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Chapter XXXVI: Part V: Miscellaneous (2)

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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.

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 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 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.

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.
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.
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.

WHITE. BLACK.
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.
11. Q’s B. to K’s 3d, or Q’s Kt. 11. Castles.
to B’s 3d.

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.
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.

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.
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.

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.

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.
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.

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.
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.
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.
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.

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 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.
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.)

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.

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.

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 9. Kt. to Q. Kt.’s 3d.
sq.)
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.

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.
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.

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.

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.

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.
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.

Instead of Black’s 8th move of P. takes P., Mr. Staunton suggests the highly ingenious move of castling; and the game would probably be continued thus:--

8. Castles.
9. Kt. to K’s 2d. (best.) 9. R. to K’s sq.

This is your best reply, if you capture either B. or P. you lose in a few moves. (See the “Handbook,” p. 335.)

10. Q’s Kt. to B’s 3d. 10. B. to K. B’s 3d.

We do not see that Black has anything better.

11. Q’s Kt. to K’s 4th.

And White has some little advantage. It is worth while remarking, that if Black now adopt the tempting move of B. to K. Kt.’s 5th, White will win at least a pawn. We leave the “modus operandi” for the investigation of the young player.

We cannot take our leave of this inexhaustible opening, without once more recommending the amateur who is ambitious of becoming initiated into the mysteries of the Bishop’s Gambit, to study the admirable articles on this début, published by Major Jaenisch, in the late volumes of the “Chess-Player’s Chronicle,” which exhibit, perhaps, the most patient and profound analysis the annals of Chess have ever produced.

THE GAMBIT REFUSED.

The refusal of the gambit, though it may be done with perfect safety, generally leads to a dull and uninteresting game; we would therefore advise the young player to accept the proffered pawn, more especially when receiving the odds of a piece, as he will gain more knowledge of the game by observing the manner in which a fine player pursues his attack, than can be obtained from all the works that have ever been written on the subject.

GAME I.

WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to K. B’s 4th. 2. B. to Q. B’s 4th.

This has usually been received as the best method of declining the gambit, though a preference has sprung up lately in favour of P. to Q’s 4th (See Game II.). Major Jaenisch recommends K’s Kt. to B’s 3d, to which you reply with P. takes P.; and upon his taking K’s P. with Kt., you play K’s Kt. to B’s 3d.

3. K’s Kt. to B’s 3d. 3. P. to Q’s 3d.
4. P. to Q. B’s 3d. 4. B. to K. Kt.’s 5th.
5. P. to K. R’s 3d. 5. B. takes Kt.

We believe your 5th move is now more generally preferred to B. to K’s 2d. You may also play 5. P. to Q’s 4th., though it is somewhat hazardous.

6. Q. takes B. 6. Q’s Kt. to B’s 3d.
7. B. to Q. B’s 4th, or Kt.’s 5th.

And the game is about even.

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. to Q’s 4th.
3. P. takes Q’s P. 3. P. to K’s 5th. (best.)

You may also play 3. K’s Kt. to B’s 3d., apparently without danger.

4. P. to Q’s 4th. 4. Q. takes Q’s P.

Your 4th move seems far stronger than the usually received play of B. to Q. Kt.’s 5th. (ch.)

5. P. to Q. B’s 4th. 5. Q. to Q’s sq.
6. B. to Q. B’s 4th.

You have the better game.

THE CENTRE GAMBIT.

This opening, though passed over by many of the books, frequently gives birth to many beautiful and critical positions, and unless properly opposed, is very embarrassing.

GAME I.

WHITE. BLACK.
1. P. to K’s 4th. 1. P. to K’s 4th.
2. P. to Q’s 4th. 2. P. takes P.
3. B. to Q. B’s 4th. 3. K’s Kt. to B’s 3d.

You may also play here P. to K. B’s 4th, a move as yet, we believe, unanalysed. (See Game II.) Black’s reply is the correct one, whereby he reduces the game to a position similar to one in the K. Kt.’s defence to the King’s Bishop’s game. (For B. to Q. Kt.’s 5th. (ch.) see Variation A.)

4. P. to K’s 5th. 4. P. to Q’s 4th.
5. B. to Q. Kt.’s 3d. 5. Kt. to K’s 5th.

Retiring the Bishop thus is far better than taking the Kt. with K’s P. (See the Giuoco Piano for a similar position.)

6. K’s Kt. to K’s 2d. 6. P. to Q. B’s 4th.

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Every Boy's Book: A Complete Encyclopædia of Sports and AmusementsChapter XXXVI: Part V: Miscellaneous (2)

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