Chapter XII: Part 12
4. P to Q 4 4. P takes P
5. Castles 5. B to K 2
6. P to K 5 6. Kt to K 5
7. R to K sq. 7. Kt to B 4
8. B takes Kt 8. Q P takes B (!)
9. Kt takes P 9. Castles
10. B to K 3 10. R to K sq.
11. Kt to Q B 3 11. Kt to K 3
12. Kt to B 5 12. Kt to B sq.
Even game.
The remaining Openings, though not less important, we shall be compelled to deal with more briefly. It must, however, be remembered that it is only the first three or four moves on either side (or even less) which constitute a given Opening. All beyond these are optional, though in many instances the best moves in continuation on either side have been ascertained by careful analysis, and these are consequently known, among players, as "book" moves.
PHILIDOR'S DEFENCE.
After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the attacked King's pawn with 2.... P to Q 3, and this constitutes _Philidor's Defence_.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to K B 3 2. P to Q 3
3. P to Q 4 3. P takes P
4. Kt takes P ...
If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt 5, B to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B takes Kt. {382} Q takes B; 9. Q takes Q, P takes Q; 10. Kt to B 3, and Black has two Bishops against two Knights, and an open Kt and K file for his Rooks, and consequently the advantage.
... 4. Kt to K B 3
5. B to Q B 4 5. B to K 2
Equal game.
SECOND VARIATION.
P to K 4
1. --------
P to K 4
Kt to K B 3
2. -----------
P to Q 3
B to B 4
3. --------------
P to K B 4[94]
P to Q 4
4. -----------
K P takes P
Kt to Kt 5
5. -----------
Kt to K R 3
Kt takes P
6. ------------
Q to K 2[95]
Q to R 5: ch.
7. -------------
K to Q 2
B to Kt 5
8. --------------
Q takes P: ch.
K to Q 2
9. ---------
Q to Kt 5
Q to Kt 6
10. ----------
R takes Kt
B to Q 5
11. ------------
P to B 3[96]
P to K R 3
12. --------------
Winning the Q.
THIRD VARIATION.
Repeat the opening of second variation up to Black's fourth move.
{383}
...
4. -----------
B P takes P
Kt takes P
5. ----------
P takes Kt
Q to R 5: ch.
6. -------------
K to Q 2
Q to B 5: ch.
7. -------------
K to B 3
Q takes P (K 4)[97]
8. -------------------
P to Q R 3
P to Q 5: ch.
9. -------------
K to Kt 3
B to K 3: ch.
10. -------------
B to B 4[98]
B takes B: ch.
11. --------------
K takes B
Q to R 5: ch.
7. -------------
K to Q 2
B to Kt 5
8. --------------
Q takes P: ch.
K to Q 2
9. ---------
Q to Kt 5
P to Kt 4: ch.
12. --------------
K takes P [99]
Kt to Q 2
13. ---------
Q to B 3
R to Kt sq.: ch.
14. ----------------
K to R 5
P to Q B 3
15. ---------------
P to Q R 4[100]
B to Kt 5: ch.
16. --------------
K to R 6
Kt to B 4: ch.
17. --------------
K takes P
R to Kt 2: ch.
18. --------------
K to R 8
Castles: checkm.
19. ----------------
This variation has been selected to illustrate mate being given by castling.
THREE KNIGHTS' GAME.
The _Three Knights' Game_ is brought about if, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The following is an example:
{384}
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to K B 3 2. Kt to Q B 3
3. Kt to B 3 3. B to Kt 5
4. B to Kt 5 4. K Kt to K 2
5. P to Q 4 5. P takes P
6. Kt takes P 6. Castles
Even game.
FOUR KNIGHTS' GAME.
If Black moves 3. ... Kt to B 3, the previous moves being the same as in the Three Knights' Game, it is called the _Four Knights' Game_. It is convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into a Double Ruy Lopez, if Black replies 4. ... B to Kt 5.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to Q B 3 2. Kt to K B 3
3. Kt to B 3 3. Kt to B 3
4. B to Kt 5 4. B to Kt 5
5. Castles 5. Castles
6. Kt to Q 5 6. Kt takes Kt
7. P takes Kt 7. P to K 5
8. P takes Kt 8. P takes Kt
9. Q takes P
If White had played 9. P takes Q P, Black's best reply would have been 9. ... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies 9. ... B takes Kt P, with a promising attack.
... 9. Q P takes P
10. B to K 2 10. B to Q 3
Even game.
{385}
THE VIENNA OPENING.
If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the _Vienna Opening_ is the result. The Q Kt does not act immediately, but rather seems to relinquish the advantage of the first move; but this is only apparently so. For in all Openings the Q Kt plays an important role, and, having this piece in play, White soon resumes the attack, and with increased vigour in certain variations.
The defences for Black are--2. ... B to B 4; 2. ... B to Kt 5; 2. ... Kt to Q B 3; 2. ... Kt to K B 3. The latter yields the most satisfactory results. 2. ... Kt to Q B 3 may lead to the Steinitz Gambit, a difficult game for both sides; whilst 2. ... B to Kt 5 is the least satisfactory variation of all.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to Q B 3 2. Kt to K B 3
3. P to B 4 3. P to Q 4 (best)
In this variation it is not advisable to take the offered Gambit pawn, though Black might have done so if he had played 2. ... Kt to Q B 3 instead of 2. ... Kt to K B 3.
4. B P takes P 4. Kt takes P
5. Q to B 3 5. Kt to Q B 3
6. B to Kt 5 ...
If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3
(best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt
takes P: ch. &c.
{386}
... 6. Kt takes Kt
7. Kt P takes Kt (!) 7. B to K 2
8. P to Q 4 8. B to K 3
9. Kt to K 2 9. Castles
10. Castles
With a very good game.
SECOND VARIATION. THIRD VARIATION.
P to K 4 P to K 4
1. -------- 1. --------
P to K 4 P to K 4
Kt to Q B 3 Kt to Q B 3
2. ----------- 2. -----------
B to B 4 Kt to Q B 3
P to B 4 P to K Kt 3
3. -------- 3. -----------
P to Q 3 B to B 4
Kt to B 3 B to Kt 2
4. ----------- 4. ---------
Kt to K B 3 P to Q 3
B to B 4 Kt to R 4
5. --------- 5. ---------
Kt to B 3 B to Kt 3
P to Q 3 Kt takes B
6. ----------- 6. ------------
B to K Kt 5 R P takes Kt
Kt to Q R 4 Kt to K 2
7. ----------- 7. ---------
B to Kt 3 P to B 4
Kt takes B P to Q 3
8. ------------ 8. ---------
R P takes Kt Kt to B 3
Even game. Even game.
THE STEINITZ GAMBIT.
This gambit is an offshoot of the Vienna Opening. It leads to a very difficult game, and the student will be well advised to avoid it. It is, however, desirable that he should know the moves of the Opening. {387}
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to Q B 3 2. Kt to Q B 3
3. P to B 4 3. P takes P
4. P to Q 4 ...
This constitutes the Steinitz Gambit. The White King becomes exposed to a violent attack; but if the attack fails, White is able to exchange pieces, and so obtain a superior End game, his King (an essential factor in the ending) being in better play than the Black King.
THE SCOTCH GAME AND SCOTCH GAMBIT.
Next in importance to the Ruy Lopez and the Vienna Opening is the _Scotch_, an Opening very frequently adopted in matches and tournaments. If after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; White plays 3. P to Q 4, it is called the _Scotch Game_. Black's best move is 3. ... P takes P (not 3. ... Kt takes P), and White can either retake the Pawn or leave it. In the latter case the Opening becomes the _Scotch Gambit_. The former Opening is considered sounder than the latter, and for that reason is met with more frequently nowadays. Formerly, when Gambits generally were more in vogue, the Scotch Gambit enjoyed corresponding popularity. A few of the most essential variations of this interesting Opening follow. First, of the Scotch game.
{388}
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to K B 3 2. Kt to Q B 3
3. P to Q 4 3. P takes P
4. Kt takes P 4. Kt to B 3
5. Kt to Q B 3 5. B to Kt 5
6. Kt takes Kt 6. Kt P takes Kt
7. Q to Q 4 7. Q to K 2
8. P to B 3 8. P to B 4
9. Q to K 3 9. Castles.
Even game.
SECOND VARIATION.
Repeat the Opening up to Black's 4th move.
... P takes B
4. -------- 8. ---------
B to B 4 P to Q 4
B to K 3 Kt to B 3
5. -------- 9. ---------
Q to B 3 P takes P
P to Q B 3 P to Q 5
6. ----------- 10. ------------
K Kt to K 2 Kt to Kt sq.
Q to Q 2 Kt takes P
7. ---------- 11. ----------
B takes Kt ...
Even game.
THIRD VARIATION.
Repeat Opening as before.
... B to K 3
4. ----------- 7. ---------
Kt takes Kt Q takes Q
Q takes Kt B takes Q
5. ---------- 8. ---------
Q to B 3 ...
P to K 5
6. -----------
Q to Q Kt 3
Even game.
{389}
THE SCOTCH GAMBIT.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. Kt to K B 3 2. Kt to Q B 3
3. P to Q 4 3. P takes P
4. B to Q B 4 ...
The Pawn not being re-taken, as in the Scotch Game, constitutes the Scotch Gambit.
... 4. B to B 4
5. Kt to Kt 5 5. Kt to R 3
Not 5. ... Kt to K 4, which most beginners are in the habit of playing, because White would still proceed exactly as after the move given in the text, and after the exchanges Black would have the K Kt not developed.
6. Kt takes B P 6. Kt takes Kt
7. B takes Kt: ch. 7. K takes B
8. Q to R 5: ch. 8. P to Kt 3
9. Q takes B 9. P to Q 4 (best)
10. P takes P ...
If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt
5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, &c.
... 10. R to K sq.: ch.
11. K to Q sq. ...
Forming the position shown in Fig. 11.
Black.
+---------------------------------------+
| #R | | #B | #Q | #R | | | |
|---------------------------------------|
| #P | #P | #P | | | #K | | #P |
|---------------------------------------|
| | | #Kt| | | | #P | |
|---------------------------------------|
| | | ^Q | ^P | | | | |
|---------------------------------------|
| | | | #P | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
| ^R | ^Kt| ^B | ^Q | | | | ^R |
+---------------------------------------+
White.
FIG. 11.
[POSITION AFTER WHITE'S 11TH MOVE.]
... 11. R to K 4
12. P to Q B 4 12. Q to R 5
13. Q to R 3 13. Q takes B P
14. Q to B 3: ch. 14. Q takes Q
15. P takes Q ...
Black has the better game.
{390}
SECOND VARIATION.
Repeat the Opening up to White's 6th move.
Q to R 5 P to K R 3
6. -------- 9. ----------
Q to K 2 B to Q 2
Castles P to K B 4
7. --------- 10. ----------
Kt to K 4 Kt to B 3
B to Kt 3 And, after Black has castled
8. --------- Q R, he has the better game.
P to Q 3
{391}
THE DANISH AND CENTRE GAMBITS.
The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, P takes P. If White continue 3. P to Q B 3, it is called the _Danish Gambit_, which is rarely played now. The _Centre Gambit_ is a modification of the Scotch, and similar to it in many of the continuations. 3. Q takes P constitutes this Gambit. (Strictly speaking, it is not a _Gambit_, the pawn not being sacrificed.) Latterly the Centre Gambit has been somewhat neglected.
THE DANISH GAMBIT.
WHITE. BLACK.
1. P to K 1. P to K 4
2. P to Q 4 2. P takes P
3. P to Q B ...
These moves constitute the Danish Gambit.
... 3. P takes P
4. B to Q B 4 4. Kt to K B 3
5. Kt takes P 5. B to Kt 5
6. Kt to K 2 6. Castles
7. P to K 5 7. Kt to K 5
(Or 7. ... P to Q 4, equally good, and leading to a livelier game.)
8. Castles 8. Kt takes Kt
9. P takes Kt 9. B to B 4
And White is better developed, for the pawn _minus_. Still Black has a tangible advantage.
THE CENTRE GAMBIT.
{392}
WHITE. BLACK.
1. P to K 4. 1. P to K 4
2. P to Q 4 2. P takes P
3. Q takes P 3. Kt to Q B 3
4. Q to K 3 ...
Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P
to Q 4, &c., but the text-move is now considered superior to the
retreat of a developed piece, especially as from K 3 the range of the
Queen's action on both sides should prove more advantageous to White.
... 4. Kt to B 3
5. Kt to Q B 3 5. B to Kt 5
If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K 4,
P to Q 4; 7. P takes P _e.p._: ch., B to K 3; 8. P takes P, Q to Q 8:
ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with
the better game.
PETROFF'S DEFENCE.
Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking the opponent's K P. This mode of defence is sometimes adopted if the second player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans Gambit. On the whole it yields a safe defence, although somewhat tame in the majority of variations.
THE KING'S GAMBITS.
The reader has already had several examples of Gambits, but others still remain to be described. A pawn is sacrificed in order to get a compensating advantage in a rapid development of the pieces, and an immediate attack. Formerly the Gambits were played very frequently, but more perfect knowledge of the possible defences has caused the less speculative Openings to be resorted to in preference--a {393} tacit admission that the Gambits are for the most part hazardous for the first player, though they give rise to ingenious combinations and interesting positions.
The principal Gambits (apart from the "Evans") are the King's Knight's and King's Bishop's Gambits. From the former spring other well-known Gambits, such as the Kieseritzky, Allgaier, Muzio, &c.
THE KING'S KNIGHT'S GAMBIT.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 ...
This move completes the Gambit.
... 3. P to K Kt 4
This move has a double object. First, it protects the Gambit pawn, which would be attacked after White's necessary P to Q 4, and then it enables Black to post his B at Kt 2, which is essential, as in some variations White might play P to K R 4, when without the B at Kt 2, Black could not reply P to K R 3, because his Rook would not then be protected, and his pawns on the King's side would be broken up.
4. B to B 4 4. B to Kt 2
5. P to Q 4 5. P to Q 3
6. P to K R 4 6. P to K R 3
See previous remark. Of course, were Black now to advance the attacked pawn, he would weaken the Gambit pawn. {394}
7. P takes P 7. P takes P
8. R takes R 8. B takes R
9. Q to Q 3 ...
The intention being to play P to K 5 and Q to R 7, attacking two pieces, and threatening mate. Black prevents this by--
... 9. Kt to K R 3
White has not as yet gained any marked advantage to compensate for the sacrificed pawn.
Black's best defence in the King's Knight's Gambit is to play 4. ... P to Kt 5, thereby forcing White to adopt either the Muzio or the Salvio attack, in either of which cases Black should get the best of the game, as we proceed to show.
THE MUZIO GAMBIT.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 3. P to K Kt 4
4. B to B 4 4. P to Kt 5
5. Castles ...
The Knight cannot go back to Kt sq., consequently White must either give it up or play Kt to K 5, which will be treated in the Salvio Gambit. Leaving the Knight _en prise_ constitutes the Muzio Gambit.
... 5. P takes Kt
The position is now as represented in Fig. 12.
Black.
+---------------------------------------+
| #R | #Kt| #B | #Q | #K | #B | #Kt| #R |
|---------------------------------------|
| #P | #P | #P | #P | | #P | | #P |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | ^B | | ^P | #P | | |
|---------------------------------------|
| | | | | | #P | | |
|---------------------------------------|
| ^P | ^P | ^P | ^P | | | ^P | ^P |
|---------------------------------------|
| ^R | ^Kt| ^B | ^Q | | ^R | ^K | |
+---------------------------------------+
White.
FIG. 12.
[POSITION AFTER BLACK'S 5TH MOVE.]
6. Q takes P 6. Q to B 3
7. P to K 5 ...
{395}
This further sacrifice may be regarded as compulsory. White gains time to develop his pieces, as Black has, after the capture of the K P, both King and Queen in an exposed position.
... 7. Q takes P
8. P to Q 3 8. B to R 3
9. B to Q 2 ...
{396}
Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B to B 3, &c. White has gained no material advantage.
SECOND VARIATION.
Reverting to the position after Black's 5th move (Fig. 12), instead of, as in the preceding variation, 6. Q takes P, let White play--
6. P to Q 4 ...
This attack, if not properly met, is extremely embarrassing for Black; but, against the correct play, it is inferior to the one already given.
... 6. P to Q 4 (best)
7. B takes P 7. Q B to Kt 5
8. R to B 2 8. P to Q B 3
9. B to B 4 9. B to Kt 2
10. P to B 3 10. B to R 3
11. Kt to Q 2 11. Kt to K 2
12. Kt takes P 12. Kt to Kt 3
And Black even without Castling may assume the counter-attack with R to Kt sq., bringing the Queen into play as soon as feasible.
THE SALVIO GAMBIT.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 3. P to K Kt 4
4. B to B 4 4. P to Kt 5
5. Kt to K 5 ...
This move constitutes the Salvio attack. White {397} attacks Black's K B P, intending to obtain a compensating advantage for being compelled to move his King without castling.
... 5. Q to R 5: ch.
6. K to B sq. 6. Kt to Q B 3
7. B takes P: ch. 7. K to K 2
Better here, as in most cases, than 7.... K to Q sq., for it keeps an attack upon the B in case the Kt has to move.
8. Kt takes Kt: ch. 8. Q P takes Kt
9. B to Kt 3 9. Kt to B 3
10. P to Q 3 10. Kt to R 4
Black has by far the better position.
THE KIESERITZKY GAMBIT.
Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, Black can play either 4. ... B to Kt 2, thus consolidating his King's pawns, which are difficult to break up, or 4. ... P to Kt 5, with the consequences shown in the Muzio and Salvio. To obviate this, White plays now 5. P to K R 4. Black's Knight's pawn cannot be defended with P to K R 3, the Bishop not being yet at Kt 2. Therefore Black's best course (B to K 2 not being good) is 5. ... P to Kt 5, to which White replies 6. Kt to K 5--the Kieseritzky, or 6. Kt to Kt 5, the Allgaier, to be considered subsequently.
{398}
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 3. P to K Kt 4
4. P to K R 4 4. P to Kt 5
5. Kt to K 5 5. B to Kt 2
Black has various defences here, the best being the text-move and 5. ... Kt to K B 3.
6. P to Q 4 ...
If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt to
K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better
game.
... 6. Kt to K B 3
7. Kt to Q B 3 7. P to Q 3
8. Kt to Q 3 8. Kt to R 4
9. Kt takes P 9. Kt to Kt 6
10. R to R 2 10. Castles
11. Q to Q 3 11. Kt takes B
12. K takes Kt 12. Kt to B 3
And Black has a good game.
THE ALLGAIER GAMBIT.
Here, as in the Muzio, a piece is sacrificed for an early and strong attack. The opening moves are--
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 3. P to K Kt 4
4. P to K R 4 4. P to Kt 5
5. Kt to Kt 5 ...
This move involves the sacrifice of the Knight, and constitutes the Allgaier.
{399}
... 5. P to K R 3
6. Kt takes K B P 6. K takes Kt
7. B to B 4: ch. 7. P to Q 4
Black gives up this pawn to free his Bishop and protect the pawn at Kt 5.
8. B takes P: ch. 8. K to Kt 2
9. B takes Q Kt P 9. B takes B
10. Q takes P: ch. 10. K to B 2
11. Q to R 5: ch. 11. K to K 2
12. Q to K 5: ch. 12. K to Q 2
13. Q takes R 13. Kt to K B 3
Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt
2.
14. P to Q Kt 3 ...
To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This
avoids the immediate danger, but White has no tangible advantage.
An important modification of this is the Allgaier-Thorold, in which White at move 7 advances the Queen's pawn, instead of at once checking after the sacrifice of the Knight. The following is an example of this Gambit, and a probable continuation.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. Kt to K B 3 3. P to K Kt 4
4. P to K R 4 4. P to Kt 5
5. Kt to Kt 5 5. P to K R 3
6. Kt takes P 6. K takes Kt
7. P to Q 4 7. P to B 6
8. B to B 4: ch. 8. P to Q 4
9. B takes P: ch. 9. K to Kt 2
10. P takes P 10. Kt to K B 3
Black has slightly the advantage. {400}
THE CUNNINGHAM GAMBIT.
This should rather be called the Cunningham Defence to the King's Knight's Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable than either the Muzio or the Salvio.
The game may proceed as follows--
WHITE. BLACK.
4. B to B 4 4. B to R 5: ch.
5. K to B sq. ...
This is the best move, which should give the advantage to White. Less
favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P;
6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt
to K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11.
P to Q 4, K to Kt sq., with a good game for Black.
5. ... 5. P to Q 4
6. B takes P 6. Kt to K B 3
THE BISHOP'S GAMBIT.
Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. B to B 4. The Bishop being developed at this stage, instead of the King's Knight, gives the Opening its name. Its special feature is that White exposes himself to a check, which compels him to move his King, and thus loses the privilege of castling without gaining such an immediate attack as in the Salvio. But though White thus gives up the attack temporarily, he is able to reassume it with intensified vigour, owing to the exposed position of the Black Queen. The check with the Queen is therefore now only {401} resorted to in conjunction with 4. ... P to Q 4, a counter-gambit which furthers Black's development.
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P takes P
3. B to B 4 3. P to Q 4
Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4.
4. B takes P ...
Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to
Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3,
Castles, with the better game.
... 4. Q to R 5: ch.
5. K to B sq. 5. P to K Kt 4
6. Kt to K B 3 6. Q to R 4
7. P to K R 4 ...
Upon the same principle as in the other Gambits (or, indeed, as in every strong pawn position), viz., to attempt to break the force of the united pawns.
... 7. B to Kt 2
SECOND VARIATION.
Reverting to the position after Black's 5th move, White has two other attacks here--viz., 6. Q to B 3, and 6. P to K Kt 3.
Q to B 3
6. ----------
P to Q B 3
Q to Q B 3[101]
7. ---------------
P to B 3
B takes Kt
8. ----------
R takes B
Q takes P
9. ---------
B to K 2
{402}
Q to B 3
10. ---------
P to Kt 5
P to Q 4[102]
11. -------------
P to B 6
B to K 3[103]
12. -------------
B to K 3
Kt to Q 2
13. ---------
Kt to Q 2
With advantage for Black.
THIRD VARIATION.
(First five moves as before.)
P to K Kt 3 Kt to K B 3
6. ----------- 11. -------------
P takes P B to R 6: ch.
K to Kt 2[104] K takes B
7. -------------- 12. --------------
B to Q 3 P to Kt 5: ch.
P to K 5 K to Kt 2
8. --------- 13. ---------------
B takes P P takes Kt: ch.
Q to K sq. K takes P
9. ---------- 14. -----------
Q to Q 5 Kt to K B 3
B takes P: ch. And wins.
10. --------------
K takes B
Two other continuations for Black should be noted by the student--viz., 3. ... P to K B 4, and 3. ... Kt to K B 3.
FOURTH VARIATION.
{403}
... P to Q 4
3. ---------- 7. -----------
P to K B 4 Kt to K B 3
Q to K 2 Q takes B P
4. ------------- 8. -----------
Q to R 5: ch. Q takes Q
K to Q sq. B takes Q
5. ---------- 9. ---------
P takes P ...
Q takes P: ch. Even game.
6. --------------
B to K 2
FIFTH VARIATION.
... P to Q 3
3. ----------- 7. ---------
Kt to K B 3 Kt to K 4
Kt to Q B 3 B to Kt 3
4. ----------- 8. ---------
Kt to B 3 B to Kt 5
Kt to B 3 Q B takes P
5. --------- 9. -----------
B to Kt 5 ...
Castles Even game.
6. --------
P to Q 3
THE GAMBIT DECLINED.
Although, in the majority of Gambits, the defence should obtain, if not an advantage, at least an even game, some players (fearing to give their opponent the chance of a sudden and vigorous attack) decline to accept the Gambit.
There are various modes of refusing the Gambit; the one most frequently resorted to being by playing B to B 4. The game may proceed as under:
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. B to B 4
3. Kt to K B 3 3. P to Q 3
4. P to B 3 ...
{404} Intending to establish a centre with 5 P to Q 4.
... 4. B to K Kt 5
5. B to K 2 ...
5. P to K R 3, B takes Kt; 6. Q takes B, may also be played.
... 5. B takes Kt
6. B takes B 6. Kt to Q B 3
7. P to Q Kt 4 7. B to Kt 3
8. P to Kt 5 8. Q Kt to K 2
9. P to Q 4 ...
And White has, so far, carried out his plan of establishing a centre. The position is about even.
The following defence is known as the _Falkbeer Counter-Gambit_, after its author:
WHITE. BLACK.
1. P to K 4 1. P to K 4
2. P to K B 4 2. P to Q 4
3. K P takes P ...
Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give Black a winning game.
... 3. P to K 5
Black gives up a pawn for the attack, and a spirited game. It would be disadvantageous for Black to play 3. ... Q takes P, because White would then develop his pieces quicker, which it is the object of Black's counter-gambit to prevent.
4. B to Kt 5: ch. 4. P to B 3
Both White's and Black's moves are the best available.
5. P takes P 5. P takes P
{405}
Black takes with the pawn in order to maintain the attack, for which he gave up a pawn.
6. B to B 4 6. Kt to B 3
Again the best moves for both sides. Black could not play 6. ... B to Q
B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt
3; 9. Q takes B, &c.
CLOSE GAMES.
All games which commence with any other move than 1. P to K 4, or in which Black replies with any other move than 1. ... P to K 4, are called Close Games. These Openings are resorted to either by the first player, if he has to meet an opponent who is well versed in book knowledge, or by the second player, if he is afraid to trust himself in the wide field of the Open Games, with all the numerous variations and combinations, which the first player, knowing what Opening he proposes to adopt, might have prepared.
The Close Games require a considerable knowledge of pawn-play, which is a specialty, only to be acquired by long experience. In the Open Games the attack is mostly made with pieces, while in close or irregular games the pawns are pushed forward, and the pieces are posted behind them in strategical positions, and only come into action after the dispositions of the plan of campaign are matured. Any attempt at full treatment at the Close Games would therefore be out of place in an elementary treatise.
The French Defence and the Sicilian Defence are, however, exceptions. They are very frequently played. To these, therefore, it will be necessary to devote special attention. {406}
THE FRENCH DEFENCE.
WHITE. BLACK.
1. P to K 4 1. P to K 3
This move of Black constitutes the _French Defence_. It gives a safe but dull game, with the exception of a few variations. The game may continue as follows:
2. P to Q 4 2. P to Q 4
3. P to K 5 3. P to Q B 4
To prevent the establishment of a centre. It may be taken as a principle--always try to prevent or break the formation of a centre.
4. P to Q B 3 4. Kt to Q B 3
5. P to K B 4 ...
In anticipation of Black's probable 5. ... Q to Kt 3, when White would have to develop his K Kt.
... 5. Q to Kt 3
6. Kt to B 3 6. B to Q 2
7. P to Q Kt 3 ...
In order to play his Bishop to K 3, which he cannot do now, because the Kt P would be _en prise_.
... 7. R to B sq.
8. B to K 3 8. Kt to R 3
9. B to Q 3 ...
To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... Kt to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., and then drive the Knight back. {407}
... 9. P takes P
10. P takes P 10. Kt to Q Kt 5
11. P to K R 3 ...
The White Bishop cannot move, because of Kt to B 7: ch., and if 11. Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q takes Kt, B to Kt 4.
... 11. Kt takes B: ch.
12. Q takes Kt 12. B to Kt 5: ch.
13. K to B 2 (or Q Kt to Q 2) ...
With a very good game for Black.
SECOND VARIATION.
WHITE. BLACK.
1. P to K 4 1. P to K 3
2. P to Q 4 2. P to Q 4
3. Kt to Q B 3 3. Kt to K B 3
4. P to K 5
P to K 5 on White's third move having been found unsatisfactory, the modified form here given is now fashionable.
... 4. K Kt to Q 2
5. P to B 4 5. P to Q B 4
Again the attempt to break the centre.
6. P takes P 6. Kt to Q B 3
As the pawn cannot be defended, Black utilises his time by bringing an additional piece into play.
7. Kt to B 3 7. B takes P
8. B to Q 3 8. P to B 3
Again an attack upon the centre.
{408}
9. P takes P 9. Kt takes P
10. Q to K 2 10. Castles
11. P to Q R 3 11. P to Q R 3
The game is so far even.
THE SICILIAN DEFENCE.
WHITE. BLACK.
1. P to K 4 1. P to Q B 4
This move of Black constitutes the _Sicilian Defence_, its main object being to prevent White from establishing a centre.
2. Kt to Q B 3 2. Kt to Q B 3
White might also play 2. B to B 4, or 2. Kt to K B 3; the development of the Q Kt is, however, generally adopted.
3. Kt to B 3 3. P to K 3
4. P to Q 4 4. P takes P
5. Kt takes P 5. Kt to B 3
6. Kt (Q 4) to Kt 5 6. B to Kt 5
7. P to K R 3 7. B takes Kt: ch.
8. Kt takes B 8. P to Q 4
Black remains with an isolated Queen's pawn after the exchanges which follow; but as in most forms of the Sicilian Defence, Black's Queen's pawn is weak, the position arising from Black's text-move is not inferior to any other he can obtain.
9. P takes P 9. Kt takes P
10. Kt takes Kt 10. Q takes Kt
11. Q takes Q 11. P takes Q
12. B to K B 4 12. Castles
13. Castles 13. B to K 3
Even game.
{409}
THE QUEEN'S GAMBIT.
The _Queen's Gambit_, 1. P to Q 4, P to Q 4; 2. P to Q B 4, P takes P; 3. P to K 3, or 3. P to K 4, or 3. Kt to K B 3, &c., is rarely played, because the Gambit pawn cannot, as in the King's Gambit, be defended by Black with the Knight's pawn; therefore the offered Gambit is usually declined (say, by 2. ... P to K 3), and the games take the form of close openings. The Queen's Gambit Declined is a very popular Opening in tournaments.
THE FIANCHETTO.[105]
The Fianchetto takes various form--viz., the _King's Fianchetto_, wherein White commences with 1. P to K Kt 3, and 2. B to Kt 2; and the _Queen's Fianchetto_, where White plays 1. P to Q Kt 3, and 2. B to Kt 2; the _King's Fianchetto Defence_, where Black defends with 1. ... P to K Kt 3, and 2. ... B to Kt 2; and the _Queen's Fianchetto Defence_, where Black defends with 1. ... P to Q Kt 3, and 2. ... B to Kt 2. The _Double Fianchetto_ is where either White or Black develops both Bishops at Kt 2. The shape of White's development against either Fianchetto defence should be as under:
{410}
WHITE. BLACK.
1. P to K 4 1. P to K Kt 3
2. P to K B 4 2. P to K 3
3. P to Q 4 3. B to Kt 2
4. Kt to K B 3 4. P to Kt 3
5. P to B 3 5. B to Kt 2
6. B to Q 3 6. Kt to K 2
7. B to K 3 7. P to Q 4
8. P to K 5 8. Kt to Q 2
9. Q Kt to Q 2, &c.
All kindred Openings should be treated after this manner--viz., the opposing player should aim at the formation of a strong centre, so as to close the diagonal occupied by the Bishop.
THE END GAME.
As before stated, the game of Chess consists of three parts:
The OPENING, _i.e._, the strategical disposition of the forces; the MIDDLE GAME, _i.e._, the campaign, and the END GAME.
The Middle part of the game commences where the Opening ceases, and here the player is thrown upon his own resources.
The End Game commences where the Middle Game ceases, and this latter stage of the game is a study in itself. In the majority of cases the treatment of the End Game is a matter of intuition. The student may, however, be assisted by the knowledge of general principles, and by familiarity with certain standard positions, which frequently occur in practice. Examples of these positions, and the methods of dealing with them, will be given in the following pages.
KING AND PAWN AGAINST KING.
{411}
Black.
+---------------------------------------+
| #R | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| #Q | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | ^P | | | | | | #K |
|---------------------------------------|
| | ^R | | | | | | |
|---------------------------------------|
| | | | | | | ^Q | ^K |
+---------------------------------------+
White.
FIG. 13.
[BLACK TO MOVE AND DRAW.]
In the majority of games, either one or the other player remains at the close with a pawn, which has to be queened. Fig. 13 illustrates an ending in which White is a pawn ahead, and if he had the move, would win with 1. R to R 2, checkmate. It being, however, Black's turn to move, he is able to exchange both Queen and Rook, and if he can stop White's pawn from reaching the 8th square and becoming a Queen, he may draw the game. There {412} is a simple method of ascertaining this at a glance without calculation (by means of the imaginary "square" depicted in Fig. 14). Black forces the exchange of pieces thus:
{413}
WHITE. BLACK.
... 1. Q to B 3: ch.
2. Q to Kt 2: ch. 2. Q takes Q: ch.
3. R takes Q 3. R to R 8: ch.
4. R to Kt sq. 4. R takes R: ch.
5. K takes R ...
Black.
+---------------------------------------+
| | +-|----|----|----|----|-+ | |
|-------|-----------------------|-------|
| | | | | | | | | | |
|-------|-----------------------|-------|
| | | | | | | | | | |
|-------|-----------------------|-------|
| | | | | | | | | | |
|-------|-----------------------|-------|
| | | | | | | | | | |
|-------|-----------------------|-------|
| | ^P-|----|----|----|----|-+ | #K |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | ^K | |
+---------------------------------------+
White.
FIG. 14.
[BLACK TO MOVE AND DRAW.]
Producing the position shown in Fig. 14; and Black draws; for the Black King can reach the pawn before the White King can approach to defend it. Consequently White can only advance the pawn; but the Black King will be able to stop it from queening, for his next move will bring him _within_ {414} _the square_ (indicated above) in which the pawn stands, and in such case he can always overtake it. Thus--
WHITE. BLACK.
... 5. K to Kt 6
6. P to Kt 4 6. K to B 5
7. P to Kt 5 7. K to K 4
8. P to Kt 6 8. K to Q 3
9. P to Kt 7 9. K to B 2
And the pawn is lost. It will be seen that the Black King remains with every move _within the square_ of the pawn.
Black.
+---------------------------------------+
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | #K | | | | | | |
|---------------------------------------|
| | | | | | | ^P | |
|---------------------------------------|
| | | ^K | | | | | |
+---------------------------------------+
White.
FIG. 15.
[WHITE TO MOVE AND WIN.]
Fig. 15 illustrates a position in which the pawn can be supported by the King. Here if White were at once to advance the pawn, the Black King would move _within the square_ of the pawn and capture it. Therefore the King must go to protect it.
1. K to Q 2 1. K to B 5
2. K to K 3 2. K to Q 4
3. K to B 4 3. K to K 3
4. K to Kt 5 4. K to B 2
5. K to R 6 5. K to Kt sq.
6. P to Kt 4 6. K to R sq.
7. P to Kt 5 7. K to Kt sq.
8. K to Kt 6 8. K to R sq.
9. K to B 7 ...
If Black had played 8. ... K to B sq., White would have played 9. K to R 7.
... 9. K to R 2
10. P to Kt 6: ch.
And the pawn cannot be prevented from queening. {415}
KING AND QUEEN AGAINST KING.
Black.
+---------------------------------------+
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | #K | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| ^K | ^Q | | | | | | |
+---------------------------------------+
White.
FIG. 16.
The position being as in Fig. 16, the shortest way to checkmate the Black King is as given below:
{416}
WHITE. BLACK.
1. K to Kt 2 1. K to Q 4
2. K to B 3 2. K to K 4
3. Q to K Kt 6 3. K to B 5
4. K to Q 4 4. K to B 6
5. Q to Kt 5 5. K to B 7
6. Q to Kt 4 6. K to K 8
7. K to K 3 7. K to B 8
8. Q to Kt 7 ...
Not 8. Q to Kt 3, because Black would then be stalemate, a contingency which White must carefully guard against in similar positions.
... 8. K to K 8
9. Q mates at Kt sq. or R sq.
{417}
TWO ROOKS AND KING AGAINST KING.
Black.
+---------------------------------------+
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | #K | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| ^K | ^R | ^R | | | | | |
+---------------------------------------+
White.
FIG. 17.
Fig. 17 shows the most unfavourable position for White's two Rooks. The shortest way to checkmate the Black King is as follows:
{418}
WHITE. BLACK.
1. R to K sq. 1. K to Q 5
2. R (Kt sq.) to Q sq.: ch. 2. K to B 6
3. R to K 2 3. K to B
4. R to B 2: ch. 4. K to Kt 6
5. R to B 8 5. K to R 6
6. R to Q Kt sq. 6. K to R 5
7. R to R 8, mate.
KING AND ROOK AGAINST KING.
Black.
+---------------------------------------+
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | #K | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | ^K | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | ^R | | | | | | |
+---------------------------------------+
White.
FIG. 18.
Fig. 18 represents the most unfavourable position for White. The shortest way to checkmate the Black King is--
WHITE. BLACK.
1. K to B 4 1. K to K 5
2. R to K sq.: ch. 2. K to B 4
3. K to Q 4 3. K to B 5
4. R to B sq.: ch. 4. K to Kt 4
5. K to K 4 ...
It will be noticed that the White King always approaches at the distance of a Knight's move, whilst the Black King moves either on diagonals, or takes the "opposition" to the White King.
... 5. K to Kt 3
6. K to K 5 6. K to Kt 4
7. R to Kt sq.: ch. 7. K to R 5
8. K to B 5 8. K to R 6
9. K to B 4 9. K to R 7
10. R to Kt 3 10. K to R 8
11. K to B 3 11. K to R 7
12. K to B 2 12. K to R 8
13. R to R 3, mate.
N.B.--The Rook can only checkmate on an outer row or file of the board. {419}
KING AND TWO BISHOPS AGAINST KING.
Black.
+---------------------------------------+
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | #K | ^B | ^B |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| | | | | | | | |
|---------------------------------------|
| ^K | | | | | | | |
+---------------------------------------+
White.
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Hoyle's Games ModernizedChapter XII: Part 12
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