq. 26. R. to K. sq. 27. Kt. to R. 2d. 27. R. takes Q. 28. Kt. takes Q. 28. R. to K. R. 6th. 29. K. to Kt. 2d. (g) 29. B. takes Kt. 30. R. to K. sq. 30. K. to B. sq. 31. Q. P. one. 31. Kt. to K. 2d sq. 32. Q. P. one. 32. Kt. to K. Kt. 3d. 33. R. to K. 4th. 33. Kt. to R. 5th, check. 34. K. to Kt. sq. 34. B. to K. B. 6th. {h) White resigns. NOTES TO GAME VIII. (a) Uniting the Pawns towards the centre should be adopted as a general principle. Exceptional cases, however, are constantly arising. (J) The advance of this P. at the proper moment always appears to turn the tables on the opening player of the Giuoco Piano. (c) An ordinary player would have thrown this Kt. forward. Similar countermarches of Kt. occur frequently in the games of eminent players. (d) White has now again got somewhat the best of the position, as Black cannot take this Pawn. (e) This inconsiderate move loses the game. By playing the Q. Kt. to K. R. 2d, or to Q,. 2d, he would have had unquestionably the advantage. THE KING S KNIGHT S OPENING. 233 (f) " B. takes K. B. P.," followed by " Kt. or B. to K. 6th ;" would have lost a piece. With a little study the student will easily discover how. (g) The piece cannot be saved. (h) The terminating moves are finished off in beautiful style by Mr. Horwitz. GAME IX. Won hy Jaenisch* White. 1. K. P. two. 2. K. Kt. to B. Zd. 3. K. B. to Q. B. m. 4. Q. B. P. me. 5. Q. P. two. 6. P. takes P. (a) 7. B. interposes. 8. Q. Kt. takes B. 9. K. P. one. 10. P. takes Kt. 11. Q. Kt. takes P. 12. Q. Kt. to K. 5th. 13. Kt. takes B. 14. Castles. 15. Kt. takes Kt. 16. Q. to Q. B. 2d. 17. Q. R. to Q. B. sq. 18. Q. takes K. R. P. (b) 19. Q. to Q. B. 2d. 20. K. R. P. one. 21. Q. to Q. B. 3d. 22. K. R. to K. sq. 23. R. toK. 3d. 24. K. Kt. P. one. 1. Black. The same. 2. Q. Kt. to B. 3d. 3. Same. 4. K. Kt. to B 3d. 5. P. takes P. 6. B. checks. 7. B. takes B., checking. 8. Q. P. two. 9. P. takes B. Q. takes P. B. to K. Kt. 5th. B. takes K. Kt. Castles Q. R. Kt. takes P. R. takes Kt. K. R. to Q. 17. Q. B. P. one. 18. Q. R. to K. R. 5th. 19. K. R. to K. R. sq. 20. K. Kt. P. two. 21. Q. to K. Kt. 3d. 22. K. Kt. P. one. 23. P. takes P. 24. P. checks. 10, 11, 12, 13, 14 15, 16, * Major C. F. De Jaenisch, an officer of Engineers in the Russian army, and author of a scientific treatise on the game, translated from the original French by G. Walker and edited in his usual excellent style. The English Title is " Jaenisch's Chess Preceptor," a new analysis of tlie openings of games. — London, 1847, 8vo. pp. 291. 234 CHESS FOB WINTER EVENINGS White. 25. K. to R. sq. 25. 26. Q. R. to K. sq. 26. 27. Q. to Q. B. 5th. 27. 28. K. R. to K. 7th. 28. 29. Q. R. to K. 3cl. 29. 30. Q. to Q. B. 30. 31. Q. R. to Q. Kt. 3cl. 31. 32. Q. R. to K. 3d. 32. 33. R. to K. 8th, check. 33. 34. R. takes R., check. 34. 35. R. to Q. B. 8th, ch. (d) 35. 36. Q. takes Q. B. P., ch. 36. 37. Q. to Q. R. 8th, check. 37. 38. Q. to K. 4th, check. 38. 39. Q. to Q. Kt. 4th, check. 39. Black. K. R. to Kt. sq. Q. R. to K. R. sq. K. to Kt. sq. Q. to K. B. 3d. K. R. to Q. (c) Q. takes K. B. P. Q. Kt. P. one. K. R. TO Q. 7th. R. takes R. K. to B. 2d. - K. takes R. K. to Q. sq. K. to K. 2d. K. to B. Q. to Q. B. 4th, and wins, (e) NOTES TO GAME IX. (a) By retaking thus you allow 2d player to check with B., and by advancing presently Q. P. 2, he will break your centre Pawns. For the correct move at this juncture see analysis, p. 216. (J) By this ill-judged capture you allow Black to frame a power- ful attack on K. (c) If second player take K. B. P., he is mated in 4 moves. (d) White's game being desperate, he strives to obtain a draw at any cost. (e) If White cauture R. with Q., it is evident Q. mates. GAME X. Between Cochrane and Poiiert. White (Cochrane). Black (Popert), 1. K. P- tivo. 1. K. P. two. 2. K. Kt. to B. ad. 2. Q. Kt. to B. -U. 3. K. B. to Q. B. Uh. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. M. 5. Q. P. two. 5. P. takes P. 6. P. takes P. (a) 6. K. B. checks. THE king's knight's OPENING. 235 White. Black. I Q,. B. interposes. 7. Q. P. two. 8. P. takes P. 8. K. Kt. takes P. 9. Castles. 9. B. takes Q. B. 10. Q. takes B. 10. Castles. 11. B. takes Kt. 11. Q. takes B. 1-2. Q. Kt. to B. 3d. 12. Q,. to K. R. 4th. 13. Q. P. one. 13. Kt. to K. 2d. 14. Q. R. to K. sq. 14. Kt. to K. Kt. 3d. 15. Q. to Q. 4th. 15. B. to K. B. 4th. 16. K. Kt. to K. 5th. 16. Q. R. to K. sq. 17. Kt. takes Kt. 17. Q. talces Kt. 18. Q. R. to K. 3d. 18. Q. to Q. R. 3d. 19. K. R. to K. sq. 19. R. takes R. 20. Q. takes R. 20. B. to K. Kt. 3d. 21. Q. to K. 7th. 21. Q. to Q. Kt. 3d. 22. Kt. to Q. R. 4th. 22. Q. to Q. R. 4th. 23. Kt. to Q. B. 5th. (J) 23. K. R. P. one. 24. Q. R. P. one. 24. Q. Kt. P. one. 2.5. Kt. to Q. 7th. 25. R. to Q. R. sq. 26. K. Kt. P. two. 26. Q. takes Q. P. (c) 27. Q. to K. 8th, check. 27. K. to R. 2d. (d) 28. Kt. to K. B. 8th, check. 28. K. toKt. sq. 29. Kt. takes B., check. 29. R. talces Q. 30. R. takes R., check. 30. K. to R. 2d. 31. Kt. to K. B. 8th, and draws by perpetual check. NOTES TO GAME X. (a) See note (a) preceding game. (b) Threatening mate in three moves. (c) Secure of a draw, White abandons this P. (d) If instead of moving K., he capture Q., the result is the GAME XI, Between St. Amant and Cochrane. White (St. Amant). . Black (Cochrane). 1. K. P. two. 1. A'. P. two. 2. K. Kt. to B. M. 2. Q. Kt. to B. M. 236 CHESS FOK WINTER EVENINGS. Black. The same. K. Kt. to B. U. P. takes P. K. Kt. to K. 5th. (a) B. checks. Q.. P. two. Castles. B. takes Kt. K. B. P. one. Q. takes P. Q. Kt. to K. 2d. 14. Q. Kt. to K. B. 4th. Kt. takes B., check. Kt. to K. Kt. 4th. Q. B. to K. R. 6th. (e) Q. B. P. one. Kt. takes P. Kt. to Q. 7th. Kt. takes Kt. B. takes Kt. P. Q. to K. Kt. 4th, check. R. takes B., check. R. to K. B. sq. White surrenders. NOTES TO CAME XI. (a) The best reply at this point is Q. P. two. (b) Exceptionable. First player should move B. to Q. 6th. See next game. (c) A move generally attended with danger. In the present instance, St. Amant attributes to it the loss of the game. (d), St. Amant again condemns his own play, inasmuch as the capture of this P. allowed his opponent to bring his best pieces powerfully into play. (e) Finely played as the sequel proves. ( /") Evidently an error. (g-) If White play K. to R. 3d, Black by playing R. to K. B Cth wins B. andQ. for R. and P. Qi) If White capture R. with K., he loses both Rooks. White. 3. K. B. to Q. B. 4th. 3. 4. Q. B. P. one. 4. 5. Q. P. two. 5. 6. K. P. one. 6. 7. P. takes P. (5) 7. 8. K. to B. sq. (c) 8. 9. B. to K. 2d. 9. 10. Q. Kt. to Q. 2d. 10. 11. B. takes B. 11. 12. P. takes P. {d) 12. 13. Q. B. to K. 3d. 13. 14. Q. to Q. B. 2d. 14. 15. K. B. to Q. 3d. 15. 16. P. takes Kt. 16. 17. K. B. to K. 2d. 17. 18. Q. to Q. Kt. 3d. 18. 19. K. P. one. (/) 19. 20. K. to Kt. sq. 20. 21. Q. toQ. 3d. 21. 22. B. takes Kt. 22. 23. K. takes B. 23. 24. K. to B. 2d. {g) 24. 25. Q. takes R. (A) 25. THE king's knight's OPENING. 237 GAME Xir. Cluhs of Berlin and Breslau. (From Bilffuer's "llandbucb des Schaclispiels.) Wliiie (Berlin). Black (Breslau). K. P. two. 1. K. P. two K. Kt. to B. 3d. 2. Q. Kt. to B. M. K. B. to Q. B. m. .3. Same. Q. B. P. one. 4. K. Kt. to B. Sd. Q. P. two. 5. K. P. takes P. K. P. one. 6. K. Kt. to K. 5th. K. B. to Q. 5th. 7. Kt. takes K. B. P. (a) K. takes Kt. 8. Q.P.takesP.,eheck.(J) K. to K. sq. 9. P. takes Q. Kt. P. Q. B. takes P. (c) 10. Q. to K. 2d. B. takes Q. Kt. {d) 11. Q. P. takes B. Q. to Q. B. 2d. 12. Q. B. to K. 3d. Q. Kt. to Q. 2d. 13. Castles Q. R. K. to K. 2d. 14. K. Kt. P. one. (e) Q. Kt. to K. 4th. 15. K. B. to Q. Kt. 3d. Q. to Q. R. 4th. 16. Q. B. to Q. 4th. K. R. to Q. B. sq. (/) 17. K. B. P. two sq. Q. Kt. to Q. 2d. {g) 18. Q.B. takes Kt, check. (/() Kt., takes Q. B. 19. K. Kt. P. one. K. R. to K. B. sq. 20. Q. R. to Q. 4th. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. Q. R. to Q. — Breslau now answered with K. Kt. P. 1, played subsequently several indifferent moves, and finally lost. The game was resumed at the 21st move by Messrs. Mendheim and Angerstein, and played out between them by correspondence as below, when the result was a won game for second player. While (Mendheim). Black (Angerstein). 21. K. R. P. two. 22. Kt. to Q. 2d. 22. Q. to K. 3d. 23. Kt. to Q. B. 4th. 23. B. to Q. B. 4th. 24. Q. to Q. B. 2d. 24. K. B. P. one. 25. Q. to K. 4th. 25. K. R. to Q. sq. 26. Q. R. P. two. 26. Q. Kt. P. two. 27. P. takes P. 27. Q. to K. Kt. 5th, check. 28. Q. covers. 28. Q. takes Q. 238 CHESS FOR WINTER EVENINGS. White. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. P. takes R. takes K. takes Kt. to Q. K. to K. K. to Q. K. R. P. K. to his Kt. to Q. Kt. to R. Kt. to Q. Kt. to R. B.toQ Kt. to Q Kt. to Q Kt. to Q B. takes Kt. to Q. Kt. to Q. K. takes Q. R. R. , 2d. 2d. 3d. one. 4th sq. Kt. sq. 3d. Kt. sq. 3d. R. sq. . B. 4th. .2d. . B. 4th. B. R. 5th. Kt. 3d. P. Black, 29. R. takes R. 30. R. takes R. 31. P. takes P. 32. K. to Q,. 2d. 33. K. to K. 3d. 34. Q. R. P. two. 35. Q. R. P. one. 36. B. to Q. Kt. 5th. 37. Q. B. P. one. 38. B. to Q. 7th. 39. B. to K. 8th. 40. B. to K. B. 7th. 41. Q. Kt. P. one. 42. Q. R. P. one. 43. Q. B. P. one. 44. B. to Q. 5th. 45. P. takes B. 46. Q. R. P. one. 47. Q. P. advances. 48. K. takes P. and has a forced won game. WHITE. White to play and Black to win. THE KIN& S knight's OPENING. 239 The 'position being one of some interest vt. append a diagram of the situation, with the train of play by which Black wins. WJdte. 49. K. toQ. B. 4th or A. 49. 50. K. B. P. takes P. .50. 51. K. Kt. P. one. 51. 52. K. Kt. P. one. 52, 53. Kt. to Q. 2d, check. 53. 54. K. Kt. P. one. 54, 55. Kt. takes Q. 55, 56. K. Kt. P. Queens. 56. K. Kt. P. one. K. to his 5tli. K. B. P. one. K. B. P. one. K. to K. B. 5th. K. B. P. Queens. Q. R. P. Queens. Q. checks at Q. and wins. R. 2d 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. K. to K. 2d. K. toQ. 3d. If instead K. to his B. 2d, Black plays K. to B. 4th, and if White then check with Kt., he moves K. towards Q. R. P. K. B. P. takes P. P. takes P. K. to K. 2d. K. to K. B. 2d. Kt. to Q. R. sq. Kt. to Kt. 3d. K. to his B. sq. K. to B. 2d. 49. K. to his B. 3d. 50. K. Kt. P. one. 51. P. takes P. 52. K. to K. Kt. 4th. 53. K. takes P. 54. K. B. P. one. 55. K. to K. B. 5th. 56. K. to his 5th sq. 57. K. to Q. 4th. 58. K. to Q. B. 5th, and wins. NOTES TO GAME XII. (a) Black gives up Kt. for three Pawns. This sacrifice may be considered as unsound, a minor piece being worth rather more than three Pawns, though less than four. (b) White King has now three squares of refuge ; viz. K. sq., K. Kt. 3d, and K. B. ; all of which have their partisans. Lolli and the Italian masters prefer the first ; Ghulam Kassim and .Taenisch the second ; and Petroff the third. For detailed analysis, see " Walk- er's Art of Chess-Play," Game XV. p. 67. 240 CHESS FOR WINTER EVENINGS.. (c) In this position Lewis thinks White has the best of the game, though some eminent writers call it an even game. (d) Fearing this Knight's being played to Q. sq. and subsequently to K. 3d. (e) Precautionary, previous to moving K. R. — Q,. B. to Q. 4th would probably have been better play. (/) Rather move Q. R. to this sq. (g) Rather play this Kt. to K. B. 6th, vidth a view to dislodge the dangerous Q. B. (h) This was an ill-judged capture on the part of Breslau. K. Kt. P. one instead, would have proved somewhat embarrassing to White. Between Boncourt and KieseritzMj. White (Boncourt). Black (Kieseritzkij). 1. K. P. two. 1. Same. 2. K. Kt. to B. U. 2. Q. Kt. to B. Zd. 3. K. B. to Q. B. 4ih. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. Q. P. two. 7. P. takes Kt. (a) 7. P. takes B. 8. P. takes K. Kt. P. 8. K. R. to Kt. sq. 9. Q. B. to K. Kt. 5th. 9. K. B. P. one. 10. Q. to K. 2d, check. 10. Q. to K. 2d. 11. Q. B. takes P. 11. Q. takes Q., check. 12. K. takes Q. 12. Q. P. one, check. {I) 13. K. to Q. sq. 13. B. to K. Kt. 5th. 14. K. R. P. one. 14. B. takes Kt., check. 15. P. takes B. 15. K. to B. 2d. 16. Q. Kt. to Q. 2d. 16. K. takes B. 17. Kt. checks. 17. K. takes P. 18. Kt. takes B. 18. Kt. to K. 4th. 19. P. to K. B. 4th. 19. Kt. to K. B. 6th. 20. Kt. checks. 20. K. to B. 2d. 21. Kt. checks. 21. Kt. takes Kt. 22. P. takes Kt. 22. R. takes P. 23. K. to Q. 2d. 23. R. to K. sq. and wins, THE king's knight's OPENING. 241 NOTES TO GAME XIII. (a) This move gives Black the better game. See Analysis, p, 216, for coiTect move. (6) The effect of this check is coniining to White's game, Black though minus a Pawn is more than compensated by position. GAME XIV. h the match between Staunton and Horwitz. Played in .London in 1846. WJdte (Horwitz). 1. K. P. two. 2. K. Kt. to B. Zd. 3. E. B. to Q. B. Uh. 4. Q. B. P. one. 5. Q. P. two. 6. K. P. one. 1. E. B. to q. Et. 5th. 8. P. takes P. 9. Castles. 10. K. R. P. one. 11. Q. Kt. to B. 3d. 12. B. takes Kt. 13. K. Kt. takes P. 14. Q. Kt. to K. 2d. (b) 15. B. to K. 3d. 16. B. takes P. (d) 17. Q. takes B. 18. Kt. to Q. B. 6th. 19. Kt. takes B.. 20. Q. R. to Q. sq. 21. Q. R. to Q. B. sq. 22. Q. Kt. P. one. 23. Q. to her 3d. Black (Staunton). 1. E. P. two. 2. Q. Et. to B. Sd. 3. E. B. to Q. B. 4th. 4. E. Et. to B. 3d. 5. P. takes P. 6. Q. P. two. 7. E. Et. to E. 5th. 8. B. to Q. Kt. 3d. 9. Castles. 10. K. B. P. one. (a) 11. P. takes K. P. 12. P. takes B. 13. Q. B. to Q. R. 3d. 14. P. to Q. B. 4th. (c) 15. P. takes P. 16. B. takes Kt. 17. B. takes B. 18. Q. to K. B. 3d. (e) 19. Q. takes Kt. 20. a. to her B. 4th. 21. Q. toherKt. 3d. 22. Kt. to K. Kt. 6th. 23. Kt. takes K. R. And after a few moves, White surrendered. NOTES TO GAME XIV. (a) To break the centre Pawns. (4) White should have taken off the Kt. in preference. 11 Riacli "342 CHESS FOR WINTER EVENINGS. then, as his best move, would probably have taken the Kt. (for taking the Rook woiild be dangerous, on account of " Q. Kt. to K. Kt. 5th), and then the game might have proceeded thus : — White. Black. 14. Q. Kt. takes Kt. 14. Q. P. takes Kt. 15. Q. to her Kt. 3d, check. 15. Q,. to her 4th. 16. Q. takes Q. 16. P. takes Q,. 17. K. R. toQ. sq. &c. The position, however, would even then have been much in favoi of the second player, from the commanding situation of his two Bishops. (c) This is stronger play than taking the Q. Kt. After advancing the doubled Pawn, Mr. Staunton remarked that, had his position been less favorable, and the advantages springing from this move less ob- viously certain, he should have much preferred the more enterprising play of taking the K. B. P. with his Kt. — a sacrifice, as he demon- strated in an after game, which leads to many strikingly beautiful situations ; for example : — 14. Kt. takes K. B. P. 15. R. takes Kt. 15. R. takes R. 16. K. takes R. 16. Q. to K. R. 5th, check. (In the first back game, White (Whereupon Black mated him now plays) prettily enough as follows :) 17. K. to his B. sq. 17. R. to K. B. sq., check. 18. K. Kt. to B. 3d. 18. B. takes Q. P. 19. Q. to K. sq. 19. R. takes Kt., check. (His only move, unless he give up the Q. for Bishop.) 20. P. takes R. 20 Q. takes K. R. P., mate. In a second back game, instead of " K. to B. sq.," White played » 17. K. Kt. P. one. 17. Q. takes K. R. P. 18. K. Kt. to B. 3d (or A). 18. R. to K. B. sq. 19. Q. Kt. to K. B. 4th. 19. B. takes Q. P., check. 20. Q,. takes B., 20. Q. to K. B. 8th, check. 21. K. to his 3d sq. 21 R. to K. sq., check. (If Kt. to K. 6th, White loses his Q,., therefore,) 22. K. to Q. 2d. 23. Black may now take the Kt. or play Rook to K. 5th, in either ease having a winning game. THE king's knight's OPENING. 243 (A) White. Black. 18. Q. Kt. to K. B. 4th. 18. B. takes Q. P., check. (If White take the B. he loses his Q. in three moves, therefore,) 19. K. to B. 3d. * 19. R. to K. B. sq. 20. Q,. takes B., 20. Q. to K.R. 8th, check. (If now the K. be played to B. 2dorK. 3d, Black wins the Q.., therefore,) 21. K. toKt. 4th. 21. B. to his sq., check, and Black wins. There are many other variations, but these will suffice to show the resources of the attack. (d) This move loses a clear piece. Play as he could, however, the game was irredeemable. (e) A move White overlooked, unfortunately, when he took the Pawn with Bishop. GAME XV. Between Mr. C. H. Stanley, Ed. of the American Ch ss Magazine, and another strong player. (Hitherto anpublished.) White (Stanley). Black. 1. K. P. two. 1. The same. 2. K. Kt. to B. M. 2. Q. Kt. to B. 3d. 3. K. B. to Q. B. Uh. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. Q. P. two. 5. P. takes P. 6. K. P. me. 6. Q. P. two. 7. K. B. to Q. Kt. 5th. 7. K. Kt. to K. 5th. 8. B. takes Kt, check. 8. P. takes B. 9. P. takes P. 9. B. to Q. Kt. 3d. 10. Q. Kt. to B. U. 10. P. to Q. B. Uh. 11. P. takes P. 11. Kt. takes Kt. 12. P. takes Kt. 12. B. takes P. 13. K. Kt.toQ. 4th. 13. Castles. 14. Castles. 14. K. B. P. one. * He may also play B. to K. 3d, upon wliich Black can check with hia Q., and aftei-wards take Kt. with B., having the better game. 244 CHESS FOR WINTER EVENINGS. White. Black. 15. P. takes P. 15. Q. takes P. 16. B. to K. 3cl. (a) 16. Q. B. to R. 3d. 17. R. to K. sq. 17. Q. R. to K. sq. 18. K. Kt. to B. 3d. 18. B. takes B. 19. Q. takes P., check. 19. K. to R. sq. 20. P. takes B. 20. Q. takes Q. B. P. 21. Q. R. to Q. B. sq. 21. Q. to Q. Kt. 5th. (b) 22. Kt. to K. 5th. 22. Q. to K. 2d. (c) 23. Kt. to Q. B. 6th. 23. Q. to K. B. 3d. 24. Q. to Q. 2d. (d) 24. B. to Kt. 2d. 25. Kt. to Q. 4th. 25. Q. to K. 4th. 26. R. to K. B. sq. 26. R. takes R. 27. R. takes R. 27. K. R. P. one. 28. R. to K. sq. 28. Q. B. P. two. 29. Kt. to Q. Kt. 5th. 29. R. to K. 3d. 30. Kt. to B. 3d. 30. Q. to K. Kt. 4th. 31. Q. to K. B. 2d. (e) 31. R. to K. Kt. 3d. 32. K. P. one. 32. Q. to K. 4th. 33. Q. to K. B. 3d. 33. R. to K. B. 3d. 34. Q. to K. 3d. 34. R. to K. B. 5th. 35. K. Kt. P. one. 35. R. to K. B. sq. 36. R. to Q. sq. 36. R. to K. sq. 37. Kt. to R. 4th. 37. Q. B. P. one. 38. R. to Q. 4th. 38. B. takes K. P. 39. Kt. to K. B. 3d. 39. B. to Kt. 2d. 40. Q. takes Q. 40. R. takes Q. 41. R. takes P. And after a few more moves the game, by mutual con- sent, was abandoned as drawn. NOTES TO GAME XV. (a) A desirable move on account of its conformity with one of he first principles of a chess-player, which is, to concentrate his orces in the centre of the board ; and a necessary one on accoiml of the support thereby provided for K. B. P. in the event of the forced removal of K. R. (i) If Rook capture Q. B. P., Black takes Kt. with R. (c) With young players the propensity to attack Q. is nearly as THE KING S KiNXGHT S OPENING. 245 great as the other propensity to check K. on all cccasions : in the present instance if Black attack Q. with B., he is compelled to lose an exchange, to avoid tliat peculiar form of mate known as Philidor's legacy, e. g. : White. Black. ■22. B. to Q. Kt. 2d. 23. Kt. to K. B. 7th, check. 23. K. moves (if). 24. Kt. to R. 3d, check. 24. K. moves. 25. Q. to Kt. 8th, check, 25. R. takes Q. 26. Kt. mates. (li) Disagreeable results would be likely to attend tlie capture of Rook's Pawn, thus : .14. Kt. takes R. P. 24. R. takes K. P. 25. Tf Rook take R. mate en- sues in three moves, there- fore, K. R. to Q. sq. 25. B. to K. 7th. 26. R. to K. sq. 26. Q. to B. 7th, check. 27. K. to R. sq. 27. B. to K. B. 6th, and Biacli wins in a few moves, (e) If Q. to K. 2d, Black captures K. P. with R., and White could not possibly save the game. LESSON III. In the game forming this Lesson, first player at his 3d move plays K. B. to Q. Kt. 5th, a move formerly considered weak play, bat which may be adopted with safety. The following examination of tliis move is from Walker's Art ol Chess-Play. ' ANALYSIS. While. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3. K. B. to Q. Kt. 5th. 246 CHESS FOR WINTER EVENINGS. FIRST REPLY. White. Black. 3. K. B. to Q. B. 4th. In tne game that follows, extracted from the Chess-Player's Chron- icle, it will he seen that Staunton deprecates this move. Jaenisch and Bilguer prefer K. Kt. to B. 3d. — (See Second Reply.) 4. Q. B. P. one (best, see A). 4. K. Kt. to K. 2d. .5. Castles. 5. Castles. 6. Q. P. two. 6. P. takes P. 7. P. takes P. 7. K. B. to Q. Kt. 3d. 8. Q. P. one. 8. Q. R. P. one. 9. B. to Q. R. 4th. 9. Q. Kt. home. 10. Q. P. advances. 10. K. Kt. to Kt. 3d (best). 11. P. takes P. (best). 11. Q. lakes P. 12. Q. Kt. to B. 3d, with rather better position. Black can, however, vary some of the preceding moves, and the result should be an even game. Variation A. 4. B. takes Kt. 4. Q. P. takes B. .0. If you take K. P. with Kt., he gets a good game by playing Q. to Q. 5th. Ponziani makes you play now at once Q. B. P. one, the answer to which is Q. to Q. 6th. Q. P. one (best). 5. Q. B. to Kt. 5th. 6. Q. B. to K. 3d. 6. Q. to her 3d. 7. Castles. 7. Q. R. to Q. sq. 8. Q. Kt. to Q. 2d. The game is even. Jaenisch now erroneously plays for Black, K. Kt. to K. 2d, not seeing that you would not reply as he supposes with Q. Kt. to Q. Kt. 3(1, but with Q. Kt. toQ. B. 4th, winning a piece. , SECOND REPLY. 4. 5. 6. 7. 3. K. Kt. to B. 3d Q. P. one.— To take Kt. gives no advantage. 4. K. B. to Q. B. 4th Castles. 5. Q. Kt. to Q. 5th. Kt. takes Kt. 6. B. takes Kt. Q. B. P. one 7. B. to Q. Kt. 3d. THE KING S KNIGHT S OPENING. 247 White. 8. Q. B. to K. Kt. 5th. 9. K. B. to Q. R. 4th. 10. B. takes Kt. H. Q. Kt. to Q. 2d. Black. 8. Q. B. P. one. a. K. R. p. one. 10. Q. takes B. 11. Castles. Even game. GAME IN ACTUAL PLAY. The following game on this mode of playing the Knight's Opening, extracted from the Berlin Sohaohzeitung, and pub. lished in the Chess-Player's Chronicle for Jan., 1847, was played between Messrs. Heydebrandt and Hanstein : White (Hanstein). Black (Heydebrandt). 1. . K. P. two. 1. , K. P. two. 2. , K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3. , K. B. to Q. Kt. 5th. (a) 3. K. B. to Q. B. 4th. 4. Q. B. P. one. 4. K. Kt. to K. 2d. 5. Castles. 5. Castles. 6. Q. P. two. 6. P. takes P. 7. P. takes P. 7. B. to Q. Kt. 3d. 8. Q. P. one. 8. Q. Kt. to his sq. 9. Q. P. one. (b) 9. P. takes P. (c) 10. Q. takes P. 10. K. B. to Q. B. 2d. 11. Q. to her 3d. (d) 11. Q. P. two. 12. Q. Kt. to B. 3d. 12. P. takes P. 13. Q. takes P. (e) 13. Q. Kt. to B, 3d. 14. K. R. to Q. sq. 14. Q. to K. sq. 15. K. Kt. to his 5th sq. (/) 15. Q. B. to K. B. 4th. 16. B. takes Kt. 16. P. takes B. 17. Q. to K. R. 4th. 17. Kt. to Q. 4th. 18. Kt. takes Kt. 18. P. takes Kt. 19. Q. B. to K. 3d. (g) 19. Q. to her Kt. 4th. 20. B. to Q. 4th. 20. K. R. to K. sq. 21. Kt. to K. B. 3d. 21. K. B. P. one. 22. B. takes K. B. P. (h) 22. P. takes B. 23. Q. takes B. P. 23. B.toK. Kt.3d. 24. Q. R. to Q. B. sq. 24. B. to Q. Kt. 3d. 25. K. R. P. two. 25. K. R. to K. 7th. 26. Kt. to Q. 4th. 26. Q. takes P. 848 CHESS FOR WINTEE EVENINGS. White. Black. 27. Q. to her B. 6th. (i) 27. K. R. to K. sq. (k) 28. Q. takes Q. P., check. 28. K. to R. sq. (l) 29. Q. R. to B. 6th. (m) 29. B. to K. 5th. (n) 30. Q. to her 6th. 30. B. takes Kt. (o) 31. R. takes B. 31. K. R. to K. 3d. 32. Q. takes R. 32. Q. takes R. 33. Q. to K. B. 6th, check. 33- Q. takes Q. 34. R. takes Q. 34. R. to Q. Kt. sq » 35. K. B. P. one. 35. B. to Q. 4th. 36. Q. R. P. one. 36. R. to Kt. 3d. (q) 37. R. takes R. 37. P. takes R. 38. K. to B. 2d. 38. K. loKt. 2d. 39. K. to his 3d. 39. K. to B. 3d. 40. K. toB. 4th. 40. B. to Q. B. 3d. 41. K. to Kt. 4th. 41. B. to K. sq. 42. K. to B. 4th. 42. B. to K. Kt. 3d. 43. K. to Kt. 4th. 43. K. R. P. two, check. 44. K. to B. 4th. 44. B. to K. B. 4th. 45. K. Kt. P. two. 45. B. to K. Kt. 3d. 46. P. takes P. 46. B. takes P. 47. Q. R. P. one. (r) 47. B. to K. sq. 48. Q. R. P. one. 48. P. takes P. (s) 49. K. to his 3d, and the game was resigned as a drawn battle. (a) The question whether B. toQ. Kt. 5tb or toQ,. B. 4th is the better move at this point for the first player, is nearly as old as the present mode of playing chess. Lopez considered Q. Kt. to B. 3d, as recommended by his predecessor Damiano for the 2d move of the defence, a bad one, on account of this very move of K. B. to Q. Kt. 5tli. His variations show, however, that he had but imperfectly ana- lyzed the consequences. The Italian players, and with them the succeeding German, English, and French authors, considered K. B. to Q. Kt. 5th, a weak move, and unanimously declai-ed for K. B. to Q. B. 4th ; many players of the present time, and some of the most recent works — amongst others Le Palamede, for March, 1846 — join in this opinion. The analyses of the authors are, however, very in- complete ; and we are indebted to the labors of Mr. Mayet in Bilguer's THE KING S KNltiHT's OPENING. 249 work, and tlie more modem investigations of Jaenisch, for the better appreciation of this move. Those viriters consider the best defence not satisfactory, and beUeve K. B. to Q. Kt. 6th at least equal in strength to K. B. to Q. B. 4th. (b) Stronger than Q. Kt. to B. 3d, as affording a more lasting attack. (c) Black may here play K. Kt. to his 3d, which White would follow with — 10. P. takes Q. B. P. 10. Q. or B. takes P. 11. Q. Kt. to B. 3d, with a superior game. (d) At this point, Jaenisch leaves ,he game, considering White's position as the better. Q. P. two. Black's reply to the 11th move of White, vnth correct play, would most likely lead to a drawn game. A much stronger move, although it may not appear so theoretically, would be Q. to her R.'s third. For in that case Black could not advance his Q. P. two, as White would gain an advantage by an- swering with K. R. toQ. sq., which would give to Black a very con- fined position. Indeed it is not difficult to see, that after the move recommended, of Q. to her R. third. Black's game affords no satisfac- tory defence for a length of time ; and we must repeat that the playing K. B. to Q. B. 4th by the second player as his 3d move, is not to be commended. (e) If the Kt. takes this P., Black gains an advantage by Q. B. to K. B. 4th. (/) To separate the Pawns on the Q. side. (g') If the Rook take the P., the Q. gives mate ; and if, instead of playing the Bishop to K.'s third, he were played to K. B. 4th, Black might exchange Bishops, and then support his Q.'s P. by mov- ing B. to K. third. (h) A bold sacrifice to be ventured in an actual game. (t) The only saving move, and one which at the same time irn perils Black. (k) This is the best move, K. R. takes K. B. P. would perhaps have been good, but K. B. takes Kt. would have lost the game, e. g. — 27. Q. to her B. 6th. 27. B. takes Kt. 28. Q. takes R., check. 28. K. to Kt. 2d (best.) 29. R. to B. 7th, check. 29. K. to R. 3d. (Interposing B. would cost a piece.) 11* 250 CHESS FOR WmTER EVENIWGS. 30. Q. to K. B. 8th, check. 30. K. to R. 4th. 31. Q. to K. B. 3d, check. 31. K. takes P. (or mate Mows 32. K. R. takes B., ch. &c. in two moves.) (I) Literposmg the B. would lead to perpetual check. (m) Q. R. to B. 4th, would also have been good, but the move ill the text is more beautiful, as it involved a snare, into which Black fell, and enabled White to save the game. (n) Black could not resist the temptation of winning the R. for B., and thus overlooked the perpetual check. The strongest move for him was Q. R. to Q. sq. (o) If the other B. takes the R., White gives perpetual cbeck. (p) We recommend the study of the terminating moves, which were exremely difficult for both parties. They prove the possibility of positions occurring where two Pawns not even moved can draw the game against a Bishop. (5) Black would have had a better chance of winning by not exchanging Rooks. (r) Most important, because the B. might otherwise have prevent- ed the P. advancing to compel the Black P. to take. (s) If Black does not take P., White would win. (?) As it is, the game must be drawn, even if White had no Pawns, since the P. on Rook's file can never reach the eighth sq. To the young student it may be profitable to point out that Kin g, Bishop, and Rook's Pawn caimot win against single K. in front of P. unless the Bishop be of a color to command the 8th or Queening sq. of that Rook's file on which the P. marches. This axiom is well exemplified by the position from Carrera on the following page : In this 'situation Black draws the game, the result depending, however, upon his playing his 3d move correctly, e. g. Wtiite has the move and plays as follows : White. Black. 1. P. two sq. 1. K. to Q. sq. 2. P. on. 2. K. to his sq. 3. P. on, or A. 3. K. to K. B. sq. 4. B. to Q. 5th, and afterwards advances the P. to Queen, Black being compelled to move away from Pawn. THE KING S KNIGHT S Oi'ENING. 251 The game may, however, be easUy drawn, if Black play the 3d move properly. Instead of moving K. to his B. sq., he ought to play K. to B. 2d sq., and if the B. check at Q. 5th sq.. Black will play K. to K. Kt. 3d sq., and will gain the Pawn. A. 3. B. to Q. 5th sq. 3. If Black play K. to K. B. sq., White will advance the P. and win the game ; he must play K. to his 2d sq., then to K. B. 3d sq., secure of capturing Pawn or gaining and keeping the comer, in which case the P. cannot win. It is su- perfluous to repeat, that when the Bishop commands the 8th sq., the game is speedily forced. If White in the above position, and others analagous, had even several Pawns behind each other on the Rook's ffle, the adverse single K., being in front, would equally dra,\y as against one, on account of the Bishop's not commanding the ex- treme square of the file. 252 CHESS FOR WINTER EVENINGS. LESSON IV. THE QUEEN'S PAWN TWO OPENING. LEADING MOVES IN ACTUAL PLAY: GAMES I., II., AND III,, IN CORRESPONDENCE BETWEEN THE LONDON AND EDIN BURGH CHESS-CLUBS. GAME IV. COCHRANE AND POPERT. GAME V. PERIGAL AND DANIELS. GAME VI. IN OORRES- I'ONDENCE BETWEEN THE WASHINGTON AND NEW-YORK CHESS-CLUBS. GAME VII. FROM WALKEr's THOUSANI BAMES IN ACTUAL PLAY. This opening springing out of the Knight's Game may be classed as a variation of the Giuoco Piano. It receives its name from the third move of the second player who sacrifices his Q. P. by playing it two sq. on his third move. It is known also as the " Scottish Opening," from the circum- stance of its having been brought into vogue by its adoption in three out of the five games played between the years 1824 and 1828, by correspondence, between the clubs of London and Edinburgh. See first three games in actual play. Of this method of commencing the game, Walker, in his Art of Chess-Play, remarks — " It is alike fertile in resource and safe in its results ; since if even the best moves are op- posed on the part of the defence, the Pawn first given is re- gained ; and the game in its more forward stages becomes of an even character. The Queen's P. Two Opening thus pre- sents both shield and spear, and in this respect has the ad- vantage over the Evans Game* and similar dihuts ; in which, should the attack fail, ultimate loss is assured to the first player, through the weight of the sacrificed Pawn, * For detailed analysis of tlie Evans Game, or the Evans Gambit aa it is more generally termed, consult Walker's " Art of Chess-Play, 4th Ed. 1846, and Staunton's Chess-Player's, Handbook, London, 1847. THE queen's fawn TWO OPENING. 253 which he never regains." The following constitute, for both sides, the safest : LEADING MOVES. White. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. U. 2. Q. Kt. to B. 3rf. 3. Q. P. two. — This move con- stitutes the Q.. P. Two Opening. Its effect is to open the board at once to the range of the Bishops. 3. P. takes P. ^iesi). 4. E. B. to Q. B. m. 4:. K. B. to Q. B. itii. ■ 5. Q. B. P. one. — In reply to this move, authors have, generally recommended as best to advance P. to Q. 6tli, giv- ing it up altogether. We are indebted to Jaenisch for the discovery that at this stage Black can acquire a strict equal- ity of position by resolving the game into a familiar variation of the Giuoco Piano. He therefore plays : 5. K. Kt. to B. U. The position will now be found identical with that result, ing from the following first five moves of the leading game in the Giuoco Piano Opening, the ultimate resuH of which is perfect equality : 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. Zd. 2. Q. Kt. to B. U. 3. K. B. to Q. B. Uh. 3. The same. 4. Q. B. P. me. 4. K. Kt. to B. 3d (best). 5. Q. P. two. 5. P. takes P. Deviation from this orthodox course of play gives rise to much beautiful combination, of which many examples will be found in the following games in actual play : GAME I. In correspondence, between the London and Edinburgh Chess- Cluba. Begun hy the Edinburgh Club, 6th of Oct., 1826. White (Edinburgh). Black (London). 1. K.P. two. 1. K. P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3. Q. P. two. 3. Q. Kt. takes P. (a) 254 CHESS FOE WINTER EVENINGS. White. 4. Kt. takes Kt. 5. Q. takes P. 6. K. B. to Q. B. 4th. (b) 7. Q. to her 5th. (c) 8. Kt. to Q. B. 3d. (d) 9. Q. B. to Q. 2d. / .\ 10. K. B. toQ. Kt. 5th.lt3-) 11. Q. to her B. 4th. 12. Castles on K. side. 13. Q. to her 3d. (e) 14. Q. to K. Kt. 3d. 15. Kt. takes B. 16. Kl. to Q. B. 3d. 17. B. to K. Kt. 5th. 18. Q. Kt. P. one. 19. B. to Q. B. sq. 20. K. R. P. takes Q. 21. P. takes Kt. (/) 22. Q. R. to Q. Kt. sq. 23. K. R. to Q. sq. (g) 24. Q. R. to Q. Kt. 3d. 25. K. B. P. one. 26. K. P. takes P. 27. P. to K. Kt. 4th. 28. B. to K. B. 4th. 29. B. takes Q. P. 30. Q. R. to his 3d. (z) 31. B. to Q. B. 7th. 32. K. R. to Q. 8th, check. 33. R. to Q. B. 8th. 34. K. to his R. 2d. 35. K. to his R. 3d. ' 36. B. to K. R. 2d. 37. P. to K. B. 4th. (») 38. P. to K. Kt. 3d. 39. Q. R. to K. 3d. (q) 40. P. to K. Kt. 5th. 41. K. tohisKt. 4th. 42. K. to his B. 3d. 43. K. to his 4th. Black. 4. P. takes Kt. 5. K. Kt. to K. 2d. 6. Kt. to Q. B. 3d. 7. Q. to K. B. 3d. 8. K. B. to Q. Kt. 5th. 9. Q. P. one. 10. Q. B. to Q. 2d. 11. K. B. toQ. B. 4th. 12. Castles on K. side. 13. Kt. to K. 4th. 14. B. takes B. 15. Q. B. P. one. 16. Kt. to Q. B. 5th. 17. Q. to K. Kt. 3d. 18. K. B. P. one. 19. Q. takes Q. 20. B. to Q. 5th. 21. B. takes Kt. 22. Q. Kt. P. one. 23. Q. R. to K. sq. 24. B. to Q. R. 4th. 25. K. B. P. one. 26. Q. R. to K. 7th. (h) 27. R. takes Q. B. P. 28. R. takes P. at Q. B. 5th. 29. K. R. to K. sq. 30. K. R. P. one. 31. R. to K. 2d. (k) 32. K. to his R. 2d. 33. Q. R. to Q. B. 8th, ch. 34. K. R. to K. 8th. (Z) 35. R. to K. R. 8th, check. 36. B. to Q. B. 6th. (m) 37. B. to Q. 7th. (o) 38. B. to Q. R. 4th. (p) 39. Q. R. to Q. B. 7th. 40. K. R. takes B., check. 41. K. R. P. one, check, (r) 42. K. R. to K. B. 7th, ch. 43. K. Kt. P. one. (s) THE queen's pawn TWO OPENING. 255 White. 44. K. R.toQ. B. 7th, ch. 44. 45. K. to his 5th. 45. 46. K. to his B. 6th. 46. 47. K. takes K. Kt. P. 47, 48. K. R. to K. Kt. 7th, ch. 48. 49. K. to his R. 6th. (u) 49. 50. Q. R. to K. 6th. 50. 51. K. R. toK. R. 7th, ch. 51, 52. Q. R. to K. Kt. 6th, ch. 52, 53. Q. R. takes Q. B. P. 53 54. Q. R. to K. B. 6th, ch. 54. 55. P. to K. Kt. 6th. 55. 56. P. to K. Kt. 4th. 56. 57. R. takes B., check. 57. 58. P. to K. Kt. 7th, ch. (z) 58. 59. R. to K. R. 8th. 59. 60. K. to his R. 7th, and Lon- don resigned. Black. f^A. K. to hisKt. sq. y Q.,R.toQ..3. 4Qi,ch.(<) Q. R. takes P., check. R. to K. B. sq. K. to his R. sq. B. to Q. Kt. 5th. M Q. R. to K. B. 4th. (w) K. to his Kt. sq. K. to his B. sq. Q. R.toQ. B.4th. i^v) K. to his sq. Q. R. toQ. B. 6th. (y) B. to K. B. sq., check. K. takes R. K. to his B. 2d. Q. R. to Q. B.^d, ch. NOTES TO GAME I. (a) Inferior to taking P. with P. Cochrane, in his treatise, haa the following remarks on this move : — "I object to this move, (i. e., 3 Black : Q,. Kt. takes P.,) not because it can be actually proved to entail defeat, but because White, by taking the adverse Knight with his King's Knight, and afterwards placing his Q,. at her 4th sq., wiU (if the situation of the game be considered) remain with a much bet- ter position than his adversary. In the iirst place. White has the Q. and his K. P. in the middle of the board, the former of which cannot be displaced unless the second player make a feeble move, viz., Q. B. P. two sq. Secondly, the power of action, i. e., the num- ber of squares which the pieces of the White command, is in favor of the first player; and lastly, White can castle, and secure his game sooner than his adversary. There is nothing in Chess so ex- tremely difficidt as the proving from any weak move of your oppo- nent, the absolute loss of a game, more especially when one or two minor pieces have been exchanged, the great force of the Q. fre- quently rendering any determinate calculation next to impossible; the only method we can have of approaching demonstration, is to 256 CHESS FOR WINTER EVENINGS. show that the one player has apparently a more confined game thai liis adversary." For modern countennove, see Note (a) Game VII. Q>) Much better than playing Q,. B. to K. Kt. 6th, as, in that case, second player may move his K. Kt. to Q,. B. 3d, and speedilj bring his other forces into the field. (c) Perhaps this attack is premature. ((Q This move allows Black to post his K. B. advantageously castling would have been better play. (e) Mr. Lewi= has shovm that Edinburgh would have played ill in moving Knight to Q. 5th. (/) The doubling of the Pawns is in some respects a disadvan- tage ; but it is here more than compensated by the opening given for the action of the Ed. pieces. (g-) This move is made with the view of driving the Lond. B. to his Q,. R. 4th sq., where he will be found to remain for a long time very much out of play. Qi) Lewis, in his edition of these games, remarks that Black should have taken the P. at their K. B. 4th, and they then would have had the best of the game, adding that it will be seen that the cluster of Pawns on the K. side ultimately won the game. De La Bourdonnais, who has published these games in his treatise, gives as his opinion, that even had Black taken the P., White would still have remained with a superior position, (i) This move is made for the purpose of still confining the B. (/c) This seems to be a lost move ; in fact, it forwards the attack meditated by Ed. (X) This attack is rendered nugatory by Ed. advancing K. to K. R. 3d, and after being checked with the R., interposing B. . (m) The following variation proves that playing B. to Q.. 7th would have been of no avail. While. Black. 36. B, to Q. 7th. 37. Q. B. to Q,. R. 4th. 37. B. to K. 6th. 38. Q. R. to K. 4th. 38. B. to K. Kt. 8th. 39. Q. R. to K. 8th, winning. (n) Had Ed. icaptured Q,. R. P., they would have lost the game; 8. g. THE queen's pawn TWO OPENING. 257 WhUe. Black. 37. R. takes Q. R. P. 37. B to K. 4tli sq. 38. If Ed. play K. Kt. P. one sq., Loiid. should play R. to Q. B.7th;butifP.toK.B.4th, 38. Must not take P., oecause it would end in a drawn game. The proper move is, R. to Q. B. 6th, check. 39. P. to K. Kt. 3d. 39. R. to Q. B. 7th. 40. P. to K. Kt. 5th. 40. R. at K. R. 8th takes B. and checks. 41. K. to K. Kt. 4tli. 41. K. R. P. checks. 42. K. to K. B. 8d. 42. R. to Q.. B. 6th, check. 43. K. to his 4th. 43. R. to K. 7th, mate. (o) The move expected by Ed. was Q. R. P. two sq., which seems by far the best move that Lond. could have played ; although it would not have been sufficient to save the game. When Lond. played their B. to Q,. 7th sq., they must have imagined that Ed. would not venture to push their P. to K. Kt. 3d. (p) R. to Q. B. 7th, though apparently a good move, would have lost the game by Ed. playing P. to K. Kt. 5th. If Lond. take the P., Ed. takes Q. R. P., &c. ; but if, instead of taking the P., Lond. take the B., Ed. should play K. to Kt. 4th, having a forced won game. (q) This is an excellent move, and the remainder of the game is admirably conducted by the Ed. club. (r) If Lond. had taken the P., Ed. would have played Q. R. to K. 8th, threatening checkmate. (s) If Lond. had played R. to Q,. B. 6th, checking, the game would have been brought at the 47th move into precisely the same situation with that into which it is brought at the 46th move of the text game. (0 If Lond. had played R. from Q. B. 7th to Q. 7th, they would still have lost; and had they checked with B., Ed. would have captured it with R., and then have played K. to his B. 6th, winning. (u) This is an important move, though at first sight its impor- tance may not be very obvious. It opens up K. Kt. 6th sq. for R. to be played into ; and by keeping Q,. R. still at K. 3d sq., the Lond. B. is prevented from being played to his Q,. B. 6th, which would have proved fatal to the attack made by the Ed. club. 258 CHESS FOR WINTER EVENINGS. (v) If Lond. had played K. R. to Q.. 7th, they would still have lost the game ; e. g. White. Black. 49. K. R. to Q. 7th. 60. Q. R. to K. 6th. 50. Q,. R. to Q. sq. 51. K. R. to K. R. 7th, check. 51. K. to K. Kt. sq. 52. Q. R. to K. Kt. 6th, check. 52. K. to K. B. sq. 53. Q. R. to K. Kt. 7th, and must whi. And if Rook from K. B. sq. to Q. sq., the result would have been as follows : 49. R. to Q. sq. 50. R. from K. 3d to K. 7th. 50. If Black double the Rook, he is checkmated in three moves. If he check with the R., White interposes R. or P. If B. to Q. B. 6th. 61. R. to K. Kt. 6th, and Black cannot avoid checkmate. (w) Had Lond. played Q. R. to Q. sq., they would stiU have lost. (x) Had Lond. 'played K. to Kt. sq., they would have Jost ; e. g. White. Black. 53. K. to K. Kt. sq. 54. P. to K. Kt. 6th. 54. B. to K. B. sq., ch. 55. P. to Kt. 7th. 55. If Lond. play K. to K. B. 2d, Ed. takes B. with P., Queening and checking ; and on the Q,. being taken by K., Q. R. gives checkmate : therefore B. takes P., checking. 66. K. R. takes B., (check,) and Lond. must lose. (y) Had Lond. played B. to Q. B. 6th, Ed. would have played P. to Kt. 7th, and afterwards to Queen, giving checkmate. (z) Had Ed. checked with R., and afterwards advanced the P. to Kt. 7th, Lond. would have drawn the game. GAME II. In the ^ame match. Begun by the Ed. Club. Wth of Dec, 1824, White (Edinburgh). Black (London). 1. K. P. two. 1. Same. •2. K. Kt. to B. U. 2. Q. Kt. to B. M. 3. Q. P. two. 3. K. P. takes P. 4. K. B. to Q. B. ith. 4. K. B. checks, (a) 5. Q. B. P, one. 5. P. takes P. THE Q.UEEN's pawn TWO OPENING. 259 White. Black. 6. Castles. (J) 6. Q. P. one. 7. Q. R. P. one. 7. K. B. to Q. B. 4th. 8. Q. Kt. P. two. 8. K. B. to Q. Kt. 3d. 9. Q. to her Kt. 3d. 9. Q. to K. B. 3d. 10. Q. Kt. takes P. 10. Q. B. to K. 3d. 11. Q. Kt. to Q. 5th. 11. Q. B. takes Kt. (c) 12. B. takes B. 12. K. Kt. to K. 2d. (d) 13. Q. B. to K. Kt. 5th. 13. Q. to K. Kt. 3d. 14. Q. B. takes K. Kt. 14. K. takes Q. B. 15. Q. R. P. one. 15. Q. R. P. two. 16. Q. Kt. P. one. 16. Q. R. to Q. Kt. sq. 17. Kt. to K. R. 4th. (e) 17. Q. to K. B. 3d. 18. Kt. to K. B. 5th, check. 18. K. to his B. sq. 19. Q. R. to Q. B. sq. (/) 19. Kt. to K. 4th. 20. K. to his R. sq. 20. K. R. P. two. 21. K. Kt. P. one. (g) 21. K. Kt. P. one. 22. Kt. to K. R. 4th. 22. Kt. to K. Kt. 5th. 23. K. R. P. one. 23. K. Kt. P. one. 24. Kt. to K. B. 3d. (h) 24. Q. B. P. one. 25. B. to Q. B. 4th. 25. K. R. to his 2d. 26. K. to his Kt. 2d. 26. K. to his Kt. 2d. 27. B. to K. 2d. (i) 27. Kt. to K. 4th. 28. Kt. takes K. Kt. P. 28. Q. takes Kt. 29. K. B. P. two. 29. Q. to K. Kt. 3d. 30. K. B. P. takes Kt. 30. Q. takes K. P., check, 31. B. to K. B. 3d. 31. Q. to K. 6th. 32. Q. to Q. Kt. sq. 32. K. to his R. sq. 33. Q. R. toK. sq. 33. Q. to K. Kt. 4th. 34. K. R. P. one. 34. Q. to K. Kt. 2d. 35. B. to K. 4th. 35. K. R. to his 3d. 36. -K. R. to K. B. 5th. 36. Q. P. takes P. 37. K. R. to K. Kt. 5th. 37. Q. to K. B. sq. 38. Q. to her B. sq. 38. B. to Q. sq. (k) 39. K. R. takes P. atK. 5th. 39. B. to K. B. 3d. 40. K. R. to K. B. 5th. 40. Q. R. to K. sq. 41. Q. Kt. P. takes Q. B. P. 41. Q. Kt. P. takes P. 42. K. R. takes Q. R. P. 42. K. to K. Kt. 2d. (I) 43. K. R. to Q. B. 5th. 43. Q. R. to K. 3d. 44. Q. to Q. B. 4th. 44. Q. to K. 2d. 45. Q. R. to K. 3d. (m) 45. Q. to Q. R. 2d. 260 CHESS FOR WINTER EVENINGS. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 70. 71. 72. 73. 74. 75. 70. 77. 78. 79. 80. 81. 82. 83. 84. 85. White. R. to K. 2d. 45. Q. R. P. one. 47. B. toK. B. 3d. (re) 48. K. R. to K. Kt. 5th, ch. 49. Q. takes P. at Q,. B. 6th. 50. R. takes R., check, (o) 51. Q. to Q. Kt. 6th. 52. R. to Q. B. 2d. 53. B. to Q. B. 6th. 54. K. to his R. 2d. 55. Q. to Q. R. 7th, check. 56. B. to K. B. 3d. 57. Q.. to K. B. 7th. (r) 58. R. takes R. 69. K. to his R. 3d. 60. B. to K. Kt. 2d. (u) 61. Q. to K. B. 4th, check. 62. B. to K. 4th. 63. B. toQ. 3d. 64. B. to Q. B. 4th. 65. Q. R. P. one. 66. Q. to K. 4th. 67. Q. to K. B. 4th. 68. K. to K. Kt. 2d. 69. B. to Q. 3d. 70. K. to R. 2d. 71. K. to his R. 3d. 72. Q. to K. 4th. 73. Q. to Q. 5th. 74. B. to Q. B. 4th. 75. Q. to K. Kt. 8th, check. 76. B. to Q. 3d. 77. B. to K. 4th. 78. Q. to her B. 8th. 79. Q. to her 7th, check. 80. B. to K. Kt. 2d. 81. Q. to her Kt. 5th. 82. B. to K. 4th. 83. Q. to her 3d. 84. K. to R. 2d. 85. Black. R. to Q. 3d. R. to Q. 8th. ■ B. to Q. 5th. R. to K. Kt. 3d. B. toK. B. 3d. P. takes R. Q. to K. B. 2d. (p) R. to Q. 2d. Q. to K. 3d. (q) R. to Q. 5th. K. to his R. 3d. Q. to K. 6th. R. to Q. 7th, check, (s) Q. takes R., check. Q. to K. B. 7th. (i) B. to Q. 5th. K. to his Kt. 2d. («) B. to Q. R. 2d. . B. to Q. 5th. K. to his R. 2d. K. to his Kt. 2d. Q. to K. B. 3d. B. to Q. Kt. 3d. Bishop to Q. 5th-. B. to Q. R. 3d. Q. toQ. Kt. 7th, eK>cV Q. to K. B. 3d. B. to Q. 5th. B. to Q. R. 2d. B. to Q. 5th. K. to R. 3d. B. to Q. R. 3d. B. to Q. 5th. K. to his Kt. 2d. K. to R. 3d. Q. toK. B. 7th. K. to his Kt. 2d. Q. to K. B. 3d. Q. to K. 3d, check. Q. to her R. 7th, cheek THE QUEEN'S PAWN TWO OPENING. 261 While. Black. 86. B. to K. Kt. 2d. 86. Q. to K. B. 7th. 87. K. to his R. 3d. 87. Q. to K. B. 3d. 88. B. to K. B. 3d. 88. Q. to K. 3d, check. 89. K. to his R. 2d. 89. Q. to K. 6th. 90. Q. to her sq. 90. Q. to K. B. 7th, check, 91. B. to K. Kt. 2d. 91. B. toK. 4th. 92. Q. to her 3d. {x) 92. Q. to her 5th. 93. Q. to K. 4th. 93. Q. takes Q. 94. B. takes Q. 94. B. to Q. Kt. sq. 95. K. to his Kt. 2d. 95. K. to K. B. 3d. 96. K. to his B. 3d. 96. B. to Q. R. 2d. 97. B. to Q. B. 6th. 97. B. to Q. Kt. 3d. 98. B. to K. 8th. 98. B. to Q. R. 2d. 99. K. to his 4th. 99. B. to Q. Kt. 3d. Drawn game. NOTES TO GAME II. (ffl) This ..heck is dangerous, but not really unsound, saya Walker. In the Palamfide, Vol. I., 2d Series, p. 120, St. Amant is far from deprecating it ; while the Ed. Committee have stated in their report, that " all the difficulties of the London side may, it is thought, be traced back to it." (6) The correct move : which should have been answered with 6. P. to Q. B. 7th (best). 7. Q. takes P. 7. Q. P. one. 8. Q. R. P. one. 8. K. B. to Q,. B. 4th. 9. Q. Kt. P. two. 9. K. B. to Q. Kt. 3d.— If Black move K. B. to Q. 5th, you take it, and play Q. to Q,. B. 3d. If he now move Q. Kt. to Q,. 5th, you take it, and then play B. takes P., checking. 10. Q. B. to Q. Kt. 2d. 10. K. Kt. to B. 3d. The game may be termed even. White's superiority in position being worth about the extra P. Cochrane has invented a pleasing variation at move 6th of first player, namely : Capturing P. virith P. instead of castling. See Game IV. (c) A necessary move. The Lond. game wouldhave been com- pletely broken up had they removed Q,. 262 CHESS FOR WINTER EVENINGS. (d) If Lond. take Q,. R., B. attacks her at Q. Kt. 2d, and wins her for two R. — Although abstractly the value of a Q,. is less thau that of two R., yet, in the particular situation of this game, they could not have safely given up their Q. for the two R. (e) Ed. cannot take Kt. without at least losing the B. in return. (/) It would still be bad play to capture the Kt., at this point, with Q. Kt. P. ; e. g. 19. Q. Kt. P. takes Kt. 19. P. takes P. 20. Q. R. to Q. Kt. sq. 20. Analysis has proved that if Black take K. B. P. and afterwards Q,., he loses the game (see A.) ; therefore P. takes K. B. 21. Q. takes P. 21. K. Kt. P. one. 22. Kt. to K. 3d sq. 22. K. to K. Kt. 2d sq., and Lond. has the best of the game. (A.) 20. K. B. takes K. B. P., (check.) 21. K. R. takes K. B. 21. R. takes Q. 22. R. takes R. 22. Q. to her sq. 23. K. R. to Q. Kt. 2d. 23. Must inevitably lose ; for if you move K. to his sq., he wiU take the P. at Q. B. 3d, checking, and afterwards play R. to your Q. Kt. sq. If you play Q,. to K. sq., he wiU attack her with the R. If you play P. takes K. B 24. R. to Q. Kt. 8th 24. K. or Q,. to K. sq. 25. R. takes Q. 25. K. takes R. 26. R. to Q. Kt. 8th, checks and wins easily. (jg) This move serves three purposes : Istly, It prevents the fur- ther advance of the adverse K. R. P. ; 2dly, It secures a place of retreat (K. R. 4th sq.) for the Kt. ; and, 3dly, It provides an addi- tional sq. (K. Kt. 2d sq.) for the K. to go into if necessary. Qi) It would have been bad play to have taken Kt. with K. R. P. ; e. g. 24. P. takes Kt. 24. P. takes P. 25. K. to K. Kt. 2d. 25. P. takes Kt. 26. P. takes P. 26. Q. takes P. 27. Q,. to K. Kt. 3d. 27. Q. to K. R. 6th, check. 28. Q,. takes Q,. 28. P. takes Q., check. 29. K. to K. R. 2d sq. Black ouglit to win. (i) From the subjoined variation, it, is evident Ed. would have lost, had they taken Kt. with K. R. P. THE queen's pawn TWO OPENING. 263 27. K. R. P. takes Kt. 27. P. takes P. 28. Kt. to K. R. 2d or (A). 28. K. R. takes Kt., check. 29. K. takes R. 29. Q. to K. R. 3d, check. 30. K. to his Kt. sq. 30. Q. R. to K. R. sq,, and wins (A.) 28. Kt. to Q. 2d. 28. K. R. to K. R. 7th, check. 29. K. takes R. 29. Q,. to K. R. 3d, check. 30. K. to his Kt. 2d. 30. Q,. to K. R. 6th, check. 31. K. to his Kt. sq. 31. Q. takes K. Kt. P., check. 32. K. to R. sq. 32. R. to K. R. sq., checkmate (/c) B. to Q,. 5th would perhaps have heen stronger play. If on this move Black offer to exchange Queens by playing Q. to Q. B. 4th, White replies with R. to K. Kt. 8th, checking, and must win. (J) By supporting R. vrith K., Lond. threatens to play Q. to hex Kt. 5th, attacking both R. and B. (m) This move is necessary to prevent Lond. from taking K. R P. vrith their B. while supported by Q,., by which they would have Deen enabled to make an even game. Suppose White to play 45. Q. R. P. one. 45. B. takes K. R. P. 46. K. Kt. P. takes B. 46. Q. takes K. Kt. P. 47. Q. to Q.. B. 3d, check. 47. K. to K. B. sq. 48. K. R. to Q. B. 4th. 48. K. R. to K. Kt. 3d sq., check 49. B. takes R. 49. R. takes B., check. 50. K. to K. B. sq. 50. Q. to K. R. 8th, check. 51. K. to K. 2d. 51. R. to K. 3d sq., check. 52. K. to Q. sq. 52. R takes R., check. 53. Q. takes R. 53. Q. to Q. 4th, check. 54. Q. to Q. 2d sq. 54. Q. takes R. Lond. has at least an equal game. (n) Lewis has shown that if instead. White take Q. B. P. with R., Black checks with Q,. at K. Kt. 8th, and draws the game. (o) Ed. would have materially improved their position by playing here Q. to her Kt. 6th. (y) It would be bad play to exchange Queens. (q) A saving move. It is obvious, that if B. take R., London would check with Q. at K. 6th, and then capture R. (f) R. to Q. B. 7th, threatening mate would lose the game. This the student will easily discover. (s) Had the London players taken B. with Q., they would have lost Thus : 264 CHESS FOR WINTER EVENINGS. 58. Q. takes B. 59. Q. to K. B. 8th, check. 59. To avoid being mated with R., Bishop must interpose. 60. Q. takes Q., winning easily. (0 Prom this position, says Lewis in liis report, the game is decidedly drawn, and without much difficulty. Black must, however, be careful not to exchange Queens so as to separate either his own or the adversary's Pavims : the Q. and B. will easily prevent the advance of Q. R. P. to Queen ; and though after the exchange of Queens, White may win the B. for the Q. R. P., yet the game will still be drawn, as Black will always be able to exchange his two Pawns for at least the adversary's Kt. P. ; and as a King's B. and K. R. P. cannot win against a K., the game is of course drawn. For illustration of the latter principle, see note (s) p. 250. (u) If Ed. had taken B. with Q., Lond. would have forced a drawn game, by giving alternate checks with their Q. at K. B. 8th and 7th squares, Ed. not being able to interpose B. without losing Queen. (d) If Lond. exchange Queens at this point, they lose the game. (a;) If at this point Ed. check with Q. at her 7th sq., and after- wards move her to K. R. 3d, they lose the game. GAME III. In the same match. Begun by the London Cluh, 28i/( of April, 1834. White (London). Black (Edinburgh). 1. K. P. two. 1. Same. 2. K. Kt. to B. M. 2. Q. Kt. to B. M. 3. Q. P. two. 3. K. P. takes P. 4. K. B. io Q. B. m. 4. K. B. to Q. B. Uh. 5. Q. B. P. one. 5. Q. to K. 2d. (a) 6. Castles. 6. P. takes P. (S) 7. Q. Kt. takes P. 7. Q. P. one. 8. Q. Kt. to Q. 6th. 8. Q. to her 2d. (c) 9. Q. Kt. P. two. {d) 9. Q. Kt. takes P. 10. Q. Kt. takes Kt. 10. K. B. takes Kt. 11. K. Kt. to K. Kt. 5th. 11. K. Kt. to K. R. 3d. 12. Q. B. to Q. Kt. 2d. 12. K. to K. B. sq. (e) 13. Q. to her Kt. 3d 13. Q. to K. 2d. (/) THE queen's PAWiV TWO OPENING. 265 White. Black. 14. K. Kt. takes K. B. P. 14. K. Kt. takes Kt. 1.5. Q. takes K. B. • 15. K. Kt. to K. 4th. {g) 16. K. B. P. two. - 16. Kt. takes K. B. 17. Q. takes Kt. 17. Q. to K. B. 2d. 18. Q. to her B. 3d. 18. Q. B. to K. 3d. Qi) 19. K. B. P. one. (i) 19. Q. B. to his 5th. {k) 20. K. R. to K. B. 4th. 20. Q. Kt. P. two. {I) 21. K. P. one. 21. P. takes P. 22. Q. takes P. 22. K. R. P. one. 23. Q. R. to K. sq. 23. K. R. to K. R. 2d. 24. K. B. P. one. (m) 24. K. Kt. P. two. 25. K. R. to K. B. 5th. (?i) 25. Q. R. P. two. (o) 26. Q. to her B. 5th, ch. (p) 26. K. to his Kt. sq. 27. K. R. takes P., ch. (?) 27. P. taltes R. 28. Q. takes P., check. 28. K. to B. sq. (r) 29. B. to Q. 4th. 29. B. to K. 3d. 30. Q. to her B. 5th, check. 30. K. to his Kt. sq. 31. Q. to K. Kt. 5th, check. 31. K. to B. sq. (s) 32. B. checks. 32. K. to his sq. 33. Q. to her 5th. 33. Q. R. to his 3d. 34. Q. to her Kt. 7th. 34. Q. to K. R. 4lh. 35. K. B. P. one, check. (<) 35. K. takes P. 36. R. to K. B. sq., check. 36. K. to his Kt. 3d. 37. Q. to K. 4th, check. 37. B. interposes. 38. Q. to K. 8th, check. 38. R. to K. B. 2d. 39. Q. to K. Kt. 8th, ch. 39. K. to his B. 3d. 40. K. Kt. P. two. 40. Q. R. to his sq. (m) 41. Q. takes Q. R 41. Q. takes K. Kt. P., cheek. 42. K. to his R. sq. {v) 42. R. to Q. 2d. 43. B. to Q. R. 3d. 43. K. to his B. 2d. 44. Q. to Q,. B. 6th. (a;) 44. R. to Q. 8th. 45. Q. takes Q. Kt. P. (y) 45. Q. to K. .5th, check. 46. K. to his Kt. sq. 46. K. to his Kt. 3d. 47. Q. to her Kt. 2d. (z) 47. Q. to K. Kt. 5th, ch. {aa) 48. Q. to K. Kt. 2d. 48. Q. takes Q., check. 49. K. takes Q. 49. B. to K. R. 6th, check. 50. K. takes B. 50. R. takes R. 51. B. to K. 7th. 51. Q. R. P. one. 52. Q. R. P. one. 52. R. to K. B. 4th. And London surrendered. ]■> 266 CHBSS FOI! WINTER EVENINGS. NOTES TO GAME III. (a) Thia is a very objectionable move, and continued ior a loiig time to embarrass the play of the Ed. Club. At this point the books have generally advised Q,. P. to Q. 6th, as best for second player ; modem analysis has shown that Black can now equalize the game by resolving the position into a well known variation of the Giuoco Piano. (See leading moves, p. 263.) (i) Also an objectionable move, inasmuch as it enalilod the Lon- don Club to bring their Q.Kt. at once into powerful action. P. to Q. 6th would have been better play. (o) The Q,. played to this sq. blocks up the Q. B. It is doubtful, however, whether Ed. had a better move. ((T) Well played. Lend, sacrifices a second P. to give more de- velopment to their attack. (e) Evidently preferable to K. B. P. one. Had Ed. castled, Lond. would have played Q. to her 4th sq., forcing mate in a few moves. (/) Bottor than dofnnding K. B., or playing it to Q. R. 4th, or to Q. B. 4th. (g) Ed. would have played ill in taking K. P. ; Lond. would have replied with Q. R. to K. sq., then to K. 3d, with the view to play it afterwards, either to K. B. 3d or to K. Kt. 3d. Qi) The B. is played into this sq. preparatory to being moved to Q. B. 6th, where he will be found to be very useful. (j) It would also have been good play to have advanced the K. P (/c) Had Ed. captured Q,. R. P., they would have lost a piece. Very Uttle reflection will enable the student to discover this. (J) Ed. is compelled either to remove or defend B., Lond. threat- ening to advance K. P. one sq., attacking B. with B. (m) At triis point of the game the Lond. players seem to have overlooked the fuU strength of their position. Instead of advancing P. they should have played : 24. Q. to her B. 5th, check. 24. K. to his Kt. sq. 25. Q. R. to K. 7th. 26. Q. to her 4th. 26. R. takes B., and has a win- ning position. (n) Still Lond. must have won by checking with Q. at her B. Gth. THE QUKKN'S pawn TWO OPEXIXG. 267 (o) All importjuit and indeed a saving move, inasmuclt as it ena- bled Ed. to bring Q, R. into effecti\-e play, wbile preventing danger liom the threatened clieck of adverse B., and deiVatiiiir the plan whicli Loud, adopted of exchanging their R, for the Pawns on the K. side after tlie check witli Q. (p) Mr. Lewis is of opinion that Loud, should have moved B. to Q. 4th. It may be donbted, s;iys tlie Ed. report, whether tliis move would have enabled tlie Lend. Club to do more than draw the game. {q) In a note on tliis nio\-e, Mr. Lewis remarks — " It may seem iiuaccoimtabie to the reader how the committee on the part of the Lond. Club, could have committed so great an error as sacrificing the Rook." — He tlieu smtes that discovering their error soon after having mailed their letter containing tlie 27th move, the Lond. committee made an imsuooe>sUil effiirt to obtain its release, and wer.> in oonse- quenc* compelled to abide by the move forwarded, in accordance with the terms of the match. In an Appendix accompanying the Report of the Ed. Committee, we find the following comment on this move — •• E\-en supposing that the Lond. Club had been allowed to letracl their iiTtli and :2Stli moves, it is denied that they could have won the game. They could h;ive done nothing better than draw the game ; and this tliey had it in their power to do, with more certaiiitj- and greater elegance, by adliering to their i7t!i mo\-e, than by adopting any other. De La Bourdonn;us has inserted this game in his trea- tise, and asserts that Lond. would now hax^e had a fine game by playing Q. R, toK. Tih, attacking Q. (r) On this move De I.i Bouidonnais remarks, that had Ed. played K. to R. s<^., Lond. woidd have won by playing-Q. R. to K. 7th. (s) In tlieir letter tra ismitling this move, the Ed. players added, that should Lond. play foi their 3i!d move. Q. to Q. B. 5th, checking, Ed. would in answer, play K. to K. Kt. sq. — Tliis was done in the expectation that Lond. would declare the game drawn. After the sacrifice of the R. it is surprising the Lond. players did not avail themselves of the present opportunity to draw the game. (t) Lewis and Do La Bonnlonnai? at>er liim Itave said, that by (skiiig Q. R. with Q., Lond. might ha\-e drawn the game. The Ed players doubt this, and in proof give a hack a-.iino witli variations. 2flH i:il|i;HK Mill WIN'I'HII MVISNINiiH. (//) A rauMtorly '^ (.',iiiii i/i' rr:iHiiiim\" Any olluir iniivn woiiil liavo loHt 1,1/11 (.^Miiii). (ii; ltilni-|ioiiirir.; (.1. (ir pliiyliijf JC. l,o li. 'M, wijlilil liiivo iirovnil (iUjiJ. (it) l.orid. (•(iiild ridl, cli(ii'J< with U. "1: K. 11. Wtli, wiliidiil, Irmlnpr, "■ K •• 4'1. ';-SN-.-\^; -JlSa GAME r\\ 11 lite (Cochrane). 2j;<:, i (Pc^rt). 1. A". P. ftw- 1, K. P. f«\>. ^, K. K:. to is. aJ. 0. t^\ A";. ,\. £. IW. S. Q. P. *«v». ^. r. Mss P. 4. A', £.10 Q. jB. ^v*!, 4. K, B. ch.vks. .^. Q. B, P. one, 3. P. t^vke* P. «'. P. tabes P. (a) t>. B. to Q R, 4ih (iv#:). ~. K. P. «M, 7. Q. P. one. (^^i) >. Q. to Q. Kt. iv-. ~. Q. ;o K, ii. a. Oss: ■..■*. it. Q. P. nkes P. 10- Q. B. M R, 3d. (e) 10. Q. to K. B. S.!. a. Vi. Kt. to Q. xv:. 11. ^^ B. to K. B. 4th. 10. K. Kt. :;.kc> K. P. lO. Q. K:, rakos K:. IS, Q. to Kt. 5th, check. IS. vj. K:. to Q. B. Sd. 14, K. R. to K. #1,.. dicck. 14. Q. B. ro K. 8J. 15, B. ak.sB. lo. K. B. P. r.kc^ B, 16, Q. takes Q. K:. P. 16. ILtovi.A;. IT. Q. takes K;.. check, 17. K. to ri. Co. IS. K:. to K. 4th. IS. K:;.to K. Sd. 1^. K;. toK-Kt. o:h. check, 19. Q. :..kc* K: ■30. Q. ;;ik,>- K. P.. ohivks XWTSS IW ..j OiKhcso^s Tamtkvi has beea »Bt- hwd at gr^T fc:iri in the IV^^v.^io br S". Aiaaat "Oie iof.it {KQiT^ i; In be nKwe brilBuit dan sownj. ^) A vesak mow, .Vi dais potwt J.^«Vus:h s.-i»ijt# K. Kt. to K. 34. S:. .\nnnt r- ct? Q. P, 2 sc. S:v wsxt ^une, (^) Ss-o:v:- dan Q. R to K. K-. 3lii. GAME V. Wme (DanWsV Bhrt {V.r^X 1. Jt. P. A««. 1 A. P. fav 270 CHESS FOR WINTER EVENINGS. White. Black. 3. Q. P. two. 3. P. takes P. 4. K. B. to Q. B. ith. 4. K. B. checks. 5. K. B. P. one. 5. P. takes P. 6. P. takes P. 6. B. to Q. R. 4th (best), 7. K. P. one. . 7. Q. P. two. 8. K. P. takes P., en pas- sant, (a) 8. Q. takes P. 9. Q. to her Kt. 3d. 9. Q. B. to K. 3d. 10. Castles. 10. B. takes B. 11. Q. takes B. 11. K. Kt. to K. 2d. 12. R. to K. sq. 12. Castles on K. side 13. B. to Q. R. 3d. 13. Q. to K. B. 3d. 14. Q. Kt. to Q. 2d. 14. K. R. to K. sq. 15. Q. Kt. to K. 4th. 15. Q. to K. Kt. 3d. 16. Q. R. to Q. sq. 16. Q. R. to Q. sq. 17. Q. Kt. to K. Kt. 5th. 17. R. takes R. 18. R. takes R. IS. K. Kt. to K. B. 4th. 19. R. to Q. 7th. 19. K. Kt. to K. R. 3d. 20. K. R. P. one. 20. B. to Q. Kt. 3d. 21. Q. to her 5th. 21. Q. to K. B. 3d. 22. Q. B. P. one. 22. Q. K. to K. 4th. 23. Kt. takes Kt. And Black gave mate in 6 moves, (b) NOTES TO GAME V. (a) Should you now play K. B. to K. Kt. 5th, attacking Q., lie moves K. Kt. to K. 2d, and if you then pin Q. Kt. with K. B.,'he replies with Q. B. to Q. 2d. If 8. Q. takes P. 9. K. B. takes Q. 10. K. B. takes Kt., check. 11. Q. B. to K. B. 4th. 12. Castles. 13. K. R. P. one.— Even. 8. Q. takes Q. 9. K. Kt. to K. 2d. 10. Kt. takes K. B. 11. Castles. 12. K. R. to K. sq. (5) Easy of solution as the student will readily discover. THE QUEEN S PAWN TWO OPENING. 271 GAME VI. trfspondence between the Washington and New-York Cliess-Cluht. Played in the year 1839. (Hitherto unpublished.) White (Washington). Black (New- York). 1. K. P. two. 1. The same. ■i. E. Kt. to K. B. Sd. ■2. Q. Et. to Q. B. 3d. 3. Q. P. two. 3. P. takes P. 4. K. B. to Q. B. m. 4. Q. to K. B. 3d. (a) 5. Castles. 5. Q. P. one. 6. Q. B. P. one. 6. P. to Q. 6th. 7. K. Kt. to K. Kt. 5th. . (J) 7. Q. Kt. to K. 4th. S. K. B. to Q. Kt. 5th, oh. 8. Q. B. P. one. 9. K. B. P. two. 9. Q. Kt. to K. Kt. 5th. 10. K. B. to Q. B. 4th. 10. Q. Kt. to K. R. 3d. 11. K. P. one. 11. Q. home. 12. B. takes P. at Q. 3d. 12. Q. P. takes K. P. 13. P. retakes. 13. K. B. to K. 2d. 14. K. Kt. to K. 4th. 14. Q. Kt. to K. Kt. 5th. 15. Q. B. to K. B. 4th. 15. K. R. P. two. 16. Q. to K. B. 3d. 16. Q. to Q. Kt. 3d, check. 17. K. to K. R. sq. 17. Q. B. to K. 3d. 18. Q. Kt. to Q. 2d. 18. Castles. 19. Q. Kt. to Q. B. 4th. 19. B. takes Kt. 20. B. takes B. 20. K. Kt. to K. R. 3d. 21. B. takes Kt. (c) 21. Q. Kt. takes B. 22. B. takes K. B. P. 22. K. R. P. one. 23. Q. Kt. P. two. 23. K. Kt. P. two. 24. B. checks. 24. K. to Q. Kt. sq. 25. Kt. to K. B. 6th. 25. K. to R. sq. 26. Q. R. P. two. 26. Q. R. to Q. 7th. 27. Q. R. P. one. 27. Q. toQ. Kt. 4th. 28. Q. to K. 3d. 28. Q. R. to K. 7th. 29. Q. takes K. Kt. P. 29. Q. takes K. P. 30. Q. to K. Kt. 7th. 30. K. R. to K. Kt. sq. 31. Q. takes B. {d) And New-York gave mate in four moves. NOTES TO GAME VI. (a) The N. Y. players adopt Lere a defence invented by McDon- nel, and considered sound both by that celebrated player and his 272 CHESS FOIi WINTER EVENINGS. scientific competitor De La Bourdonnais. Modern analysis has pronounced it dangerous, and inferior to replying with K. B. to Q. B. 4th. — Walker, ki his Art of Chess-Play, analyzes this move as follows : 4. Q. to K. B. 3d. 5. Castles. First Defence. 5. Q. P. one. 6. If you move Q. to Q. 3d, he must not play Q. Kt. to K. 4tli, but rather Q. B. to Kt. 5th, and has a good defence. Q,. B. P. one. 6. P. to Q. 6th (best). If he take P. with P., he allows you to bring out Q,. Kt. with a good attack. 7. Q. takes P. 7. Q. to K. Kt. 3d. 8. Q. B. to K. B. 4th. 8. K. B. to K. 2d. 9. Q. Kt. to Q. 2d. 9. K. Kt. to R. 3d. 10. Q. R. to K. sq. 10. Castles. The game is so far in your favor, that Black is rather orcdvded ; but no further disadvantage can be proved. Black's defence seems more simple ind easy to follow, if he play K. B. to Q. B. 4th at move 4th. Second Defence. 5. K. B. to Q. B. 4th. 6. Q. B. P. 1 (best). — ^If you advance K. P., he moves Q,. to K. B. 4th. 6. P. to Q. 6th (best).— If P. takes P., you retake with Q,. Kt. If he play Q.. P. one, you move K. B. to Q. Kt. 5th. If he move Q,. Kt. to K. 4th, you change Knights, and at once push K. B. P. two. 7. Q. takes P. You have the better position, his men being crowded. (h) This and White's subsequent move seem premature. (c) If Washington now attack Kt. with K. R. P., New-York plays K. Kt. to K. B. 4th, and Washington cannot take Kt. without losing Q. (d) Washington cannot take the proffered Bishop without losing the game. One would naturally expect to find games by correspond- ence exempt from flaws of this kind. As in the case of London against Edinburgh (see Game III., note (. WM. IS, "^.^- % ^ .^«5 ^ mm. ■WHITE. White to play and mate in tiireo moves. PROBLEMS IN THREE MOVES. 281 w FROM THE PALAMiDE. BLACK. '^M M „^^^^ ^c«mM, ■^mii,. M i™,„.«^™iM..„.„M m m y^/7,^0^ V/^-'y^ y^^^^ AvSm) ^''-iAv^ ^^.^--^»" m White to play and mate in three moves. 282 CHESS FOR WINTER EVENINGS. 3Xa.6. BY W. BONE. (From Walker's Philidbrian.) ^/ Sill w m ^„„^. m'/////m:.,,,,,,,,,,y/y/yy/'^j. ■ ^„ i lli,.„.,„M IM, m.,.,.,..^mm. "^"^J^'m While to move and mate in three moves. PKOBLEMS IN THREE MOVES. 233 5fo.7. W BY A NATIVE CHKSS PLAYER OF INDIA .mM/z/z^y W/M/m., WM ^ "wm 'wm 111 pi » 'yyTTTTTfy/j y^AVyyjyW. ^iT^'zyTT^. ^m 0^^A^ ^/////jSa.^ jffy-777^^^ m. ■m^-m^"m '^'mw^-'^'^'-mw WHITE. White to play and mate in three moves. 284 CHESS FOR WINTER EVENINGS. 5Io. S. ^ BY D'ORVILLE. I ■*M^H m. mAM. w, miM WHITE. V White plays first and mates in three moves. '^■■^ ■it A f PROBLEMS IN THREE MOVES. 285 jS'o. 9. BY THE REV. J. VINCENT. (From Cfaess Player's Chronicle.) BLACK. — ^w^Zm mw/'/; gg yy^. wym. _.-«e. W^. I^P M^i .^A. ''^m m i m '^^'v/w////^^\/m<^^^'" ^^ WHITE. White to play and check-mate in three moves. ^ 286 CHESS FOR WINTER EVENINGS. 53'o. 10. BY HERR ELTSACH, of West Point. W, J0M. ^M/, 'M....y//////m S.. ^«„ ,^»., M m m •T^rTrTTa w////////}. m'///y/{& WHITE. White to play and mate in three moves. PROBLEMS IN THREE MOVES. 287 m. 11. -a BY N. D. NATHAN. (From tho C. P. Chronicle.) BLACK. ■^ ^w^'"4 C"'m m .^8 ^ "j^/z/y/y/y/ »— **J.*t- %"-"■ White playing first mates in three moves. 28S CHESS FOK WINTER EVENIN 3^0. 12. BY W. H. C. 'From the C. ) . Chronicle, i BUCK. ^,„.f^,.^^, mm; iS^ '^'mm^^^'w '^'-'^.J^Ka k^\ m,—^M,^,.,^Wi ^m. » -■, ■ mm White to play and mate in three moves. PROBLEMS m THREE MOVES. 2S0 S^aA3. BY THE EDITOR. BLACK. wm^, mm. ^™^^«^^%— ^ ^'^^^-■-« mm// '^'''mm' wA 0^////. '""mM m ^'G'i^s^i-^.^ ^jjww^jvv ^^/v^^^j y^v^ ^Mi ^S ^S_ ^^_ WHITE. White to play, and compels Black to mate him in three moves, 13 290 CHESS FOK WINTER EVENINGS. JJo.14 BY THE EDITOR. ..M^ 1^1 ^.-""""=^^'----^-- iM,. IB 11 m m3.,,,mA M JmWA mmr"''''"m i m ^p' p M, WM. White to play, and compels Black to mate him in three moves. HOW A WORLD WAS WON; OE, A GAME OF CHESS IN 1492. MOW A WDIBMJ Wfi.S WOIJ . HOW A WORLD WAS WON; OR, A GAME OF CHESS IN 1492. Pot Cafitilla y por Leon Nuevo mando hallO Colon. It may be said of the immortal work of Cervantes, and with much, trutli, that it is a complete compendium. Yes, reader, in Don, Quixote you will find matter both grave and light, philosophic dissertations, and occasionally even a pun. In Part I. Chap. XXII., which treats " of the manner in which the great Hidalgo set at liberty several unfortunate persons who, much against their will, were being conveyed where they did not wish to go," knowm also as the " adventure of the galley slaves," we have the following passage : — * " Senor CdbdClero si iiene algo que darnos, dcnoslo ya, y vaya con Dios, que ya enfada con lanto querer saber taidas agenas; y si la mia quiere saber, sepa que yo soy Gines de Pasamcnte, cuya vida est& escrita por esios pulgares." " Signer cavalier, if you have any thing to give us," said one of the ga ley slaves, " let us have it now, and God be with you, for you tire us with inquiring so much after other men's lives. If you would know mine, I am Gines de Pasamonte, whose life is written by these thumbs {for estos pulgares)." There is here a play upon words that does not admit of translation, pulgar signifying the finger that directs the pen, and Pulgar being also the name of the celebrated ■listorian, sumamed by his countrymen " the Spanish Plutarch." That author, in his Chronicle of Ferdinand and Isabella, informs us that the conqueror of Granada and the extirpator of the Moslem faith from the Spanish realm, was passionately fond of Chess. " Era elrey Fernando muy afecto al deleitable juego del axedrez." He moreover tells us, that between this noble game and the excite- 294 CHESS FOR WIJMTEE EVENINGS. ment of the chase, Ferdinand divided the few leisure mom«ncs he could snatch from the cares of government or the sterner duties of war. But Fernando del Pulgar limits himself to this simple indi- cation, and upon this subject we should know nothing more, were the Chronicle the only work left by him. This, fortunately, is not the case. There exists in print a collection of his letters, all highly curious ; and, independently of the published letters, there is pre- served in the archives of Cordova a manuscript collection, to which it has been our good fortune to have had access. We have con- sulted the latter with great interest, authentic or not ; for wo are bound to say there is much disagreement among writers concerning the circumstances of this author's life. Some even confound >im with another Hernando del Pulgar, who was Alcaid of Salar, and who distinguished himself by certain valorous feats in the vega of Granada. This Hernando, it would appear, having made a vow to enter the city and take possession of a mosque, actually made good his way into the capital of Boabdil, and sealed the daring deed by leaving, nailed wnth his dagger on the very door of the Moslem temple, a parchment upon which was transcribed a copy of the " Ave Ma- ria." In order to distinguish the chronicler from the warrior, the latter is generally known by the cognomen of " El de las hazaUds," or, the Pulgar of high deeds. Thus the question arises. To whom are we to attribute these unpublished letters ? — ^to Hernando the his- torian, or to Hernando the soldier ? Or, may they not be the pro- duction of some other contemporary writer, such as Anglerius Martyr or Bemaldez ? This remains a mystery ; but, as far as we can judge by t.ie paper upon which they are vratten, and the style of the hand, we should certainly deem them traceable to the commencement of the sixteenth century. Having once fairly commenced diving into these ancient manu- scripts, we were greatly interested, as we have already said. We must candidly confess, however, that we were not a little deterred at first by their illegible appearance, and the idea of their dubious authen- ticity ; but the, for us, tahsmanic word " axedrez " * having caught our eye, a new incentive was added to our somewhat lagging curiosity, and recollecting a maxim of this very Pulgar, " Malo es no saber, peor * The Spanish for "Chess." HOW A WORLD WAS WON. 295 el no guerer saber," we shook off" all laziness, set diligently to work, and were well rewarded in the translation of some of these curious manuscripts. In the following epistles, Hernando addresses familiarly a friend, apparently some learned doctor. The letter is dated from the cele- brated camp before Granada. Santa Fe, February 2d, 1492. Fklend and Well-beloved : If I mistake not, you must have seen, during your last visit at court, a certain Cristdval Colon, a Genoese ; if not, you have of course heard of him, for his name has become of late as familiar as the sayings of Martin Revulgo. Some look upon him as a downright madman, and very few grant him any genius at all. He pretends the earth is round, and that necessarily there must exist, beyond the ocean, a world to act as a counterpoise to the world we inhabit ; that, at all events, if there do not exist be- yond the ocean,countries entirely distinct from our continent, he still asserts that by steering west a vessel must sail completely round the world, and reach the eastern shores of Asia and the golden-roofed city of Cipango, described by Marco Polo. He came here whilst we were campaigning it against the Moors in Granada, submitted his project to the sovereigns, but met with no encouragement. Their answer was, that the expenses of the war had drained the public treasury. After the taking of Granada this Colon renewed his petition, and was referred to a council of learned doctors and theologians, who assem- bled lately at Salamanca for the purpose of considering his extraor- dinary proposals. Before these he defended his opinions ; but the doctors have decided that the earth is not round, and that a belief in antipodes is an act of heresy. Our gopd Queen Isabella, however, who has no great pretensions to physical, or geometrical lore, seems to care very little for the decision of her grave counsellors. Her opinion is, that the conquest of the golden Cipango vsdll afford riches enough to rescue the Holy Sepulchre from the power of the infidels, and that, at any rate, the attempt is worth making. Indeed, she has been expressly heard to say that it was her desire the Genoese should prosecute what he has projected ; that if funds were wanting, she would undertake the enterprise for her own crown of Castile, and oledge her private jewels to raise the necessary sum. She has not 296 CHESS FOR WINTER EVENINGS. however, been under the necessity of having recourse to this extreme measure. Luis de San Angel, receiver of the ecclesiastical revenue in Aragon, has advanced the funds, and the Queen has gladly ac- cepted his offer. But another difficulty has arisen. The Genoese wiU not take charge of the expedition unless he he created admiral and viceroy over the countries he may discover. This title has been refused him ; and to-morrow, it is said, he takes his departure on his return to Palos de Moguer. It is thought his intention is to offer his services to some other sovereign. Santa Fe, February 4lh, 1492. Friend and Well-beloved : I have never forgotten what Anto- nio de Lebrixa said to us in one of his last lessons : " Take heed how you despise incidental circumstances, though trifling in appearance, for they often lead to most important results." At court, more espe- cially, should this maxim be ever borne in mind, as there opportuni- ties for its application are constantly occurring. In this letter I will give you a striking instance of the truth of good Antonio's maxim ; and, if I mistake not, the world may ere long behold a most wonder- ful exemplification of it. The King's fondness for the game of chess, as you know, is very great, and, like all earnest players, he attaches the greatest importance to the winning of a game, never forgiving himself for losing one. His artifice and cunning devices over the checquered field are wily in the extreme, and were I not speaking of his " Alieza,"* I should say they almost amount to perfidy. He will often leave a piece unprotected and apparently within the grasp of his adversary ; but ere his hand extend to seize it, let him be very sure the prey is certain, for never is the King better pleased than when his deep-laid plots are crowned with success. Yesterday duiing the noontide heat, instead of indulging in his usual siesta, bidding us follow him to the Queen's apartments, he challenged Fonseca, one of his daily victims, to a Game of Chess, we of course assisting as judges of the tournament. The Count de Tendilla, Ponce de Leon, and Gonsalvo of Cordova, were present * " Alteza," Highness. Charles V. was the first Spanish monarch who assumed the title of Majesty. HOW A -WORLD WAS WON. 297 The Queen's maids of honor, seated around a fiame, were at work upon a magnificent piece of embroidery intended as an offering to oui lady " del Pilar." The aged lady Beatrix Galindez, so deeply versed in ancient lore that she has been sumamed " Latina," was seated near the Queen, with whom she was conversing in Latin in a subdued tone ; whilst tlie King, entirely absorbed in the game, was entangling poor Fon- seca in one of his deeply laid schemes. Suddenly the hangings were raised, and a page announced His Excellency the Archbishop of Toledo, Don Pedro Gonzales de Men- doza, Grand Cardinal of Spain. After the holy prelate had made his obeisance to the King, he approached the Queen, and respectfully inquired what it had been her pleasure to decide finally with regard to the Genoese, Cristdval Colon. At the same time he announced that the latter, sad and disappointed, had taken leave of his friends, and was on his way to the Convent of La Rabida, at Palos de Moguer. In my opinion, said Beatrix Galindez, after the Archbishop had prof- fered his request, were the demand simply a sum of money, I should advocate its being granted ; for, as Dionysius Cato has it in one of his distichs, " Ne duhites cum magna petas, impendere parva." But this is not a question of money. A title is demanded ; and dig- nities and titles are not to be lavished thus on all comers. Indeed, my opinion of the absurdity of his doctrine has of late been strength- ened, and I uphold it is most extravagant to maintain that there can exist countries in a straight line, under our very feet, where men walk wdth their heads downward, as we see flies upon the fretted roof.' As she spoke, in her excitement, Latina's tone had gradually become more elevated. She had forgotten that Chess-players must not be disturbed. Her voice had struck their ear. The Game was decidedly in the King's favor, and Fonseca, with some eagerness, seized the opportunity of interrupting the silence in which the King had hitherto played, in the hope, perhaps, of diverting the attention of his unrelenting antagonist. " For my part," said he, " I incline to the theory of Cosmas Indi- copleustes : — The world is square, and, like this Chess-board, it la 13* 298 CHESS FOK WINTER EVENINGS. tenninable. It is moreover fiat, surrounded with water on all sides, and beyond the water is an abyss. Thus it is that Arabian Geogra^ phers represent on their maps and charts, at the extremity of the great ocean, a black and skinny hand, emblematic of the Demon's claw, ready to drag into the gulf below, the rash mortals daring to approach its limits. " Strange doctrine this, Signer Fonseca," replied the Archbishop, " strange doctrine to oppose to the truly scientific deductions of the worthy Colon. Indeed, I am almost tempted to repeat to you what Alphonso the Learned was formerly wont to say on similar occasions, ' If the world be thus moulded, without impiety, I can say that, poor mortal as I am, I could have imagined a better form.' " In the mean time our good Queen had drawn near the King. " My Lord," said she, "shall we not accord this intrepid man the title he de- mands ? . . there can be no risk, I think, in granting it him for the countries he promises to discover. Let him point the way to a new world, and any dignity we may confer wiU be more than merited. . . Should his project prove a dream . . What then? His title, having no basis to rest upon, will become an empty name." " We will thinlc of it," said Ferdinand, pressing his brow, and in spite of himself his attention was much diverted from the game. Fonseca, adroitly taking advantage of the King's abstraction, had rapidly retrieved his game and even gained a preponderance of force. . . . "Your Highness's Queen has followed the example of the rash navigators . . the black hand is upon her. . . . Your Highness's Queen is forced." " Speak to me no more of this Genoese," rejoined the King, " I shafl lose a splendid game "... and with a frown he proceeded — " Admiral ! know you not the word signifies ' Emir-al-ma ' or prince of the wave ? Too noble a title this to be bestowed on an adventurer. Your Genoese shall not be an Admiral." The King played a few moves more, but at every move his posi- tion became more critical and his brow more overcast. Meanwhile the game seemed fast reaching a crisis. I send you the situation. " The battle vdll soon be decided now," said Fonseca, rubbing his hands. " Your Highness wJU double the Rooks to avoid check- mate . . I shall then check at your Highness's Q. R. sq. ; I may HOW A WORLD WAS WON. 29S FoNSECA (Black). Fekdinand V. (White). afterwards win the Bishop, and if I mistake not, this game at least is mine." Ferdinand bit his lipj^d, unaccustomed to discomfiture, he sat moody, under what seemed to all inevitable defeat. At this moment I examined the position more attentively, and suddenly it flashed upon me that Ferdinand's game was not as des- perate as it appeared to the bystanders and even to himself. In a suppressed tone I whispered to Queen Isabella : " If his Highness play correctly, he wins, and Fonseca cannot outlive four moves." Isabella drew nearer the King, and leaning on his shoulder she withheld his arm, when after long meditation he was about to raise his hand to play his Rook to Q. R. 5th sq. — "Do you not win, my Lord ?" said she, — " Win ?" . . repeated Ferdinand, and the uplifted hand re- turning to its former position, the King resumed his meditations . . but the threatened mate seemed rHU to veil the position to his reason' 300 CHESS FOR WINTER EVENINGS. ing faculties. At this juncture his eye caught mine, and most prob ably rightly reading my expression, he again began to calculate . . then suddenly a smile played over his lips. — " Fonseca, my friend, ' Esids malo.' "* — " Think you, my Lord," interrupted the Queen, " there can be wrong in granting this title to the Genoese ?" — " What think you of the matter, Latuia ?" said Ferdinand, lialf ironically, " do you still persist in your opinion ?" " None can boast of infallibility," rejoined Beatrix Galindez, and Pliny has said, ' Nemo morialium omnibus Tioris safeV " — " After all," added his Highness, "little harm can come from appointing him Admiral of the new seas to be navigated." Hardly had the royal sanction escaped the King's hps, when the Queen beckoning a page — " Isidro," said she, " to horse instantly — Crist&val Colon is on the road to Palos de Moguer, he cannot have journeyed touch farther than the bridge of Pinos . . make all speed, overtake him, and teU him we create him Admiral of the Ocean-sea." And now, dear Doctor, may we not repeat what Antonio de Le- brixa has so often said to us, " The most trifling causes very fre- quently exercise a wonderful influence over the greatest events." If Crist&val Colon discover a new world, as indeed I trust he may, will it not come from the pushing of a Pawn at the proper time. 1 • Anglic^— " ThoH art sick." BOOK IV. STAUNTON'S ANALYSIS OF THE KING'S GAMBIT BOTH ACCEPTED AND DECLINED.— GAMES IN ACTUAL PLAY.— FOURTEEN PROBLEMS.— THE MID- NIGHT CHALLENGE, OR CHRISTMAS IN RUSSIA. THE KING'S GAMBIT. THE king's knight's GAMBIT. THE CUNNINGHAM GAMBIT. — THE SALVIO AND COCHEANE GAMBITS. ^THE MUZIO GAMBIT. THE ALLGAIER GAMBIT. THE KINg's EOOk's PAWN GAM- BIT. THE king's bishop's GAMBIT. THE GAMBIT DECLINED. We are now about to introduce the student to a favor- ite and brilliant style of play, altogether different from the specimens given in the previous lessons. The King's Gam- bit offers greater variety than is to be found in the other openings, and therefore requires greater knowledge and prac- tice to conduct it with success : hence an experienced player, wnen he gives the odds of Q.'s Rook or Q.'s Knight to an inferior antagonist, often prefers this mode of play. The word GamUt is derived from an Italian phrase used in wrestling, and signifies a peculiar movement by which the adversary is tripped up. In Chess, the " peculiar move- ment" is, for the first player, early in the game, to sacrifice a Pawn for the sake of gaining an attack. The varieties of the King's Gambit are often known by the names of the players who invented, or first introduced them. Other varieties obtain their names from one of the early moves of the first player. The term GamKt Pawn is applied sometimes to the Pawn you sacrifice on the second move, but more commonly to the Pawn of your adversary which captures your Pawn. Thus, in the King's Gambit, when each party having pushed K. P. two sq., the first player moves K. B. P. two, and the second player takes it with K. P. ; the latter is styled, while remain- ing on the board, the Gambit Pawn. Your design in sacrificing a Pawn at the second move, is 304 CHESS FOR WINTER EVENINGS. to weaken the enemy's centre, by drawing his K. P. away from the middle of the board. Philidor was of opinion, that the advantages of position acquired in return for the Pawn, were fully remunerative, and that the legitimate result of the Gambit ought to be a drawn game. That eminent player, however, stands alone in this doctrine, the general opinion now being, that if the best moves are subsequently played on both sides. Black ought to win the game through the Pawn given. The Gambits are the most brilliant and animated of all the openings, full of hair-breadth 'scapes and perilous vi- cissitudes, but affording an infinitude of beautiful and daring combinations. We extract the following analyses with the accompany- ing games in actual play from Mr. Staunton's valuable work, "The Chess Player's Handbook, London, 1847." STAUNTON'S ANALYSIS OF THE KING'S GAMBIT. This admirable opening, in which is comprehended every variety of the game, beginning with 1. ^ p '™ , 2. K^Bjpawo^ gives birth to the most intricate and beautiful combinations of which the chess-men are susceptible, and their investigation will afford you an inexhaustible fund of entertainment and instruction. To render the examination of them as intelligible as our limited space will admit, it may be well to classify the ramifications of this gambit under dif- ferent heads. For this purpose I propose to divide the varia- tions into four separate sections. The first will contain the manifold dihits which spring from the King's Gambit Pro per, or King's Knight's Gambit, as it is sometimes called t K. p. two f, K. E. P. two Q K. Kt. to H. 3d rpi „„„„v,J ,.,;11 t» , 1- K.p.two ' 2- p.takeap. ' p- The seoond will treat of the modification of this opening which is generally known ^r„ All ' „ /~f„v«T^:+ 1 K.p.two n K. B. p. two o K.Kt.ioB.Sd as the Allgaier Gambit, 1. ^r^^^^, 2. p. ^kes p. ' 3. K.Kt.p.,two ' 4. K- R- P- t'TO , including also an attack called the King'.s o 1 ! T> , rfn™!,;* T K. p. two n K. HP. two o K . R. p. tw o Rook's Pawn Gambit, 1. k:^7^, 2. f-^^^^^, 3. - The third will embrace the varied methods of attack and defence in the favorite King's Bishop's Gambit, 1. ^' p' ,^^ THE king's knight's GAMBIT. «JOS to the undefinable class of moves which the second playei may adopt in refusing the gambit. LESSON I. THE king's knight's GAMBIT. GAME THE FIRST. While. Black. 1. K. P. two. 1. K. P. two.' 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3; K. Kt. P. two. Black's third move is considered the best he can adopt after he has accepted the gambit ; but he has other modes of play, which, if not equally satisfactoiy, may be made without dis- advantage; for instance, he can play 3. Q. P. two, or 3. K B. P. two, and obtain an even game. (For 3. B. to K.'s 2d see Lesson IL, The Cunningham Gambit.) In the first place, 3. Q,. P. two. 4. P. takes P. 4. K. B. to Q.'s 3d. (■If he play 4. K. Kt. P. two, you answer with 5. K. B. to Q. B.'s 4th.^ 5. Q. P. two. 5. K. Kt. P. two. 6. Q. B. P. two. 6. Q. B. P. one. 7. K. B. to Q.'s 3d. The game is equal. In the second place, 3. K. B. P. two. 4. P. takes P 4. Q. P. two. 5. Q. P. two. 5. Q. B. takes P. 6. Q. B. takes P. 6. K. Kt. to B.'s 3d. Even game. 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d (best) In Victor Kafer's " Complete Guide to the Game of Chess 306 CHESS FOE, WINTER EVENINGS. (Gratz, 1842,) the move of 4. Q. B. P. one, is recommended in place of 4. K. B. to Q. B.'s 4th ; but if Black reply with 4. K. B. to K. Kt.'s 2d, you appear to gain nothing. (Fol the consequences of 4. K. R. P. two, see The Allgaier Gam- bit.) At the present stage of our game Black has a variety of moves at command. He may play 4. K. B. P. one, which is obviously bad, on account of 5. Kt. takes Kt. P., &c. He may also play 4. Q. P. one, but without beneiit, or 4. P. to K. Kt.'s 5th, the result of which will be shown in Lessons III. and IV., The Salvio and Cochrane Gambits, and Lesson v., The Muzio Gambit. If, instead of any one of these, he prefer 4. K. R. P. one, the game will probably be carried on as follows : — 4. K. R. P. one. 5. Kt. to K.'s 5th. 5. K. R. to Ms 2d. 6. Q. P. two. 6. Q, P. one. (If he play 6. Q. to K.'s 2d, you can move 7. Q. to her 3d.'> 7. Kt. takes K. B. P. 7. R. takes Kt. 8. B. takes R. (ch.) 8. K. takes B. 9. K. R. P. two. 9. K. Kt. to B.'s 3d (best). 10. P. takes P. 10. P. takes P. 11. K. Kt. P. one. 11. Q. B. to K. Kt.'s 5th. 12. Q. to her 3d. 12. Q. to K.'s 2d. Your attack will hardly compensate for the lost piece. It would have been safer, therefore, to return the Kt. to Q.'s 3d on your 7th move. 5. Q. P. two. 5. Q. P. one. It is of very little importance whether you castle at the 5th move (see Game the Third), and then play 6. Q. P. two, or move as in the text, and afterwards castle. As is observed in the German " Handbuch," " the transposition of moves here produces the same result." You can, however, at this stage commence an interesting variation by playing 5. K. R. P. two (see Game the Second). If you move instead 5. Q. B. P. one, Black may answer with 5. P. to K. Kt.'s 5th, and have the better game. In place of replying to your move 5. Q. P. two with 5. Q.. P. one, he may play 5. K. R. P. one, safely, or 5. P. to K. Kt.'s 5th, but the latter would forward your game ; for example : — 5. P. .0 K. Kt.'s 5th. 6. Castles. 6. P. takes Kt. (You can also advantageously play 6. Q. B, takes P.) THE king's knight's GAMBIT. 307 7. Q. takes P. 7. B. takes Q. P. (ch.) 8. K. to R.'s sq. 8. Q. P. one. (ShoDld lie move 8. Q. to K. B.'s 3d, you reply with 9. Q. B. takes P.) 9. Q. B. takes P. 9. K. B. to his 3d. 10. P. to K.'s 5th. 10. P. takes P. 11. Q. B. takes P. 11. Q. Kt. to Q.'s 2d. 12. Q. B. to his 3d. 12. Q. to K.'s 2d. 13. R. to K.'s sq. 13. B. to K.'s 4th. 14. B. takes B. 14. Kt. takes B. 15. Q. to K. R.'s 5th. 15. K. Kt. to B.'s 3d. 16. Q. takes Q. Kt. You have a superior game. 6. Q. B. P. one. 6. P. to K. Kt.'s 5th (best). Black can now attack the Kt. with advantage, and by do- ing so he gets the better game. He may with almost equal benefit play 6. K. R. P. one ; e. g, 6. K. R. P. one. 7. Q. to her Kt.'s 3d. 7. Q. to K.'s 2d. (Jf you castle instead of moving the Q. thus, he answers with 7. K. Kt. to K.'s 2d, and if then you attempt to open an attack by 8. K. Kt. P. one, he will play 8. P. to K. Kt.'s 5th, having a better game.) 8. Castles. 8. Q. Kt. to Q.'s 2d. 9. K. Kt. P. one. 9. P. to K. Kt.'s 5th. (If you play 9. K. R. P. two, he can retort with 9. Q. Kt. to his 3d.) 10. Q. B. takes P. 10. P. takes Kt. 11. R. takes P. 11. K. Kt. to B.'s 3d. 12. P. to K.'s 5th. 12. P. takes P. (Should you mo« 13. Q. Kt. to Q.'s 2d, he castles. 13. P. takes P. 13. K. Kt. to his 5th. 14. B. takes K. B. P. (ch.) 14. Q. takes B. 15. P. to K.'s 6th. 15. Q. to K. B.'s 4th. 16. P. takes Kt. (ch.) 16. Q. B. takes P. 17. K. R. P. two. 17. Castles on Q.'s side. He has a much better game than you have. 7. Kt. to his sq. 7. Q. to K. R.'s 5th. (ch.) If you sacrifice the Kt. by playing 7. Q. to her Kt.'s 3d, or 7. Q. B. takes P., you must equally lose. 8. K. to B.'s sq. 8. K. B. to K. R.'s 3d. 9. Q. to her Kt.'s 3d. 9. Q. to K. R.'s 4th. You can bring no piece into action with advantage, while the field is all before him where to choose. 308 CHESS FOR WINTER EVENINGS. GAME THE SECOND. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. tw . 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'.. ^d. 5. K. R. P. two. 5. K. R. P. onr. (b&it) Here Black plays his best move ; if he adopt instead of 5. K. R. P. one, 5. P. to K. K. Kt.'s 5th, the utmost lie can obtain will be an even game ; e. g. 5. P. to K. Kt.'s 5th. 6. Kt. to his 5th. 6. K. Kt. to R.'s 3d. 7. Q. P. two. 7. K. B. P. one. (If he play 7. Q. Kt. to B.'s 3d, you answer with 8. Q. B. P. one, and afterwards with Q. B. takes P. 8. Q. B. takes P. 8. P. takes Kt. (He may also play 8. Q. P. one, whereupon you move 9. Kt. to K.'a 6th, having an advantage ; or he may play 8. Q. P. two, which you take with K. B., and in a few moves the game will be equal.) 9. B. takes P. 9. B. to K. B.'s 3d. 10. B. takes Kt. 10. B. takes K. R. P. (ch.) 11. K. to Q.'s 2d. 11. B. to K. Kt.'s 4th (ch.) 19. K. to Q.'s 3d. You have no disadvantage. 0. Q. P. two. 6. Q. P. one. If he play here 6. P. to K. Kt.'s 5th, you mav leave the Kt. to be captured, and take P. with Q. B. 7. Q. B. P. one. 7. P. to K. Kt.'s 5th. You may also play 7. Q. Kt. to B.'s 3d, for the result of which see Var. I. Black, instead of 7. P. to K. Kt.'s 5th, may now play 7. Q. Kt. to Q.'s 2d, with advantage ; but if he attempt 7. Q. B. to K. Kt.'s 5th, or 7. K. Kt. to B.'s 3d, the game will be less favorable for him. For example : In the first place, 7. Q. B. to K. Kt.'s 5th. 8. Q. to her Kt.'s 3d. 8. Q. B. to K. R.'s 4th. 9. P. takes K. Kt. P. 9. P. takes P. 10. R. takes B. And you win. THE king's knight's GAMBIT. 309 In the second place, 7. K. Kt. to B.'s 3d. 8. P. takes Kt. P. 8. Kt. takes K. P. (li in place of taking the P. you play 8. P. to K.'s 5th, Black replies with 8. Kt. to K.'s 5th, and has an advantage.) 9. Q. to K.'s 2d. 9. Q. to K.'s 2d. The game is even. 8. Q. B. takes P. 8. P. takes Kt. If you retreat the Kt., Black may play either 8. Q. to K.'s 2d, or B. to K. B's 3d, having a fine game. By the sacri- fice of the Kt. you obtain a strong attack, but care on the part of your opponent will enable him to defend himself. 9. Q. takes P. 9. Q. B. to K.'s 3d. If instead he play 9. K. Kt. to B.'s 3d, you may regain the advantage ; for instance, — 9. K. Kt. to B.'s 3d. 10. Castles. 10. Q. Kt. to B.'s 3d. 11. P. to K.'s 5th. 11. P. takes P. (If 11. K. Kt. to Q.'s 2d, you answer with 12. Q. B. to K. Kt.'s 5th. 12. Q. B. takes P. 12. Kt. takes B. 13. P. takes Kt. 13. Q. B. to K. Kt.'s 5th. 14. Q. to K. B.'s 4th. 14. P. to K. R.'s 4th. 15. P. takes Kt. You have a much better game. 10. Q. Kt. to Q.'s 2d. 10. K. Kt. to K.'s 2d. 11. P. to K. R.'s 5th. 11. B. takes B. 12. Kt. takes B. 12. Q. Kt. P. two. 13. Kt. to K.'s 3d. 13. Q. Kt. to B.'s 3d. You have no adequate compensation for the piece you are Variation I leginning at White's 1th move. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d. 5. K. R. P. two. 5. K. R. P. one. e. Q. P. two. 6. Q. P. one. 7. Q. Kt. to B.'s 3d. 7. Q. B. P. one. 310 CHESS FOR WINTER EVENINGS. If he attack your Kt. with the K. Kt. P., you must retreat him to his own sq. again. 8. P. takes K. Kt. P. 8. P. takes P. 9. R. takes R. 9. B. takes R. 10. K. Kt. to K.'s 5th. 10. P. takes Kt. You might also play 10. K. to B.'s 2d, and the following moves occur : — 10. K. to B.'s 2d. 10. P. to K. Kt.'s 5th. (Black could likewise play with advantage 10. B. to K. Kt.'s 9d, or 10. K. Kt. to B.'s 3d.) 11. Q. to K. R.'s sq. 11. B. to K. Kt.'s 2d. (His beat move. 11. Q. to K. B.'s 3d, or 11. P. takes K. Kt., would be in your favor.) 12. Q. to K. R.'s 5th. 12. P. to Q.'s 4th. 13. Q. Kt. takes P. 13. P. takes Kt. (If at this crisis you play 13. P. takes Q. P., Black takes your K. Kt. with P., and then moves K. Kt. to B.'s 3d.) 14. K. B. tates Q. P. 14. Q. to K.'s 2d. 15. Kt. to his 5th. 15.' K. Kt. to B.'s 3d. 16. B. takes K. B. P. (ch.) 16. K. to B.'s sq. 17. Q. to K. Kt.'s 6th. 17. Kt. takes K. P. (ch.) He now forces the exchange of Queens, and having a Piece superionty must win.) 11. Q. to K. R.'s 5th. 11. Q. to K. B.'s 3d. 12. P. takes K. P. 12. Q. to K. Kt.'s 2d. 13. P. to K.'s 6th. 13. B. takes P. (best). He may with almost equal advantage play 13. K. Kt. to B.'s 3d. {e. g.) 13. K. Kt. to B.'s 3d. 14. P. takes P. (ch.) 14. K. to his 2d. (If he venture 14. K. to Q.'s sq., you play 15. Q. takes K. Kt. P., and win ; so also, if he move 14. K. to B.'s sq., you may take P. with Q. B., leaving your Queen en prise, and if he capture either Q. or B., you mate him next move.) 15. Q. to K.'s 2d. 15. Q. E. to K. Kt.'s 5th. ;Should he risk 15. Q. B. to K.'s 3d, you (exchange Bishops, then check with your Q. at her B.'s-4th, and afterwards, by playing her to Kt.'s 4th, you must gain the advantage.^ 16. Q. to her 3d. 16. Q. Kt. to Q.'s 2d. 17. Q. to her 4th. 17. K. Kt. to R.'s 4th. He ought to win. THE king's knights GAMBIT. 311 14. B. takes B. 14. K. Kt. to B.'s 3d. 15. B. takes K. B. P. (ch.) 15. K. to his 2d. 16. Q. to K. Kt.'s 6th. 16. Q. takes B. The advantage is all on Black's side. GAME THE THIRD. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d, 5. Castles. 5. Q. P. one. (best). 5. Castling or 5. Q,. P. two, may be played indifferently. If Black, in reply to your present move, play 5. P. to K. Kt.'s 5th, you may retreat the Kt. to K.'s sq., and thus ensure the winning of the gambit Pawn, or you can leave the Kt. to be taken, as in the following variation : — 5. P. to K. Kt.'s 5th. 6. Q. B. P. one. 6. P. takes Kt. 7. Q. takes P. 7. B. to K. R.'s 3d. 8. Q. P. two. 8. Q. to K.'s 2d. 9. Q. B. takes P. 9. B. takes B. 10. Q. takes B. 10. Q. P. one. 11. B. takes K. B. P. (ch.) 11. K. to Q.'s sq. 12. Kt. to Q.'s 2d. The game is even. 6. Q. P. two. 6. K. R. P. one. But for this precautionary move of his, you might get a livel} but somewhat hazardous attack, by sacrificing the Kt. for the two Pawns. 7. Q. B. P. one. 7. Q. B. to K. 3d. If you play 7. K. Kt. P. one. Black replies with 7. P. to K Kt.'s 5th, and gets the better game. Should he, in answei to your present move, play 7. Q. B. P. one, you can ther advantageously move 8. K. Kt. P. one ; for example : — 7. Q. B. P. one. 8. K. Kt. P. one. 8. P. to Kt.'s 5th. 9. Q. B. takes P. 9. P. takes Kj. 10. Q. takes P. 10. Q. to K. B.'s 3d. (If he play 10. B. to K/s 3d, you exchange Bishops, and then take Q. P with your Q. B. If he play 10. K. Kt. to B.'s 3d, you may also taku Q. P. with Q. B., and afterwards play P. to K.'s 5th.) 312 CHESS FOR WINTER EVENINGS. 11. Q. to K. R.'s 5th. 11. Q. to K. Kt.'s 3d. (You can also obtain a powerful attack by II. P. to K.'s Sth, followed by Q. to K.'s 3d ; the moves in the text are firom the German " Handbuch.") 12. Q. takes Q. 12. P. takes Q. 13. Q. B. takes P. 13. K. Kt. to B.'s 3d. 14. Q. Kt. to Q.'s 2d. Your two central Pawns and superiority of general position are equiva ■ lent to the Piece he has gained. 8. B. takes B. 8. P. takes B. You may here perhaps more advantageously play 8. Q. Kt. to R.'s 3d. 9. Q. to her Kt.'s 3d. 8. Q. to her B.'s sq. 10. K. R. P. two. 10. P. to K. Kt.'s 5th. 11. Kt. to K. R.'s 2d. 11. P. to K. Kt.'s 6th. He has a Pawn more and a strong position. GAMES IN ACTUAL PLAY. ILLirsTRATIVE OF THE FOREGOINC ANALYSES. [From the Chess-Player^ s Chronicle.) GAME I. Between V. H. der Laza and Vr. Bledow. White (V. H. d. L.) Black (Dr. B.) 1. K. P. two. 1. The same. 2. K. B.'s P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th 4. K. B. to Kt.'s ad. 5. Q. P. two. 5. Q. to K.'s 2d. (a) 6. Castles. 6. K. R. P. one. 7. Q. Kt. to B.'s 3d. 7. Q. B. P. one. 8. P. to K.'s 5th. 8. Q. to her Kt.'s Sth. 9. Q. Kt. to K. 4th. 9. K. B. to his sq. 10. Q. to K.'s 2d. (6) 10. P. to K. Kt.'s 5th. 11. Kt. to Q,'s 6th (ch.) 11. B. takes Kt. 12. P. takes B. (dis. ch.) 12. K. to Q.'s sq. 13. Kt. to K.'s Sth. 13. R. to R.'s 2d. 14. Q. B. P. one. 14. P. to K. B.'s 6th. 15. Q. to K.'s 4th. 15. K. Kt. to B.'s 3d. 16. Q. takes R. 16. Kt. takes Q. And White gave checkmate in six moyes. NOTES TO GAME I. - (o) The proper move, as is seen in the foregoing variations, is 5. Q. P. one. ih) This little game is excellently played by White. THE KIN&'S knight's GAMBIT. 313 GAME II. Between V. H. der Laza and Mr. H. of Berlin. White (V. H. d. L.) Blaclc (Mr. H.) 1. K. P. two. 1. K.P.two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. toE.'s3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. B. to Kt.'s 2d. 5. Castles. 5. K. R. P. one. 6. Q. P. two. 6. Q. P. one. i . Q. B. P. one. 7. Q. B. P. one. 8. Q. to her Kt.'s 3d. (a) 8. Q. to K.'3 2d. 9. K. Kt. P. one. 9. P. to K. Kt.'s 5th. 10. Q. B. takes P. 10. P. takes Kt. 11. R. takes P. 11. Q. B. to K.'s 3d. 12. P. to Q.'s 5th. 19. Q. B. to K. Kt.'s 5th, 13. P. takes Q. B. P. 13. B. takes R. 14. P. takes Kt. P. 14. Q. takes K. P. 15. P. takes R. (becoming a Q.) 15. Q. takes Q. 16. B.takesK. B.P. (ch.) 16 K. to B.'s sq. 17. B. takes Kt. 17. R. takes B. 18. B. takes Q. P. (ch ) 18. K. to K.'s sq. White mates in three moves.* NOTE TO GAME II. (a) Having now your Q. P. protected, and an opening for your Queen, you can advantageously advance the K. Kt. P., and sacrifice your Kt., as m the Muzio Gambit. * A brilliant and amusing little skirmish. GAME III. Between Mr. Popert and an eminent Polish player. White (Mr. Z.) BUck (Mr. P.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. B. to Q. Kt.'s 2d. 5. Q. P. two. 5. Q. P. one. 6. Castles. 6. K. R. P. one. 7. K. Kt. P. one. 7. P. to K. Kt.'s 5th. 8. K. Kt. to R.'s 4th. 8. P. to K. B.'s 6th. 9. Q. B. to K.'s 3d. 9. Q, Kt. to B.'s 3d. 10. Q. B. P. one. 10. K. B. to B.'s 3d. 11. K. Kt. to K. B.'s 5th. 11. Q. B. takes Kt. 12. P. takes B. 12. K. Kt. to K.'s 9d. 13. Q. to her Kt.'s 3d. 13. P. to Q.'s 4th. 14 314 CHESS FOR WriVTER EVEOTNG9. 14. K. B. to Q.'s 3d. 14. Q. to her 2d. 15. Q. to her B.'s 2d. 15. P. to K. R.'s 4th. 16. Kt. to Q.'s 2d. 16. P. to K. R.'s 5th. 17. Q. B. to K. B.'s 4th. 17. Castles on Q.'s side. 18. Q. R. P. two. 18. P. takes K. Kt. P. 19. Q. B. takes K. Kt. P. 19. K. R. to his 4th. 20. Q. Kt. P. two. 20. K. Kt. takes K. B. 1 21. B. takes Kt. 21. Q. takes B. 29. Q. to her Kt.'s 9d. 22. B. to K. R.'s 5th. 23. B. takes B. 23. R. takes B. 24. P. to Q. R.'s 5th. 24. R. takes K. R. P. 25. K. takes R. Black mates in three moves. GAME IV. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d, 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. K. B. to Kt.'s 2d. 5. K. R. P. two. 5. K. R. P. one. 6. P. takes P. 6. P. takes P. 7. R. takes R. 7. B. takes R. 8. Q. P. two. 8. Q. P. one. 9. Q. Kt. to B. 3d. 9. Q. B. P. one. 10. K. Kt. to K.'s 5th. (a) 10. P. takes Kt. 11. Q. to K. R.'s 5th. 11. Q. to K. B.'s 3d. 12. Q. P. takes P. 12. Q. to K. Kt.'s 2d. 13. P. to K.'s 6th. 13. K. Kt. to B.'s 3d. (61 14. P. takes P. (ch.) 14. K. to B.'s sq. (c) 15. Q. B. takes P. 15. K. to his 2d. (d) 16. Q. B. takes K. Kt. P. 16. Q. Kt. to Q.'s 2d. 17. Q. R. to Q.'s sq. (e) 17. Q. Kt. to K.'s 4th. 18. Q. to K. R.'s 2d. 18. Q. takes B. (/) 19. P. to K. B.'s 8th, becoming e 19. K. takes Q. Q. (ch.) 90. Q. takes B. (ch.) 20. K. Kt. to his sq. 91. R. to Q.'s 8th (ch.) 91. Q. takes R. 99. Q. takes K. Kt. (ch.) 99. K. to his 2d. 93. Q. to K. Kt.'s 7th (ch.) 23. K. to Q.'s 3d. 24. Q. to R.'s 6th (ch.) 24. K. to B.'s 9d. 95. Q. to K. Kt.'s 7th (ch.) 95. Kt. to Q.'s 2d. 96. Q. to K. Kt.'s 3d. 96. K. to Q. Kt.'s 3d. White mates in five moves. NOTES TO GAME IV. (fl) This has been shown to be an extremely hazardous mode ot play, and one which can only be ventured against an inferior opponent. THE CUNNINGHAM GAMBIT. 315 (i) Q. B. takes P. 13 a better move. (c) Tliis is an error which should cost the game. He should move the K. to K.'s 2d. (d) He would be mated directly on taking either Q. or B. (e) Better, as the after play shows, than castling. (/) If White had castled on the previous move, this B. would have been taken with a check. LESSON II. THE CUNNINGHAM GAMBIT. This sparkling variation in the defence of the King's Gam- bit was brought into general notice from its adoption by Mr. Cunningham, the historian, one of the most eminent chess- players of his day in Europe. It differs from all other vari- ations of the same opening, inasmuch that Black, instead of attempting to sustain the Pawn he has gained, by the cus- tomary move of 3. K. Kt. P. two, plays his K. B. to K.'s 2d, with the intention of checking at K. R.'s 5th, and either com- pelling White to move his King, or by interposing a Pawn, enable Black not only to break up the Pawns on the King's side, but to exchange his doubled P. for another of greater value and importance. The leading works to be consulted on this lively method of opposing the gambit are — Bertin (London, 1735) ; Stamma ; Philidor (1782) ; Allgaier ; Sar- ratt (1808) ; Lewis (1844) ; Walker (1846) ; and the Ger- man "Handbuch." GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt to B.'s 3d. 3. K. B. to K.'s 2d. 4. K. B. to Q. B.'s 4th. 4. B. to R.'s 5th (ch.) Your move of B. to Q. B.'s 4th is the best at your command; it enables you either to play tlie K. to B.'s sq., when he is checked, or to castle at the first convenient opportunity. 316 CHESS FOR WINTER EVENINGS. 5. K. to B.'s sq. 5.. K. B. to his 3cl. Instead of 5. K. to B.'s sq., which is the best move you can make, you may also play 5. K. Kt. P. one, as in the next game. If Blaci, in lieu of retreating his B. to B.'s 3d, play 5. B. to K. Kt.'s 4th, you answer with 6. Q. P. two, then take the K. B., and finally play Q. to K. B.'s 3d, with a fine game. He may, however, move 5. K. Kt. to R.'s 3d, and then the following variation is probable : — 5. K. Kt. to R.'s 3d. 6. Q. P. two. 6. K. Kt, to his 5th. 7. Q. to K.'s 2d. 7. K. Kt. to B.'s 7th. 8. K. Kt. takes B. 8. Kt. takes R. 9. Kt. to K. B.'s 3d. 9. Kt. to his 6th (oh.') 10. P. takes Kt. 10. P. takes P. 11. Q. B. to K. B.'s 4th. You have a manifest advantage. 6. P. to K.'s 5th. 6. B. to K.'s 2d. 7. Q. P. two. 7. Q. P. two. 8. K. B. to K.'s 2d. 8. K. Kt. P. two. 9. K. R. P. two. 9. P. to K. Kt.'s 5th. 10. K. Kt. to K. R.'s 2d. 10. K. R. P. two. He can also attack the Kt. by advancing the Kt. P. another sq., but the result would still be in your favor. 11. Q. B. takes P. 11. K. B. takes K. R. P. 12. K. Kt. P. one. 12. B. to K. Kt.'s 4th. 13. Kt. takes K. Kt. P. You must win. GAME THE SECOND. White. Black. 1. K, P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. B. to K.'s 2d. 4. K. B. to Q. B.'s 4th. 4. B. to K. R.'s 5th (ch.) 5. K. Kt. P. one. 5. P. takes P. Vour present move is not so prudent as 5. K. to B.'s sq., but it is one very frequently adopted, and with which you ought to be conversant. If instead of taking the P., Black retire his B. to Kt.'s 4th, you castle, and have a good position. If he play 5. Q. Kt THE CUNNINGHAM GAMBIT. 317 P. two, you may take the K. B. P., checking, and afterwards capture his B. with K. Kt. 6. Castles. 6. P. takes P. (ch.) 7. K. to R.'s sq. 7. K. B. to his 3d. The situation here is remarkable, and it is scarcely possible to conceive, at first sight, how such a position could occur at the sixth move of the game. Black has all his Pawns, while on your side there is a startling deficiency ; it was from this circumstance that Ber- lin and Stamma distinguished the opening as the " Three Pawns' Gambit." At this point Philidor observes that Black must win, and in this opinion he is seconded by Ercole Del Rio (Lolli, p. 369) ; but Allgaier, on the other hand, re- marks, — " With equally good players, however. White's game is not so irredeemably lost as Philidor makes it." In- stead of 7. B. to K. B.'s 3d, Black may play 7. Q. P. two, or 7. B. to K.'s 2d, for the result of which see the Variation. 8. K. Kt. to K.'s 5th. 8. B. takes Kt. (best). For your 8th move, Philidor gives P. to K.'s 5th, pursuing the game as follows : — 8. Q. P. two. 9. K. Kt. takes P. 10. Q. B. to K.'s 3d. H. Kt. to K.'s 5th. 12. K. B. P. two. 13. Q. to K.'s 2d. 14. Q. B. P. one. 15. P. takes P. 16. Q. Kt. to B.'s 3d. 17. K. B. P. takes Kt. 18. Castles on King's side. (Kt. to K.'s 5th, for your 18th move, seems to be at least as good as tak ing the Pawn.) 19. Q. to her 2d. Philidor now makes Black play 19. K. R. P. one, and White answers with 20. Q. R. to Q. B.'s 5th ; but, as the " Handbuch" remarks, he over- looks the fact that White might win by 20. B. takes K. R. P. 9. Q. to K. R,'s 5th. 9. Q. to K.'s ad (best). 10. R. takes K. B. P. 10. Q. to her B.'s 4th. 11. R.toK.B.'s8th(d'blech.)ll. K. to his 2d. 12. Q. P. two. 12. Q. takes P. (best). If he play 12. Q. takes B., you proceed thus : — 8. P. to K.'s 5th. 9. P. takes B. 10. B. to Q. Kt.'s 3d. 11. Q. P. two. la. Q. B. to K. B.'s 4th. 13. a. Kt. to Q.'s 2d. 14. Q. B. P. two. 15. P. takes Q. P. 16. Q. R. to Q. B.'s sq. 17. Q. Kt. takes K. Kt. 18. Kt. takes K. R. P. 318 CHESS FOR WINTER EVENINGS. 13. Q. M K.'s 8th (ch.) 13. K. to Q.'a 3d. 14. Q. takes B. (ch.) Followed by Q. Kt. to R.'s 3d, and Q. B. to Q.'s 2d, &e. 13. Q. B. checks. 14. Q. Kt. to Q.'s 2d. 15. Q. to K. B.'s 7th. 16. Q. B. to K.'s 3d. 17. K. to Kt.'s 2d. 18. Q. to her 5th (ch.) 19. Q. to K. B.'s 7th (ch.) 13. K. to Q.'s 3d (best). 14. K. Kt. to B.'s 3d. 15. Kt. takes K. P. 16. K. Kt. to his 6th (c.i.| 17. Q. takes B. 18. K. to his 2d. 19. K. to Q.'s 3d. Drawn game. Variation, beginning at Black's 7ih move. BLACK.' wm y//M/////. V//////7/f. mm. m. I w i s#»^ 111 ',V//////M: '■^'^ ^i^^M^y/. ^...r"/^-^ m ' 7th (ch.) 19. K. to Q. B.'s 3d. 20. Q. toBTs 7th (ch.) 20. K. takes Kt. 21. Q. B. P. two (ch.) 21. K. to Q.'s 5th. 22. Q. to Q.'s 6th (ch.) 22. K. to K.'s Gth. 23. Q. to K. B. 4th (ch.) 23. K. takes Q. P. White mates in two moves. GAME V. From Ghulam Kassim. White. Blach. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Q. P. two. 5. P. takes Kt. 6. Q. takes P. 6. Q. P. two. 7. B. takes P. 7. K. Kt. to B.'s 3d. 8. Castles. 8. Kt. takes B. 9. P. takes Kt. 9. Q. to B.'s 3d. THE MUZIO GAMBIT. 36] 10. Q. to K. 4th (ch.) 10. K. to Q.'s sq. 11. B. takes P. 11. Q. to K.'s 2d. 12. Q. to B.'s 3d. 12. R. to Kt.'s sq. 13. Kt. to Q.'s 2d. 13. B. toK. Kt.'s5th. 14. Q. to B.'s 2d. 14 Kt. to Q.'s 2d. 15. Q. R. to K.'s sq. 15. Q. to B.'s 3d. 16. Kt. to K.'s 4th. 16. Q. to K. Kt.'s 3d. 17. Q. B. P. two. 17. K. B. to Q.'s 3d. 1£. B. takes B. 18. P. takes B. 19. P. to Q. B.'s 5th. 19. P. takes P. 20. P. takes P. 20. K. R. to K.'s sq. 91. Kt. to Q.'s 6th. 21. R. takes R. 22. Q.. takes R. 22. K. to Q. B.'s 2d. 23. Q. to her Kt.'s 4th. 23. K. to Q 's sq. White must win. GAME VI. Mr. Staunton gives his Queen's Mook, (Remove White's Q. R. from the board.) WIdte, (Mr. S.) BlacJc, (Amateur.) 1. K.P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to Kt.'s 5th. 5. Q. P. two. 5. P. takes Kt. 6. Castles. 6. P. takes K. Kt. P. (fl) 7. B. takes K. B. P. (ch.) 7. K. takes B. 8. R. takes P. (ch.) 8. Kt. to K. B.'s 3d. 9. P. to K.'s 5th. 9. K. to Kt.'s sq. 10. P. takes Kt. 10. Q. P. two. 11. Q. to K. R.'s 5th. 11. Q. Kt. to B.'s 3d. 12. R. to K. B.'s 2d. Black surrendered. NOTE TO GAME VI. (a) Q. P. two, followed by Q. B. to K. Kt.'s 5th, would hare beei better play. GAME Vir. Mr. Staunton gives his Queen's Hook. (Remove White's Q. R. from the board.) White, (Mr. S.) ^ Black, (Mr. — .) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt.to B.'s 3d. 3. K. Kt. P. two. 16 362 CHESS FOB WINTER EVENINGS. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'a 5th. 5. Q. P. two. 5. P. takes Kt. 6. Q. takes P. 6. K. B. to K. R.'s 3d. (s) 7. Castles. 7. Q. P. two. 8. B. takes Q. P. 8. Q. B. P. one. ,9. B. takes K. B. P. (ch.) 9. K. takes B. 10. Q. B. takes P. 10. K. B. takes B. 11. Q. takes B. (ch.) 11. Kt. to K. B.'s 3d. la. P. to K.'s 5th. 12. Q. Kt. to Q.'s 2d. 13. Q. Kt. to B.'s 3-1. 13. R. to K.'ssq. 14. Q. Kt. to K.'s 4th. 14. K. to Kt.'s sq. 15. P. takes Kt. 15. K. to R.'s sq. 16. P. to K. B.'s 7th. (b) 16. R. to B.'s sq. 17. Q. to K. R.'s 6th. 17. Q. to K.'s 2d. 18. Kt. to Kt.'s 5th. 18. Kt. to B.'s 3d. 19. K. R. P. one. (c) 19. Q. B. to Q.'s 2d. 20. R. takes Kt. And wins. NOTES TO GAME VII. (a) If Q. to B.'s 3d, White should advance P. to K.'s 5th. (6) Better than moving the Kt. either to Q.'s 6th or K. Kt.'s uth. (c) Preferable to taking the Kt. immediately. GAME vm. Between La Bourdonnais and McDonnell. White, (Mr. MoD.) Black, (M. La B.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Q. Kt. to B.'s 3d. 5. P. takes Kt. 6. Q. takes P. 6. K. B.toK. R.'s3d. 7. Q. P. two. 7. Q. Kt. to B.'s 3d. 8. Castles. 8. Q. Kt. takes Q. P 9. B. takes K, B. P. (ch.) 9. K. takes B. 10. Q. to K. R.'s 5th (ch.) 10. K. to his Kt.'s 2d. 11. Q. B. takes P 11. B. takes B. 19. K. R. takes B. 12. K. Kt. to B.'s 3d. 13. Q. to K. Kt.'s 5th (ch.) 13. K. to B.'s 2d. 14. Q. R. to K. B.'s sq. 14. K. to his sq. 15. K. R. takes Kt. 15. Q. to K.'s 2d. 16. Q. Kt. to Q.'s 5th. 16. Q. to her B.'s 4th, 17. K. to R.'s sq. 17. Kt. to K.'s 3d. 18. K. R. takes Kt. (ch.) 18. P. takes R. 19. Kt. to B.'s 6th (ch.) And Vf ins the Qi leen. THl! ALLGAIER GAMBIT. 863 GAME IX. M^r. Staunton gives his Queen's Hook. (Remove White's Q. R. from the board.) White, (Mr. S.) Black, (Mr. — .) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. rakes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. ■i. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. B. takes K. B. P. (ch.) 5. K. takes B. 6. Kt. toK.'s5th(ch.) 6. K. to his sq. 7. Q. takes P. 7. K. Kt. to B.'s 3d. 8. Q. takes P. 8. Q. P. one. 9. K. Kt. to B.'s 3d. 9. Q. Kt. to B.'s 3d. 10. Q. P. two. 10. Q. toK.'s2d. 11. Castles. 11. Q. B. to Q.'s 2d. 12. P. to K.'s 5th. 12. P. takes P. 13. P. takes P. 13. K. Kt. to Q.'s 4th. 14. Q. to K.'s 4th. 14. Q. B. to K.'s 3d. 15. Q. B. to K. Kt.'s 5th. 15. Q. to her B.'s 4th (ch.) 16 K. to R.'s sq. 16. Q. Kt. to his 5th. 17. Q. B. P. two. 17. K. Kt. to Q. Kt.'s 3d. 18. Q. Kt. P. one. 18. K. B. to K.'s 2d. 19. K. Kt. to Q.'s 4th. 19. Q. B. to K. Kt.'s sq. 20. B. takes K. B. 20. Q. takes B. 21. K. Kt. to K. B.'s 5th. 21. Q. to her 2d. 22. Q. to K. R.'s 4th. 22. Q. R. to Q.'s sq. 23. Q. to K. B.'s 6th. And wins. LESSON VI. THE ALL&AIER GAMBIT. In the preceding examples of the King's Gambit, White con- tinues his attack afterS. Kt. to K. B.'s 3d, by playing 4. K. B. to Q. B.'s 4th. There is, however, another not unimportant mode of operating at this point, and one which leads to situ- ations of remarkable interest, that is, to play 4. K. R. P. two, instead of 4. B. to Q, B.'s 4th. Black's best reply is held to be 4. P. to K. Kt.'s 5th, whereupon by your moving the endangered Knight to K.'s 5th, or to Kt.'s 5th, we arrive at the Allgaiee Gambit, an opening once deemed invincible, JJ64 CHESS FOR WINTER EVENINGS. at least by Allgaier himself, who devoted much attention to its details, and which still possesses attractions for many players of eminence. The best authorities to compare upon this Gambit are Salvio (Ed. 1723), pp. 56, 58, 60 ; Greco (1784), p. 72 Cozio, 1st vol., pp. 48, 85, 98, 123, 165, 167, 172, 180; 196, 329; Lolli, pp. 216, 219; Mosler, tab. vii. ; Allgaier, tab. vii.; Horny (1839), pp. 144—156; Lewis, (1844), pp. 286—288 ; La Bourdonnais, pp. 91, 93, 96, 101 ; " Poly technic Journal " (September, 1841} pp. 141 — 144; "Pala mede" (1842), pp. 77— 117, 298—307; and the German "Handbuoh." GAME THE FIRST. WTiite. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. R. P. two. 4. P. toK. Kt.'s5th(best). 5. Kt. to Kt.'s 5th. 5. K. R. P. one. The present game will be devoted to the examination of what follows your move of the Kt. to Kt.'s 5th, and the next to the effects of 5. Kt. to K.'s 5th. In answer to your move of Kt. to Kt.'s 5th, Black may play 5. K. R. P. two, 5. Q. P. two, and 5. K. B. P. one. For the two former see Variation L, the last may speedily be dismissed as bad. (e. g.) 5. K. B. P. one. 6. Q. takes Kt. P. 6. K. R. P. two. 7. Q. to K. B.'s 5th. 7. P. takes Kt. 8. Q. to Kt.'s 6th ,,ih.) 8. K. to Ms 2cl. 9. Q. takes P. (oh.) 9. K. to his sq. 10. Q. to K.'s 5th (ch.) Winning the Rook, and having the better game. 6. Kt. takes K. B. P. 6. K. takes Kt. 7. Q. takes P. 7. K. Kt. to B.'s 3d. La Bourdonnais recommends for the defence 7. Q. to K. B.'s 3d, but the authors of the " Handbuch " think it inferior : you can compare both. 7. Q. to K. B.'s 3d. 8. Q,. P. two. 8. Q. takes Q. P. 9. Q. takes P. (ch.) 9. Q. to K. B.'s 3d. (A better move for him than 9. Kt. to B.'s 3d.) THE ALLGAIER GAMBIT. 365 10. Q. to K. Kt.'s 4th. 10. Q. to K. Kt.'s 3d. 11. B. to Q. B.'s 4th (ch.) 11. K. to Kt.'s 2d. 12. Q. to K. B.'s 3d. 12. K. Kt. to B.'s 3d. 13. Q. Kt. to B.'s 3d. 13. K. B. to Q. Kt.'s 5th. 14. B. to Q.'s 2d. 14. Q. P. one. Black's game is preferable. 8. Q. takes K. B. P. 8. K. B. to Q.'s Sd (best). This is Black's best move ; it was first given by Horny, a German writer, and it has the eflect of utterly paralyzing White's further efforts. 9. B. to Q. B.'s 4th (ch.) 9. K. to Kt.'j 2d (best). If instead of checking with the B., you play 9. P. to K.'s 5th, Black takes it for nothing, as you cannot capture his B. but at the cost of your Queen. If you move 9. Q. to K. B.'s 2d, he replies with 9. K. to Kt.'s 2d, preparatory to playing R. to K. B.'s sq., and finally, if you move 9. Q. to K. B.'s 3d, he might proceed as follows : — 9. Q. to K. B.'s 3d. 9. Q. Kt. to B.'s 3d. 10. Q. B. P. one. 10. Q. Kt. to K.'s 4th. 11. Q. to K.'s 2d. 11. Q. Kt. to K. Kt.'s 5th. 12. K. R. to his 3d. 12. Q. to K.'s 2d. 13. Q. P. one. 13. Q. B. P. one. He has obviously the better game. 10. Q. to K. B.'s 5th. 10. B. to Kt.'s 6th (ch.) If you play 10. Q. to B.'s 2d, he replies with 10. R. to K. B.'s sq., and if 10. Q. to B.'s 3d, with 10. Q. Kt. to B.'s 3d, as before. 11. K. to B.'s sq. 11. K. R. to B.'s sq. Black has a winning position. Variation, beginning at Black's 5ih move. White. Black. 1. E. P. two. [1. K. P. two. 2. K. B. P. two. I 2. P. takes P. 3. K. Kt. to B.'s M. I 3. K. Kt. P. two. 4. K. R. P. two. L4. P. to K. Kt.'s 5th. .5. Kt. to Kt.'s 5th. 5. K. R. P. two. When Kt. is played to his 5th, Black's best reply is 5. K R. P. one ; and when it is played, as in the next game, to K.'s 5th, then the proper answering move is 5. K. R. P. two. 366 CHESS FOE WINTER EVENINGS. The objection to it in the present instance is the diflSculty afterwards found in expelling the White Kt. from his threat, ening position. As was before remarked, Black may also play 5. Q. P. two, the result of which it may be well to show at once. Suppose then — 5. Q, P. two. 6. P. takes P. 6. Q. takes P. (Ponziani recommends for Black 6. K. Kt. to B.'s 3d.) 7. Q. Kt. to B.'s 3d. 7. Q. to K.'s 4th (ch.) 8. Q. to K.'a 2d. 8. K. B. P. one. 9. Q. takes Q. (ch.) 9. P. takes Q. 10. B. to K. B.'s 4th. 10. K. Kt. to R.'s 3d. 11. Q. P. two. 11. P. takes P. 12. Q. Kt. to his 5th. 12. Q. Kt. to R.'s 3d. 13. Q. B. takes P. 13. K. B. to Q. Kt.'s 5th (ch.) 14. Q. B. P. one. 14. P. takes P. 15. P. takes P. 15. B. to Q. R.'s 4th. 16. Castles on Q.'s side. With the better game. 6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3d. 7. Q. P. two. 7. K. B. P. one. 8. Q. B. takes P. 8. P. takes Kt. 9. P. takes P. 9. Kt. to B.'s 2d. If he move 9. Kt. to his sq., you reply 10. Q. B. to K.'s 5th. 10. P. to K. Kt.'s 6th. 10. Kt. to Q.'s 3d. 11. Q. B. takes Kt. 11. P. takes B. 12. B. to B.'s 7th (ch.) 12. K. to his 2d. 13. Castles. 13. Q. to her R.'s 4th. Allgaier's move for you is 13. Q. Kt. to B.'s 3d, upon which Black plays 13. Q. to Q. R.'s 4th, and you answer with 14. Q. to her 2d. He appears to have overlooked that Black could then play 14. K. B. to R.'s 3d. 14. B. to Q.'s 5th. 14. K.to his sq. 15. Q. to her B.'s sq. 15. K. to Q.'s sq. 16. Q. to K. Kt.'s 5th (ch.) 16. B. to K.'s 2d. 17. P. to K. Kt.'s 7th. And you win with ease. GAME THE SECOND. Wldte. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two- 2. P. takes P. THE ALLGAIER GAMBIT. 367 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. R. P. two. 4. P. to K. Kt.'s 5th. 5. Kt. to K.'s 5th. 5. K. R. P. two (best). The. playing Kt. to K.'s 5th gives you both a safer and more lasting attack than Kt. to Kt.'s 5th, but the advantage gained by this manner of play has been vastly overrated, since Black has at his command a sure defence, from the line of operations developed in the present game. Black's move of 5. K. R. P. two is the right one ; he may, however, play 5. K. Kt. to B.'s 3d, or 5. Q,. P. one, without disadvantage. For example ; in the first place, — 5. K. Kt. to B.'s 3d. 6. B. to Q. B.'s 4th. 6. Q. to K.'s 2d. (If you play 6. Q. P. two, he replies with 6. Q. P. one, and if 6. Kt. takes K. Kt. P., with 6. Kt. takes K. P., the game being even.) 7. Q. P. two. 7. Q. P. one. 8. Kt. takes K. B. P. 8. Q. takes K. P. (ch.) (If you take 8. K. B. P. with B. (eh.). Black retires his K. to Q.'s sq., and has the better game.) 9. Q. to K.'s 3d. 9. Q. takes Q. (ch.) 10. K. takes Q. 10. P. to Q.'s 4th. 11. Kt. takes R. 11. P. takes B. He has the advantage. In the second place, — 5. Q. P. one. 6. Kt. takes Kt. P. 6. B. to K.'s 2d. 7. Q. P. two. 7. B. takes K. R. P. (ch.j 8. Kt.to K. B.'s 2d. 8. Q. to K. Kt.'s 4th. (Black may also play, with apparent benefit, 8. Q. to K. B.'s 3d, a move lately adopted by the leading players of Pesth.) 9. Q. to K. B.'s 3d. 9. B. to K. Kt.'s 6th. 10. Q. Kt. to B.'s 3d. 10. K. Kt. to B.'s 3d. 11. Q. B. to Q.'s2d. The game is about even, but with the move given in the " Handbuch" and elsewhere for White's 11th, K. B. to Q.'s 3d, Black may obtain an advantage, I think, through R. to K. Kt.'s sq., with the view to play Q. B. to K. Kt.'s 5th at the proper moment. 6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3d. Modern authorities concur in pronouncing the move 6. K. Kt. to R.'s 3d inferior to 6. R. to K. R.'s 2d, and the " Hand- buch " remarks, that after the former, Black must lose the gambit P. We will briefly examine the consequences arising from the defence with the Knight, and subsequently those 368 CHESS Foa winter evenings. which spring from 6. R. to K. R.'s 2d. (See Game the Third.) 7. Q. P. two. 7. Q. P. one. 8. Kt. to Q.'s 3d. 8. P. to K. B.'s 6th. 9. K. Kt. P. one. 9. P. to Q.'s UTi. If you play 9. P. takes P., he can move 9. K. B. to K.'s 2d, and on your moving 10. Q. B. to K. Kt.'s 5th, take P. with P., having the advantage. 10. B. takes Q. P. 10. Q. B. P. one. [f you take 10. Q. P. with K. P., he plays K. Kt. to B.'s 4th. 11. B. to Q. Kt.'s 3d. 11. Q. takes Q. P. He has decidedly the better game. The ingenious variation at Black's 9th move we owe to Mr. Knight, an amateur of the London circle of chess-players ; it appears as effectual in baffling all further attack in this branch of the Allgaier Gambit, as Horny's move of K. B. to Q.'s 3d in the former one. GAME THE THIRD. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. R. P. two. 4. P. to K. Kt.'s 5th. 5. Kt. to K.'s 5th. 5. K. R. P. two. 6. K. B. to Q. B.'s 4th. 6. R. to K. R.'s 2d. This is the generally accepted move for Black ; and prior to the discovery of Mr. Knight's defence, of which we have seen a sketch in the last game, it was, perhaps with proprie- ty, considered preferable to 6. K. Kt. to R.'s 3d. 7. Q. P. two. 7. P. to K. B.'s 6th (best). When the Rook is moved to his second to defend the Pawn, as in this game, you may obtain a violent but unstable attack by playing thus : — 7. Kt. takes K. B. P. 7. R. takes Kt. 8. B. takes R. (ch.) 8. K. takes B. 9. Q.P. two. 9. P. to K. B.'s 6th. (His best move, for if he play 9. B. to K. R.'s 3d, you castle, with an im- proved situation.) THE king's rook's PAWN GAMBIT. 369 10. P. takes P. 10. Q. P. one. With dae care now Black must win, in spite of the exposed position of his King. 8. K. Kt. P. one. 8. Q. Kt. to B.'s 3d. If, instead of 8. K. Kt. P. one, you take the P., he may first dislodge your Kt. with 8. Q. P. one, and then play K. B. to K.'s 2d. 9. Kt. takes Kt. 9. Q. P. takes Kt. You may also play 9. Kt. to K. Kt.'s 6th, and proceed as follows : — 9. Kt. to K. Kt.'3 6th. 9. B. to K. Kt.'s 2d. (He might likewise take your Kt. and then move R. to his sq. again.) 10. Q. B. P. one. 10. K. Kt. to B.'s 3d. 11. Q. B. to K. Kt.'s 5th. 11. P. takes Kt. 19. P. to K.'s 5th. 12. Q. P. two. 13. B. to Q.'s 3d. 13. Q. B. to K. B.'s 4th. 14. B. takes B. 14. P. takes B. 15. Q. to her 3d. 15. Q. to her 2d. 16. P. takes Kt. 16. B. to K. R.'s sq. You must lose the advanced P., and Black will then have the superiority. 10. Q. B. to K. B.'s 4th. 10. Q. to K.'s 2d. 11. Q. Kt. to B.'s 3d. 11. Q. B. to K.'s 3d. 12. P. to Q.'s 5th. 12. Castles on Q.'s side. He has a little better game, but the advantage is not nearly so decisive as in the second game. LESSON VII. THE king's rook's PAWN GAMBIT. This deviation from the great parent opening consists in White's throwing forward his K. R. Pawn at the third move, instead of playing the K. Kf. to B.'s 3d. The object of this move is to prevent the customary advance of Black's K. Kt. Pawn ; but to attain this you sacrifice position, and if properly met, your attack is speedily foiled or turned against you. 16* 370 CHESS FOB WINTEK EVENINGS. GAME THE FIRST. White Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. R. P. two. 3. K. B. to K.'s 2d (best). Black may also play with safety 3. Q. P. two, but that move is not so strong as B. to K.'s 2d. (See Variation.) 4. Q. to K. Kt.'s 4th. 4. Q. P. two (best). You can likewise adopt 4. K. Kt. to B.'s 3d, and pursue the attack as follows : — 4. K. Kt. to B.'s 3d. 4. K. Kt. to B.'s 3d. (The usual move for Black is 4. Q. P. one, that of K. Kt. to B.'s 3d is given by Stamma, Jaenisch, and the German " Handbuch.") 5. Q. P. one. 5. Q. P. two. I'lf you play 5. P. to K.'s 5th, Black may reply with 5. Kt. to K. R.'s 4th and then Kt. to his 6th.) 6. P. takes P. 6. Kt. takes P. 7. Q. B. P. two. 7. Kt. to K's 6th. 8. B. takes Kt. 8. P. takes B. 9. P. to Q.'s 4th. 9. Q. B. to K. Kt.'s 5th. Black has the better game. 5. Q. takes doubled P. 5. P. takes P. He might also play 5. K. B. to Q.'s 3d, as advised by Stamma. 6. Q. takes K. P. 6. K. Kt. to B.'s 3d. 7. Q. to K. B.'s 3d. 7. Castles. 8. K. B. to Q. B.'s 4th. 8. Q. B. to K. Kt.'s 5th. 9. Q. takes Q. Kt. P. 9. Q. to her 3d. 10. Q. to her Kt.'s 3d. 10. Q. Kt. to B.'s 3d. if you venture to take the Rook, the following is the result :— 10. Q. takes R. 10. Q. Kt. to B.'s 3d. 11. Q. to Kt.'s 7th. 11. Q. to K. Kt.'s 6th (ch.) 12. K. to B.'s sq. 12. K. Kt. to K.'s 5th. And he must win. 11. Q. to her 3d. 11. Q. Kt. to Q.'s 5th. 12. Q. B. P. one. 12. Q. to K.'s 4th (ch.) 13. K. to B.'s sq. 13. Q. Kt. to K. B.'s 4th. Black has a winning game. THE king's rook's pawn gambit. 371 Variation, heginning at Black's Zd move. While. Black. C 1. E. P. two. ( 1. E. P. two. I 2. E. B. P. two. } 2. P. takes P. (3. E. R.P. two. 3. Q. P. two. 4. P. takes P. 4. Q. takes P. He might also play 4 K. B. to Q.'s 3d. 5. Q. to K.'s 2d (ch.) 5. Q. B. to K.'s 3d. 6. Q. Kt. to B.'s 3d. 6. Q. to her 2d. 7. Q. P. one. 7. K. B. to Q.'s 3d. 8. K. Kt. to R.'s 3d. 8. Q. Kt. to B's 3d. 9. Q. Kt. to his 5th. 9. Castles on Q.'s side. 10. Kt. takes B. (ch.) 10. P. takes Kt. 11. Kt. takes P. 11. B. to K. Kt.'s 5th. 12. Q. to her 2d. 12. R. to K.'s sq. (ch.) And he has the better game. GAMES IN ACTUAL PLAY. ILLTJSTEATrVE OF THE PRECEDING ANALYSES. GAME I. Between two English Amateurs. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3cl. 3. K. Kt. P. two. 4. K. R. P. two. 4. P. to K. Kt.'s 5th. 5. K. Kt. to his 5th. 5. K. R. P. one. 6. Kt. takes K. B. P. G. K. takes Kt. 7. Q. takes Kt. P. 7. K. Kt. to B.'s 3d. 8. Q. takes K. B. P. 8. Q. P. one. (a) 9. Q. P. two. 9. K. to Kt.'s 2d. 10. B. to Q. B.'s 4th. 10. Q. to K.'s sq. 11. Castles. 11. B. to K.'s 2d. 12. P. to K.'s 5th. 12. P. takes P. 13. P. takes P. 13. B. to Q. B.'s 4th (ch.) 14. K. to R.'s sq. 14. K. Kt. to his 5th. 15. Q. Kt. to B.'s 3d. 15. Q. B. to K.'s 3d. 16. Kt. to K.'s 4th. 16. B. takes B. 17. Q. takes Kt. (ch.) 17. Q. to Kt.'s 3d. 18. Q. takes Q. (ch.) 18. K. takes Q. 19. R. to K. B.'s 6th (ch.) 19. K. to Kt.'s 2d. 20. Kt. takes K. B. 20. Q. Kt. to B.'s 3d. 372 CHESS FOE WINTEK EiTENINGS. 21. Kt. to K.'s 6th (ch.) 21. B. takes Kt. 22. R. takes B. 22. Q. R. to K.'s sq. 23. Q. B. takes K. R. P. (ch.) (6) 23. K. to B.'s 2d. 24. R. to K. B.'s 6th (ch.) 24. K. to his 2d. 25. B. to Kt.'s 5th. 25. Kt. takes K. P. 26. R. to K. R.'s 6th (dis. ch.) 26. K. to B.'s 2d. 27. Q. R. to K. B.'s sq. (ch.) 27. K. to Kt.'s 2d. 28. R. takes R. 28. K. takes R. 29. B. to B.'s 6th (ch.) 29. K. to Kt.'s sq. i 30. R. to K.'s sq. Aud vfiiis. NOTES TO GAME I. (a) The correct move is that previously mentioned by Horny, oi S. B to Q.'s 3d. (4) Cleverly played. GAME II. Between Messrs. Kieseriizkij ani Walker. (From Le Palamede.) White. (M. K.) Black. (Mr. W.) 1. K. P. two. 1. K. P. two. a. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. R. P. two. 4. P. to K. Kt.'s 5th. 5. Kt. to K.'s 5th. ' 5. K. R. P. two. 6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3d. 7. Q. P. two. 7. Q. P. one. 8. Kt. to Q.'s 3d. 8. P. to K. B.'s 6th 9. K. Kt. P. one. 9. P. to Q.'s 4th. (a) 10. B. takes Q. P. (6) 10. Q. B. P. one. 11. B. to Q. Kt.'s3d. 11. Q. takes Q. P. 12. Q. Kt. to B.'s 3d. 12. K. B. to Q.'s 3d. 13. K. Kt. to B.'s 4th. 13. Q. takes Q. (ch.) 14. Kt. takes Q. 14. B. takes Kt. 15. B. takes B. 15. Q. B. to K.'s 3d. 16. Kt. to K.'s 3d. 16. Q. Kt. to Q.'s 2d. 17. B. takes B. 17. P. takes B. 18. Kt. to Q. B.'s 4th. 18. K. Kt. to K. B.'s 2d. 19. Castles on Q.'s side. 19. P. to K.'s 4th. 20. B. to K.'s 3d. 20. K. to his 2d. 21. R. to Q,'s 3d. 21. Q. Kt. to K. B.'s 3d. 22. R. to Q. Kt.'s 3d. 22. Q. Kt. P. one. 23. K. R. to K.'s sq. 23. K. R. to Q.'s sq. 24. Q. R. P. two. 24. K. to his 3d. 25. P. to Q. R.'s 5th (c) 25. Kt. takes K. P. 26. P. takes P. 26. P. takes P THE king's KOOK's PAWN liAMEIT. 973 27. K. to Kt.'s sq. 27. P. to Q. Kt.'s 4th. 28. Kt. to Q. R. 3d sq. 28. Kt. to Q.'a 7th (ch.) 29. B. takes Kt. 29. R. takes B. White surrenders. ( 33. K. to Kt.'s 4th. 33. K. R. P. two (oh.) 34. K. takes Kt. 34. P. to B.'s 3d (ch.) 35. K. to Kt.'3 6th. 35. R. to K. Kt.'s 8th (ch.) 36. K. to R.'s 7th. 36. Q. R. takes R. 37. Q. R. P. one. 37. Q. R. to K. Kt.'s sq. 38. B. to Q. B.'s 4th. And Black mates in three moves. 403 CHESS FOR WINTER EVENINGS. LESSON X. THE GAMBIT DECLINED. If Black does not choose to accept the Gambit he has several modes of defence, which may be briefly noticed. They pre- sent, in fact, no particular diificulty of analysis, and none of those complicated and brilliant combinations that arise from taking the Pawn and maintaining it, and it may be remarked generally that, by refusing the Gambit, Black subjects him- self to some disadvantage of position, though, probably, not so much as to influence materially the result of the game, GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. B. to Q. B.'s 4th. This appears to be Black's best move, if he declines taking P. with P. We shall examine in subsequent games, the consequences of his moving 2. Q. P. one, and 2. Q. P. two. (See Games the Second and Third.) Black has also several other de- fences, which are but rarely adopted ; for instance, he may play 2. K. Kt. to B.'s 3d, on which you take P. with P., and on his taking K. P. with Kt., move out K. Kt. to B.'s 3d. He may also play 2. Q. Kt. to B.'s 3d, and you reply 3. K. Kt. to B.'s 3d ; if he then play 3. B. to Q. B.'s 4th, you may move 4. B. to Q. Kt.'s 5th, &c. If Black move 2. Q. B. P. one, your best move, as re- commended by Jaenisch, is 3. Q. P. two. If he play 2. Q. to K. B.'s 3d, your best move, according to the " Handbuch," is 3. Q. P. one. And finally, if he play 2. Q. to K. R.'s 6th (oh.), you play 3. K. Kt. P. one, and afterwards P. takes K. P., and you have a better game. 3. K. Kt. to B.'s 3d. 3. Q. P. one. 4. Q. B. P. one. 4. B. to K. Kt.'s 5th. Y"our 4th move, Q.. B. P. one, is considered stronger than 4. THE GAMBIT DECLINED. 409 B. to Q. B.'s 4th, in which case he replies 4. K. Kt. to B.'s 3d, and the game is about equal. By playing 4. Q. B. P. one, you threaten to establish your Pawns in the centre. 5. B. to K.'s 2d (best). 5. B. takes Kt. This is apparently your best move, but you may also play 5, Q. P. two, for which see the variation. 6. B. takes B. 6. Q. Kt. to B.'s 3d. 7. Q. Kt. P. two. 7. B. to Q. Kt.'s 3d. 8. P. to Q. Kt.'s 5th. 8. Q. Kt. to K.'s 2d. 9. Q. P. two. And the position is, perhaps, a little in your favour. Variation, heginning at White's 5th move. White. Black. il. K.P. two. ri. K. P. two. 2. K. B. P. two. J 2. B. to Q. B.'s 4th. 3. K. Kt. to B.'s 3d. 1 3. Q. P. one. 4. Q. B. P. one. 14. B. to K. Kt.'s 5th. 5. Q. P. two. 5. P. takes Q. P. 6. P. takes P. 6. B. takes Kt. 7. P. takes B. 7. Q. to K. R.'s 5th (ch.) 8. K. to his 2d. 8. B. to Q. Kt.'s 3d. 9. B. to K.'s 3d. 9. Kt. to K. B.'s 3d. 10. Kt. to Q. B.'s 3d. 10. Kt. to Q. B.'s 3d. Equal game. GAME THE SECOND. Wliite. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. Q. P. one. This move is objectionable as unnecessarily confining the King's Bishop. 3. K. Kt. to B.'s 3d. 3. B. to K. Kt.'s 5th. Instead of this move you have the choice of 3. B. to Q. B.'s 4th, the result of which will be shown in the variation. 4. B. to Q. B.'s 4th. 4. Q. Kt. to B.'s 3d. 5. Q. B. P. one. 5. B. takes Kt, 6. Q. takes B. 6. Kt. to K. B.'s 3d. The game is slightly in your favour. IS 410 CHESS FOR WINTER EVENINfiS. Variation, beginning at White's 3d move. White. Black. { 1. K. P. two. 1 1. K. P. two. I 2. E. B. P. two, I 2. Q. P. me. 3. B. to Q. B.'s 4th. 3. P. takes P. If Black does not take this P., you can play 4. Q. P. one, oi 4. K. Kt. to B.'s 3d, and the position becomes the same as in the foregoing game. At this point, Jaenisch makes hira play 3. K. B. P. two. 4. K. Kt. to B.'s 3d. 4. B. to K.'s 3d. Q. to K. B.'s 3d would also be a good move for you. If Black now play 4. K. Kt. P. two, you reply 5. K. R. P. two, and we have a position which occurs in the Allgaier Gambit. 5. B. takes B. 5. P. takes B. 6. Q. P. two. 6. K. Kt. P. two. 7. K. R. P. two. 7. P. to K. Kt.'s 5th. 8. Kt. to K. Kt.'s 5th. 8. Q. to K. B.'s 3d. d. Q. takes P. You have the advantage. GAME THE THIRD. White. Black. 1. K. P. two. 1. The same. 2. K. B. P. two. 2. Q. P. two. This is the customary mode of declining the King's Gambit, but it appears to be less advantageous for the second player than 2. B. to Q. B.'s 4th. 3. P. takes Q. P. 3. Q. takes P. In lieu of taking the Q. P. he can play 3. P. takes K. B. P., as in the variation. 4. Q. Kt. to B.'s 3d. 4. Q. to K.'s 3d. onziani advises, for your 4th move, 4. Q,. to K.'s 2d. 5. K. Kt. to B.'s 3d. 5. P. takes P. (dis. oh.) You may likewise take P. with P. and have a good game. Black can move also 5. P. to K.'s 5th, when the following moves are probable : — THE GAMBIT DECLINED. 411 5. P. to K.'s 5th. 6. Kt. to K. s 5th. 6. K. Kt. to R.'s 3d. 7. B. to Q. B.'s 4th. 7. Q. to K.'s 2d. 8. B. to Q. Kt.'s 3d. 8. K. B. P. one. 9. K. Kt. to Q. B.'s 4th. 9. B. to K.'a 3d. 10. Q. to K.'s 2d. The game is even. At move 9. instead of Kt. to Q. B.'s 4th, in actual play you. would perhaps venture 9. Q. to K. R.'s 5th (ch.), &c. 6. K. to B.'s 2d. 6. Q. B. P. one (best). He plays thus to prevent the check of your B., and the sub- sequent loss of the Q., by your moving R. to K.'s sq. 7. Q. P. two. 7. B. to Q.'s 3d. 8. B. to Q.'s 3d. 8. K. Kt. to K.'s 2d. 9. R. to K.'s sq. You have a fine game. Variation, leginning at Bhick's 3d move. White. Black. (1. K. P. two. \1. The same. \ 2. K. B. P. two. \ 2. q. P. two. I 3. P. takes Q. P. 3. P. takes K. B. P. 4. B. to Q. Kt.'s 5th (ch.) 4. B. to Q.'s 2d. Instead of checking with your B., let us suppose 4. K. Kt. to B.'s 3d. 4. K. K'. to B.'s 3d. 4. Q. takes P. 5. Q. P. two. 5. K. Kt. P. two. (You may also attack the Q. with Q. Kt., and have the better game shortly.) 6. Q. B. P. two. You have certainly the advantage. Q. to K.'s 2d. Kt. to K. B.'s 3d. Q. Kt. takes B. Castles. B. takes Q. Q. Kt. to his 3d. 5. Q. to K.'s 2d (ch.) 5. 6. Kt . to Q. B .'s 3d. 6. 7. B. takes B. (ch.) 7. 8. Q. P. two. 8. 9. Q. takes Q. 9. 10. B. takes P. Equal 10. game. 4?12 CHESS FOR WINTER EVENINGS. GAMES IN ACTUAL PLAY. ILLUSTRATIVE OF THE GAMBIT DECLINED. GAME I. Between Mr. G. Walker and Mr. Tuckett. White, (Mr. G. W.) Black, (Mr. T.) . 1. K. P. two. 1. The same. 2. K. B. P. two. 2. K. B. to Q. B.'s 4tK. 3. K. Kt. to B.'s 3d. 3. Q. P. one. 4. K. B. to Q. B.'s 4th. 4. K. Kt. to B.'s 3d. 5. Q. P. two. 5. P. takes Q. P. 6. P. to K.'s 5th. 6. P. takes P. 7. P. takes P. 7. Kt. to his 5th. 8. K. R. P. one. 8. Kt. to K. R.'s 3d. 9. Q. B. to K. Kt.'s 5th. 9. Q. to her 2d. 10. B. takes Kt. 10. P. takes B. 11. Q. Kt. to Q.'s 2d. 11. Q. to K. B.'s4th. 12. B. to Q.'s 3d. 12. Q. to B.'s 5th. 13. Q. Kt. to K.'s 4th. 13. B. to Q. Kt.'s 5th (ch.] 14. Q. B. P. one. 14. Q. to K.'s 6th (ch.) 15. K. to B.'ssq. 15. P. takes P. 16. Q. Kt. to B.'s 6th (ch.) 16. K. to B.'s sq. 17. Q. Kt. to Q's 5th. 17. Q. to her B.'s 4th. 18. Kt. takes B. 18. P. takes P. 19. Q. R. to Kt.'s sq. 19. Q. takes Kt. 20. a. to her B.'s 2d. 20. Kt. to Q. B.'s 3d. 21. R. takes P. 21. Q. to K. B.'s 5th. 22. K. to B.'s 2d. 22. K. R. to Kt.'s sq. 23. B. takes K. R. P. 23. R. to K. Kt.'s 4th. 24. K. R. to K.'s sq. 24. K. to Kt.'s 2d. 25. K. Kt. P. two. 25. Kt. to Q.'s 5th. 26. Q. to her B.'s 3d. 26. Q. takes Kt. (ch.) 27. Q. takes Q. 27. Kt. takes Q. 28. K. takes Kt. 28. K. takes B. 29. K. to B.'s 4th. 29. Q. Kt. P. one. 30. Q. R. to K. Kt.'s 2d. 30. B. to Q. Kt.'s 2d. . 31. Q. R. to Q.'9 2d. 31. B. to his sq. 32. Q. R. to Q.'s 8th. 32. K. R. to Kt.'s sq. 33. K. R. to Q.'s sq. 33. B. to K.'s 3d. And after several more moves Wloite resigned. GAME II. Between MM. Devinck and Kieseritzkij . (From the Cinquante Parties par /.. Kieseritzkij.) White, (M. D.) Black, (M. K.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. Q. P. one. 3. K. Kt, to B.'s 3d. 3. Q. Kt. to B.'s 3d. THE GAMBIT DECLINED. 4''3 4. K. B. to Q. B.'s 4th. 4. Q. B. to K.'s 3d, 5. B. takes B. 5. P. takes B. e. P. takes K. P. 6. Q. Kt. takes P. 7. Q. P. two. (a) 7. Kt. takes Kt. (ch.) 8. Q. takes Kt. 8. Q. to K. B.'s 3d. 9. Castles. . 9. Q. takes Q. (b) 10. R. takes Q. 10. B. to K.'s 2d. 11. Q. B. to K.'3 3d. 11. B. to K. B.'s 3d. 12. Kt. to Q.'s 2d. 19. Kt. to K.'s 2d. 13. Q. R. to K. B.'s sq. 13. Kt. to K. Kt.'s 3d. 14. K. Kt. P. one. 14. P. to K.'s 4th. 15. Q. B. P. one. 15. R. to K. B.'s sq. Ifi. Kt. to Q. B.'s 4th. 16. K. to K.'s 2d. 17. K. R. P. two. 17. Q. Kt. P. two. 18. P. takes K. P. 18. Kt. takes K. P. 19. Kt. takes Kt. 19. B. takes Kt. 20. R. takes R. 90. R. takes R. 21. R. takes R. 91. K. takes R. 22. K. to K. B.'s 2d. 22. Q. R. P. two. 93. B. to Q.'s 4th. 23. Q. B. P. two. 24. B. takes B. 24. P. takes B. 25. K. to K. B..'s 3d. 25. K. R. P. two. 26. P. to K. Kt.'s 4th. 96. K. Kt. P. one. 27. P. takes P. 27. P. takes P. 98. K. to K.'s 3d. 28. P. to Q. B.'s 5th. 29. Q. R. P. one. 29. K. to K.'s 9d. 30. K. to Q.'s 2d. 30. K. to Q.'s 3d. 31. K. to Q. B.'s 2d. 31. K. to Q. B.'s 4th. 32. Q. Kt. P. two. (ch.) 32. R. P. takes P. 33. R. P. takes P. (ch.) 33. K. to Q. B.'s 3d. A drawn game. NOTES TO GAME O. (a) If Kt. takes Kt., Q. checks at K. R.'s 5th. (b) Taking the P. would be wrong, on account of 10. B. to K.'s 3d, 11. Q. to R.'s 5th (ch.), and 12. Q. to Q. Kt.'s 5th (ch.), &c. GAME III. {From rhilidor.) White. Mack. 1. K. P. two. 1. The same. 2. K. B. P. two. 2. Q. P. two. 3. P. takes Q. P. 3. Q. takes P. 4. P. takes P. 4. Q. takes K. P. (ch.) 5. B. to K.'s 2d. 5. B. to Q.'s 3d. 6. K. Kt. to B.'s 3d. 6. Q. to K.'s 2d. 7. Q P. two. 7. B. to K.'s 3d. S, Castles. 8. Q. Kt. to Q.'s 2d. 4'l4 CHESS FOB WINTER EVENINGS. 9. Q. B. P. two. 9. Q. B. P. one. 10. Q. Kt. to B.'g 3d. 10. K. Kt. to B.'s 3d. 11. B. toQ.'sSd. 11. Castles on K.'s side (beat). 12. Q. B. to K. Kt.'s 5th. 12. K. E. P. one. 13. B. to K. R.'s 4th. 13. Q. to her sq. 14. Q. Kt. to K.'s 4th. 14. K. B. to K/s 2d. 15. Q. to K.'s Sd. 15. Q. to Q. B.'s 2d. 16. Kt. takes Kt. (ch.) 16. Kt. takes Kt 17. B. takes Kt. 17. B. takes B. 18. Q. to K.'s 4th. 18. K. Kt. P. one. 19. Kt. to K.'s 5th. 19. B. takes Kt. 20. P. takes B. 20. Q. R. to Q.'s sq. (o) 21. K. R. to B.'s 6th. 21. Q. to her 2d. 22. R. takes Kt. P. (ch.) 22. P. takes R. 23. Q. takes P. (ch.) 23. K. to R.'ssq. 24. Q. takes P. (ch.) And draws the game by perpetual check. NOTE TO GAME III. (o) If Black attack the Q., by playing B. to K. B.'s 4th, you take the B. with R SZliOPSIS OF BOOK IV. 415 SYNOPSIS OF BOOK IV. THE KING'S GAMBIT. 1. K. P. two. K. P. two. K. E. P. two. P. takes P. 1. The CuHinifeHAM Gambit. The Saltio and Cochrane Gambits. The Muzio Gambit. The Allgaiee Gambit. With its various Modifications, viz : — The Kins's Kni&ht's Gambit, 3^ f) K. B. P. two. ). *" P. takes P. WTiich includes : — fl. K. P. two. .J 2. K. B. P. two. L3. K. Kt. toB. 3d. f 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B. 3d. 4. K. B. to Q. B. 4th. 5. K. Kt. to K. 5th. 6. K. Kt. "S 6. K.toB.sq. g; p/toK.B.eth.. K. Kt. to B. 3d. 1. K. P. two. 2. P. takes P. 3. B. to K. 2d. 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. to K. Kt. 5th. 5. Q. checks, to B. or R. 3d. — Salvia fl. KP. two. 2. K. B. P. two. - 3. K. Kt. to B. 3d. 4. K. B. to Q. B. 4th. .5. Castles or Q. P. two. fl. K. P. two. 2. K. B. P. two. 3. K. Kt. to B. 3d. 4. K. R. P. two. -Cochrane* 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. attacks Kt. 5. P. takes Kt. 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. The K. R. Pawn Gambit. The Kins's Bishop's Gambit. {I {l K. P. two. K. B. P. two. K. R. P. two. K. P. two. K. B. P. two. K. B. to Q. B. 4th. AND The Gambit Declined. 1. K. P. two. 2. P. takes P. 1. K. P. two. 2. P. takes P. FOURTEEN PROBLEMS IN FOUR MOVES. PROBLEMS IN FOUR MOVES. 419 BY THE EDITOR. BLACK. i m. «^^=^^ p. ■mm -^^^^f^^'"-"--^'^'""^ r^M ^#111 «S7 !? ..■iy/z/yMXi,, Wa. '^^ WHITE. White to play and check-mate in four moves. 45>,0 CHfiSS rOR WINTER EVENINRS No. 2. BY THE EDITOR. ^^, %m7/F^'mw/F^^^'w/,^/zJ^' ^„.„„„„.^B ^m,.^:mm^ PI ^ ^^-' White to play and mate in four moves. PKOBLEMS IN FOUR MOVES. 421 5^0.3. BY THE EDITOR. BLACK. „^/M//fi .M^mi^^^,,^<^^i .^^ci h ^^P ^^P ^^^ Wy. mm. ^^^ WHITE. White to play and mate in four moves. 422 CHESS FOR WINTER EVENINGS. m.k BY HERE ANDERSSEN. (From the Leipiig Schacheeitnng.) BLACK. m f^. '^y'.,..,^^3^^i,^,,,„jy^///////y... 4M 4m ....... 'wm wm — ' ■ ill Mm. Mm. ^m^/, ^ 1„ 'mm M^i ■WHITE. White to play and mate in four moves. PROBLEMS IN FOUR MOVES. 423 JSTo. 5. BY B. X. (From Bell's Life in London. ' BLACK. '^pm. ,WMMM:, W/i&i 'W/i^/, W(ZM I ill* ».„.„„..■ m.^^^^mm.^^ ^B ^P ^^ ^'wm^.zF^'m WHITE. White to play and mate in four moves. 424 CHESS FOR WINTER EVENINGS. No. 6. ANONYMOUS. (From Bell's Life in London.) ill IS ^ %. ^'^^mm^'^'w W£^^^'¥ m.^.?m. 1„„„„„„^^„ M m ^^m. WHITE. White to play and mate in four moves. PKOBLEMS IN FOUR MOVES. 425 5^0.7. BY HERR PREUSS. (From the Berlin SchachzeitDDg./ ia"^^B^si^" rJ m PI 111 m :mm. w. ■— — — ^.., i„.r:....^^ij5jj5g5^^Wl 1^ S5^.^J " ^^,,,,, m. ^^ WHITE. White to play and mate in four moves. 436 CHESS FOR WINTER EVENINfiS. m s FROM THE PALAMiiDE. m mm. ^..s. ■md'^"mdf^'m m ^^, I 'M. 'MM, m.. .^^.,^ WHITE. White to play and mate in four moves. PROBLEMS IN FOUR MQVES. 427 Jfo.S. BY B. X. (From Bell's Life in London.) BLACK. W, W// J el *■ wm^ ^^^— "-- iM'"""""^ "^^'^■"^^'" B tij ^i ^ii WHITE. White to play and mate in four moves. 428 CHESS FOR WINTER EVENJNGS. m. 10. BY HORWITZ. (From the Chess Flayer's Chronicle.) m i i^.^^^4.. ■.^Jfc"lMi ^ -^^ i m, mAMM AVHITE. White to play and mate in four moves. PROBLEMS IN FOUK MOVES. 429 23-0. 11. BY PROFESSOR SVANBERG OF UPSAL, (From Bell's Life in London.) . BI^CK. 'W% ^'^''^ W^^' ^ -mm "^^^'m p m ^J^^««i?^^^ ■ White to play and mate in four moves. 430 CHESS TtR WINTER EVENINGS. THE CELEBRATED INDIAN PROBLEM. BLACK. i WA S5-X 'WWA WM m wm^. ^ ~,..^^„. fel w^p. White to play and mate ia four moves. PROBLEMS IN EOTJR MOTES. 431 ^a. 13. BY MR. MoGILLIVRAY (From the London Illustrated Newi.) BLACK. m ill m/y,„^~~„^^^m.. ^ e....^^„ M? ^5^., m mm. i -■■-■» ■- -^^mfJ*^-m WHITE. White to play and mate in four moFis. 432 CHESS FOR WINTER EVENINGS. No. 14. BY THE EDITOR. BLACK. , ■ s ■ M 4hy/M m, WA mm,,. '■iMm. m m m ^„ 'W', :^^^^„ White to play and draw the game. THE MIDNIGHT CHALLENGE OR. CHRISTMAS IN RUSSIA. mfflK HDnoaffiSBSt CMMXISHffl!. THE MIDNIGHT CHALLENGE; OR, CHRISTMAS IN RUSSIA. . . ■' . (From the Rassian.) My matei-nal grandfather was a passionate a(ln:irer of thegaraE of chess, and so SKperior a player, that at one tune he was regarded as the strongest in St; Petershurgh. At the period, of which I write, the only competitor that could make even games with him, was a German player, by name Herr L^ufer,afull habited man, who, -ill i ^^1 » ^ iii M M fm 'mM^ '^ %mJ^\/T'^^' hM.k0^....M. ^ ^ iil 436 CHESS FOR WINTER EVENINGS. although strong as a " slmie,"* was cut off in 1785, by an attack of apoplexy, after twelve hours' meditation, over the foregoing problem, sent him as a chaUenge by my much honored ancestor, who had recent' ly received it from the inventor, Philip Stamma, one of the chess-mag- nates of that day. The stipulation, was, " White to play and force the game in ten moves." This grandfather of mine played regularly every day, from four in the afternoon until ten at night. On Mondays, Wednesdays, and Fridays, his opponent was a very distinguished player, known as the "Old Siberian." His invariable guest on Tuesdays, was Brigadier Kotelnikoff, an amateur as enthusiastic, perhaps, as himself, but some- what unfortunate, never having been able to see into the game beyond three moves. On Saturdays, after bathing in accordance with the national custom, my turn came. If, contrary to established usage, one of the players failed coming on the appointed day, his place was filled by Oska,\ a young serf, who received the odds of a "liogne;'X and who played standing. When at this odds he suc- ceeded in winning, he received from his master one " tchetverlalc,"^ for each mate ; whenever he lost, his master invariably ordered the " di,oretski,"\\ to apply a few "o« ^^ fsm m„ ^m. m/z/zM m/////K/,„ ^ ^ Pf ^ '^m^, //.//////A ra /r^-c ^^ /y/m/A wmx, "^^mi; The stranger having to move, now played Queen to her Bishop's third square. Here my grandfather rallied a moment. Notwithstanding, the threatened mate, he imagined he saw a method of retrieving his game, and answered with Bishop to Queen's fifth square, pinning adverse Queen. Vain endeavor ! No sooner had his hand abandoned the piece than, as before, he was greeted with the formula. — " Artampne Alexeitch, you have lost: you are mated in four moves !" " And now for the last game !" — cried the chor, " and pray make tt the best of the three." THE MIDNIGHT CHALLENGE. 447 My grandfather paused some time on the choice of the opening at length he decided for a steady Giuoco Piano, and he soon imagin- ed he remarked some slight wincing on the part of his queer adver- sary. He would probably have preferred a more open game, thought my grandfather, and while exerting the utmost vigilance, and refrain- ing from premature attack, he strove hard to keep his pawns in the centre, to the evident depression of his adversary's game. The latter was then seen to move about as a man writhing under the effects ot some violent nervous contraction, attacking now on the left, and now on the right, and seeking some vulnerable point to make an opening. Meanwhile, my grandfather held good in the centre, advancing his right wing gradually, and with great precaution, his King majesti- cally leading the van, not unlike a second Charles XII. The African now changed tactics, and furiously pushing on his Pawns, he sacrificed them in every direction, with the apparent in- tention of queening one of them at any cost. My grandfather, who had in a measure regained his wonted assurance, was not easily to be caught napping again ; at length he determined upon a sacrifice, and gave up a Knight for his adversary's two remaining Pawns. Forty moves had now been played on each side, and my grandfather was firmly persuaded he had the best of the game. At the 41st move he lost a Kook (through some strange artifice he always averred), and his position became slightly critical. The respective position of the belligerent parties, was as repre- sented in the next diagram. Black had not lost a single piece, while my grandfather was minus two Rooks and a Knight. He now founded all his hopes on his Pawns, and the constrained position of the adverse King. Moreover, one of the African's Rooks was " en prise" and the action of his Queen not immediate. It was my grandfather's turn to move. He determined upon a course of play which in the event of not securing the game, would still enable him to give a series of checks, and thus gain time unli. cock-crow. "But explain to me, my dear grandfather, how your King got so far advanced into the enemy's Imes ?" "I will tell you, my boy:— After getting my pawns weU 443 CHESS FOR WINTER EVENINGS. BLACK. supported in the centre, I castled to the right according to the most approved practice, and then played King up to Rook's second square; but my adversary pushing his pawns on me, I vi^as compelled to cap- ture them successively, with King, which brought him as you see on Rook's seventh square. I grant ray King seems hemmed in, but his sable majesty does not appear much better off. I apprehended no immediate danger on this square, and my position seemed to me cer- tainly the best for chpice. "Meanwhile it was my turn to move. What course was I to pursue? First, I thought of taking Rook with Bishop ; but then, I calculated that after the exchanges, his Queen would come into play (my Bishop and Knight being oif ), leaving rae the worst of the game. " Nevertheless, I determined upon a move that I thonght calcu- lated to astound my friend the chor, as great player as he considered himself. THE MIDNIGHT CHALLENGE. 449 " Show me the move," said I, with anxious curiosity, " for 1 see nothing that . . . ." "Here it is," interrupted my grandfather, with some solem- nity of tone : — " I played K. Kl. P. one sq. " If he take my B. witJi Kt., thought I, I will take Kt. with Pawn, opening Queen upon him, andleavinghim no respite until the advance of my Knight's Pawn, which I judged would prove fatal, [n case of his not capturing my Bishop with Knight, I did not exact- ly see how he was to escape the deadly effect of this same Pawn, or of the Queen's replacing it, in the event of its capture by tlie Bishop." " True," said I, " the Knight's Pawn pushed on at this junc- ture, seems to me a capital move." " I little dreamed of the consequences, though," replied my grandfather. — ^" No sooner had I committed the move, than my dark opponent began counting on his fingers ; then after a short pause, and vfith the utmost coolness : — ' My excellent friend, Artamone Alexeitch,' said he, ' I shall checkmate you in exactly twenty-two moves !' . . As he spoke, he lifted off the Knight at his K. R. 3d square, touched my K. Bishop, but hesitated a moment before com- pleting the capture.' " ' Nonsense ! Nonsense ! My dear sir,' I took occasion to ex- claim ; ' Who ever heard of a mate being announced in twenty-two moves ! Why that is a whole game. Meanwhile, before you execute your twenty-two move mate, you will have the goodness to take my Bishop with your Knight. In our B.ussian clubs we never vio- late the golden rule, ' Touch, and move.' No taking back, sir, and if I mistake not you will soon find yourself under some pres- sure.' " Scarcely had I spoken, when the African uttered a laugh so loud that the very panes rattled again. Then completing his medi- tated capture of Bishop, by a most unexpected series of moves, he confined me to the comer, and, to my utter amazement, finally checkmated me as he had predicted in exactly twenty-two moves. " ' Schakh Koroliou y Schakh Matt !' cried my terrible ad- versary, in very good Russian, at the same time rising and taking from his finger a ring with which he crowned the mating piece. — 450 CHESS FOR WINTER EVENINGS. ' You have played this game well, Artamone Alexeitch,' he contin- ed, ' and although unfortunate, you deserve the pledge I leave you.' " While he spoke my . eyes had remained riveted on this astonishing mate. When I raised them he had vanished from the room. I looked around for Oska. He had yielded to drowsiness, and was snoring in a comer of the apartment. " Struck with amazement and stupor, I remamed long in contemplation of this extraordinary position, and the gray dawn stin found me pondering over the mated king." My grandfather was scrupulous in the observance of the condi- tions of this mysterious challenge. During three years he abstained entirely from chess, and spoke to none of the adventure until the thirty years had completely elapsed. Many among his chess-playing friends, to whom he recounted the strange occurrence after this time of probation, seemed inclined to consider the whole affair as the effect of a heated imagination or a troubled dream. This, however, my grandfather would never admit. The ring has fallen to me, a bequest from my much honored grandsire. I sometimes fancy it a talisman against my chess-adver- saries. It is a signet, and bears graven in miniature on its broad bezel the following position. THE MIDNIGHT CHALLENGE. 451 BLACK. M ,Mi mm WfM. ^ r 'd... 'mm. 4t 'H '^. JM. mm. m. ^ "^W^^^'W"-^''" m. mm. WHITE. Black to play and force the game. BOOK V. THE QUEEN'S GAMBIT ACCEPTED.— THE QUEEN'S GAM- BIT REFUSED.— PROBLEMS IN FIVE MOVES.— EXAMPLES OF INCAUTIOUS PLAY.— THE FATAL MATE. THE QUEEN'S GAMBIT. LESSON I. The Queen's Gambit, or as it was sometimes called, the " Aleppo Gambit," from its having been the favorite game of Stamma, of Aleppo, is a very sound and instructive method of opening the game ; less brilliant, because less hazardous, than the gambits on the King's side, but especially improving to the student, from the nicety and correctness of play on both sides which it demands. We find it noticed as early even as Damiano and Lopez, and to have been subsequently examined by Salvio, Gianutio, and Carrera — by Stamma (who eulogizes it as the best of all openings), by Cozio, Philidor, Lolli, Ercole del Rio, Sarratt, Lewis, La Bourdonnais, Petroff, Jaenisch, Walker, the German " Handbuch," the " Chess- Player's Chronicle," and admirably illustrated in the games between McDonnell and La Bourdonnais. TUE GAMBIT ACCEPTED. GAME THE FIRST. White. Black. 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. These moves form the Queen's Gambit. But the best au- thorities have decided that it is unadvisable for Black to take the Pawn, and that his most prudent play is 2. K. P. one, (see Lesson II). The refusal of the gambit is in accordance with the example of Salvio ; but in declining it he proposes a less recommendable move, namely, 2. Q. B. P. two. (See Salvio, Ed. 1723, p. 104.) 3. K. P. one. 3. K. P. two. Your move of 3. K. P. one is that adopted in La Bourdon- 456 CHESS FOR WINTER EVENINGS. nais and McDonnell's games, and appears to be at least as good as 3. K. P. two, although it is denounced by the older writers. You may also play without disadvantage 3. Q. Kt. to B.'s 3d. (See Game the Third.) Black plays correctly here in advancing his K. Pawn. If instead of this move he play 3. K. B. P. two, you may answer 4. K. B. takesP., and on his then playing 4. K. P. one, you play 5. Q. to her Kt.'s 3d. For the move 3. Q. B. P. two, see the variation. And if he attempt to sustain the gambit Pawn, vou will easily obtain an advantage ; for instance. — 3. Q. Kt. P. two. 4. Q. R. P. two. 4. Q. B. P. one, or (A.) 5. P. takes P. 5. P. takes P. 6. a. to K. B.'s 3d, And you win a Piece. (A.) 4. B. to Q.'s ad. 5. P. takes P. 5. B. takes P. 6. Q. Kt. P. one. 6. Q. to her 4th. 7. P. takes P. 7. B. takes P. 8. Q. to her R.'s 4th (ch.) And again you win a Piece. 4. K. B. takes P. 4. P. takes Q. P. If you play 4. P. takes K. P., Black will have the better game ; for example, — 4. P. takes K. P. 4. Q. takes Q. (ch.) 5. K. takes Q. 5. Q. Kt. to B.'s 3d. e. K. Kt. to B.'s 3d. 6. Q. B. to K.'s 3d. 7. Q. Kt. to Q.'s 2d. 7. Castles. 8. K. to Q. B.'s 2d. 8. Q. Kt. to his Sth (ch.) 9. K. to Q. B.'s 3d. 9. Kt. to Q.'s 6th. 10. B. takes Kt. 10. R. takes B. (ch.) And the game is in Black's favor. 5. P. takes P. 5. K. Kt. to B.'s 3d. 6. Q. Kt. to B.'s 3d. 6. K. B. to Q.'s 3d. 7. K. Kt. to B.'s 3d. 7. Q. Kt. to B.'s 3d. 8. Castles. 8. Castles.' 9. K. R. P. one. 9. K. R. P. one. The game is equal ; but your P. is well placed, and you have Blill the move. THE queen's GJ\MBIT. 457 Variation, ieginning at Black's 3d move. White. Black. C 1. Q. P. two. ( 1. The same. i 2. Q. B. P. two. } 2. P. takes P. ( 3. K. P. one. 3. Q. B. P. two. 4. B. takes P. 4. P. takes Q. P. 5. P. takes P. 5. Q. Kt. to B.'s 3d. 6. K. Kt. to K.'s 2d. 6. K. P. two. 7. Q. B. to K.'s 3d. 7. P. takes P. 8. Kt. takes P. S. Kt. takes Kt. 9. B. takes Kt. 9. Q. to K.'s 2d (ch.) 10. K. B. to K.'s. 2d. 10. Q. to her Kt.'s5th (ch.) 11. Q. to her 2d. 11. Q. takes Q. (ch.) 12. Kt. takes Q. 12. Kt. to K.'s 2d. you have the superiority. GAME THE SECOND. WhUe. Black. 1. Q. P. two. 1. The same. 2. Q. B. P. two. 2. P. takes P. 3. K. P. two. 3. K. P. two. You may without danger play 3. K. P. two, but it is difficult to sustain the two Pawns abreast in the centre, and hence K. P. one, as in the previous game, or Q. Kt. to B.'s 3d, is more generally adopted. Black's move in reply is the correct one, as he thus en- sures the breaking up of your centre. If he play 3. Q. Kt. P. two, you answer with 4. Q. R. P. two, as in the variation given in the preceding game; and for the result of 3. K. B. P. two, see the fourth game. He may, however, play without much disadvantage 3. Q. B. P. two, as in the following : — 3. Q. B. P. two. 4. Q. P. one. 4. K. P. one. 5. B. takes P. 5. P. takes Q. P. 6. K. P. takes P. 6. K. B. to Q.'s 3d. Your Pawn is passed, and will serve to obstruct the approach of his Pieceo, but the advantage is very slight. 4. Q. P. one. 4. K. B. P. two. Many players prefer P. takes P. for your 4th move, and the 20 458 CHESS FOB WINTER EVENINGS. German "Handbuch" remarks, that although it has been censured by some authors, it is as good as 4. Q. P. one. The following moves will enable you to judge : — 4. P. takes P. 4. Q. takes Q. (ch.) 5. K. takes Q. 5. Q. Kt.to B.'s 3d. 6 K. B. P. two. 6. Q. B. to K. Kt.'s 5th (ch.; (If you play 6. Q. B. to K. B.'s 4th, he answers with C. Q. B. to K.'sSd.) 7. B. to K.'s 9d. 7. Castles (ch.) 8. Q. B. to Q.'s 2d. 8. B. takes K. B. (ch.) 9. K. Kt. takes B. 9. K. B. to Q. Kt.'s 5th. 10. Q. Kt. to B.'s 3d. 10. K. Kt. to K.'s 2d. The game is even. 5. K. B. takes P. 5. K. Kt. to B.'s 3d. You can also play 5. Q. Kt. to B.'s 3d, or 5. P. takes K. B. P., without harm. For example ; in the first place, — 5. Q. Kt. to B.'s 3d. 5. K. Kt. to B.'s 3d. 6. P. takes B. P. 6. Q. B. takes P. (You might without danger play 6. K. B. P. one.) 7. K. B. takes P. 7. K. B. to Q.'s 3d. 8. K. Kt. to K.'s 2d. 8. Castles. 9. Castles. 9. Q. Kt. to Q.'s 2d. The game is equal. In the second place, — 5. P. takes K. B. P. 5. Q. B. takes P. 6. Q. Kt. to B.'s 3d. 6. Q. Kt. to Q.'s 2d. 7. K. B. takes P. 7. Q. Kt. to his 3d. 8. Q. R to K.'s 3d. An even game. He would obviously lose by taking the K. P. on account of your playing 6. Q. to K. R.'s 5th (ch.) 6. K. Kt. to B.'s 3d. 6. K. B. to Q.'s 3d. 7. P. takes P. 7. Q. B. takes P. 8. Castles. 8. Castles. 9. Q. Kt. to B.'s 3d. 9. Q. Kt. to Q.'s 2d. The positions are pretty equal, but you have still an advantage in the move. GAME THE THIRD. Before proceeding to the consideration of games wherein Black refuses the gambit, it may be well to give a brief ex- ample of a different mode of carrying on the opening in the regular gambit which is at your command, and often adopted. THE queen's gambit. 459 Whifs. Black. 1. Q. P. two. 1. The same. 2. Q. B. P. two. 2. P. takes P 3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. For the consequences of his playing 3. Q. B. P. two, or 3. Q. B. P. one, see the variation. He might also play 3. K. P. two, and the game proceed as follows : — 3. K. P. two. 4. Q. P. one. 4. Q. B. P. one. (You could here too play 4. K. P. one.) 5 K. P. two. 5. K. Kt. to B.'s 3d. (If he move 5. Q. Kt. P. two, you will have the advantage.) 6. Q. B. to K. Kt.'s 5th. 6. P. takes Q. P. 7. P. takes P. 7. Q. B. to K. B.'s 4th. 8. B. takes P 8. K. B. to Q.'s 3d. The game is about equal. 4. K. P. one. 4. K. P. two. 5. K. B. takes P. 5. P. takes P. 6. P. takes P. 6. K. B. to Q.'s 3d. The game may be called even. Variation, beginning at Black's 3d move. White. Black. fl Q. P. two. J 1. The same. { 2. Q. B. P. two. I 2. P. takes P. { 3. Q. Kt. to B.'s 3d. 3. Q. B. P. two. If he move this Pawn one sq. only, the following moves are likely : — 4. Q. E. P. two. 5. P. takes P. 6. Kt. takes Q. The game is 3. Q. B. P. one. 4. K. P. two. 5. Q. takes Q. (oh.; 1 quite even. 4. 5. 6. 7. Q. P. one. K. P. two. P. takes P. K. B. takes P. Equal game. 4. K. P. one. 5. P. takes P. 6. K. B. to Q.'s 3d. 7. K. Kt. to K.'s 2d 460 CHESS FOR WINTER EVENINGS. GAME THE FOURTH. The Schwartz Defence. White. Black. 1. 2. 3. 4. Q. P. two. Q. B. P. two. K. P. two. K. P. one. 1. 2. 3. 4. The same. P. takes P. K. B. P. two. Q. B. to K.'s 3d, This mode of defence is the invention of Mr. W. Schwartz, of Livonia ; it is novel and ingenious, but if properly opposed, leaves an evident advantage in the hands of the opening player. Instead of playing 4. K. P. one, you may nullify the de- fence, apparently, by taking the doubled P. with your Bishop, and, if Black takes K. P. with P., moving Q. to her Kt.'sSd, or, if he bring K. Kt. to B.'s 3d, by advancing K. P. to K.'s 5th. You may also at the 4th move take K. B. P. wtth P., and obtain a fine game. .5. Q. Kt. to R.'s 3d. 5. Q. Kt. to B.'s 3d. 6. Q. B. to K.'s 3d. 6. Q. Kt. to R.'s 4th. 7. Q. to Q. R.'s 4th (ch.) 7. Q. B. P. one. 8. B. to Q.'s 2d. 8. Q. takes Q. P. 9. Q. takes Kt. 9. Q. takes Q. Kt. P. 10. Q. B. to his 3d. 10. Q. to her Kt.'s 3d. 11. Q. takes Q. 11. P. takes Q. 12. Q. Kt. takes P. 12. P. to Q. Kt.'s 4th. 13. Q. Kt. to K.'s 3d. 13. K. B. P. one. 14. Q. Kt. to Q. B.'s 2d. 14. R. takes P. 15. K. B. to Q.'s 3d. 15. R. takes R. (ch.) 16. B. takes R. Yon have much the better game. THE qoeen's gambit. 461 LESSON 11. THE GAMBIT REFUSED. Wliite. Black. 1. Q. P. two. 1. The same. 2. Q. B. P. two. 2. K. P. one. Ulaok's move of 2. K. P. one, I agree with Major Jaenisch in thinking the best he can adopt ; Q. B. P. two, and Q. B. P. one, are certainly inferior. (See Variations I. and II., in the present game.) When the game is opened by the first player with 1 . Q. P. two, a very common rejoinder among lead- ing practitioners is 1. K. B. P. two, or 1. Q. B. P. two, the consequences of which lead to what are termed " Irregu- lar Openings." 3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 4. K. P. one. 4. Q. B. P. two. It is a curious feature in this 3esoription of " close " game, that the Queen's Bishop can rarely be played over to the King's side with advantage. 5. K. Kt. to B.'s 3d. 5. Q. Kt. to B.'s 3d. 6. Q. R. P. one. 6. Q. R. P. one. And the positions are quite even. Variation I., beginning at Black's 2d move. White. Black. ( 1. q.P. two. 1. Q-P- two. \ 2. Q. B. P. two. 2. Q. B. P. two. By this move of Black's you obtain a slight advantage of position. 3. P. takes Q. B. P. 3. Q. P. one (best). Major Jaenisch counsels you to take the Q. P., and not the Q. B. P., and his variation proceeds thus,^- 3. P. takes Q. P. 3. Q. takes P. 4. K. P. one. 4. P. takes P. 5. Q. Kt. to B.'s 3d. 5. Q. to her sq. 6. P. takes P. 6. K. P. one. And the second player has lost time. 462 CHESS FOR WINTER EVENINGS. I believe you may obtain at least as good a position, however by taking the Q. B. P. ' 4. Q. Kt. P. two. 4. Q. R. P. two. You may play too 4. K. Kt. to B.'s 3d, and then 5. Q. R. P. one. If he play 4. K. P. two, the following is a probable result : — 4. K. P. two. 5. K. Kt. to B.'s 3d. 5. K. B. P. one. 6. K. P. one. 6. P. takes P. 7. Q. takes Q. (ch.) 7. K. takes Q. S. Q. B. takes P. 8. Q. R. P. two. 9. Q. Kt. P. one. 9. Q. Kt. to Q.'s 2d. 10. P. to Q. B.'s 6th. 10. P. takes P. 11. Q. R. P. two. 11. Q. B. P. one. 12. Q. Kt. to Q.'s 2d. With a better game. 5. Q. Kt. P. one. 5. K. P. two. 6. K. Kt. to B.'s 3d. 6. K. B. P. one. 7. K. P. one. 7. B. takes doubled P. 8. P. takes Q. P. 8. P. takes P. If he take with the Bishop, yoii^take B. with Kt., and he can- not save the Pawn. 9. B. toQ. Kt.'s2d. And you have certainly the advantage. Variation II., beginning at Black's 2d move. White. Black, il. Q. P. two. 1. The same. I 2. Q. B. P. two. 2. Q. B. P. one. Black's second move here is even weaker apparently than Q. B. P. two. 3. K. B. P. one. 3. K. Kt. to B.'s 3d. If instead of bringing out his Kt. he play 3. P. takes P., you move 4. K. P. one, and if then he support his Pawn with 4. Q. Kt. P. two, you can reply with 5. Q. R. P. two. 4. Q. Kt. to B.'s 3d. 4. Q. B. to K. B.'s 4th. 5. K. P. one. 5. K. P. one. 6. K. B. to Q.'s 3d. 6. B. takes B. 7. Q. takes B. 7. K. B. to Q. Kt.'s 5th. THE QUEEN S GAMBIT. 463 B. K. P. one. 8. 9. P. takes B. 9. 10. Q. B. P. takes Q. P. 10. 11. K. P. one. 11. 12. K. Kt. to K.'s 2d. The game is in your favor. B. takes Kt. (ch.) Q. Kt. to Q.'s 2d. Q. B. P. takes P. Kt. to K. R.'s 4th. GAMES ILLUSTRATIVE OF THE FOREGOING ANALYSIS. (lYom the Oiess-Flayer^ 8 Chronicle.) GAME I. Between M. De la Sourdonnais and Mr. McDonnell. White, (M. De la B.) 1. Q. P. two. 2. Q. B. P. two. 3. K. P. one. 4. K. B. takes P. 5. P. takes P. 6. Q. Kt. to B.'s 3d. -^. K. Kt. to B.'s 3d. 8. K. R. P. one. (Jb) 9. Q. B. to K.'s 3d. 10. K. B. to Q. Kt.'s 3d. 11. Castles. 19. Q. to K.'s 2d. 13. K. Kt. to K.'s 5th. 14. Q. B. to Q.'s 2d. 15. Q. R. to K.'s sq. 16. Q. Kt. takes Kt. 17. K. Kt. takes Q. B. P. (d) 18. B. takes Kt. 19. Q. takes B. (ch.) 20. Q. to her Kt.'s 4th. 21. R. to K.'s 5th. 22. Q. P. one. (e) 23. Q. to her 4th. 24. K. R. P. one. 25. K. R. to K.'s sq. 26. Q. R. takes Kt. P. (/) 27. Q. to K.'s 5th. 28. R. to K. R.'s 5th (ch.) 29. Q. mates. Blach, (Mr. McD.) 1. Q. P. two. 2. P. takes P. 3. K. P. two. 4. P. takes P. 5. K. Kt. to B.'s 3d. 6. K. B. to K.'s 2d. (a) 7. Castles. e. Q. Kt. to Q.'s 2d. 9. Q. Kt. to his 3d. 10. Q. B. P. one. 11. K. Kt. to Q.'s 4th. 12. K. B. P. two. 13. K. B. P. one. 14. K. Kt. P. two. (c) 15. K. to his Kt.'s 2d. 16. Kt. takes Kt. 17. Q. Kt. P. takes Kt. 18. Q. takes B. 19. R. to K. B.'s 2d. 20. Q. B. to K. B.'s 4th. 21. Q. to her 2d. 22. P. takes P. 23. K. to R.'s 3d. 24. Q. B. to K.'s 3d. 25. Q. R. to K.'a sq. 26. Q. R. to K. B.'s sq. 27. Q. B. to K. Kt.'s 5tli. 28. B. takes R. 464 CHESS FOE WINTER EVENINGS. NOTES TO GAME I. (a) Thia ia a fault. The Bishop should always be played to Q.'s 3d at the present stage. (6) An indispensable move in this opening. (c) The advance of these Pawns should rarely be ventured by any bu( the experienced player. (d) Capitally played, (c) An excellent move. (/) The best mode of taking the Pawn. GAME II. Played by correspondence several years since between the Amateitrs of Bristol and Mr. Staunton. White (The Amateurs.) 1. Q. P. two. 2. a. B. P. two. 3. K. P. one. 4. B. takes P. 5. P. takes P. 6. K. Kt. to B.'s 3d. 7. Q. Kt. to B.'s 3d. 8. Castles. 9. Q. B. to K.'s 3d. 10. K. B. to K.'s 2d. (a) 11. Q. to Q. B.'s 2d. (6) 12. Q. R. P. one. 13. K. Kt. to K.'s 5th. 14. K. B. takes B. 15. Q. P. takes Kt. 16. Q. B. to Q. B.'s 5th. 17. K. B. P.two. 18. Q. R. to Q.'s sq. 19. Q. to K.'s 3d. 20. K. B. to K. Kt.'s 4th. 21. B. takes B. 22. K.B. P. one. (/) 23. P. takes K. Kt. P. 24. B. to K. B.'s 3d. 25. Q. to K.'s 3d. 26. R. to Q.'s 7th. 27. K. to R.'s sq. {k) 28. Q. takes Q. 29. Q. R. takes Q. Kt. P. .')0. K. R. P. one. 31. B. to Q.'ssq. 32. R. takes R. 33. B. to K. B.'s 3d. (l) 34. K. to Kt.'s sq. (m) Black (Mr. S.) 1. Q. P.two. 2. P. takes P. 3. K. P. two. 4. P. takes P. 5. K. Kt. to B.'s 3d. 6. K. B. to Q. Kt.'s 5th (ch.) 7. Castles. 8. Q. B. to K. Kt.'s 5th. 9. Q. Kt. to Q. B.'s 3d. 10. K. Kt. to Q.'s 4th. 11. Q. B. to Q. R.'s 4th. (c) 12. K. B. to Q. R.'s 4th. 13. K. Kt. takes Q. Kt. 14. Q. Kt. taKes Kt. 15. Kt. to Q.'s 4th. 16. K. R. to K.'s sq. 17. Q. B. P. one. 18. Q. to K. R.'s 5th. 19. K. Kt. P. one. (d) 20. B. to Q. Kt.'s 3d. (c) 21. Q. R. P. takes B. 22. Q. R. to Q. R.'s 5th. (g-) 23. K. R. P. takes P. 24. Kt. to K. B.'s 5th. (A) 25. P.toQ. Kt.'s 4th. 26. Q. to K. Kt.'s 4th. (i) 27. Q. takes K. P. 28. R. takes Q. 29. Q. R. to Q. B.'s 5th. 30. Kt. to Q.'s 6th. 31. Q. R. to K. B 's 5th. 32. Kt. takes R. 33. Kt. to Q.'s 4th. 34. K. to Kt.'s 2d. THE QUEEN S GAMBIT. 465 35. K. to B.'s 2d. 35. K. to B.'s 3d. (n) 36. Q. Kt. P, one. 36. Kt. to K.'s 2d. 37. Q. R. P. one. 37. P. takes P. 38. P. takes P. 38. R. to Q. R.'s 4th. The game was resigned as a drawn battle. NOTES TO GAME II. (a) The best move apparently to preserve the Q. P. (6) Good play, threatening to move K. Kt. to Kt.'s 5th, which migh cost the Black a Piece. (c) Correctly played ; by this simple move he utterly disconcerts the meditated attack on his K. R. P. (d) Had Black, instead of tliis move, taken K. B. P. vrith his Kt., the opponents by captming K. B. P. with Bishop (giving check at the same time,) would have obtained a winning position. (c) Far better than playing K. R. P. two, in which case White would have moved the B. to Q.'s 7th, attacking the Rook. (/) ^y 'hi^ move theBristoliansappeartohave weakened their game. {g) This Rook is admirably posted. (A) A fine position for the Kt. also. Had the Kt. remained at Q.'s 4th, White might have taken him vrith K.'s Bishop, and then by playing Q. to K. B.'s 3d, would have won a Pawn. (J) Threatening to win the Queen by checking with the Kt. at K. R.'s 6th. (k) But for the necessity of making this defensive move, there is every probabihty that the Bristol players would have acquired the better game. If, however, instead of moving the King, they had proceeded with their attack, playing Q. to Q. Kt.'s 6th, their adversary wrould have moved his Q. R. to Q. B.'s 5th, and afterwards checked with Kt., and thus have been enabled at least to draw the game. (t) This is stronger than B. to Q. Kt.'s 3d. (m) These moves are to bring the King within reach of the adverse Pawn on Q.'s side. in) This appears to be the only move by which Black can prevent his opponents obtaining a "passed" Q. R. P. GAME III. Played in Paris by three members of the Chess-Cercle, MM. Harrwitz, Sasias, and another, in consultation, against MM. Kieseritzkij, Henderson, and Kling, in the Cafe de la Eegence. White (Allies of the Cercle). Black (Allies of the Caf^) . 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. 3. K. P. two. 3. K. B. P. two. (a) 4. P. takes P. (i) 4. Q. B. takes P. 5. K. B. takes P. 5. K. Kt. to B.'s 3d. 6. K. Kt. to K.'s 2d. 6. Q. B. to K.'s 5th. 20* 466 CHESS FOR WINTER EVENINGS. 7. Castles. 7. Q. Kt. to B.'s 3d. 8. Q. to Kt.'s 3d. 8. B. to Q.'s 4th. 9. B. takes B. 9. Q. takes B. 10. Q. takes Q. Kt. P. 10. Q. Kt. takes Q. P. (c> 11. Q. to R.'s 6th. 11. K. P. two. 12. Q. Kt. to B.'s 3d. 12. Q. to her B.'s 3d. 13. Q. takes Q. 13. Kt. takes Q. 14. K. B. P. two. 14. B.to Q. B.'s 4th (ch.) 15. K. to R.'s sq. 15. Castles on K.'s side. 16. K. R. P. one. 16. Q. R. to K.'s sq. 17. P. takes P. 17. Q. Kt. takes P. 18. Q. B. to K. Kt.'s 5th. 18. Q. R. to K.'s 3d. 19. Q. R. to Q.'s sq. 19. Q. Kt. to Q. B.'s 5th 90. Q. Kt. P. one. 20. Q. Kt. to K.'s 6th. 21. B. takes Q. Kt. 21. Q. R. takes B. 22. K. R. to B.'s 3d. 22. K. R. to K.'s sq. 23. K. Kt. to K. B.'s 4th. 23. Kt. to K.'s 5th. 24. Q. Kt. takes Kt. 24. K. R. takes Kt. {d) 25. R. takes R. 25. B. takes R. 26. R. to Q.'s 8th (ch.) 26. K. to B.'s 2d. 27. Kt. to Q.'s 5th. 27. R. to Q.'s 5th. 28. R. to Q.'s 7th (ch.) 28. K. to his 3d. 29. R. to K.'s 7th (ch.) 29. K. takes Kt. 30. R. takes B. 30. R. to K.'s 5th. 31. R. to Q.'s 3d (ch.) 31. K. to Q. B.'s 3d. 32. K. to R.'s 2d. 32. R. to K.'s 7th. 33. Q. R. P. one. 33. Q. R. P. two. 34. K. R. P. one. 34. R. to K.'s 5th. 35. K. to R.'s 3d. 35. K. to Q. Kt.'s 4th 36. K. Kt. P. two. 36. Q. B. P. two. 37. K. to Kt.'s3d. 37. Q. R. P. one. 38. P. takes P. (ch.) 38. K. takes P. 39. R. to Q.'s 7th. 39. Q. B. P. one. 40. R. takes K. Kt. P. 40. Q. B. P. one. The players of the Black men win. NOTES TO GAME III. {a) This leads to the objectionable defence of Mr. Schwartz, which has been previously examined. (4) Bishop takes Pawn would be likewise good play. (c) Very neatly played. (d) It would have been better perhaps to -have taken this Kt. with the Queen's Rook. GAME IV. Between M. St. Amant and Mr. Staunton. White (M. St. A.) Slack (Mr. S.) 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. K. P. one. THE QtlBEN'S GAMBIT. 461 3- $■ 5'- '°^'s 3d. 3. K. Kt. to B.'a 3d. 4. K. Kt. toB.'s 3d. 4. Q. R. p. one. 6. Q. B. to K. Kt.'s 5th. (a) 6. Castles 7. K. P. one. 7. Q. Kt. P. one. (J) I Q- g'- /• t^?: 8. Q. B. to Q. Kt.'s 2d. 9. Q. B. takes Kt. 9. B. takes B. 10. K. B. to Q.'s 3d. 10. Q. R. p. one. 11. Q. R. P. one. H. Kt. to Q.'s 2d. (c) 12. Q. B. P. takes P. 12. P. takes P. ^ 13. Castles. 13. q. ^ ^.g ga. U) 14. Q. to her Kt.'s 3d. (e; 14. P. takes P. }a I- ^""^^ £■• 15. K. R. to Q. B.'s sq. 6. B to Q. Kt.'s 5th. (/) 16. Kt. to K. B.'s sq. 17. K. R. to Q. B.'s sq. 17. Kt. to K. Kt.'s 3d. J8- g.toK's2d. 18. Q.tohersq. 19. Kt. to Q. Kt.'s 5th. 19. B. to K.'s 2d. o?" 5- 5'„*° ^'^ ^'^- 20. B. to Q. R.'s 3d. (g) oo- ^- ^■^; 'IT?- 21. Kt. to R.'s 5th. 22. K. to B.'s 2d. 22. Kt. to K. B.'s 4th. 23. K. Kt. to B.'s 3d. 23. B. takes Q. Kt. 24. Q. R takes R. 24. R. takes Q. R. 25. B. takes B. 25. Kt. to Q.'s 3d. 26. B to Q.'s 3d. 26. Q. Kt. P. one. 27- Kt. to K.'s 5th. 27. Kt. to Q. B.'s 5th. 28. Kt. to Q. B.'s 6th. 28. Q. to her 3d. 29. Kt. takes B. (ch.) 29. Q. takes Kt. 30. B. takes Kt. 30. Q. p. takes B. (h) 31- Q- to Kt.'a 2d. 31. R. to Q. R.'s 5th. 32. R. to Q. Kt.'8 sq. 32. Q. to her R.'s 2d, 33. Q. to her B.'a 2q. 33. K. Kt. P. one. 34. K. R. P. two. 34. Q. to K.'s 2d. 35. R. to K. R.'s sq. 35. Q. takes Q. Kt. P. 36. Q. to K's 4th. 36. Q. to her Kt.'s 7th (ch.) 37. K. to Kt.'s 3d. 37. R. to Q. R.'s 7th. 38. R. to K. B.'s sq. 38. Q. Kt. P. one. 39. Q. to her Kt.'s 7th. 39. K. R. P. two. 40. K. to R.'s 3d. 40. Q. B. P. one. 41. R. to K. Kt.'s sq. 41. Q. to K. B.'s 7th. 42. Q. to her Kt.'s 8th (ch.) 42. K. to R's 2d. 43. Q. to K. B.'s 8th. 43. Q. take! K. P. (ch.) 44. P. to K. Kt.'s 3d. 44. R. to Q. R.'s 2d. 45. R. to Q. R.'s sq. (j) 45. Q. takes Q. P. (i) 46. R. takes R. 46. Q. takes R. 47. Q. takes Q. Kt. P. 47. Q. to K. Kt.'s 8th. 48. Q. to her Kt.'s 7th. 48. K. to Kt.'s 2d. 49. Q. to K.'s 4th. 49. Q. to her B.'s 4th. 50. Q. to K.'s sq. 50. P. to Q. B.'s 7th. 51. a to her R.'s sq. (ch.) 51. K. to R.'s 2d. 62. Q. to her B.'a sq. 52. Q. to K. B.'s 4th (ch.) 468 CHESS FOR WINTER EVENINffS. 53. K. to R.'s 2d. 53. Q. to her 6th. 54. K. B. P. one. 54. Q. to K.'s 7th (ch.) 55. K. to R.'s 3d. 55. Q. to her 8th. 56. P. takes P. (ch.) 56. P. takea P. And White surrendered. NOTES TO GAME IV. (a) It has been previously remarked that the Q. B. in these games can seldom be advantageously played to the King's side. (6) This appears the only safe and effectual way of bringing the Queen's Bishop into play. (c) Threatening to gain a Pavm. (d) A much better move than advancing the King's Pawn one step, which would have cost Black at least a Pawn. (e. g.) 11. K. P. one. 12. P. takes P. 12. Kt. takea P. 13. Kt. takes Kt. 13. B. takes Kt. 14. B. takes K. R. P. (ch.) 14. K. takes B. 15. Q. to K. R.'s 5th (oh.) 15. K. to Kt.'s aq 16. Q. takes B., &c. (c) Well played. (/) A lost move. (g) From this point the game is in Black's favor. (A) Black properly takes with the Q. P., foreseeing, in the event of the capital Pieces being changed off, that a White passed P. on the Q. Kt.'s file, would be out of reach of his King. (i) High praise is due to White for the pertinacious ingenuity with which he struggled to draw the game. (k) Had he taken the R., White would have drawn the game. EIGHT PROBLEMS FIVE MOVES PROBLEMS IN FIVE MOVES. 471 No.l BY THE EDITOR. ■^^"'^'■m^Tm //If ^ ^^ '^^■■m^'-m^^-m ^^^^f ^^ WHITE. White to play and mate in five moves. 472 CHESS FOR WINTER EVENINGS. No, 2. BY THE EDITOR, WM m k W/,„ 'WMi: ■ m. ^^w^.^^^----^-- % m '^— "*— — IP 'wm, ^p""" '*^" 'Mm, 4 |g ^ ^ WHITE. White to move and compel Black to mate him in five movei. PROBLEMS JN FIVE MOVES. 473 AUTHOR UNKNOWN. BLACK. '■mm. 'mm^y. -^m & ill ill ^ _w^^^,,_ i^^^^,. ^ mm. i_ l!jH..„.„.M ^ ^^ White to play and mate in five moves. 474 CHESS FOR WINTER EVENINGS. No. 4. BY HERR KUIPER. ^From the Falamede.) BLACK. m ■^m, i ^f^^^ii---""-' Hi ■I. M W S i3 (ffieampU 3. ,- S*5 ; W//iV//r '■f'yi^W///f""""\/y ill '^'■msv/F^^'-W 7////yj'y^., M m 4m. m WM^;.. m ...mm^. ^"m^^m 'mm:":^Z"^m^. ^mm. m.,^ w, ^ ww^y. wm. ^M In this position, Black having the move played Q. to Q. Kt. 2d, an inviting move, as he thereby threatens to capture Rook checking, and also attacks B. with R. He has played incorrectly, and must undergo mate in four moves. He should have played Q. to K. Kt. .5th sq. 484 CHESS FOR WINTER EVENINGS. €3ram}jl£ 4. BLACK. % ^- ^— — ^ ^ „„„„^^^-!^„„™„„^^^ ^»^^ "^^i^m^^m '■imm. ^ ^.^^^^^p---^^ White having the move in this position has several methods of winning, the most expeditious of which would have been K. to his R. 4th sq. On the spur of the moment he plays R. to Q. R. 7th sq., threatening to mate with Q. at K. R. 4th. This heedless move enables his adversary to draw the game. EXAMPLES OF INCAUTIOUS PLAY. 485 ^, WHITE. White to move and force the game. SOLUTIONS TO THE CHESS PROBLEMS SOLUTIONS TO THE CHESS PROBLEMS. BOOK. II. Fifteen Problems in Two Moves. — Page 171. 1. tj White. o K. 4th sq. No.l. 1. Kt. TO K. 8th. 2. Q. Mates. 1. B. to his 5th (ch.) a. ■ Castles. 1. Q. toCi.R. 5th: a. Q. to her R. sq. No. 2. No. 3. Mate. No. 4. Mate. No. 5. 1. Q. to K. Kf. 2d sq., threat- ening to Mate by playing Kt. to Q. R. 3d. sq. 2. Q. to Q. B. 6th. Mate. No. 6. 1. Q. toK. Kt. 2d. 2. Kt. to Q. Kt. 7th. Mate. Black. 1. If Black take Q. with either P., White mates by advancmg a P., and if he play any thing else, Q. captures one of the Pawne and mates. 1. K. moves. 1. K. moves. 1. P. moves. P. takes Kt.— If Q. take Q., Kt. mates taking B. — If Black take Kt. with Kt.; Q. B. P. mates. 1 . Rook takes Q. No. 7. 1. R. to Q. Kt. 4th. If K. take R., White plays R. to K. 5th and Mates. If B. or Q. check, K. R. interposes, mating. If Kt. check, R, takes Kt. mating. If he play Kt. to Q. 4th, with the view of interposing next move at K. 2d, or of taking the R., Rook mates at B. 6th. If Q 4- y r .^.t,«X i il. 500 CHESS FOR WINTER EVENINGS. moves to K. Kt. sq., the Kt. mates at Q. 3d. If Q. goes to her 4th Rook again gives checkmate at Q. B. 6th. If B. to Q. 4th, either Kt mates, or R. by discovery. > White. Black. 1. 2. Q. toKCth. Kt. takes B. No. 8. Mate. B. takes Q. 1. 2. Q. to her 6th. Kt. to K. B. 4th. No. 9. Mate. R. takes Q. 1. 2. B. to K. B. €th. Q. to her B. 6th. No. 10. Mate. K. moves. 1. 2. R. to K. B. 6th. R. tb K. B. 3d. No. 11. Mate. K. moves. 1. 2. Castles. R. to K. B. 8th. No. 12. Mate. No. 13. Any thing. 1. Rook talies P. (ch.) 2. Q. to B. 7th fch.) 1. R. to Q. R. 4th (ch.) 2. B. to Q. B. 2d (ch.) 1. Kt. to Q. 3d (ch.) 2. Q. to her B. 6th (ch.) No. 14. No. 15. 1. K. takes R. If K. take Q., White is stale-mated, and if not, White dravf s by perpetual check vfith Q, 1. K. takes P. 2. B. takes B; giving mate. 1. K. moves. .2.. K. takes Q. and White is stale-mated. Salt^ons to the Problems in the Tale of the Monkey and the Gascon Chess-Knight. No. 1.— (Page 192.) (BY H. E. A.) 1. Q. to K. B. 3d (ch.) 1. K. takes Q. 2. Castles (ch.) 2. Kt. interposes. 3. B. to Q. B. 6th (ch.) 3. Q. interposes. 4. B. takes Q. Mate. SOLUTIONS TO THE CHESS PKOBLEMS. 50. No. 2.— (Page 194.) (End Game from Calvi.) White. Black. 1. R. to K. Kt. 8th (eh.) I. R. takes R. 2. Q. to her 8th (ch.) 2. Q. takes Q. 3. R. takes Q. (ch.) 3. K. to his 2d. 4. R. takes R. 4. Kt. to Q. 3d. 5. B. to Q. B. 5th. 5. Any thing. 6. R. or B. must mate. Diagram. — (Page 195.) 1. B. to K. B. 4th. 1. K. to his B. 7th. 2. B. to Q. B. 7th. 2. K. to his B. 8th. 3. B. to Q. R. 5th. 3. K. to his B. 7th. 4. B. to K. sq. (ch.) 4. K. to his B. 8th. 5. R. to K. Kt. 4th. 5. K. takes B. 6. R. to K. B. 4th. 6. K. moves. 7. R. mates. BOOK ni. Fourteen Problems in Three Moves. — p. 275. No. 1. 1. B. to K. B. 6th. 1. Castles. 2. R. to K. Kt. 3d (ch.) 2. K. moves. 3. K. to Q. 2d. Mate. No. 2. 1. Q. to K. B. 6th (ch.) 1. K. moves. 2. R. to K. 3d (ch.) 2. P. takes R. 3. Q. P. one. Mate. No. 3. 1. Kt. to Q. Kt. 3d. 1. P. moves. 2. B. to K. R. 5th. 2. Either P. move* 3. B. to K. 2d or K. B. 7th. Mate. No. 4. 1. Q. Kt. p. two. 1. K. to R. 2d. 2. Q. to B. 8th. 2. K. to Kt. 3d. 3. Q. to Kt. 8th. Mate. • ' No. 5. 1. R. to Q. 4th (ch.) 1. B. covers. 2. Kt. to K. B. 5th. 2. K. takes Kt, 3. K. B. to R. 3d. Mate. No. 6. 1. B. to Q. B. 4th. 1- P. takes P. 2. B. to Q. Kt. 5th. 2. Any thing. 3. P. advances. Mate. 502 CHESS FOR WINTER EVENINGS. White. 1. R. to Q. sq. 3. B. to Q. 2d. 3. B. to Q. R. 5th. No. 7. 1. P. takes P. (ch.) 2. Kt. to K. Kt. 6th (ch.) 3. P. to R. 8th claims a Kt. Mate. No. 8. 1. Kt. to Q. Kt. 6th. 2. Q. to K. B. 3d (ch.) -S. Q. to K. 3d. 1. Cistles. 2. B. to his sq. 3. R. takes Kt. Mate. No. 9. Mate. No. 10. Mate. Black. 1. P. advances, 2. B. moves. 1. K. takes B. 2. K. takes Kt. 1. K. moves. 2. K. takes P. 1. P. advances. 2. P. advances. 1. K. to Q. B. 3d. 2. Q. takes Q. (ch.) (a) No. 11. 1. K. p. one (ch.) 2. Q. R. to his 6th. 3. B. to K. Kt. sq. (dis. ch.) Mate, (o) If Bl. at his 2d move play Q. R. P. takes B., white replies with R. takes P. mate. If he play Kt. P. takes Kt., then B. to Q. B. 5th dis- covers mate. If Kt. takes Kt., then Kt. to Q. R. 5th gives mate. And if, lastly, he play Kt. to Q. B. 4th, the B. takes Kt. mating. 1. Q. to K. 6th. 2. P. takes P. 3. R. to K. R. 8th. 1. Q. to Q. B. 3d (ch.) 2. R. to K. sq. (ch.) 3. Q toQ.B. 2d (ch.) 1. Q. to Q. R. 8th (ch.) 2. R. to Q. B. 8th (ch.) 3. B. to Q. 5th (ch.) No. la. Mate. No. 13. No. 14. 1. P. takes Q. 2. Any thing. 1. K. to Q. 8th. 2. Q. takes R. 3. K. takes Q. & gives mate. 1. K. takes Q. 2. Q. interposes. 3. B. takes B., giving mate. Solution to the Frohlem in the Tale, " How a World was Won.' 1. R. to K. Kt. 8th (ch.) 2. R. to K. B. 8th (oh.) 3. K. P. one (disc, ch.) 4. B. takes Q. Page 299. Mate. 1. R. takes R. 2. R. takes R. 3. Q. interposes SOLUTIONS TO THE CHESS PROBLEMS. 503 BOOK IV. Fourteen Prohlems in Four Moves. — ^p. 417. No. 1. White. 1. B. to K. 2d (ch.) 2. B. to his 3d (ch.) 3. Q. takes P. (ch.) 4. If P. cover, Q. takes P. mat- ing. If Q. take Q., White castles and mates. 1 R. to Q. 4th. 2. B. to Q. Kt. sq. 3. R. to Q. B. 4th. 4. R. to Q. B. sq. 1. K. to Q. Kt. 6th. 2. R. takes B. (dis. ch.) 3. R. takes R. (ch.) 4. R. takes Q. No. 2. Mate. No. 3. Mate. No. 4. 1. B. to Q. Kt. 6th (dis. ch.) 2. R. to Q. R. sq. 3. B. to Q. R. 5th. 4. R. to Q. R. 3d. Mate. No. 5. 1. B. to K. Kt. 6th (ch.) 2. R. to K. 8th, and mate is forced in two moves. No. 6. 1. B. to Q. Kt. sq. 2. B. to Q. R. 2d (ch.) 3. Q. Kt. P. one. 4. Q. Kt. P. one (dis. ch.) Mate. Black. 1. K. moves. 2. K. takes B. 3. P. covers, or Q. takes Q. 1. P. moves. 2. K. takes B. 3. K. to comer. 1. Q. takes P. (best). 2. B. covers. 3. Q. covers. 1. K. to Q. Kt. 6th. 2. Q. B. P. moves. 3. K. to Q. B. 6th. 1 K. moves to R. or Kt. sq. If he take B. he is mated in two moves. 1. K. moves. 2. K. moves. 3. K. moves. No. 7. I. B. to Q. Kt. 6th (ch.) 1. Q. to her 5th. 2 K. R. to Q. B. 5th. (a) 2. R. to K. Kt. 4th. 3. Q. R. takes K. P. (ch.) 3. R. to K. 4th. 4. K. R. takes R. Mate. (a) Black has a great variety of defensive moves : B. to Q. B. 3d, to interpose when the R. checks ; Kt. to Q. B. 6th for the same purpose, &c. The result, however, is still the same. Mate is forced m four moves. 604 CHESS FOR WINTER EVENINGS. White. 1. K. to Q. B. Tth. 2. B. to K. B. 6th. 3. B. to Q. B. 8th. 4. K. to Q. Kt. 7th. 1. P. takes P. (ch.) 2. Kt. to Q. B. 6th (oh.) 3. Castles. 4. Removes B. (dis. ch.) 1. K. R. P. one (ch.) 5. B. to Q. R. 3d. 3. B. home. 4. Q. P. one (dis. ch.) No. 8. Mate. No. 9. Mate. No. 10.. Mate. Black. 1. K. moves. 2. K. moves. 3. K. moves 1. K. to Q. sq. (beat) 2. P. takes Kt. 3. Any thing. 1. K. moves. 2. K. takes Kt. 3. K. moves. No. 11. 1. Kt. to K. 6th (ch.) 1. K. to Q. Kt. 4th. 2. K. B. home (ch.) 2. K takes Kt. 3. Kt. to Q. B. 5th, and mates next move. No. 12. 1. B. home. 2. Q. Kt. P. two ; or one, if Black play P. two sq. 3. R. to Q. 2d. 4. R. to Q. 4th. Mate. No. 13. 1. P. to K. B. 6th. 2. P. to Q. R. 7th. 3. K. takes R. 4. R. to K. B. 8th. Mate. No. 14. 1. Kt. checks. 2. Kt. to Q. 8th (dis. ch.) 3. Q. to Q. B. 4th (ch.) 4. Draws by perpetual ch. with Kt. 1. Q. Kt. P. one, or two. 2. P. advances. 3. K. moves. 1. Castles. 2. R. to K. Kt. 8th (ch.) 3. Any thing. 1. K. moves. 2. K. moves. 3. Q. takes Q. Solutions to the Problems in the Tale of the Midnight Challenge.— (P. 435.) No. 1.— (Page 435.) 1. Kt. to Q. 7th (ch.) 1. K. to Q. R. 2d. 2. Q. takes B. (ch.) 2. K. takes Q. 3. K. B. to K. 4th s follows : 1. Q. to Q. 8th (ch.) 1. K. moves. 2. B. to K. 6th (ch.) 2. K. takes B. 3. Q. toK. 8th. Mate. Black had it in his power to force mate in five moves, e. g. Black. White. 1. B. checks. 1. K. to K. Kt. 4th (best). 2. Q. to K. Kt, 8th (ch.) 2. K. to K. B. 4th (best). 3. K. Kt. P. two ch. 3. K. moves. 4. B. checks. 4. B. covers. 5. Q. to K. B. 7th. Mate. Example 3d. Black having played Q. to Q. Kt. 2d, White wins easily, e. g. White: Black. 1. R. to K. R. 8th (ch.) 1. K. takes R. 2. Q. to K. R. 3d. (ch.) 2. K. moves. 3. Q. to R. 7th, (oh.) 3 K. moves. 4. Q. to R. 8th. Mate. Example 4. White having played R. to Q. R. 7th, Black draws as follows : Black. White. 1. Q. takes Q. Kt. P. (ch.) 1. K. to K.Kt. 2d. 2. Q. to K. R. 6th (eh.) 2. K. to his B. 2d. 1. Q. to K. B. 8th (oh.) 3. K. takes Q. and Black is stale-mated. SOLTJTIONS TO THE CHESS PKOBLEMS. 509 Example 5. It is evident that if Black take the P., his adversary is stalemated. Were the P. on Rook's file, the result would still be a draw ; but should P. be on either King's, Queen's, or Knight's file. Black would win. This you will readily discover by making the experiment. White. 1. E. to Qr S. i 2. E. to Kt. sq. 3. K. takes B. 4. K. moves. 5. K. moves. 6. K. takes P. Example 6. Black. 1. Q. takes S. 2. Q. takes B. (eh.) 3. K. B. checks. 4. Castles (ch.) 5. Q. B. checks. 6. R. to K. sq. Mate. Solutions of the Problems in the Tale of the Fatal Mate. No. 1.— (Page 490.) By H. R. A. 1. Q. to K. 5th (ch.) 1. P. takes Q. ^* 2. B. to K. R. 2d. 2. B. takes P. at K. Kt,, (best). 3. P. takes B. 3. Any thing. 4. K. Kt. P. two. Mate. ^ No. 2.— (.Page 495.) By H. R. A. 1. Q. to Q. R. 4th (ch.) 2. Q. toK.Kt. 4th(ch.) 3. Q. to K. Kt. 8th (ch.) 4. Q. P. checks. 5. Q. to K. 6th. Mate. 1. K. to Q. B. sq 2. Q. interposes. 3. Q. interposes. 4. K. takes P. THE END. D. APPLETON & COMPA]!^T'S I^TJBLIO^TIONS. ^bovZd it te impossible to procure any of tte Books oil this List, they will be for- warded l>y the Publishers to any address in Vie United States, post-paid, on receipt of the %riC6 affixed^ MISCELLANEOUS. Acton; or tUe Cu'cle of liife. 12mo Cloth, 1 25 AgnilarG. The Mother's Ke- coinpense* 12uio. Cloth, 75 -Women of Israel. 2 ToK 12mo. Cloth, 1 50 Vale of Cedars, 12mo. Cloth, 75 ^Woman's Friend- ship. 12mo Cloth, 76 The Days of Brnce. 12mo. 2 vols. ...Cloth, 1 60 —Home Scenes and Heart Studies. 12mo... 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