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24. To make the wheel. Take a piece of board, A, and strike a circle upon
it the size you wish your wheel to be of, B, and with the compass saw
cut close round to the stroke; cut out a square hole, C, in the centre
for the nave to join. Then get the blacksmith to put an iron rim round
the wheel to keep it from splitting, and a round pin in each side of
the nave, and put a staple in each side of the barrow to keep the
wheel in its place. Paint the whole of any colour you choose, and you
will have
PUNCH’S COACH.
THE WAY TO MAKE A BOX.
First ascertain the size you wish your box to be of. Then cut off your
stuff, but take care to cut it a quarter of an inch longer than the size
of your box from outside to outside. Should you want it deeper or
broader than the length of a deal, the widest of which is generally
only eleven inches; suppose, for instance, you wish your box to be
18 inches deep, and you have only 9-inch deal to make it with, you
will of course have to join two together, or make what is called in
carpentering a glue joint. First, then, after you have cut off your
25. stuff, take your jack plane and “scuffle the rough off;” then put your
board edgeways into the bench-screw, and take your trying plane or
long plane to get the edge of the deals that are to be glued together
perfectly straight and even; and lastly, use the joiner plane, which
will take off a nice uniform shaving of the whole length of the board.
Proceed exactly in the same manner with the other board to be
joined to the first. Then, after having made each thoroughly smooth,
clap the two together and see if they will lie close in every part, if
not, you must plane them till they do, taking care to plane the edges
perfectly square, or at right angles to the surface of the board, for if
you are not careful in this particular, when your boards are glued
together they will be of this form. When you have joined
them properly for glueing, let your glue be nicely hot and not too
thick, and hold both edges of the boards together so that you can
with a brush put the glue on both at one time, put the two together
very quickly, let one of them be in the bench-screw, and while there
rub the other backwards and forwards till the glue sets, which it will
soon do if well joined. Let the whole dry, and then the glued part will
be as strong as any other part of the board.
After your sides, ends, bottom, and top are thus prepared, you must
then plane them up nicely, so that they are perfectly smooth and
straight. Use first the jack plane, then the trying plane. When this is
done you have to proceed to a nice little job, namely, to dovetail the
corners together, so as to form your box. In this process much
depends upon the planing and squaring of the stuff, for if you have
not done this nicely the dovetailing will be very imperfectly
performed. Assuming that everything has been well done, then take
the two ends of the box, and see that each is perfectly square and
true to the other. Then allow one-eighth of an inch more than the
thickness of your sides, and set out the ends, squaring it over on
both sides, which when the dovetails are cut out will form the inside
of the box.
TO CUT THE DOVETAILS.
26. Take one “end-piece” of the box and place it endways into the
bench-screw, and mark out the dovetails on the edge of the board
inside, thus:
then with your dovetail saw cut in into the marks down to the lines
squared over on the flat side like this—
Then with a chisel cut out that part of the wood that is crossed, and
leave the other part, this being the part which will form the pins or
tails. Then take one side of your box and lay it flat on the bench, the
inside uppermost; then place the end you have cut on it, keeping the
edges flush, and mark round the shape of the pins, which will leave
them after this form—
27. the black places being the mortices which are to be cut out. In
cutting out these you must be careful to cut within side of the stroke,
so that the mortices will be a little smaller than the pins, which will
admit of their being driven in quite tight, and will allow the glue to
adhere to them (for you have to glue these when you fix them).
When you have thus put the ends and sides together let them stand
till the glue gets dry, then take your planes and plane the quarter of
an inch off the pins which you allowed to be a little longer than the
length of the box, and you have then made the body of your box.
THE BOTTOM OF THE BOX.
28. Cut your bottom the exact size of the box, nail the bottom on, and
“get out” a piece of wood (by cutting and planing in the usual
manner) to nail round so as to form a skirting to it, and at the same
time hide the joints of the bottom; “get out” a similar piece of wood
to nail round the top which will form the lid. Then get a pair of box
joints and a lock, and having put them on by a stroke of your own
ingenuity you will have a “box.”
29. THE GAME OF CHESS.
It is the principal aim of this little treatise to assist the young player
in his examination of the theory of the openings in the game of chess
—a branch of study that to the beginner generally appears to be of a
most dull and uninviting character, but which, nevertheless, is of the
highest importance to all those who are ambitious of attaining to any
degree of proficiency in the game.
Before proceeding further, we would presume that the young player
possesses at least an elementary knowledge of the game, such as
the moves and value of the various pieces, the laws of checking, &c.
Should he not be thus fortunate, we would strongly advise him to
have recourse to the assistance of some chess-friend for an
explanation of the elementary principles; for, thanks to the almost
daily increasing knowledge of the game, there are few localities so
30. remote that cannot produce a brother of the free-masonry of chess.
Though, in compliance with the time-honoured custom of all writers
on chess, we subjoin a brief description of the various pieces and
their moves, yet it is our firm conviction that no beginner has ever
succeeded in mastering by the assistance of “the books” alone, the
mere elementary principles of the game.
In the following pages we have endeavoured to give a brief synopsis
of the most important of the openings, collected from the most
approved authorities, and at the same time to present to the tyro as
it were a passing glimpse of the chief modern discoveries.
If we have occasionally strayed from the beaten path, or insensibly
diverged into any of the as yet unexplored regions of chess, we
would fain crave the reader’s kind indulgence for any of those errors
which almost invariably find their way into variations that have not
undergone the “limæ labor,” or the test of actual play. Finally, should
we have had the good fortune by the following pages to assist a
single beginner in mastering any of the elementary difficulties which
beset the rough road that only leads to proficiency in chess—should
there, through our means, have been added but a single recruit to
the ranks of Caissa, well will our labour have been repaid!
THE LAWS OF THE GAME.
I.—The chess-board must be so placed that each player has a white
corner square nearest his right-hand. If the board have been
improperly placed, it must be adjusted, provided four moves on each
side have not been played, but not afterwards.
II.—If a Piece or Pawn be misplaced at the beginning of the game,
either player may insist upon the mistake being rectified, if he
discover it before playing his fourth move, but not afterwards.
III.—Should a player, at the commencement of the game, omit to
place all his men on the board, he may correct the omission before
playing his fourth move, but not afterwards.
31. IV.—If a player, undertaking to give the odds of a Piece or Pawn,
neglect to remove it from the board, his adversary, after four moves
have been played on each side, has the choice of proceeding with or
recommencing the game.
V.—When no odds are given, the players must take the first move of
each game alternately, drawing lots to determine who shall begin the
first game. If a game be drawn, the player who began it has the first
move of the following one.
VI.—The player who gives the odds has the right of moving first in
each game, unless otherwise agreed. Whenever a Pawn is given, it is
understood to be always the King’s Bishop’s Pawn.
VII.—A Piece or Pawn touched must be played, unless at the moment
of touching it the player say “J’adoube” or words to that effect; but if
a Piece or Pawn be displaced or overturned by accident, it may be
restored to its place.
VIII.—While a player holds the Piece or Pawn he has touched, he
may play it to any other than the square he took it from; but, having
quitted it, he cannot recall the move.
IX.—Should a player take one of his adversary’s Pieces or Pawns,
without saying “J’adoube” or words to that effect, his adversary may
compel him to take it; but if it cannot be legally taken, he may oblige
him to move the King; should his King, however, be so posted that
he cannot be legally moved, no penalty can be inflicted.
X.—Should a player move one of his adversary’s men, his antagonist
has the option of compelling him—1st, to replace the Piece or Pawn
and move his King; 2d, to replace the Piece or Pawn and take it; 3d,
to let the Piece or Pawn remain on the square to which it had been
played, as if the move were correct.
XI.—If a player take one of his adversary’s men with one of his own
that cannot take it without making a false move, his antagonist has
32. the option of compelling him to take it with a Piece or Pawn that can
legally take it, or to move his own Piece or Pawn which he touched.
XII.—Should a player take one of his own men with another, his
adversary has the option of obliging him to move either.
XIII.—If a player make a false move, i. e. play a Piece or Pawn to any
square to which it cannot legally be moved, his adversary has the
choice of three penalties; viz., 1st, of compelling him to let the Piece
or Pawn remain on the square to which he played it; 2d, to move
correctly to another square; 3d, to replace the Piece or Pawn and
move his King.
XIV.—Should a player move out of his turn, his adversary may choose
whether both moves shall remain, or the second be retracted.
XV.—When a Pawn is first moved in a game, it may be played one or
two squares; but in the latter case the opponent has the privilege of
taking it en passant with any Pawn which could have taken it had it
been played one square only. A Pawn cannot be taken en passant by
a Piece.
XVI.—A player cannot castle in the following cases:—
1. If the King or Rook have been moved.
2. If the King be in check.
3. If there be any Piece between the King and Rook.
4. If the King pass over any square attacked by one of the
adversary’s Pieces or Pawns.
Should a player castle in any of the above cases, his adversary has
the choice of three penalties; viz., 1st, of insisting that the move
remain; 2d, of compelling him to move the King; 3d, of compelling
him to move the Rook.
XVII.—If a player touch a Piece or Pawn that cannot be moved
without leaving the King in check, he must replace the Piece or Pawn
33. and move his King; but if the King cannot be moved, no penalty can
be inflicted.
XVIII.—If a player attack the adverse King without saying “Check,”
his adversary is not obliged to attend to it; but if the former, in
playing his next move, were to say “Check,” each player must retract
his last move, and he that is under check must obviate it.
XIX.—If the King has been in check for several moves, and it cannot
be ascertained how it occurred, the player whose King is in check
must retract his last move and free his King from the check; but if
the moves made subsequent to the check be known, they must be
retracted.
XX.—Should a player say “Check,” without giving it, and his
adversary, in consequence, move his King, or touch a Piece or Pawn
to interpose, he may retract such move, provided his adversary have
not completed his last move.
XXI.—Every Pawn which has reached the eighth or last square of the
chess-board, must be immediately exchanged for a Queen or any
other Piece the player may think fit, even though all the Pieces
remain on the board. It follows, therefore, that he may have two or
more Queens, three or more Rooks, Bishops, or Knights.
XXII.—If a play remain, at the end of the game, with a Rook and
Bishop against a Rook; with both Bishops only; with Knight and
Bishop only, &c., he must checkmate his adversary in fifty moves on
each side at most, or the game will be considered as drawn; the fifty
moves commence from the time the adversary gives notice that he
will count them. The law holds good for all other checkmates of
Pieces only, such as Queen, or Rook only, Queen against a Rook, &c.
&c.
XXIII.—If a player agree to checkmate with a particular Piece or
Pawn, or on a particular square, or engage to force his adversary to
stalemate or checkmate him, he is not restricted to any number of
moves.
34. XXIV.—A stalemate is a drawn game.
XXV.—If a player make a false move, castle improperly, &c. &c., the
adversary must take notice of such irregularity before he touches a
Piece or Pawn, or he will not be allowed to inflict any penalty.
XXVI.—Should any question arise, respecting which there is no law,
or in case of a dispute respecting any law, the players must refer the
point to the most skilful disinterested bystanders, and their decision
must be considered as conclusive.
THE KING’S KNIGHT’S OPENING.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d.
Black has now only three satisfactory methods of defence; viz., 2. P.
to Q’s 3d; 2. K’s Kt. to B’s 3d; 2. Q’s Kt. to B’s 3d. He may, however,
adopt five other modes of play; viz., P. to K. B’s 3d; Q. to K. B’s 3d;
B. to Q’s 3d; P. to Q’s 4th; and P. to K. B’s 4th. Of these the first
three are utterly untenable, and the last two are highly dangerous.
Should he play 2. P. to K. B’s 3d, you reply with 3. Kt. takes K’s P.,
checking with Q. at K. R’s 5th, if the Kt. be taken. Should he play 2.
Q. to K. B’s 3d, or B. to Q’s 3d, you equally reply with B. to Q. B’s
4th, with the advantage. If he adopt 2. P. to Q’s 4th, you play 3. P.
takes P., following it up with Q’s Kt. to B’s 3d, if he retake with
Queen. If he play 2. P. to K. B’s 4th, you reply 3. Kt. takes K’s P., or
B. to Q. B’s 4th, and obtain the better game shortly. Having disposed
of these unsafe defences, we will now return to the examination of
the three satisfactory replies:—P. to Q’s 3d; K’s Kt. to B’s 3d; Q’s Kt.
to B’s 3d. For the last two, see Games II. and III.
Game I.—Philidor’s Defence.
WHITE. BLACK.
35. 1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. P. to Q’s 3d.
3. P. to Q’s 4th.
This is your best reply; if instead you play,—
3. B. to Q’s B’s 4th, he plays— 3. B. to K’s 2d. (best.)
3. P. takes P. (best.)
4. Q. takes P. 4. Q’s Kt. to B’s 3d.
If you play 4. Kt. takes P., probably his best reply is P. to Q’s 4th.
5. B. to Q. Kt.’s 5th. 5. B. to Q’s 2d.
6. Q. to Q’s sq. 6. B. to K’s 2d, or K’s Kt. to K’s
2d.
7. Q’s Kt. to B’s 3d, with the better position.
You may also, instead of 4. Q. takes P., try K’s B. to Q. B’s 4th. Black’s
best reply seems to be Q’s Kt. to B’s 3d.
Game II.—Petroff’s Defence.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. K’s Kt. to B’s 3d.
This defence was brought into notice by Petroff some years ago, and
has been approved of by many of the leading players. It is an
excellent defence when receiving the odds of a piece.
3. Kt. takes K’s P. 3. P. to Q’s 3d.
4. Kt. to K. B’s 3d. 4. Kt. takes K’s P.
5. P. to Q’s 4th, (or Var. A.) 5. P. to Q’s 4th.
6. B. to Q’s 3d. 6. B. to K’s 2d, (not to Q’s 3d.)
7. Castles. 7. Q’s Kt. to B’s 3d.
8. P. to Q. B’s 4th. 8. Q’s B. to K’s 3d.
36. 9. P. to Q. R’s. 3d. 9. Castles.
10. Q. to Q. B’s 2d, with a slightly better game.
Variation A. on White’s 5th Move.
White has another move at this point, which seems at least as good
as 5. P. to Q’s 4th; viz., Q’s Kt. to B’s 3d.
3. Kt. takes K’s P. 3. P. to Q’s 3d.
5. Q’s Kt. to B’s 3d. 5. Kt. takes Kt.
6. Q’s P. takes Kt. 6. B. to K’s 2d.
7. B. to Q’s 3d.
White has the better opened game.
Game III.—The Giuoco Piano.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
This is recommended by nearly all authors, as Black’s best reply. Of
late, however, there has been an opinion prevalent among many of
our best players, that it is inferior to K’s Kt. to B’s 3d, or even P. to
Q’s 3d. For our own part, we incline to the old move of Q’s Kt. to B’s
3d, but doubt whether there is any defence by which Black can
acquire a perfectly even game.
3. B. to Q. B’s 4th. 3. B. to Q. B’s 4th. (best.)
4. P. to Q. B’s 3d. 4. K’s Kt. to B’s 3d. (best.)
5. P. to Q’s 4th. 5. P. takes P.
6. P. to K’s 5th, (or Var. A.) 6. P. to Q’s 4th. (best.)
7. K’s B. to Q. Kt.’s 5th. 7. K’s Kt. to K’s 5th.
8. P. takes P. 8. B. to Q. Kt.’s 3d. (best.)
9. Castles. 9. Q’s B. to K. Kt.’s 5th.
10. B. takes Kt. (ch.) 10. P. takes B.
37. 11. Q’s B. to K’s 3d, or Q’s Kt. to
B’s 3d.
11. Castles.
These are the moves given in the Handbook, and the game is
dismissed as equal. In actual play, however, we should take Black’s
game for choice.
Variation A. on White’s 6th Move.
WHITE. BLACK.
6. P. takes P. 6. B. to Q. Kt.’s 5th (ch.)
White’s 6th move is recommended by the German masters, and in
our opinion is preferable to P. to K’s 5th; Black’s best reply is to
check,—
7. B. to Q’s 2d. 7. B. takes B. (ch.)
8. Q’s Kt. takes B. 8. P. to Q’s 4th.
9. P. takes P. 9. Kt. takes P.
10. Q. to Q. Kt.’s 3d. 10. Q’s Kt. to K’s 2d.
11. K’s R. to K’s sq.
We much prefer White’s game.
Game IV.—The Evans’ Gambit.
It would be impossible, in the narrow limits assigned to our treatise,
to enter into the merits of this opening; we shall therefore give one
or two of the leading variations, and refer learners, who may be
desirous of a more comprehensive analysis, to Mr. Walker’s excellent
articles on this popular opening, in Vol. ix. of the “Chess Player’s
Chronicle,” the “Handbook,” and Mr. Boden’s useful little work,
entitled “A Popular Introduction to Chess.”
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. B’s 4th. 3. B. to Q. B’s 4th.
38. 4. P. to Q. Kt.’s 4th. 4. B. takes Q. Kt.’s P.
5. P. to Q. B’s 3d. 5. B. to Q. B’s 4th.
6. Castles. 6. P. to Q’s 3d. (best.)
7. P. to Q’s 4th. 7. P. takes P.
8. P. takes P. 8. B. to Q. Kt.’s 3d.
9. B. to Q. Kt.’s 2d. 9. K’s Kt. to B’s 3d.
Instead of 9. B. to Q. Kt.’s 2d, you may adopt several other modes of
play; viz., 9. B. to Q. R’s 3d; 9. R. to K’s sq.; 9. P. to K. R’s 3d; 9. Q’s
Kt. to B’s 3d. To the two first of these, Black equally replies with Q’s
B. to K. Kt.’s 5th, with the better game. (For 9. P. to K. R’s 3d, and 9.
Q’s Kt. to B’s 3d, see Variations A. and B.)
10. P. to Q’s 5th. 10. Q’s Kt. to K’s 2d. (best.)
11. B. takes K’s Kt. 11. P. takes B.
12. K’s Kt. to Q’s 4th.
White has rather the better game.
Variation A. on White’s 9th Move.
WHITE. BLACK.
9. P. to K. R’s 3d. 9. Kt. to Q. R’s 4th.
This is the move usually recommended for the defence. Black may
however adopt, 9. P. to K. R’s 3d, apparently with little disadvantage.
10. B. to Q’s 3d. 10. K’s Kt. to K’s 2d.
11. P. to Q. R’s 4th. 11. Castles.
12. R. to Q. R’s 2d. 12. K. to R’s sq.
13. R. to K’s 2d. 13. P. to K. B’s 4th.
The game is about equal.
Variation B. on White’s 9th Move.
WHITE. BLACK.
9. Q’s Kt. to B’s 3d.
39. We have long suspected that the force of this form of the attack has
been vastly underrated. The following variations are taken from an
able analysis by Mr. G. B. Fraser, of Dundee, who has kindly
presented the result of his labours in the investigation of this attack
at our disposal:—
9. B. to K. Kt.’s 5th.
This move is considered by all the modern writers on Chess to be
Black’s best reply.
10. Q. to Q. R’s 4th. 10. B. takes Kt.
In reply to White’s last move, Black may play either 10. Q. to Q’s 2d,
or 10. B. to Q’s 2d, instead of the move in the text. If he adopt 10.
Q. to Q’s 2d, White replies with B. to Q. Kt.’s 5th, apparently winning
a piece. It has been suggested to us that perhaps Black’s best move
is 10. K. to B’s sq., to which White might reply with K. Kt. to his 5th;
and on Black’s moving K. Kt. to R’s 3d, advance the P. to Q’s 5th. (For
B. to Q’s 2d, see Variation A.)
11. P. to Q’s 5th. 11. B. to K. Kt.’s 5th. (best.)
12. P. takes Q’s Kt. 12. P. takes P.
Black might play also Q’s R. to Q. Kt.’s sq., whereupon follows,—
13. P. takes P. (dis. ch.) 13. B. to Q’s 2d.
14. Q. to Q. Kt.’s 3d, and wins.
13. P. to K’s 5th.
White might also with advantage take the Q. B’s P. checking,
although the move in the text seems stronger.
13. B. to K’s 3d.
If he play,—
13. Q. to Q’s 2d.
40. 14.. P. takes P. 14. P. takes P.
15. Kt. to Q’s 5th, and wins.
14. B. takes B. 14. P. takes B.
15. Q. takes P. (ch.) 15. K. to B’s sq.
16. B. to Q. R’s 3d, with a winning game.
Variation A. on Black’s 10th Move.
WHITE. BLACK.
10. B. to Q’s 2d.
11. Q. to Q. Kt.’s 3d. 11. Kt. to Q. R’s 4th. (best.)
12. B. takes K. B’s P. 12. K. to B’s sq.
13. Q. to Q’s 5th. 13. Kt. to K. B’s 3d.
14. Q. to K. Kt.’s 5th. 14. K. takes B.
15. P. to K’s 5th. 15. P. to K. R’s 3d.
This is Black’s best reply. If he retire the Kt. to his square, or to K’s
square, or K. Kt.’s 5th, White will obtain a winning game, by 16. Q. to
K. B’s 4th. (ch.)
16. Q. to K. B’s 4th. 16. P. to K. Kt.’s 4th. (best.)
17. Q. to Q’s 2d.
This seems White’s most promising move. He may also play 17. Q.
takes Kt., upon which Black exchanges Queens with the better game.
17. Kt. to K. R’s 2d.
18. P. to Q’s 5th. 18. B. to K. B’s 4th.
Black might also take Pawn with Pawn, and the game would probably
be continued thus:—
18. P takes P.
19. Kt. takes P. (ch.) 19. K. to Kt.’s 2d.
20. B. to Q. Kt.’s 2d. 20. Kt. to K. B’s 3d.
21. K. to R’s sq. 21. R. to K’s sq.
22. P. to K. B’s 4th, and will win.
41. 19. P. to K’s 6th. (ch.) 19. K. to K’s 2d.
20. Kt. to Q’s 4th. 20. B. to K. Kt.’s 3d.
21. P. to K. B’s 4th, with a fine attack.
Instead of retiring his Bishop to Q. B’s 4th, as in Game IV., Black
may, though apparently less advantageously, play him to Q. R’s 4th.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. B’s 4th. 3. B. to Q. B’s 4th.
4. P. to Q. Kt.’s 4th. 4. B. takes P.
5. P. to Q. B’s 3d. 5. B. to Q. R’s 4th.
6. P. to Q’s 4th. (best.) 6. P. takes P.
7. Castles. 7. P. to Q’s 3d.
8. Q. to Q. Kt.’s 3d. 8. Q. to K. B’s 3d. (best.)
9. P. takes P., with a very fine game.
N.B.—Should Black at his 7th move, instead of 7. P. to Q’s 3d, play P.
to Q. B’s P., or K’s Kt. to B’s 3d, you, in reply, advance P. to K’s 5th,
with a powerful attack.
The Gambit Declined.
We now come to consider the consequences of Black’s not accepting
the gambit pawn at move 4.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. B’s 4th. 3. B. to Q. B’s 4th.
4. P. to Q. Kt.’s 4th. 4. B. to Q. Kt.’s 3d
5. B. to Q. Kt.’s 2d. 5. P. to Q’s 3d.
6. P. to Q’S 4th.
We prefer White’s game.
42. There is also another method of declining the Gambit, which,
although hitherto unanalysed, seems to present some interesting
features.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. B’s 4th. 3. B. to Q. B’s 4th.
4. P. to Q. Kt.’s 4th. 4. P. to Q’s 4th.
5. P. takes Q’s P. 5. Kt. takes Q. Kt.’s P.
6. P. to Q. B’s 3d. 6. Kt. takes Q’s P.
7. Q. to Q. Kt.’s 3d. 7. P. to Q. B’s 3d.
8. B. takes Kt. 8. Q. takes B. (best.)
9. Q. takes Q. 9. Q. takes Q.
10. Kt. takes K’s P. Even Game.
It is very possible some of White’s moves may be improved upon,
but the foregoing variation seems satisfactorily to demonstrate that
Black can gain no advantage.
Before taking our leave of this beautiful opening, we would again
remind the young player, that it is perfectly immaterial, whether
Black at move 5 captures the gambit pawn with B. or Kt., if with the
latter White equally replies with P. to Q. B’s 3d; and on Black’s
retiring the Kt. to Q. B’s 3d (best), the position becomes the same as
given in a previous variation.
Game V.—Ruy Lopez Knight’s Game.
We will now proceed to examine this, perhaps, the strongest and
most embarrassing attack the board affords. It is through fear of this
variation, that many of our best players have abandoned the usual
defence of 2. Q’s Kt. to B’s 3d, and turned to the King’s Knight’s
defence, or the old move of P. to Q’s 3d.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
43. 2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. Kt.’s 5th. 3. K’s Kt. to B’s 3d.
By playing your Bishop thus, you again threaten to win his K’s P. The
move in the text, commonly known as the Berlin defence, is perhaps
as good a reply as the position admits. He has, however, three other
plausible moves; viz., B. to Q. B’s 4th; B. to K’s 2d; P. to Q’s 3d,
which will be touched upon hereafter.
4. P. to Q’s 4th. 4. P. takes P.
This move (or perhaps still better, 4. Castles) appears to yield a far
stronger attack than the old move of Q. K’s 2d. Black, instead of P.
takes P., might either reply with 4. K’s Kt. takes K’s P., or 4. Q’s Kt.
takes Q’s P. If the former, perhaps castling at once is your best reply;
if the latter, you take Kt. with K’s Kt., and then play P. to K’s 5th, as in
the present variation.
WHITE. BLACK.
5. P. to K’s 5th. 5. Kt. to K’s 5th.
6. Castles. 6. B. to K’s 2d. (best.)
7. Kt. takes P. 7. Kt. takes Kt. (or Var. A.)
8. Q. takes Kt. 8. P. to K. B’s 4th.
9. P. takes P. en passant. 9. Kt. takes P.
10. Q’s Kt. to B’s 3d.
White has a very fine game.
We will now turn our attention to the other modes of play Black may
adopt at his 3d move, instead of K’s Kt. to B’s 3d; viz., B. to Q. B’s
4th; P. to Q’s 3d; B. to K’s 2d. (see Variations B. C.)
Variation B. on Black’s 3d Move.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. B. to Q. Kt.’s 5th. 3. B. to Q. B’s 4th.
44. 4. P. to Q. B’s 3d. 4. K’s Kt. to K’s 2d. (best.)
5. Castles. 5. Castles.
6. P. to Q’s 4th. 6. P. takes P.
7. P. takes P. 7. B. to Q. Kt.’s 3d.
8. P. to Q’s 5th. 8. Q’s Kt. to his sq.
White may also play 8. Q’s Kt. to B’s 3d with advantage.
9. P. to Q’s 6th. 9. P. takes P.
10. Q. takes P. 10. B. to Q. B’s 2d.
11. Q. to Q. R’s 3d. 11. P. to Q’s 4th.
12. K’s R. to Q’s sq. 12. B. to Q’s 3d.
The move 12. K. R. to Q’s sq. is recommended in the Handbook as
giving White an advantage of position. The reply, however, in the
text, which occurred to the writer in actual play, seems calculated to
free Black from his embarrassment.
Variation C. on Black’s 3d Move.
WHITE. BLACK.
3. P. to Q’s 3d.
4. P. to Q’s 4th. 4. B. to Q’s 2d.
5. Castles.
Black has a tolerably safe though constrained position.
N.B.—For 3. B. to K’s 2d, see the games illustrative of this opening.
Game VI.—The Scotch Gambit.
This opening derives its name from having been adopted in the great
match by correspondence between the London and Edinburgh Chess
Clubs. The attack consequent on this opening at one time
considerably embarrassed Mr. Cochrane, who considered there was
no satisfactory defence to it. Major Jaenisch, however, with
characteristic patience and analysis, has proved the contrary.
WHITE. BLACK.
45. 1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. P. to Q’s 4th. 3. P. takes P.
If he play 4. Kt. takes P., you reply with either Kt. takes Kt., or Kt.
takes K’s P., and obtain the better position.
4. B. to Q. B’s 4th. 4. B. to Q. B’s 4th.
This is now acknowledged to be Black’s best move; for 4. B. to Q.
Kt.’s 5th. (ch.) see Variation A.
5. P. to Q. B’s 3d. 5. K’s Kt. to B’s 3d. (best.)
And the position is the same as given in the leading variation of the
Giuoco Piano, see page 622. Should Black instead play: P. takes Q.
B’s P., you take his K. B’s P. with your B. (ch.); and if he takes the
Bishop with King, play Q. to Q’s 5th (ch.), and then take his Bishop.
Variation A. on Black’s 4th Move.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. P. to Q’s 4th. 3. P. takes P.
4. B. to Q. B’s 4th. 4. B. to Q. Kt.’s 5th. (ch.)
5. P. to Q. B’s 3d. 5. P. takes P.
6. Castles. 6. P. to Q. B’s 7th.
Instead of 6. Castles, you might adopt Mr. Cochrane’s method of
continuing the attack, by 6. P. takes P.
N.B.—It would be very bad play of Black to take the Q. Kt.’s P.,
instead of the move in the text.
7. Q. takes P. 7. P. to Q’s 3d.
8. P. to Q. R’s 4th. 8. B. to Q. R’s 4th.
9. P. to Q. Kt.’s 4th. 9. B. to Kt.’s 3d.
46. 10. Q. to Q. Kt.’s 3d, with a fine game.
There is another not uninteresting method of attack, which White
might adopt at his fifth move, instead of 5. P. to Q. B’s 3d; viz., K’s
Kt. to his 5th.
5. K’s Kt. to his 5th. 5. K’s Kt. to R’s 3d. (best.)
6. Kt. takes K. B’s P. 6. Kt. takes Kt.
7. B. takes Kt. (ch.) 7. K. takes B.
8. Q. to R’s 5th. 8. P. to K. Kt.’s 3d.
9. Q. takes B. 9. P. to Q’s 4th.
Black’s 9th move was first suggested in an able analysis on this
variation by Messrs. Jaenisch and Schummoff, in the “Chess Player’s
Chronicle” for July, 1850. It is far superior to the old move of P. to Q’s
3d, and without great care on your part will give him an irresistible
attack.
10. Castles. 10. P. takes P.
This is your strongest move, and appears to have been overlooked
by the talented authors of the article in question:—
10. P. to Q. B’s 3d. (best.) 10. R. to K’s sq.
If Black play 10. P. to Q’s 6th, you reply with Q. to Q. B’s 4th (ch.),
winning the King’s Pawn.
11. B. to K. Kt.’s 5th. 11. Q. to Q’s 3d.
12. Q. takes Q. 12. P. takes Q.
13. P. takes P. 13. Kt. takes P.
14. Q’s Kt. to B’s 3d.
And Black will have great difficulty in avoiding the loss of a Pawn.
There is another variation of this opening hitherto, we believe,
unanalysed, which, although it presents many points of interest,
seems altogether unknown to the majority of amateurs.
47. WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s Kt. to B’s 3d. 2. Q’s Kt. to B’s 3d.
3. P. to Q’s 4th. 3. P. takes P.
4. B. to Q. B’s 4th. 4. B. to Q. B’s 4th.
5. Castles. 5. P. to Q’s 3d.
6. K’s Kt. to his 5th. 6. K’s Kt. to R’s 3d.
7. P. to K. B’s 4th. 7. P. to Q’s 6th. (dis. ch.)
If he play 7. B. to K. Kt.’s 5th, your best reply seems to be Q. to K’s
sq., although you might obtain a strong but hazardous attack by
playing Q. to her 3d, and afterwards, on his attacking her, with Q’s
Kt. to Q. Kt.’s 3d.
8. K. to R’s sq. 8. P. takes P.
9. Q. takes P. 9. Q’s Kt. to Q’s 5th.
10. Q. to Q. B’s 3d.
And although minus a Pawn, you have a fine game. If he now play P.
to K. B’s 3d, you reply with B. to K’s 3d.
THE KING’S BISHOP’S OPENING.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K. B. to Q. B’s 4th. 2. K. B. to Q. B’s 4th.
By this move you attack his weakest point, viz. the K. B’s P. Most of
the classical writers on Chess concur in recommending the same
move as Black’s best reply. Major Jaenisch and the German authors
unanimously recommend 2. K’s Kt. to B’s 3d in preference, the move
generally adopted in actual play. (See Game III.)
White has now several methods of continuing the attack. He may
play the move recommended by Philidor, viz. P. to Q. B’s 3d, to which
48. Black may reply with either K’s Kt. to B’s 3d, or Q. to K. Kt.’s 4th, or
P. to Q’s 4th, in every case with at least an equal game.
You may also play K’s Kt. to B’s 3d, and upon Black’s bringing out his
Q’s Kt., the position is resolved into the Giuoco Piano.
If you play Q. to K. R’s 5th, (a move frequently adopted by young
players,) Black will reply with Q. to K B’s 3d, or to K’s 2d, with no
inferiority of position. Besides these moves you have two others at
command, viz. Q. to K’s 2d, and P. to Q. Kt.’s 4th, which we will
proceed to examine.
Game I.—The Lopez Gambit.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K. B. to Q. B’s 4th. 2. K. B to Q. B’s 4th.
3. Q. to K’s 2d. 3. Q’s Kt. to B’s 3d.
By playing thus you threaten at once to take his K. B’s P. (ch.), and if
K. takes B, to win his Bishop in return by the check of the Q. The
move in the text is Black’s best reply, any other move would leave
you with at least an even position.
4. P. to Q. B’s 3d. 4. K’s Kt. to B’s 3d.
Instead of P. to Q. B’s 3d, you may take the adverse K. B’s P (ch.);
see Variation A.
5. P. to K. B’s 4th. 5. B. takes K’s Kt.
6. R. takes B. 6. Castles.
7. P. to Q’s 3d. 7. P. to Q’s 4th.
With a superior game.
Variation A. on White’s 4th Move.
WHITE. BLACK.
4. B. takes K. B’s P. (ch.) 4. K. takes B.
49. 5. Q. to Q. B’s 4th. (ch.) 5. P. to Q’s 4th.
6. Q. takes B. 6. P. takes K’s P.
7. Q. to Q. B’s 4th (ch.) 7. B. to K’s 3d.
8. Q. takes P. 8. K’s Kt. to B’s 3d.
Black has by far the better game.
Game II.—The Double Gambit.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s B. to Q. B’s 4th. 2. K’s B. to Q. B’s 4th.
3. P. to Q. Kt.’s 4th. 3. B. takes P.
4. P. to K. B’s 4th. 4. P. to Q’s 4th.
His best move. If, in lieu of P. to Q’s 4th, he adopt P. takes K. B’s P.,
you reply with K’s Kt. to B’s 3d, and obtain a fine attack.
5. P. takes Q’s P. 5. P. to K’s 5th.
If you play B. takes P., Black replies with P. to Q. B’s 3d, with the
better game.
6. K’s Kt. to K’s 2d. 6. K’s Kt. to B’s 3d.
7. Castles. 7. Castles.
8. Q’s Kt. to B’s 3d. 8. P. to Q. B’s 3d.
9. P. takes P. 9. Q’s Kt. takes P.
Black has the better game, thereby proving that the Double Gambit,
if correctly met, is disadvantageous to the first player.
Game III.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. K’s B. to Q. B’s 4th. 2. K’s Kt. to B’s 3d.
3. K’s Kt. to B’s 3d. 3. Kt. takes K’s P. (best.)
50. Your third move is probably the best on the board; 3. P. to Q’s 4th,
and 3. P. to Q’s 3d, seem much inferior, as Black immediately gains
the attack.
4. Q’s Kt. to B’s 3d. 4. K’s Kt. to B’s 3d.
Your fourth move was introduced two or three years ago, and was
first analysed by Mr. Boden, in his “Popular Introduction,” where
Black’s reply, of 4. K’s Kt. to B’s 3d, is recommended as his best; we
believe, however, he can at least as advantageously play 4. Kt. takes
Q’s Kt., or, as has been suggested to us, 4. P. to Q’s 4th.; see
Variation A.
5. Kt. takes K’s P. 5. P. to Q’s 4th.
6. B. to Q. Kt.’s 3d. 6. B. to Q’s 3d.
Equal game.
Variation A. on Black’s 4th Move.
WHITE. BLACK.
4. Kt. takes Q’s Kt.
5. Q’s P. takes Kt. 5. P. to Q. B’s 3d.
He may also play 5. P. to K. B’s 3d, by which he preserves his Pawn,
though with a somewhat inferior position.
6. Kt. takes K’s P. 6. P. to Q’s 4th.
7. B. to Q’s 3d. 7. B. to Q’s 3d.
8. K’s Kt. to B’s 3d. 8. Castles.
9. Castles.
Black has no inferiority of position.
THE KING’S GAMBIT.
Game I.
51. This beautiful and brilliant début, which, as Mr. Staunton observes,
gives birth to the most intricate and beautiful combinations the
chess-men are susceptible of, has been a universal favourite with
every class of players from the earliest stages of European Chess up
to the present day. In order to facilitate the analysis of this opening,
as far as our narrow limits will permit, we shall divide it into its three
principal heads; viz., The King’s Knight’s Gambit, The Allgaier Gambit,
and the King’s Bishop’s Gambit, and afterwards devote a few words
to the Gambit Declined.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. K’s Kt. to B’s 3d. 3. P. to K. Kt.’s 4th.
This is Black’s best move, indeed the only one to retain the gambit
pawn. He, however, may obtain a nearly equal game by 3. P. to Q,’s
4th. If he play 3. B. to K’s 2d, commonly known as the Cunningham
Gambit, White replies with B. to Q. B’s 4th, and on Black’s checking
with B. at R’s 5th, plays K. to B’s sq., with a much better game.
4. B. to Q. B’s 4th. 4. B. to K. Kt.’s 2d (best), or
Var. A.
5. P. to Q B’s 3d. 5. P. to K. R’s 3d. (best.)
Should Black play the obvious-looking move of 4. P. to Q’s 3d, White
gains a striking advantage by the following mode of play:—
6. Q. to Q. Kt.’s 3d. 6. Q. to K’s 2d.
7. Q. to Q. Kt.’s 5th. (ch.) 7. B. on P. interposes.
8. Q. takes K. Kt.’s P., &c.
6. P. to Q’s 4th. 6. P. to Q’s 3d.
7. Castles. 7. Q’s Kt. to Q’s 2d.
This is usually considered his best move, though Q’s Kt. to B’s 3d, or
K’s Kt. to K’s 2d, are perhaps equally good.
52. 8. P. to K. Kt.’s 3d. 8. P. to K. Kt.’s 5th.
If he takes P. with P., you get a fine attack by B. takes K. B’s P. (ch.)
9. Kt. to K. R’s 4th, (or to K’s
sq.)
9. Kt. to Q. Kt.’s 3d.
10. B. to Q. Kt.’s 3d. 10. P. to K. B’s 6th.
He has a Pawn more, and a strong position.
N.B.—Instead of 5. P. to Q. B’s 3d, you may also play 5. P. to K. R’s
4th, with a good attack.
The Salvio Gambit.
Variation A. on Black’s 4th Move.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. K’s Kt. to B’s 3d. 3. P. to K. Kt.’s 4th.
4. B. to Q. B’s 4th. 4. P. to K. Kt.’s 5th.
5. Kt. to K’s 5th. 5. Q. to K. R’s 5th. (ch.)
Instead of 5. Kt. to K’s 5th, you may castle, for which see Game II.
(The Muzio Gambit.)
6. K. to B’s sq. 6. K’s Kt. to R’s 3d.
7. P. to Q’s 4th. 7. P. to K. B’s 6th.
8. P. takes P. 8. P. to Q’s 3d.
9. B. takes K’s Kt. 9. Q’s P. takes Kt.
And Black has a fine Game.
You seem to have no better move than 9. B. takes K’s Kt.; if you play
Kt. to Q’s 3d, he replies with K. Kt.’s P. takes P., and your game is
gone.
53. Game II.—The Muzio Gambit.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to B’s 4th. 2. P. takes P.
3. K’s Kt. to B’s 3d. 3. P. to K. Kt.’s 4th.
4. B. to Q. B’s 4th. 4. P. to K. Kt.’s 5th.
5. Castles. 5. P. takes Kt.
This sacrifice of the Kt., daring as it may appear at first sight, is,
nevertheless, considered by modern analysis to be quite sound.
6. Q. takes P. 6. Q. to K. B’s 3d. (best.)
7. P. to K’s 5th. 7. Q. takes K’s P.
Your 7th move is given by most of “the books” as the best. We have
found Q’s Kt. to B’s 3d at this point a strong move in actual play.
8. P. to Q’s 3d. 8. K’s B. to R’s 3d.
9. Q’s B. to Q’s 2d. 9. K’s Kt. to K’s 2d.
10. Q’s Kt. to B’s 3d. 10. P. to Q. B’s 3d.
Some authors recommend Q’s Kt. to B’s 3d as more attacking than
the move in the text. It has however been proved untenable in the
“Handbook” (page 281.)
11. Q’s R. to K’s sq. 11. Q. to Q. B’s 4th. (ch.)
12. K. to R’s sq. 12. P. to Q’s 4th.
Mr. Staunton recommends 12. R. to K. B’s 2d, instead of retiring the
King to R’s sq. We have tried this move in actual play, following it up
with Q’s R. to K. B’s sq., which seems to give White an overwhelming
attack.
13. Q. to K. R’s 5th. 13. Q. to Q’s 3d.
14. B. takes Q. P. 14. P. takes B.
15. Kt. takes Q’s P. 15. Q’s Kt. to B’s 3d.
54. 16. Q’s B. to his 3d. 16. Q. to K. Kt.’s 3d.
17. R. takes Kt. (ch.) 17. K. to B’s sq.
The moves up to this point, both for attack and defence, are given by
Jaenisch and the “Handbook” as the best the board affords; with the
best play, probably the game ought to be drawn.
We much regret that our space will not allow of a more elaborate
analysis of this beautiful gambit; we trust, however, that the above
variations will show the young player the difficulty and resource of
this opening.
We cannot quit the subject without alluding to a defence lately
introduced by Messrs. Kling and Horwitz, which consists in Black’s
playing Q. to K’s 2d at his 5th move, instead of taking the Kt. With all
deference and respect for the wonderful and almost inexhaustible
power of analysis displayed by these two eminent players, we must
confess that we have our doubts as to the soundness of the move in
question. The young players, however, will find it full analysed in
Kling and Horwitz’s “Chess Studies,” one of the most valuable and
interesting works on Chess of modern days, which needs not our
recommendation to find its way to the book-shelf of every lover of
Chess.
Game I.—The Allgaier Gambit.
This opening, the invention of which is erroneously ascribed to
Allgaier, has of late years become a favourite with all classes of
players, though we agree with Mr. Boden in considering that its
resources have been considerably overrated, although not perhaps
from the same reason as adduced in his “Popular Introduction.”
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. K’s Kt. to B’s 3d. 3. P. to K. Kt.’s 4th.
4. P. to K. R’s 4th. 4. P. to K. Kt.’s 5th.
55. You may here play your Kt. to K’s 5th, or to K. Kt.’s 5th. Modern
authorities agree in recommending the former, as giving a more
lasting attack. As, however, some very embarrassing positions may
arise from playing the Kt. to his 5th, we will examine the
consequences resulting from it at present, leaving the move of 5. Kt.
to K’s 5th for after examination, (Game II.).
5. Kt. to Kt.’s 5th. 5. P. to K. R’s 3d. (best.)
6. Kt. takes K. B’s P. 6. K. takes Kt.
7. B. to Q. B’s 4th. (ch.) 7. P. to Q’s 4th.
Your 7th move gives a far more embarrassing attack than the old
move of Q. takes K. Kt.’s P., to which Black replies, K’s Kt. to B’s 3d.
with a winning position.
In the present game Black’s reply of P. to Q’s 4th is his only move. If
he retire K. to Kt.’s sq., you must gain some advantage by Q. takes K.
Kt.’s P., &c.
8. B. takes P. (ch.) 8. K. to K’s sq.
In our opinion the move of K. to K’s sq. is preferable to K. to Kt.’s 2d.
At all events the defence seems much simpler, and at least as
satisfactory.
9. P. to Q’s 4th. 9. P. to K. B’s 6th. (best.)
10. P. takes P. 10. B. to K’s 2d.
With a winning game.
Game II.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. K. Kt.’s to B’s 3d. 3. P. to K. Kt.’s 4th.
4. P. to K. R’s 4th. 4. P. to K. Kt.’s 5th.
6. Kt. to K’s 5th. 5. P. to K. R’s 4th.
56. Black’s 5th move has been recommended by almost all the
authorities as the correct reply; although the moves 5. P. to Q’s 3d;
5. B. to K’s 2d; or 5. K’s Kt. to B’s 3d, seem, to say the least, equally
advantageous for the second player.
6. B. to Q. B’s 4th. 6. Kt. to K. R’s 3d.
7. P. to Q’s 4th. 7. P. to K. B’s 6th.
8. P. takes P. (best.) 8. P. to Q’s 3d.
9. Kt. to Q’s 3d. 9. B. to K’s 2d.
10. B. to K’s 3d.
This is the move given by the “books;” B. to K. B’s 4th, however,
appears at least as good.
10. B. takes K. R’s P. (ch.)
11. K. to Q’s 2d. 11. P. takes P.
12. Q. takes P. 12. B. to K. Kt.’s 5th.
13. Q. to K. B’s 4th. 13. Q’s Kt. to B’s 3d.
One of the advantages of the move 10. B. to K. B’s 4th, as suggested
above, seems to be that the White Q. could not be played to K’s 3d,
instead of the more assailable part of K. B’s 4th.
14. Q’s Kt. to B’s 3d.
And the game, in spite of the formidable appearance of the adverse
Bishops, seems in White’s favour, from the disposition of his forces,
so well calculated for a vigorous assault.
N.B.—It would be very unadvisable for Black to reply to White’s move
of Kt. to Q. B’s 3d. with Kt. takes Q’s P.
14. Kt. takes Q’s P.
15. B. takes Kt. 15. B. to K. Kt.’s 4th.
16. B. takes K’s R. 16. B. takes Q. (ch.)
17. Kt. takes B.
57. And White has a more than ample equivalent for his lost Queen, and
a considerable superiority of position.
Game I.—The Bishop’s Gambit.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. B. to Q. B’s 4th. 3. Q. to K. R’s 5th. (ch.)
Black’s 3d move is the one generally recommended at this point. He
has, however, the option of several other moves, the most important
of which seems to be P. to Q’s 4th. (See Game II.)
4. K. to B’s sq. 4. P. to K. Kt.’s 4th. (best.)
If Black, instead of the move in the text, play B. to Q. B’s 4th, a
move frequently adopted by young players, you reply with P. to Q.’s
4th and K’s Kt. to B’s 3d, with a fine position.
5. Q’s Kt. to B’s 3d. 5. B. to K. Kt.’s 2d. (best.)
6. P. to Q’s 4th. 6. P. to Q’s 3d.
7. K’s Kt. to B’s 3d. 7. Q. to K. R’s 4th.
8. P. to K. R’s 4th. 8. P. to K. R’s 3d.
9. P. to K’s 5th. 9. P. takes P.
Major Jaenisch, to whom we owe almost all our knowledge of this
fine opening, at one time we believe recommended 9. B. to K. Kt.’s
5th for Black, instead of P. takes P., but has we believe qualified his
opinion in favour of the move in the text.
10. Q’s Kt. to Q’s 5th. 10. K. to Q’s sq.
11. P. takes P. 11. B. to Q’s 2d.
12. K. to Kt.’s sq. 12. Q. to K. Kt.’s 3d.
13. P. takes P. 13. P. takes P.
14. R. takes R. 14. B. takes R.
58. 15. K’s Kt. takes P. 15. Q. takes K’s Kt.
This sacrifice is the invention of Petroff, the great Russian master;
and without the greatest care in the defence, will give you an
overpowering attack.
16. Q’s B. takes P. 16. Q. to K. Kt.’s 3d. (best.)
17. P. to K’s 6th. 17. P. takes P.
18. Kt. takes Q. B’s P. 18. P. to K’s 4th.
19. Kt. to K’s 6th. (ch.)
Game II.
WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. P. takes P.
3. B. to Q. B’s 4th. 3. P. to Q’s 4th.
We would recommend this defence to the young player, (especially
when receiving the odds of a piece,) as it leads at once to at least an
even game, and avoids an intricate and difficult series of moves, the
least error in which would be fatal.
4. B. takes P. 4. K’s Kt. to B’s 3d.
5. Q. to K’s 2d. 5. Kt. takes B.
This is probably your best move, though Kt. to Q. B’s 3d, may be
played without danger.
6. P. takes Kt. (dis. ch.) 6. B. to K’s 2d.
7. Q. to K. B’s 3d. (best.) 7. B. to K. R’s 5th. (ch.)
8. P. to K. Kt’s 3d. 8. P. takes P.
9. P. takes P. 9. B. to K. Kt.’s 4th.
10. Q’s Kt. to B’s 3d.
The game is about even.
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