ftass CrV\44-'^ Rudk .Az-r PRESENTi-D B"^- 188 2. THE BOOK OF CHESS: CONTAINING THE RUDIMENTS OF THE GAME, ELEMENTARY ANALYSES OF THE MOST POPULAR OPENINGS. EXEMPLIFIED IN GAMES ACTUALLY PLAYED BY THE GREATEST MASTERS : INCLUDING STAUNTON'S ANALYSIS OF THE KING'S AND aiJEEN'S GAMBITS NUMEROUS POSITIONS AND PROBLEMS ON DIAGRAMS. BOTH ORIGINAL AND SELECTED; A SERIES OF CHESS TALES, WITH ILLUSTRATIONS ENGRAVED FROM ORIGINAL DESIGNS. THE WHOLE EXTRACTED AND TRANSLATED FROM THE BEST SOURCES, By H. R. AGNEL. NEW YORK: D. APPLETON" AND COMPANY, 1, 3, AND 5 BOND STREET. 1882. issa Entered, according to Act of Congress, in the year 18'ife, Py D. APPLETON & COMPANY, the Oierk's Office of the District Court for the Southern District of New Vork Gift Mrs. U. C. BeltttM 1912 PEEEACE, TiiE distinction with which the game of Chess is viewed by ihor-e initiated in its mysteries, being as well merited as it is general, it becomes superfluous with such to insist upon its right to be classed as an exalted source of recreation. To those unacquainted with this noble game we would say, how- ever, that it is distinguished from all other games, by the suffrages of many writers on education. Eminent men of every age and clime have been its votaries ; illustrious generals have dirdcied engage- ments on its field ; mathematicians have examined its positions, and calculated the force of specific combinations, while divines have exercised contemplation in its vicissitudes. " The silly prejudice," sayS"^ late Englis'Ii writer, "that Chess is a mere recreation, and the acquisition of a knowledge of its principles a waste of time, has long been rejected by every one capable of form- ing a judgment upon the matter ; and it is now generally admitted to partake more of the character of a science, than that of a simple pas- time. That employment surely cannot be wholly purposeless, which enables one to exercise and bring into play many of the qualities necessary to a successful progress in the great game of life. Calcu- :ation, foresight, — well arranged, and well digested plans of action, — '.he habit of never commencing an imdertaking, until ftie issue of it nas been thoroughly considered, — s*^^eadiness in prosperity, patience in difficulty, — a strictly guarded temper ; and last, though not least, courtesy and amenity of manner, — all these are requisite to make a good Chess-player ; and will the possession of them not do yeoman's service to any man, be his profession or calling what it may ? To the objection, that Chess is apt to engross time that ought to be devoted to more important objects, it may be answered, that abuse does not abrogate use ; and that a habit of intoxication in one person is no reason why another, who has more command over himself, should not be solaced vdth an occasional glass or two of wine." In our own country, Benjamin Franklin, than whom a greater economist of time never existed, was a warm advocate of the game of Chess. The following extract from his memoirs shows, that rather than relinquish his favorite recreation, he devised means to turn to account the time he allotted to its pursuit : "I had begun in 1733," says he, "to study languages ; I soon made myself so much a master of the French, as to be able to read the books in that language with ease ; I then undertook the Italian : an acquaintance, who was also learning it, used often to tempt me to play Chess with him: finding this took up much of the time I had to spare for study, I at length refused to play any more, unless on this condition, that the victor in every game should have a right to impose a task, either of parts of the grammar to be got by heart, or in translations, &c which tasks the vanquished was to perform upon honor before our next meeting : as we played pretty equally, we thus beat one another into that language." At the period above referred to, Franklin was but twenty-eighl years of age : in after life, and amid his busy career, Chess was evei his favorite-apurce of relaxation. He has left us an essay entitled " The Morals of Chess," from which it may not be irrelevant in an American bdbk, to quote a few passages : " The game of Chess is not merely an idle amusement ; several yeiy valuable qualities of the mind, useful in the course of human life, are to be acquired and strengthened by it, so as to become habits ready on all occasions : for life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events that are, in some degree, the effect of prudence, or of the want of it. By playing at Chess, then, we may learn, " First — Foresight, which looks a little into futurity, and considers the consequence that may attend an action ; for it is continually occurring to the player, ' If I move this piece, what will be the advantage or disadvantage of my new situation ? What use can my adversary make of it, to annoy me ? — What other moves can I make to support it, and to defend myself from his attacks ?' " Second — Circumspection, which surveys the whole Chess-board, or scene of action : the relation of the several pieces, and their situa- tions ; the dangers they are repeatedly exposed to ; the several possi- bilities of their aiding each other ; the probabilities that the adversary may make tliis or that move, and attack this or that piece ; and what different means can be used to avoid his stroke, or turn its conse- quences against him. " Third — Caution, not to make our moves too hastily. This habit IS best acquired by observing strictly the laws of the game ; such as, if you touch a piece, you must move it somewhere ; if you set it down, you must let it stand. " Therefore, never deviate from strict play ; as the game becomes thereby more the image of human life, and particularly of war ; in V hich, if you have incautiously put yourself into a bad and dangerous position, you cannot obtain your enemy's leave to withdraw your troops and place them more securely ; but you must abide all th( consequences of your rashness. " And Lastly, we learn by Chess the habit of not being discouraged by present bad appearances in' the state of oar affairs ; the habit of hoping for a favorable chance, and that of persevering- hi the search of resources. The game is so full of events, there is such a variety of turns in it, the fortune of it is so sudden to vicissitudes, and one so frequently, after contemplation, discovers the means of extricating oneself from a supposed insurmountable dilHculty, that one is encour- aged to continue the contest to the last, in hopes of victory from our sldll ; or, at least, from the negligence of our adversary. And vi^ho- ever considers, vi^hat in Chess he often sees instances of, that success is apt to produce presumption and its consequent inattention, by which more is afterw^ards lost than was gained by the preceding advantage, while misfortunes produce more care and attention, by which the loss may be recovered, will learn not to be too much dis- couraged by any present successes of his adversary, nor to despair of final good fortune, upon every little check he receives iii the pur- suit of it." — Franklin, Morals of Chess. In the compilation and arrangement of the following pages, the Editor has had in \'iew the twofold object of conveying instruction to the mere beginner, and offering matter of interest to the practised player. The former of these objects he thinks he has attained in the rudimentary portions of the work, extracted from the best elementary treatises in any language ; viz., Lewis's Chess for Beginners, and Elements of Chess — Walker's Chess made Easy — and Tomlinson's Amusements in Chess ; while the Games in Actual Play, by corres- pondence between clubs, or over the board between the most eminent players of every country, together with Staunton's masterly analyses of the King's and Queen's Gambits, will prove, it is hoped, both entertaining and instructive to that class of players sufficiently advanced to understand and appreciate their beauties. The Games in Actual Play, illustrative of the Bishop's and Vvuight's Game, the most popular of all the openings, have been selected from English, French, and German periodicals, exclusively devoted to the game, and in many cases the notes of their respective editors have been carefully collated and combined. The four sketches comprising the " Chess Tales," appeared originally in the French Chess Magazine, " Le Palam^de." In the translation of these, the Editor has taken some latitude, enlarging the text, and adding many games and positions, both selected and original. Indeed, these additions have been so numerous as to have required, in a measure, the re-writing of the sketches alluded co ahove, the originals of which contain collectively but two positions and no games. In their present form, it will be observed they con- tain twelve positions, besides several games of interest. In the selection of Problems, for many persons one of the most attractive departments of the game, the Editor has had in view excellence rather than mere novelty. For his own he solicits indul- gence, while he feels confident that those selected from multifarioua sources, are of the very highest order. In conclusion, the Editor would say that his intention will have been fulfilled, if after a perusal of the cursory examination of the principal openings as offered in the following pages, the solitary stu- dent has been induced to explore the more regular treatises on this matchless game ; and doubly will that intention have been fulfilled, If whatever labor he has brought to bear upon the task, prove at all conducive to intellectual pleasure and innocent amusement in the family circle. H. R A West Point, N. Y., Dec. 9, 1847. CONTENTS BOOK I. THE KTJDIMFNTS OF THE GAME. Luuson. Vago I. The names of the Pieces. — How to set up the Men. — Names of the Squares. — Exercises . .9 II. The Moves .....'.... 14 III. On the Manner in which the Chess-men take each other . • 20 IV. Checking the King. — Check-mate. — A Chess Problem explained. --Various kinds of Check. — Simple Check. — Check by Discovery. — Double Check. — Perpetual Check. — Drawn Games. — Various kinds of Mate. — Stale Mate. — Fool's Mate. — Scholar's Mate. — Smothered Mate 23 V. Method of Check-mating with the Queen .... 35 VI. Method of Check-mating wiih both Rooks . . . .46 VII. Method of Check-mating with one Rook .... 49 VIII. Castling. — Some peculiarities of Pawn-play. — Taking "en passant." — Centre Pawns. — Doubled Pawns. — Passed Pawns. — Isolated Pawns. — Advancing a Pawn to Queen. — Problem illus- trative of Queening a Pawn. — Forking with Pawn or Knight. — The Exchange 57 IX. Gaining the Opposition. — A King and Pawn against a King 64 X. Pawns against Pawns . . • 81 XI. On the Powei of Single King to stop Pawns ... 96 X.II. The Laws of the Game 115 BOOK n. THE king's bishop's OPENING. I. Openmg the Game. — Powers of the Pieces at the commencement. — K. P. two sq. ; why a good Opening move. — The Regular Open- Kii CONTENTS. ings Classified. — Elementary Analysis of the King's Bishop's Game, White having first move. — Defence, Black having first move . 123 [I. King's Bishop's Opening continued. — Game I. from Tomlinson's Amusements in Chess. — Game II. from Philidor's Analysis. — Game III. Philidor's Game with Comments from the " Trait6 des Amateurs" 13fi [II. Games in Actual Play. — Games I. and TI. between Messrs. Withers and Williams of the Bristol Chess Club. — Game III. be- tween Walker and Cochrane. — Game IV. in the Match between . Stanley and Rousseau. — Game V. between La Bourdonnais and M'Donnel. — Game VI. between New- York and Norfolk. — Game VII. between two strong players at Goode's Chess Rooms, Lon- don. — Games VIII., IX., X. and XL Allgaier's Variation in the Defence of the Bishop's Opening. — Game XII. between Mayet and Heydebrandt. — Game XIII. between St. Amant and four players at the Douai Chess Club. — Walker's Closing Remarks on the Bishop's Opening. — Game XIV 151 IV. Fifteen Problems in Two Moves 171 The Monkey and the Gascon Chess Knight . . . . 189 BOOK ni. THE king's knight's OPENING. I. Elementary Analysis ; White having First Move . . .199 Defence; Black having First Move ..... 21S II. Walker's Deductions from E.xamination of K Kt.'s Opening. — Games in Actual Play. — Leading Game. — Game I. between the Clubs of Westminster and Paris. — Game II. La Bourdonnais and M'Donnel. — Game III. Stanley and Rousseau. — Game IV. won by Popert.— Game V. won by St. Amant. — Game VI. Staun- . ton and St. Amant. — Game VII. Calvi and Kieseritzkij. — Game VIII. Staunton and Horwitz. — Game IX. won by Jaenisch. — Game X. Cochrane and Popert. — Game XI. St. Amant and Cocnrane. — Game XII. Clubs of Berlin and Breslau. — Game XIII. Boncourt and Kieseritzkij. — Game XIV. Staunton ana Florwitz. — Game XV. Stanley and another strong player . 21S fIL First Player at his 3d move plays K. B. to Q. Kt. 5th.— CONTENTS. xm Analysis and Game in Actual Play between Heydcbrant and Hanstein 245 rV. The Queen's Pawn-Two Opening. — Leading Moves. — In Act- ual Play: Games I., II., and III., in correspondence between the London and Edinburgh Chess Clubs. — Game IV. Cochrane and Popert. — Game V. Perigal and Daniels. — Game VI. in cor- respondence between the Washington and New- York Chess Clubs. — Game VII. fi-om Wallcer's Thousand Games in Actual Play 252 Fjurteen Problems in Three Moves ..... 27a How A World was Won, or a Gajie of Chess in 1492 . 291 BOOK IV. stausto.n's analysis of the king's gambit, exemplified in games actually flayed by the greatest masters. L The King's Knight's Gambit 305 II. The Cunningham Gambit . 315 in. The Salvio Gambit .... ... 321 IV. The Cochrane Gambit 326 V. The Muzio Gambit 339 VI. The Alfgaier Gambit 363 VIL The King's Rook's Pawn Gambit 369 VIIL The King's Bishop's Gambit . . . . . . 377 TX. Deviation from the Standard Methods of Defence in the King's Bishop's Gambit 391 X. The Gambit Declined . 408 Synopsis of Book IV 415 Fourteen Problems in Four Moves . . - . . . 417 The Midnight Challenge; or, Christmas IN Rrssi A . . 435 BOOK V. THE queen's gambit. !. 7 he Queen's Gambit accepted ...... 455 (i The Queen's Gambit refused ..... 461 Games in Actual Play illustrative of the Queen's Gambit . 463 XIV CONTENTS. Eight Problems in Five Moves 469 Examples of Incautious Plat, Six Original Positions . 479 The Fatal Mate' 487 BOLOTIOKS . . , . • u iTt ILLUSTRATIOi^JS. Tke Monkey and the Gascon Chess Knight, . Frontispiece. How A WOKLD WAS WoN, OR A GaME OF ChESS IN 14f '2, . 29] The Midnight Challenge, ok Christmas in Russia, . 435 The Fatal Mats, 48T BOOK I. THE RUDIMENTS OF THE GAME.— ELEVEN ELEMENTA- RY LESSONS.— THE LAWS OF CHESS. CHESS FOE WINTEE EVENINGS LESSON I, nii. KABIES OF THE PIECES HOW TO SET UP THE BIEN- -NAMES OF THE SQUARES ON THE CHESS-BOARD ^EXERCISEa. In order to render our instruction most familiar, we ahall address the reader in the second person, supposing him always to play with the white pieces ; we advise him nevertheless to accustom himself to the use of either colour ; for which pur- pose he will do well to play over our lessons with the white and black pieces alternately. The game of Chess is played by two persons upon a chequered board of 64 squares. Each player is furnished with eight pieces, namely. King, Queen, two Rooks, two Knights, and two Bishops; and eight Pawns. The pieces and Pawns of the two players are distinguished by being of opposite colours, and will be represented in the course of these 'essons as follows : — 10 King . Queen . Rook . Dishop . Knight Pawn . CHESS FOR WINTER, EVENINGS. White. Black. Abb:eviaticM. . ^b . . ^W : . . K. i . Q. R. B. Kt. P. The King and Queen are supported each by three officers and four soldiers ; but before you inquire into the powers of the various members of this little army you must become ac- quainted with the field of battle, and learn how to marsha^ -your forces in proper order. The Chess-board must be so placed, that each player's right hand corner square may be white. The only reason for this is, to establish a universal rule whereby to set up the pieces. Indeed, it is not necessary that one-half of the squares of the Chess-board be of a dif- ferent colour to the other half; but that the arrangement greatly facilitates the play. Remember that the rows of squares running upwards are called files, while those from left to right are termed ranks ; the oblique rows of squares, either white or black, are called diagonals. We will now set up the men in the proper order for com- mencing the game. Your right hand corner square is white, place a Rook on it, and remember that this piece being on the King's side is called the King's Rook, and the square om which it stands the King's Rook's square. Next to this place a Knight, then a Bishop, and on the fourth square from the right the King must be placed. You thus see that the King'? HOW TO SET TJP THE MEN. 11 officers stand on his right on their respective squares ; the King's Knight on the King's Knight's square and tlie King's Bishop on the King's Bishop's square. On the square next to the King place the Queen, and observe that she vv'ill occupy a wliite square, while the Queen of your antagonist will stand on a black square. Beginners are frequently at a loss to remember the squares occupied by the two royal pieces ; but if you bear in mind the simple law that the Queen stands on her own colour you cannot err. One consequence of this arrangement is, that your Queen is to the left of your King ; but if you turn round the board in order to play the black pieces your Queen will then be to the right of your King. This circumstance is very puzzling to begin:iers who study from books, in which advice is generally given to the player of the white pieces ; for when they have to play the black men they get confused. This is why we have advised you to ac- custom yourself to the use of either colour ; besides it is very likely that two persons who agree to play may have an equal liking for white, but as one of the two must have black, you see how necessary it is to make it a matter of indifference which colour you use. Good players always draw lots for colours. But" we must finish setting up our pieces. A Bi- shop attends the Queen on her left hand ; then comes a Knight, and on 1 he left corner square stands the Queen's Rook. Eight Pawns stand immediately in front of the pieces, and have Iho following names, beginning from the right : King's Rook's Pawn. King's Knight's Pawn. King's Bishop's Pawn. King's Pawn. Queen's Pawn. Queen's Bishop's Pawn. Queen's Knight's Paw-n Queen's Rook's Pawn. 12 CHESS FOR WIAfEK EVENINGS. When you have finished setting up your pieces, comj)tirf the stote of your board with the following arrangement, which shows the proper position of all the pieces and Pawns on both sides at the commencement of the game. The rank which the pieces occupy is sometimes callei' the royal line, and the eight squares which compose it are called by the names of the pieces occupying them at the commencement of the game ; such as King's square, i. e. the square whereon the King is first placed, and the square retains this name, throughout the whole of the game, whether the King occupies it or not. The same remark applies to all the other squares of the royal line. The files are also named according to the pieces occupy, ing the first square in each file. Thus King's Rook's sqa^irp is EXERcnSES. 13 Jift first of '.he King's Rook's file; King's Rook's Pawnoccu. pies the King's Rook's second square. King's Rook's third, fourth, fifth, and sixth squares are unoccupied ; King's Rook's seventh is your adversary's King's Rook's second square, and is occupied by his King's Rook's Pawn. Your King's Rook's eighth square is your adversary's King's Rook's square, where that piece is now at Jiome, as it is sometimes called when the piece has not been moved, or having been moved, is played back to its square. Thus, all the files are named, and this easy method gives a name to every one of the sixty-four squares, and is equally a mailable for your antagonist as well as for yourself. We will now give you a few exercises on the names of the squares and the pieces. Remove all your white Pawns from the board, and all your adversary's pieces, and then : 1. Place your King's Bishop on your King's Rook's third .square. But as we shall hereafter have to give you many direc lions for playing a piece from one square to another, it will be desirable to write our instructions in the shortest possible manner ; we shall, therefore, use that kind of Chess notation which is now very common and very convenient. The ex- ercise just given would be intelligible to any Chess-player if simply written thus : — K. B. to K. R. 3d. 2. Play your Queen to her eighth square. . Q. to Q. 8th, or, Q. to adv. Q., I. e. Queen to adversary's Queen's square. 3. Play your Queen's Knight to your Queen's Bishop's third square. Q. Kt. to Q. B. 3d. 4. Play your King to his Bishop's second square. K. to K. B. 2d. !4 CHESS FOR WINTER EVENINGS. 5. Place your King's Bishop on your Queen's Rook's sixth square. K. B. to Q. R. 6th. 6. Place your Queen on the King's Knight's fourth square. Q. to K. Kt. 4th. We will now finish our first lesson. Although you do not yoi know the moves of the pieces, yet you are quite compe. tent to perform the exercises given above. LESSON II THE BIOVES. You must now learn the moves of the pieces and Pawns ; for which purpose, place your board in the proper position, which, you know, is with a white square at your right hand corner, and then place the King's Rook on its square, the rest of the board being unoccupied. The move of the Rook is always in straight lines, parallel with the sides of the board. In its present position this piece can be played to your adversary's King's Rook's square, which square, you know, is the same as your K. R. 8th, or it may be played to your Q. R. square, from tRence to Q. R. 8th square, thence to K. R. 8th, and so home again, thus taking four moves to go along all four sides of the board. The Rook may also take a short as well as a long move. Its shortest move is one square forward or backward, or one square to the right, or one square to the left. In its present position it can neither move backward nor to the right, be- cause it is at home ; and so also the Queen's Rook, when at home, can neither move backward nor to the left ; but place cither Rook on any but a Rook's file, and you will find thai it can move in three different directions : place K. R. od /^ r v^ ^^-^ THE MOVES. 17 [)ieces, and this it often does, under the guidance of a good player, in a remarkable manner, threading its way safely through its own and the enemy's ranks, until it can form an at ack on some distinguished piece, or mar an ingenious plot ot the adversary. This piece is not only difficult to play N\ ell, but difficult also to resist, so that it is a deserved fa- vorite among skilful players. The move of the Knight con- wsts of the shortest Rook's move, and the shortest Bishop's move, both at once. For example, place your K. Kt. at home; he can move to K. R. 3d square, i. e., from K. Kt. square to K. Kt. 2d, the shortest Rook's move, and from K. Kt. 2d to K. R. 3d, the shortest Bishop's move, or from K. Kt. square to K. R. 2d, the shortest Bishop's move, and from thence to K. R. 3d, the shortest Rook's move. Wherever we can combine the shortest move of the Rook with the short- est move of the Bishop, the Knight can be played, provided the square to which you wish to play him be not occupied by one of your own pieces or Pawns. But if such square be oc- cupied by a piece or Pawn of your adversary, the Knight can capture it. When your K. Kt. is at home, he can be played to your K. 2d square, or to K. B. 3d square, or to K. R. 3d square; i ut when the Knight gets to the middle of the board, his power is wonderfully increased. Place him on your K. 4th square, for example, and you will find that he can be played to any one of eight squares. See if you can find out these squares, and write down their names correctly. Mr. Geo. Walker, in his excellent elementary work, " Che^ Made Easy," states, with regard to the' move of the Knight, that it is so difficult of explanation that he almost des- pairs of making a learner understand it ulitil he has met with it practically illustrated. He gives the annexed diagram, and the following mode of description : — The Knight may be said to begin his move by going one 3quare straight forward, and then finishing his move by pro- 18 CHESS FOR WINTER EVENINGS. Deeding one square diagonally ; or, it may equally be .safd_ that he begins his move by moving one square diagonally, and ends his move by marching one square forward or sidewise. The move of the Queen, Rook, and Bishop, are intermin- able in their range, except by the extremities of the board , but the moves of the King and Knight are, on the contrary, terminable, and not to be extended at discretion, like those of the other pieces. Now set out your two white Knights as in the foiegoing diagram, and try to reconcile my description of the move of the Knight, with the squares indicated as being commanded by them. The Knight in the corner commands two squares, marked 1 and 2 ; and, had he the move, could play to either of these, but to no others on the whole board. In doing this,' he crosses one intermediate square, and seats himself at an interval of three squares, inclusive, from his starting point, on THE MOVES. 19 d square of a difTerent colour from that on which he first stood. No matter what pieces might occupy the squares between him and the place to which he was about to move ; he would leap over them with impunity. The other Knight, being placed nearer to the centre of the board, commands no less than eight, squares, indicated by the numbers 1 to 8 ; to either of which he might leap at oi.e bound, but his choice does not extend beyond those eight. The squares commanded by the Knight always appear to be in pairs. Suppose the white K. Kt. to be at home, as placed on commencing the game ; how many squares does he com- mand ? The Pawns have the shortest move forward of the Rook when they do not capture, and the shortest move forward of the Bishop when they do. Thus the humble Pawn moves forward, in a right line, but cannot move either backward, obliquely, or sidewise (except in capturing, when it moves obliquely as mentioned above). The Pawn can only move one square at a time ; each Pawn has, however, the privi- lege, to be exercised fit the option of the player, of being ad- vanced, on the first move he makes, either one or two squares. In exercising this privilege, the Pawn is liable to be taken " en passant" by an adverse Pawn, as will be hereafter ex- plained, under the article on the meaning of the phrase " en passant." Your Rook's Pawns command only one square each, viz., K. or Q. Kt. 3d ; the other six Pawns com- mand each two squares. Remember that all the pieces can be played backward as well as forward, to the right or to the left ; but the Paw7i has a forward move only ; it can never retreat from danger like the other pieces, but continues to advance until it reaches your adversary's royal line, when it is entitled to a reward which none of the pieces can claim ; it .s immediately promoted to the rank of a Queen, or a Rook, or a Bishop, or a Knight, as you may desire, but can in no fase remain on the royal line as a Paton. CHESS FOR WINTER EVENINGS. LESSON III ON THE MANNER IN WHICH THE CHESS-MEN TAKE EACH OTHRB, Mr. Walker, in his elementary treatise already quoted, has explained in so vefy lucid a manner the mode in which captures are made at Chess, that we are tempted to give hie remarks in full, with his explanatoiy diagrams. The different pieces (the Pawn is not here included) take, in exactly the same direction as they move. In taking, you lift off the adverse piece from the board, and place your own piece in the square hitherto occupied by the adversary ; and not, as in the game of Draughts, on the square beyond. You are never compelled to take, as in the game of Draughts, but may do so, or not, according as it may be to yuur advantage, without incurring any penalty for refusing the offer. HOW CHESS-MEN TAKE EACH OTHER. 21 To illustrate the manner in which the men take each oilier, examine the preceding diagram. Here is the white Queen opposed to a black Rook. If it be White's turn to play, the Queen may take the Rook ; to do which, you remove the Rook from off the board, and seat the Queei: on the square now occupied by the Rook. Were the Raok on either of the adjoining squares (marked 1 and 2), the Queen could not capture it, because it would not be in her line of march. If the Black in this situation, haJ the first move, the Rook might take either the Queen, the Bishop, or the Knight ; lift- ing the piece taken, off the board, and occupying the square thus vacated. You can never take two men at once, as in. the game of Draughts. All the pieces are reciprocally liable to be taken, as well by the lowly Pawn, as by the haughty Queen : the King is the only exception to this rule, as we shall find un- der the head of " Check." Let us set up another position : — In this case we have a black Bishop, and two white Knights. If Black have the move, the Bishop may take the Knight in the corner, as before explained, but could not take the nearer Knight, because, to do so would be a departure from the line of march proper to the Bishop. If, on the other hand, the White have the first move, the Knisht in the corner cannot harm the Bishop, because the latter does not stand within its limited and peculiar range ; but the other Knight can take the Bishop, by stepping into his place, and handing nnn oil tlie board. 22 CHESS FOR WINTER EVENINGS. The King can take, though lie cannot be taken. Observe the annexed : — Supposing the white King to have the move in this case, he may capture the Rook, the Bishop, or the Knight, at his option, because they all stand within his range. The Pawn is the only man which does not take in the direction it moves ; for, whereas it moves only straight on (in right lines), it takes diagonally. In other words, the Pawn may be said to march, on ordinary occasions, like the Rook, except that it can neither move back- ward nor sidewise, nor can it advance more than one square at a move ; but when the Pawn vv±iiiii. takes, it appears to borrow the power of the Bishop, and to take in the same manner, but only one square forward, diag- onally. Example being, however, better than precept, let us revert to the Chess-board : — We have here a white Pawn, which may take either the Queen or Knight, exactly as a Bishop would do, if seated in the square of the Pawn. But the Pawn cannot capture the Bishop, because he may not take straight forward. I suppose the white pieces to have occupied the lower half of the board, as in the first diagram, and the Pawn is, therefore, advancing up the board. The Pawn can never capture any piece or Pawn, whicli is not thus placed on the first square of the fronting diagonul. When, therefore, the Pawn is advanced, on first starting, two CHECKING THE KING CHECK-MATE. 2& squares, it follows that he can never, on that move, take an) of the adverse men. The Pawns may take each other, as well as the pieces take the Pawns ; of course your own men cannot take each other. LESSON IV. ClIEC KING THE KING CHECK-MATE A CHESS PROBLEM EXPLAIN- ED: — VAKIOFS KINDS OF CHECKS SIMPLE CHECK CHECK BY DISCOVERY DOUBLE CHECK PERPETUAL CHECK DRAWN fiAMES VARIOUS KINDS OF MATE STALE-MATE FOOl's MATE scholar's MATE SMOTHERED MATE. Before we proceed to play our first game of Chess it will be necessary to explain a few of the technical terms which are in constant use among Chess-players, as also the code of laws which regulates their proceedings. The King is the principal character in the Chess-field ; his person is sacred, and he can never be captured ; he is nevertheless liable to the attacks of your adversary's pieces, which must be instantly warded off, for if being under attack he is unable by any means to escape therefrom, he is said to be check-mated, and the game is at an end. The grand object of Chess is therefore twofold, namely, to guard your own King from danger, while at the same time you form a syste- matic attack on your adversary's King. Whenever you make a direct attack upon the King, you mus'. inform your adversary of the circumstance by calling out " check," and he must immediately attend to the warn- ing and escape from check, or get out of check, by one of the three following methods: — 1. By moving the King out of oheok. 2. By capturing the piece or Pawn that checks, 24 CHESS FOR WINTER EVENINGS. 3. By interposing a piece or Pawn between the King and the checking piece ; except in the case of a Knight, a check from which can only be parried by moving the King, or cap- turing the Knight. We will show the application of " checic ' and " check- mate " by means of a Chess problem. We may first inform you that the moves at Chess are played by each player alternately, and as we suppose you to play the white pieces we shall generally give you the first move. Be careful, therefore, whenever a position or problem is given by way of illustration, to notice the direction in which the Pawns are moving ; — those of your adversary, i. e., the black Pawns, always move towards you, while your own Pawns always move away from you. When you are directed to capture one of your adversary's pieces or Pawns, recollect you are to remove it from off" the board, and place your own piece or Pawn on the square which it occupied. The accompanying diagram represents the position of the pieces at the end of a game. The player of the white pieces having to move first, is able to check-mate his adversary in four moves. Certain given positions or combinations of pieces are called Problems, many of which are remarkable for the great beauty or ingenuity of their solutions or answers. When you are a little further advanced you will find the exercise both pleasant and instructive. In order to solve this problem you play your Rook to K. B. 8th square, and call out " check." Now of the three methods of escaping check. Black can avail himself of two ; he cannot interpose a piece, because your Rook checks his King on the very next square to that which he occupies ; the black King must therefore either take the Rook or move out of check. If he take the Rook, you oheck-mate him instantly by playing your Q. to K. 8th, and he cannot take your Q. bei.ause she is supported by the B., for were he to capture her he would still be in check with the B., and the King is in no case allowed to put himself in check. The King must therefore be moved out of check, and you will observe that there is only one square to which he can be played, and that is to his R. 2d, which you know is the same as your K. R. 7th. — For your second move you play Q. to K. Kt. 6th, checking. Of the three modes of escaping check, Black can avail himself of only one ; he cannot interpose, and he can- not move on account of thf position of your Rook ; he must therefore take your Q. ; but this he cannot do with his King, r>ecause your Q. is supported by the Pawn at your K. R. r>th ; he must therefore take your Q. with his B. We may Wtj CHESS FOR WINTEJh, EVENIA'GS. nere mention that although your Q. is of far more value than the Bishop, which you get in exchange for her, yet occasions sometimes arise when it is desirable to sacrifice a Queen or a Rook for one of the minor pieces (as the Bishops and Knighta are called), or even for a Pawn. Your third move is P. lakos B., checking. The black King not being able to move 3Ut of check must take the Pawn. You now play for your fourth move K. B. to Q. 3d, and thus give check-mate, be- cause the black King is in check, and cannot move out of check. The term " check " is used only when the King is placed in danger. The Queen, Rook, Bishop, Knight, and Pawn may all be attacked and captured, but we never say they are checked. There are four kinds of " checks." 1. A siviple check, that is, when the King is attacked only by the piece which is moved. 2. Check ly discovery, that is, when the piece which moves does not check, but unfolds another piece which does ; for example, let the black King be at home ; then place a white Rook on your K. R. 8th, and a white Knight on your K. Kt. 8th. In this position by playing your Knight to your K. R. 6th, your R. checks the black King by discovery. By playing your Kt. to K. B. 6th, instead of to K. R. 6th, we have the third species of check, namely the double check, which combines the simple and the discovered check. The fourth description of check is the perpetual check, of which the annexed diagram furnishes an example. This occurs when one player can check the other, every move, and the check cannot be parried so as to prevent its repeti- tion.; then if the first player persist in giving check every move, the game must be abandoned as drawn. In the ac- companying diagram vou play your Q. backward and forwprv' from the square on wtuoh she stands to adversary's K., check- ing ; the only means the King has of escaping check is trj PERPETUAL CHECK. 27 playing the B. backward and forward from K. R. 2d square to K. Kt. square. The following example given by Walker, is a very strong instance of perpetual check. White has but the Queen re- maining, against Queen and two Rooks ; the Black too being in a position, which threatens White with immediate destruc- tion. But White has fortunately got the black K. in check, and the latter can only move to one square ; on which. White repeats the check on the K. R. file, and Black is forced to return to the square he now occupies. White continues to check on the same two squares, successively, and Black, having no resource, is compelled to abandon the game a? drawn. Remember to apply this in play; and whenever your adversary has obtained an overwhelming numericaJ force, strive to get a perpetual check ; no matter with what piece or pieces — if you can but get it. This will enable yoi; (o draw the game, and thus to baffle your apparently victori 'JUS opponent. is CHESS FOR WINTER EVENINGS. A material point at Chess for explanation is the manner m which a game may be drawn ; for if neither party wins, this will inevitably be the case at every game as well as at Chess. If then neither party can give check-mate, the game must be drawn, and this may happen many different ways, the chief of which are as follows : — Firstly, where perpetual check can be given as explained above. Secondly, where there is not sufficient force left, to enable the stronger party to mate, or where there is a strict equality offeree. Suppose, for instance, each party has the King only, left on the board, the game is drawn ; for as the Kings can never attack each other, there remains no force, with which the victory can be gained. Again ; each player has the DRAWN GAMES. 29 King and some Pawns ; but the Pawns are locked in together and cannot move. Here the Kings only can be played, and as neither will remove his King, to allow of his adversary turning the flank of his position, the game is drawn. Sup- pose, too, there remains on each side, a strict equality of a small quantum of force, as King and Rook against King and Rook — or King and Queen against Kijg and Queen, — it is usual to give up the game as drawn. Or again ; each party has a Rook and Bishop, — or one has the Queen and the other two Rooks ; it is clearly better, and more courteous, to offer to abandon the game here as drawn, than to carry it on, in the hope of your antagonist putting a piece in take. The King with one Bishop, against the King alone, or the King with two Knights against the King alone, do not consti- tute sufficient power to give check-mate. The same thing holds good as regards the contest between King and Rook, — against King and a minor piece, or three minor pieces against Queen (sometimes), — Rook and minor piece against Queen, — or Rook and Bishop against Rook. The natural result of these, and analogous quantities of force, is a drawn ga)ne, ex- cept in peculiar positions ; the variety of which rather con- firms than invalidates our general proposition. The single King makes a drawn j^ame against the King and Rook's Pawn, if the single King can get on the same file, in front of the Pawn (see Lesson IX. 4th position) ; and the same result occurs, should there be two or thi'ee Pawns doubled on the Rook's file. Further, should the single Rook's Pawn, or the doubled Rook's Pawns, be accompanied beside their King, with a Bishop only, of the colour which does not com- mand the 8t,h square of the Rook's file upon which the Pawn or Pawns range, iflie game will be drawn, if the adverse King can get in front of the Pawns oil the same file. The princi- ple on which the game is here drawn, is, that you cannot, ir eitlier of these cases, maintain a Paivn at the Rook's Tib BO CHESS FOR WINTER EVENINGS. square, without giving stale-mate. This is highly essential to recollect, and serves also to point out, that two Pawns, doubled on the same file, are little better than one. The beginner will find this paragraph rather obscure ; and will do well, should he have the opportunity, to get a player more advanced, to explain it practically on the Chess-board. Thirdly. — In the code ji laws there is a regulation to which the learner is referred for . information concerning drawn games, arising from ignorance, as to the stronger party knowing how to effect mate, in a certain time. This is a provision for cases originating in the circumstance of your having sufficient force to effect mate, but not knowing how that force should be applied. Thus the Bishop and Knight, or two Bishops (with the King) — against the King alone — possess the mating poiner ; but it i^ only a skilful player who could avail himself of this, so as to win the game. In these and analogous situations, if you cannot mate in 50 moves, your adversary is justified in demanding the dismissal of the game as drawn. Fourthly. — Drawn games also arise from both parties persisting in playing the same move. The principle on which this is done, is similar to that of perpetual check. Each party {refers acting on the defensive, to risking the loss of the game, by sallying forth from his entrenchments. The annexed diagram presents a case of this sort which Walker states he saw arise between two good players, in the Westminster Chess Club. White attacks the Knight with his King, and the former cannot move to the square adjoining the King, because it would be taken by the Pawn ; the Knight therefore plays upon the Rook's file ; White follows the Knight with the King, to the Knight's 6th square, and the Knight returns, as lis best move, to the square he now occupies. Each party persists in the same course of play, and consequently agrees DRAWN GAMKS. 31 lo dismiss the game as drawn. Black would lose the game, were he to allow the Knight to be taken ; and it is therefore fortunate for 1 im, that White has not the move in the present position. Fifthly. — A draw may be obtained by stale-mate. Thig occurs when the K. not being actually in check, cannot move without going into check, and has no other piece or Pawn to move. For example : in the following situation. White by playing his K. to K. B. 7th, depi'ives his adversary of all power to move ; the black King is not in check, and cannot move without getting into check : the further progress of the two black Pawns is prevented by the two white Pawns : therefore by the incautious play of White, Black is stale niated and the game is drawn. 32 CHESS FOR WINTER EVENINGS. Stale-mate constitutes a drawn game, and is generally obtained, by the skilful player, of an inexperienced antago- nist, who is so eager, having a numerical advantage, to run down hi| prey, that he overlooks this resource on the part of VARIOUS KINDS OF MATE. Hd nis wily foe. Many situations to^varcls the close of a game arise, in which by a judicious sacrifice, the skilful player forces stale-mate, and thus draws the game ; as in the forego- ing case. Here, Black having the move, can force stale-mate, and thus draw a desperate game. He checks with Rook, on the square before the adverse King, thus giving it away for notning, for the white King may take it with impunity. But when the King has taken the Rook, White has given stale-mate, and Black has gained his object; and if he refuse taking it, he must move out of check, and Black takes the White Queen. So either way the game is drawn. It is impossible to give every case in which a game may be drawn. We can only lay down general principles, with as much practical illustration as our limits will permit ; and it is for the learner to apply such principles as his genius and application shall dictate. There are also several descriptions of mates. 1. The FooVs Mate, which can be given in two moves. The board being prepared for play, we suppose you to open the game thus: White. Black. 1. K. B. P. two squares. 1. K. P. one square. 2. K. Kt. P. two squares. 2. Q. to K. R. fifth sq., check-mating. The second kind of mate is called the ScJwIar's Mate, and is sometimes given to beginners in the gam.e ; it is ac- complished thus : WJiite. Black. 1. 2. 3. 4. K, P. two squares. 1. K. K. B. to Q.B. fourth sq. 2. K. Q. to K. R. fifth sq. 3. Q. Q. takes K. B. P., check-mate. P. two squares. B. to Q.B. fourth sq. P.. one square. 34 CHESS FOR WINTER EVENINGS. A third description of mate is called the Smothered Malc^ and can only be given by the Knight. The following pro- blem, in which White moving first, is required to give check- mate in four moves, will illustrate this description of mate. White. 1. Kt. to K. B. 7th, clieck Kt. to Q. 6th, checking and discovering check. Q. to adversary's K. sq., checking. Kt. to K.B. 7th sq., check- mating. Black. 1. K. to K. sq. 2. K. to Q. sq. 3. Kt. takes Q. KETHOD OF CHECR-MATING WITH THE QUEEN. LESSON V. METHOD OF CHECK-MATING WITH THE QUEEN. We shall now proceed to instruct you in the method of « inning the game with your King and Queen, against your adversary's King. This is one of the easiest check-mates, ihe study of which will, however, materially improve you, and enable you to play your King and Queen with advan- tage in many situations. In order to effect this check-mate, it is absolutely necessary that the adverse King be forced to one of the sides of the board, and that your King be brought within one square of his — for example : FIRST SITUATION. BLACK. do CHESS FOE, WINTER EVENINGS. White having the move can check-mate by playing the Q. to adverse K.'s 2d sq., to adverse Q. R. sq., or to adverse Q. Kt. sq. : but suppose the Black to begin, still the White will check-mate immediately, for Black must play either to Q. sq., or to K. B. sq. ; if the former, White will check- mate by playing Queen to adverse Q. 2d sq., or to adverse Q. Kt. sq. ; and if the latter, by playing her to adverse K. B. 2d sq. It appears from this that it is not necessary that the two Kings should be exactly opposite each other. But suppose the black King, instead of being at his own square, were at his Kt.'s sq. ; you- can now check-, nate in two moves, if you play properly ; you must not check with your Q. at adversary's Q,. R. sq., because he would be able to quit the last line, or side of the board, where I have already told you he must be forced to move before you can check- mate him. It would also be bad play to check with your Q. at adv. K. B. 2d sq., because he would move to his Rook's sq., and you would be obliged to rem.ove the Q., for if you played the K., the game would be drawn, owing to his K. being stale-mated. What ought I then to play ? You should move your King to adv. K. B. 3d sq., and he cannot possibly avoid being check-mated the next move b^- your playing your Queen to adv. K. B. 2d sq., or to adv. K. Kt. 2d pq. — Let us now examine another position, which will show you the power the Q. has of forcing the K. to move to the opposite side of the board METHOn OF CHECK-MATING WITH THE QUEEN. 37 SECOND SITUATION. BLACK. In this situation, his King being already on the last lin'e. it would be very bad play to check him with your Queen, because he would play the K. towards the middle of tlie board, and you would have the trouble of compelling liim to uhe side. You may check-mate him in two ways. In the first place, White. Black. 1. K. to Q. B. 6th sq. 1. K. to K. Kt. sq. 2. K. to Q. 6th sq. 2. K. to K. R. sq. 3. K. to his 6th sq. 3. K. to K. Kt. sq. 4. K. to his B. 6th sq. 4. K. to K. B. or K. R. yq 5. Q. check-mates at K. B. 7th sq., or K. Kt. 7th sq. RS CHESS FOR WINTER EVENIMGS. This method is very simple, but the other is more mas- terly and shorter ; replace the pieces and play, In the second place, Willie. Black. 1. Q. to K. R. 7th sq. 1. K. to his sq. (must). 2. Q. to K. Kt. 7th sq, 2. K to Q. sq. 3. Q. to K. B. 7th sq. 3. K. to Q. B. sq. 4. Q.- check-mates at K. 8th sq., or Q. B. 7th sq. In this manner you check-mate without moving your K., as the power of your Q. enables you to force his K. to move towards yours. THIRD SITUATION. The check-mate, though very simple, would be over looked by many young players: some would check at K. B METHOD OF CHECK-BIATING WITH THE -QUEEN. 39 (Jth sq. ; others would play Q. to her R. 7th sq., and then move the K. to his B. 6th sq. ; the proper move is to play tlie ^L to K. R. 8th sq., giving check-mate. FOURTH SITUATION. BLACK. ^m,. m.. ■ ,„- s ^S ^S.. m mm. It is evident, that if his K. were at his own sq., in opp> sition to yours, you would immediately check-mate, by play- ing your Q. to his Q. Kt. sq. ; by playing in the following manner, you force his K. opposite yours, and you check-mate fbe following move ; e. g. WUie. Black. 1. Q. to K. Kt. 3d sq. I. [s compelled to play K. to his own sq. 2. Q. to K. Kt. 8th sq., mating. JHESS FOR WINTER EVENINGb. Observe attentively the first move, which is very usefiii n check-mating with a Q,. or Rook ; it is the only move that enables you to win in two moves. We shall now show you how to force the adverse King to the side of the board, which is indispensable before yon can check-mate Avith the Queen. FIFTH SITUATION. BLACK. White to move. White. Black. 1. Q. 2. K. to her 5th sq. to K. B. 2d sq. 1. K. to his B. 5th sq. 2. K. to his Kt. 5th sq. METHOD OF CHECK- MATING WITH THE OUEEN. 41 White. Black. a. Q. to K. 5th sq. 3. K. to his R. 5Lh sq,, fof if he play to his R. 6th sq., you will check- mate at your K. Kt. 3d sq., or at K. R. 5th. 4, K. to K. B. 3d sq. 4. K. to K. R. 6th sq. 5. Q. to K. Kt. 3d sq., or to K. R. 8th, or to K. R. 5th, and check-mates. In the above position, as the King is nearer to your K. R. side of the board than to any other, you should endeavour to force him to move towards it, this you effect by playing your Queen to his Q. 4th sq. ; had you checked at your K. 2d sq., or at Q. Kt. 3d sq., you would have played ill, because he would have moved the King into one of the centre squares, and he would be as far removed from the side of the board as he was at the beginning. Your second move (K. to K. B. 2d sq.) prevents his returning to your K. 3d sq., and forces him nearer the side of the board, by compelling him to move to your Kt.'s file : your third move is much better than if you had checked him, because it obliges him to move to your R..4th sq. ; had you on the 4th move, pursuing the same system, inadvertently moved your Q. to adv. K. B. 4th sq., you would have stale-mated your adversary ; as the Q. attacks more squares than any other piece, you must be very careful when you have to check-mate with the Queen, that you do not stale-mate your adversary, by playing her im properly. CHESS FOE, WIN:ER EVENINGS. SIXTH SITUATION. BLACK. White to move. W'hUe. 1. Q. to her 8th sq. 2. Q. to her 6th sq. 3. Q. to her B. 7th sq. 4. K. toK. B. 2dsq. 5. K. to K. B. 3d sq. 6. K. to K. B. 4th sq. 7. K. to his B. 5th sq. 8. K. to his B. 6th sq. Black. 1. K. to K. B. 2d sq. 2. K. to his sq. 3. K. to K. B. sq. 4. K. to his sq. 5. K. to K. B. sq. 6. K. to K. Kt. sq. 7. K. to K. B. sq. 8. K. to his sq., or to K. Kt. sq 9. Q. check-mates at K. 7th sq., or K. Kt. 7th sq. METHOD OF CHECK-BIATING WITH THE QUEEN. 43 Observe, that you have not given him one check before you check-mated him : this Vv^ill show you that it is by no means necessary to check frequently with the Queen ,* it is often bad play, as the Q., from her peculiar power, is able, without the assistance of the King, to force the adverse King to one of the angles of the board. Black, on the first move, might have advanced towards the centre of the board, in- stead of playing to his B. 2d sq. ; the variation we shall presently give, will show you how you ought to play in that case. You might, on the 4th move, have confined his King to his K. Bishop's, K. Knight's, and K. Rook's squares, by playing your Q. to her 7th sq., instead of advancing your K., but it would have been losing a move, because the moment your K. is at his K. B. 6th sq., you will check-mate him, whether his K. be at his own sq., or at K. B., K. Kt., or K. R. sq. - VARIATION. White. Black. 1. Q. to her 8th sq. 1. K. to his 4th sq. 2. Q. to her 7th sq. 2. K. to K. B. 3d sq. 3. K. to K. B. 2d sq 3. K. to his 4th sq. 4. K. to K. B. 3d sq. 4. K. to K. B. 3d sq. 5. K. to K. B. 4th sq. 5. K. to K. Kt. 3d sq. 6. Q. to K. 7th sq. 6. K. to K. R. 3d sq. 7. You should not move Q. to K. B. 7th sq., because you would stale-mate your adversary ; you ought to play K. to his B. 5th sq., and afterwards check-mate with the Q. at K. R. 7t}i sq., or at K. Kt .'s 5th. 44 CHESS FOR WINTER EVENINGS. SEVENTH SITUATION. BLACK. In this and similar situations, when your adversary' King is already on the last line, endeavour to confine hin; there ; in the present instance, your first move should be Q. to her Kt. 7th sq., afterwards playing her to her 7th sq., or at once moving up King. The next position will show you that the Queen alone has the power of forcing the adverse King to oni? of iUn oomers of the board. METHOD OF CHECK-MATING WITH THE QUEEN. if) EIGHTH SITUATION. BLACK. WHITE. White. Black. 1. Q. to her 3d sq. 1. K. to his B. 5th sq. 2. Q. to K. 2d sq. 2. K. to his B. 4th sq. 3. Q. to K. 3d 34. 3. K. to K. B. 3d sq. 4. Q. toK. 4th sq. 4. K. to K. Kt. 4th sq. 5. Q. to K. B. 3d sq. 5. K. to K. Kt. 3d sq. 6. Q. to K. B. 4th sq. t).. K. to K. Kt. 2d sq. 7. Q. to K. B. 5th sq. 7. K. to K. Kt. sq. 8. Q. to K. B, 6th sq. 8. K. to K. R. 2d sq. 9. Q. to K. Kt. 5th. 9. K. to K. R. sq. You will observe by the above moves that the Queen be Jng able alone to force the King to an angle of the board, you might first effect that, and then bring up your King ir 46 CHESS FOR WINTER EVENINGS. order to check -mate, but it would take more moves than when the King assists the Queen in compelling the K. to the side of the board. Do not play your Q. nearer the K. than she now is, for if you were on the 10th move to play Q. to K. Kt. 6th, you would stale-mate your adversary. LESSON VI. METHOD OF CHECK-MATING WITH BOTH KOOKS. This check-mate is very simple, and may be given witii< 3ut the assistance of the King. FIRST SITUATION. BLACK. mm. m *-»S 1. JDIUCK, K. to Q. R. 6th. 2. K. to Q. R. 5th. 3. K. to Q. R. 4th. 4. K. to Q. R. 3d. 5. K. to Q. R. 2cl. 6. ■K. to Q. R. sq. METHOD OF CHKCK-MATING WITH BOTH ROOKS. 47 White. L. K. R. to K. Kt. 2d, check. 2. Q. R. to K. B. 3d sq., check. 3„ K. R. to K. Kt. 4th, check. 4. Q. R. to K. B. 5th, check. .5. K. R. to K. Kt. 6th, check. 6. Q. R. to K. B. 7th, check. 7. K. R. to K. Kt. 8th, mate. The alternate play of the Rooks, as you will have ob- Bcrved by the above moves, forces the King to retire towards the last line, Avhere he is ultimately check-mated ; he might, however, have given you more trouble had he moved his K. differently. Replace the pieces and suppose him to play as follows : 1. K. R. to K. Kt. 2d, check. 2. Q. R. to K. B. 3d, check. 3. K. R. to K. Kt. 4th, check. 4. Q. R. to K. B. 5th, check. If you were now to play King's Rook as you did before, he would take your Q. Rook ; you therefore play the latter away, thus : 5. Q. R. to Q. R. 5th. 5. K. to K. B. 3d. Still you cannot check with K. Rook at K.\Kt; 6th, be- cause he would take it ; you therefore play, 6. K. R. to Q. Kt. 4th. 6. K. to his 3d. 7. K. R. to Q. Kt. 6th, check. 7. K. to Q. 2d. 8. Q. R. to its 7th, check. 8. K. to Q. B. sq. White cannot check-mate with King's Rook at advei- Gary's Q. Kt.'s square, because Black would take it; there- lure, 9. K. R. to Q. Kt. 7th. 9. K. to Q. sq. 10. Q. R. to his 8th, check-mate. The check-mate may, however, be given in a shoitej way; thus. 1. K. to Q. Kt. 6th. 2. K. to Q. B. 5th. 3. K. to Q. 4th. 4. K. to his 3d. CHESS FOR WINTER EVENINGS. White. 1. Q. R. to Q. Kt. sq. 2. K. R. to K. Kt. 8th sq. 3. K. R. to Q. Kt. 8th. Black. 1. K. to Q. R. 6th. 2. K. to Q. R. 7th. 3. K. to Q. R. 6th. 4. K. R. to Q. R. 8th, or Q. R. to his sq., check-mating. Even this is not the shortest method of winning : fof example, 1. Q. R. to K. B. 3d sq. 1. K. to Q. Kt. 7th sq. 2. K. R. to K. Kt. 2d sq., check. 2. K. to Q. B. 8th sq. 3. Q. R. to K. B. sq., check-mate. It is not, however, always necessary to force the King to one of the sides of the board, the check-mate can be given in the middle of the board, but then it must be with the as- sistance of your King ; for example : SECOND SITUATION. BLACK. METHOD OF CHECK-MATING WITH ONE ROOK. 49 White. Black. 1. Q. R. to his 6th sq. 1. K. to K. B. 4th. 2. K. R. to K. Kt. sq. 2. K. to his 4th. 3. K. R. to K. Kt. 5th sq., check-mate. Observe the object of these moves; the first is to pre- vent his King from moving back, the K. is therefore confined U) the rank on M^hich he is, and the move of the Rook has made that rank an artificial side of the board ; the 2d move is played to compel the K. to return to his 4th sq., and is the only method to enable you to check-mate the next move. Should Black for his first move play K. to his Q. 4th, you play K. R. to Q. B. sq., also mating next move. LESSON VII. BIETHOD OF CHECK-MATING WITH ONE ROOK. Thcs check-mate is much more difficult than that with the Queen, or the two Rooks. By studying the following situations, and attending to the remarks we shall make, you will soon be able to effect it, and that in a more masterly manner than many who have played at Chess for a long time. It is absolutely necessary, in order to check-mate with the Rook, that you force the adversary's King to one of the sides of the board ; your own King must moreover be in op- position to his, that is, with only one square between them. A.S his King may attack your Rook, it will be necessary to have your own K. near, in order to guard it, therefore, the K. and Rook must co-operate in compelling his King to the last line. All this you will clearly understand by attending to tlis following situations. bO CHESS FOR WINTER EVENINGS. FIRST SITUATION. BLACK. By playing the Rook to Q. B. 8th sq., you give check- mate ; jn this situation if you had a Q, instead of a R., yov could not check-mate in a diiferent manner the first move. If your King, instead of being at his R. 6th sq., were at K. Kt. 6th, the Rook would still check-mate in the same man- ner ; this is owing to his King being in a corner, for if he were at his Kt. sq., and your King at his R. 6th, on youi checking with R., he would be able to move to his B. 2d sq., therefore, except in the corner, your King must be immedi ately opposite his, with only one square between them. METHOD OF CHECK-MATING WITH ONE ROOK. b] SECOND SITUATION. BLACK. "WHITE. White to move. White. Black. 1. K. to his B. 6th. 1. K. to his sq. 2. R. to Q. 4th. 2. K. to K. B. sq. 3. R. to Q. 8th, and check-mates. We have often seer even tolerable players make sis u/ eight moves to check-mate in the above situation, and yet it is by no means difficult if the powers of the Rook be well un- derstood. Your first move is sufficiently obvious, as it forces him to continue on the last line ; the second is not quite so easy to discover, but if you recollect that it is absolutely uecessary that his King should be opposite yours (except in 52 CHESS FOR WINTER EVENINGS. the corner) you will soon find thai by playing your Rook to your Queen's 4th sq., that is, one file heyond his King, you force him to play back to his B. sq., and are thus enabled to ohcok-naate him the following move. THIRD SITUATION. BLACK. In this situation you may give mate in three moves; your first move should be the Rook to any one of the eleven sq. it attacks; suppose you move it to Kl Kt. 5th sq., and that he moves his K. to K. B. sq. ; as your Rook already cx)cupies the file beyond his King, you have only to keep it ■m that file, and his King will be forced to move in opposition CO yours, and then you check-mate him at his K. Kt. sq. ; if you refer to the check-mate with the two Rooks, you will find a similar situation, one of your R. confining his K. to METHOD OF CHECK-MATING WITH ONE ROOK. 53 ihe centre of the board, by malting an artificial last line, and enabling the other R. to check-mate in the above manner. FOURTH SITUATION. BLACK. WHITE . "VN'hite to move. White. Black. 1. R. to Q. R. 7th. 1. K. to K. Kt. sq. 2. K. to his 2d. 2. K. to K. B. sq. 3. K. to his 3d. 3. K. to his sq. 4. K. to his 4th. 4. K. to Q. sq. 5. K. to his 5th. 5. K. to Q. B. sq. 6. K. to Q. 6th. 6. K. to Q. Kt. sq 7. R. to Q. B. 7th. 7. K. to Q. R. sq. 8. K. to Q. B. 6th. 8. K. to Q. Kt. sq 9. K. to Q. Kt. 6th 9. K. to Q. R. sq. LO. R. to Q. B. 8th, check-mate. 54 CHESS FOR WINTER EVENINGS. In the foregoing position it is not very difficult to give check- mate, because the adverse K. is already on the last line, and your first move confines him to it. The following situation is more difficult, because you have to force him to the lasl line ; however, by attentively observing the method of play- ing both Kc and R. you will soon be able to check-mate with R. from any part of the board. FIFTH SITUATION. WHITE. White to move. White. Black. 1. R. to K. 8th. 1. K. to Q. 4th. 2. K. to K. Kt. 2d. 2. K. to his Q. 5th. 3. K. to K. B. 3d. 3. K. to Q. 4th. 4. R. to K. 4th. 4. K. to Q. 3d. 5. K. to his 3d sq. 5. K. to Q. 4th. o fv Lo Q. 3,i. 6. K. to Q. B. 4th- METHOD OF CilECK-MATING WITH ONE ROOK. 55 White. Black. 7. R. to Q. 4th. 7. K. to Q. Kt. 4th 8. R. to Q. B. 4th. 8. K. to Q. Kt. 3d. 9. K. to Q. 4th. 9. K. to Q. Kt. 4th. 10. K. to Q. 5th. 10. K. to Q. Kt. 3d. 11. R. to Q. B. 5th. 11. K. to Q. Kt. 2d. 12. R. to Q. B. 6th. 12. K. to Q. Kt. sq. 13. K. to Q. B. 5th. 13. K. to Q. Kt. 2d. 14. K. to Q. Kt. 5th 14. K. to Q. R. 2d. 15. R. to Q. B. 7th, check. 15. K. to Q. R. sq. 16. K. to Q. R. 6th, or Q. B. 6th. 16. K. to Q. Kt. sq. 17. K. to Q. Kt. 6th 17. K. to Q. R. sq. 18. R. to Q. B. 8th, check-mate. SIXTH SITUATION. BLACK. 56 CHESS FOR "WINTER EVENINGS. In this situation you may check-mate in four mo\es, with out moving your King more than once : e. g. : White to move. White. .Black. 1. K. to Q. B. 6th. 1. K. to Q. R. 3d, or (A) 2. R. to K. R. 6th. 2. K. to Q. R. 2d, or Q. R. 40t. 3. R, to K. R. 8th sq. if the black King be at Q. R. 2cl, or R. to K. R. 4th sq., if the black King be at Q. R. 4th; in both cases the Rook is one file beyond that on which the black King is ; the Black is therefore compelled to play to Q. R. 3d sq., and you check-mate him with your Rook at his Q. R. sq., or at your Q. R. 4th. (A) 1. K. to Q. B. 6th. 1. K. to Q., R., or to Q. Kt. sq. 2. R. to K. Kt. 8th, check. 2. K. to Q. R. 2d. 3. R. to K. R. 8th ; by remaining on this file, you com pel him to play to Q. R. 3d sq., and consequently you check, mate him the next move with your R. at Q. R. 8th. You may also check-mate in four moves, beginning with the Rook, but this we shall leave you to discover yourself. CASTLING. '}! LESSON VIII. OASrUNG SOBIE PECULIAKITIES OF PAWN-PLAY PAWN TAKRS P. "en passant^' — centre pawns — doubled pawns — PASSED PAWNS ISOLATED PAWNS ADVANCING A PAWN TO QUEEN PROBLEM ILLUSTRATIVE OF QUEENING A PAWN FORKING WITH PAWN OR KNIGHT THE EXCHANGE. Although the move of the King is limited to one square t a time, yet, by a peculiar privilege, which under certain conditions, may be exercised once during the game, a com- pound move is allowed, whereby the King moves over two squares. This compound move is made by playing K. R. or Q.. R. up to the K., and then placing the K. on the other side of the R. thus moved. This is called Castling, or to Castle the King, and its object is generally to secure the royal piece a place of greater safety, as also to bring a Rook into play. Sometimes, however, a player castles in order to escape from an attack, and, in such case he will castle on his King's side, i. e., with K. R. ; or, on his Queen's side, i. e., with Q. R., as may best suit his purpose. The conditions under which Castling is allowed, are as follows : — 1. The King must not be in check. 2. The K. must not have been moved. 3. The Rook must not have been moved. 4. There must be no piece, either of your own or of your adversary, between the K. and the R. 5. The King must not pass over, or to any square, attacked by one of your ad- versary's pieces or Pawns. The following diagram will serve to illustrate the impor. tant operation of Castling. 58 CHESS FOR WINTER EVENINGS. In this position, supposing neither your King nor Rooks have been moved during the game, you are at liberty to cas- tle either with your K. R. or your Q. R. To castle with your K. R., or, on your K. side, you first play your K. R. to K. B. sq., and then place your K. on K. Kt. sq. ; this com- pletes the operation of Castling. To castle on your Q. side, or with Q. R., you first play that piece to Q. sq., and then place your K. on Q. B. sq. Observe that, although your Q. R. is under the attack of your adversary's K. B., and although your Q. Kt. sq. is commanded by his Q. B., yet you can still castle on your Queen's side, because the law which forbids the King, in castling, to pass over any square ■attacked by one of your ad\-ersary's pieces or pawns, is lim- itfd to the King only, and does not apply to the Rook. PAWN TAKES P. " EN PASSANT." 59 You will observe that your adversary cannot castle on his K. 'side, because the K. B. sq., over which his K. must pass, is commanded by your Q. B., and the K. Kt. sq., to which he must pass, is commanded by your K. B. Nor can he castle on the Q. side, because his Q. R. has been moved. There are several peculiarities respecting the Pawns, •vilh which you must become acquainted. Young rlayery are apt to imagine that, because the supply of Pawns is lib- eral, and their value much less than that of the pieces, they need not be greatly regarded. But the fact is, that to play the Pawns well is almost the same thing as to play Chess well : it is the most refined and difficult part of the game, and Philidor owed much of his excellence to the sur- passing skill with which he manoeuvred his Pawns. We shall have abundant examples of the value of Pawns here- after ; at present, our information will be confined chiefly to some of their technicalities. The names of the Pawns, K. P., Q. P., K. B. P., &c., you are already acquainted with ; other terms are in fre- quen'; use, such as Pawn takes " en passant y" Centre Pawns ; Doubled Pawn ; Passed Pawn ; Isolated Pawn ; to Queen a Pawn ; or, to advance a Pawn to Queen ; to fork with a Pawn. With respect to the first term, P. takes P. en passant, you known that the move of the Pawn is limited to one square forward when not capturing", and to one square obliquely for- ward when it captures. It has also been stated, that the Fawn is allowed to move, either one or two steps forward, at \\s first move ; but when, in moving two steps, it passes over a square attacked by one of your adversary's Pawns, he has the option either of allowing the Pawn to be moved to its full extent, or of capturing it with his Pawn, just as if you had moved your Pawn but one square. This being a point very little understood by beginners, we shall illustrate it by a dio- r:-ani 00 CHESS FOR WINTER EVENINGS. BLACK. In this position you may move Q. P. one sq. or two sc, — if you move it only one sq. it can evidently be captured by either pawn — and if you move it two squares, it is optional wifh your adversary to capture it with either Pawn, just the same as if you had moved the Pawn but one sq., in which case he will remove your Pawn- from the board, and seat one of his Pawns at your Q. third square. In the same position, White's King's R. P. is also un moved ; but should you think fit to push it two sq., it cannol be captured by the adverse Pawn, because in this case, i* does not cross a square commanded by that Pawn ; of whicl It is already "en prise " (in take). The difference is easil) perceptible. Remember that a Pawn may be taken "en vassanl " only by a Pawn and not by a piece ; and that the i'ASSED PAWNS ISOLATED PAWNS. Gl privilege ceases, unless advantage be taken of it at the very next move. The term " Centre Pawns" is usually applied to the K. P. and Q. P. The best position they can occupy at the be- ginning of the game is the centre of the board, viz., K. ith and Q. 4th sq. ; but against good play, much skill is required in maintaining them in this position. When one Pawn stands before another on the same file, and both belong to the same player, it is called " a doubled Pawn." In the diagram illustrative of Castling, you have a doubled Pawn at your Q. Kt.'s 4th, and your adversary las one at his Q.. R. 4th sq. A passed Pawn is one which has no adverse Pawn in front of it, either on the same file, or advancing towards it on either of the adjoining files. Suppose you have a Pawn on your K. B. file, and your adversary has no Pawn, either on his King's file, or K. Kt.'s file, your Pawn is then said to be passed. Such a Pawn is very valuable, because, in order to prevent it from being advanced to Queen, your adversary must oppose or capture it with a piece ; in which case, if your Pawn be properly defended, you win a piece for a Pawn. When a Pawn is entirely separated from other Pawns, it is said to be "isolated." You must be careful how you allow your Pawns to become isolated, because when in this condition they can be defended only by pieces ; and these ought to be used rather as active warriors than as passive sentinels. A skilful player, however, will often be willing to isolate a Pawn, if, at the same time, he " passes" it. When a Pawn is advanced to the eighth square of the file, it is said to be " Queened," in which case you remove il from the square, and place thereon a piece in its stead. The following problem will illustrate the advantage of the passed Pawn, and serve to remind you of a fact of which amateurs are frequently ignorant, i. e. that in queening o R2 CHESS FOR WINTER EVENIN&s. Pawn, such Pawn need not necessarily be exchanged for a Queen. You may claim a Rook, or a Bishop, or a Knight. And this privilege is allowed even though all the pieces re- main on the board. "It follows, therefore, that you may have two or more Queens, and three or more Rooks, Bishops, or linights. Remember that the promotion of the Pawn is the immediate consequence of its attaining the eighth square. A move cannot be played until this promotion is made. In the following problem, if Black have the move, he can check-mate you immediately, or, "on the move," as it is called. Endeavour to find out how he can do this. But White having to move, you can force the mate in three aioviis. You first sacrifice your Bishop in order to get the adverse King into such a position that the mate can bu eiTected FOTIKING WITH QUEEN OR KNIGHT THE EXCHANGE. 03 in the shortest way. Therefore, by checking with the B. at Q. Kt. 6th, the King has the choice of moving to his Q. R. sq. or of capturing your B. If he move to his Q. R. sq., your advanced Pawn moves to Queen, becomes a Queen, and gives check-mate. His best move (when acting on the de- fensive, that which will prolong the game is generally called he best move), is to take the B., which he does accordingly. Now. although a Queen is the most valuable piece to get in exchange for a Pawn, yet it is not always the most advan- tageous. In the present case, if you claim a Queen for your Pawn, she will be of no use to you, because she does not give check, and your adversary can mate you ii you cease to check him. To check him, by playing your Rook to Q. B. sixth is of no use, because the Rook can be captured by K. or by Q. You, therefore, queen your Pawn, and instead of claiming a Queen, you take a Knight, which thus gives check. He cannot capture the Kt., and has only one vacant square to which his King can move, because you will observe that your newly created Kt. not only checks the K. at his Q. Kt. 3d, but also commands his Q. R. 2d. His King must, therefore, move to Q. R. 4th sq., when you can mate him immediately by a move which you will readily discover. The following diagram illustrates a power which belongs to the Pawn and the Kt., of attacking two men at once : this is called forking them. For example, by playing your Kt. to K. 7th, you fork your adversary's King and Rook. He must move his King out of check, and you capture the Rook : should he retake with his B., you are then said to w'n the ex- change, a term which is used when you gain a Ronk ia exchange for a Knight or Bishop. 64 CHESS FOR WINTER EVENINGS. The power of forking also applies to the Pawn. In this diagram, by playing Q. B. P. two sq., you fork his Kt. and B. : he cannot save both, and must either lose his Kt. by moving away his B., or, by taking the P. lose his B. for a P. LESSON IX. GiJINING THE OPPOSITION A KING AND PAWN AGAINST A KING. Before proceeding to instruct you how to win the gamt vvhen you have a King and Pawn against your adversary'^ King, or if you have the King only, how to draw ; it will bt GAINING THE OPPOSITION. 65 necessary to teach you what is meant by having or gaining the opposition, as it is commonly termed : many a game is bsl, which would otherwise be drawn, from not understand- ing how to gain the opposition with the King, and yet it is not by any means very difficult. As one King cannot attack the other, it follows, of coursf^, that there must always be at least one square between the two Kings ; hence, the following situations will show that Jio K. has considerable power in preventing the advance of the adverse King, and in cutting him off from the occupation of many squares ; for example : FIRST POSITION. BLACK. In this position it is clear that your King prevents the Black from playing his K. to the second rank, nor can hf Black. White. J. 2. 3. K. to Q. sq. K. to Q. B. sq. K. to Q. Kt. sq., &c. 1. 2. 3. K. to Q. 6th sq. K. to Q. B. 6th sq. K. to Q. Kt. 6th sq., 1. 2. or, K. to K. B. sq. K. to K. Kt. sq., &c. 1. 2. K. to K. B. 6th sq. K. to K. Kt. 6th sq. 86 CHESS FOR WINTER EVENINGS. ever play to that rank if he have to move first, in which case you are said to have the opposition ; but if you Were to move first, he would have the opposition, and would be able to play to the second rank ; for instance : &c. &c. It is evident that his K. cannot quit the side of the board, because you always oppose him. But suppose you begin. White. Black. 1. K. to Q. 6th sq. 1. K. to K. B. 2d sq. or, 1. K. to K. B. 6th sq. 1. K. to Q. 2d sq. Here he is able to quit the side of the board, because you were obliged to give up the opposition, having the first move. If it were an object to the Black to prevent your King from advancing, he would easily do it if you begin, but not so if he begin ; for example : WTiite. Black. 1. K. to Q. 6th sq. 1. K. to Q. sq. ' 2. K. to Q. B. 6th sq. 2. K. to Q. B. sq., and so on. But if he begin you will easily advance. ■ Black. White. 1. K. to Q. sq. 1. K. to K. B. 7th sq., and afterwards to K. B. 8th, or K. Kt. 8th. jr, 1. K. to K. B. sq. 1. K. to Q. 7,h sq. &c. GAINING THE OPPOSITION. 67 The above may be called a close or near opposition ; a remote opposition is that in which there are several squares between the two Kings ; for example, suppose the black King to be at his square, and the white King at his 4th sq. ; here are three squares between the Kings instead of one, and who ever moves first, loses the opposition. SECOND POSITION. BLACK. WHITE. Here the opposition is still more remote, there being five squares between the two Kings ; whoever moves first. cannot pl?.y his King to any of the squares between white King's Rook's fifth sq., and white Queen's Rook's fifth sq., unless' his adversary permit him, neither can of prevent the other 68 CHESS FOR WINTER EVENINGS. from playing to that line ; for example, suppose the White begin. White. Black. 1. K. to Q. 3d sq. 1. K. to Q. 2d sq. 2. K. to B. 4th sq. 2. K. to B. 3d sq. 3. K. to Q. 4th sq. 3. K. to Q. 3d sq. 4. K. to his 4th sq., &c. 4. K. to his 3d sq., &c. It is evident that White cannot advance ; it is also equally certain that whatever White may now play, Black can advance ; for example : 5. K. to B. 4th sq. 5. K. to Q. 4th sq. or, 5. K. to Q. 4th sq. .5. K. to B. 4th sq. Suppose Black to begin. 1. K. to B. 2d sq. If you were to play King to B. 2d sq. you would lose the opposition ; for example : 1. K. to B. 2d sq. 2. K to B. 3d sq. 2. K. to B. 3d sq. 3. K to B. 4th sq. It being now your turn to play, you have lost the oppo- sition ; instead of playing as above, you ought to have moved as follows, and you would have retained the opposition : Black. White. 1. K. to B. 2d sq. 1. K. to B. 3d sq. 2. K. to Kt. 3d sq. 2. K. to Kt. 4th sq., &c. As a general rule, recollect that when the number of 3auares between the two Kings is even, then he who begins first, gains the opposition ; but if the number be cdd, the first player loses it. GAINING THE OPPOSITION. THIRD POSITION. BLACK. WHITE. In this situation, if it were your move, it is evident from what has been already shown, that your adversary can pre- vent your King from occupying any of the lines beyond that on which he is at present placed ; but suppose the black were to begin, he cannot prevent your moving your King, either to black K. R. 2d sq., or to black Q. R. 2d sq., he may prevent which he pleases, but he cannot prevent both, and if the winning of the game depended on your occupy- ing one of these two squares, your adversary would of course 'ose. Suppose he play as follows : Black. White. 1. K, to K. B. 3d sq. I. K. to Q. 5th sq., then to Q. B. 6th,Q. Kt. 7th, and Q. R.7th. 70 CHESS FOR WINTER EVENINGS. Or suppose he begin with, 1. K. to Q. 3d sq. 1. K. to K. B. 5th sq., then to K. Kt. 6th, and K. R. 7th. But it is rather more difficult if he play, 1. K. to his 2d sq. 1. If you were to play to K. B. 5th sq., or to your Q. 5th sq., you would lose the oppo- sition, because he might play K.toK.B.2dsq., ortoQ.2d sq., and you would be pre- vented from passing the line between the two kings, and consequently would never be able to occupy either his K. R. 2d sq. or Q. R. 2d sq. : you should play as fol- lows — K. to his 5th sq. By this move you keep the opposition, and force his K. to move to K. B. sq. or K. B. 2d sq., in which case, you play your King to your Q. 6th sq., and in three moves, you wiU occupy his Q. R. 2d sq. ; or if he move to Q. sq., or to Q. 2d sq., you play your King to your K. B. 6th sq., and in«two moves to his K. R. 2d sq. ; but if he play, 2. K. to his sq. 2. You must not play K. to Q. 6th sq. or to K. B. 6th sq., because he would gain the opposition as before, you ought to move K. to K. 6th sq. 3. Is compelled to move either to K. B. sq. or to Q. sq., and by playuig in the former case to Q. 7th sq., and in tho latter to K. B. 7th sq., you will be able to occupy eithei hiri K R. 2d sq. or his Q. R. 2d sq. KING ANB PA-^v-N AGAINST KING. 71 We fjhill now proceed to a few easy positions of King and Pawn ag-iinst a King. FIRST POSn:(iN. In this position the winning oi Irawing the game depends en- tirely on the first move ; if White begin, he will win ; but if Black begin, the game will be drawn. Suppose White begin : 1. P. onesq. 1. K. to Kt. 2d sq 2. K. to his 7th sq. And afterwards advancing the Pawn makes a new Queen and wins easily. Suppose Black be- gin, he plays 1. K. to his sq. Gaining the opposition, on which depends the fate of the game ; for had he played to Kt. sq. you would have played K. to his 7th sq., and afterwards in two moves, have queened your Pawn. Black. 2. K. to B. sq. In the first place, WhUe. 1. P. advances checking. If you move to B. 6th sq., the Black is stalemated; \t you move to any other sq., Black takes your Pawn : the ganie is consequently drawn. 7:2 CHESS FOR WINTER EVENINGS. . In the second place, Black. Wlute. 1. K. to his 5th sq. 2. K. tc B. 2d sq. 2. K. to B. 5th sq. 3. K. to B. sq. If he had played any other move he would have lost, see (A) and (B) : by playing to K. B. sq., he is able to gain the opposition should you move the King either to his 6th sq. or to K. Kt. 6th sq., without which he could not draw the game. 3, K. to Kt. 6th sq. 4. K. to Kt. sq. 4. K. to B. 5th sq. He may play the King back, ready to resume the oppo- sition as before, or he may play the King directly before the Pawn : we recommend the latter, because in no way can it be wrong, and it is easier to recollect ; therefore, 5. K. to B. 2d sq. 5. K. to his 5th sq. 6. K. to B. sq. Ready to resume the opposition if you should play King to his 6th sq. ; any other move would lose the game, see (C), (D), (E). 6. K. to his 6th sq. The position is now the same as at the beginning ; and Black having to move draws the game in the manner already shown. (A) 3. K. to his sq. 3. K. to his 6th sq. You gain the opposition, and wherever he play, jou ad- vance the Pawn, and win as before. (B) 3. K. to Kt. sq. 3. K. to Kt. btn sq. KING AND PAWN AGAINST KING. 73 If he play K. to K. B. sq., you should advance the Pawn : '>ut if he play 4. K. to R. sq. you must not play the Pawn, because Black would be stule. mated ; you play 4. K. to B. 7th sq. 5. K. to R, 2d sq. 5. K. to his 7th sq. ; and ai- terwards, in two moves, the Pawn becomes a Queen. 6. K. to Kt. 3d sq. 6. K. to his 6th sq. 7. K. to R. 2d sq. 7. K. to his 7th sq., and Jn Iwo moves the Pawn becomes a Queen. . (D) 6. K. to Kt. sq. 6. K. to his 6th .sq. 7. K. to B. sq. 7. P. one sq., &c., as before. (E) 6. K. to hi'' sq. 6. K. to his 6th sq., gaining the opposition as before. In the above example you will observe, that when the Pawn, on reaching the 7th sq., does not give check, it wins the game ; but if it check, the game is drawn : this is a general rule. This position will also teach you the great advantage yt' gaining the opposition with your King. 14 CHESS FOB WINTER E^ ENINGS. SECOND POSITION. In this position, if you have the move you may win, agreea- bly to the general rule, namely, when you can play your King to the Pawn's 6th square, in front of the Pawn (it matters not whether your Pawn is one or more squares behind the King), yoii invariably win : here the Pawn's 6th sq. is the King's Bishop's 6th sq., you therefore having the move, pky as follows : White. 1. K. to K. B. 6th sq. Black. 1. K. to Kt. sq. White. WHITE 2. K, to his 7th sq., and after- wards you play the Pawn on and Queen forcibly. If he had played the K. to his own sq., you should have moved your Kifig to Kt.'s 7th sq., and then the Pawn. But if Black havo the move, he can prevent your ever being able to play youi King to the Pawn's 6th sq., and consequently can draw the game ; for example, Black. White. 1. K. to his 2d sq. I. K. to B. 4th sq. 2. K. to B. 3d sq. 2. K. to Kt. 4th sq 3. K. to B. 2d sq. 3. K. to Kt. 5th sq 4. K. to Kt. 2d sq. 4. P. checks. 5. K. to B. 2d sq. 5. K. to B. 5th sq. 6. K. to B. sq. KING AND PAWN AGAINST KING. 75 Any other move loses the game : but here he is able to oppose your King on whichever side of the Pawn you play it ; for example, Black. White. 6. K, to his 6th sq. 7. K. to his sq. If you advance the Pawn, it will give check, and the game will be drawn as already explained ; if you move the King, he will play to B. 2d sq., &c., and also draw the game. THIRD POSITION. In this position the game will be drawn, it matters not which party begin : if the White were to move King to his own 5th sq., or to K. B. 5th sq., it is evident Black would gain the opposition by playing King to his own 2d sq. or to K. B. 2d sq., and after- wards play in the manner already shown. If White were to play the King to any other square, Black would play King to B. 2d sq., ready to oppose the King„ to whichever side of the Pawn he may be played. But if Black begin, it is not obvious what his first move ought to be ; for if he play King to his WHITE. 2d sq. or to B. 2d sq., you will ain the opposition by playing your King to his 5th sq., or to K. B. 5th sq., and thus win the game, as will be proved presently. If he play King to Kt. sq., or to Kt. 2d sq., he wir. also lose. See No. 3. 76 CHESS FOR WINTER EVENINGS. The proper move for Black must evidently be that which will enable him to oppose your King, should you advance it ; and the only square from which he can io that is his King's square. He therefore plays No. 1. BUck. While. ] . K. to his sq. 1. K. to his 5th sq. 2. K. to his 2d sq. 2. K. to B. 5th sq. 3. K. to B. 2d sq. 3. K. to Kt. 5th sq. 4. K. to Kt. 2d sq. 4. P. one sq. 5. K. to B. 2d sq. 5. P one sq. 6. K. to B. sq. 6. K. to Kt. 6th sq. 7. K. to Kt. sq. 7. K. to Kt. 5th sq. 8. K. to B. 2d sq. 8. K. to B. 5th sq. 9. K. to B. sq. 9. K. to his 6th sq. 10. K. to his sq., &c., Draws. No. 2. 1. K. to his 2d sq. 1. K. to his 5th sq. 2. K. to B. 2d sq. 2. K. to B. 5th sq. 3. K. to his 2d sq. (A). 3. K. to Kt. 6th sq. 4. K. to B. sq. (B). •It is evident, according to the general rule, that you can win the game, inasmuch as you can play your King to the Pawn's sixth square (K. B. 6th sq.), but it is not absolutely necessary that you should do so, as you may win the game sooner by playing 4. P. one sq. If ne play K. to his own or to his 2d sq., you will play K. tw Kt. 7th sq., and then advance the Pawn to Queen: therefore he plays 5. K. to Kt. sq. 5. P. one sq. G. K. to B. sq. 6. P. one sq. and wins. KING AND PAWN AGAINST KING. 77 (A) Black. White. 3. K. to Kt. 2d sq. 3. K. to his 6th sq. 4. K. to Kt. sq. 4. K. to his 7th sq. 5. K. to Kt. 2d sq. 5. P. one sq. 6. K. to Kt. sq. 6. P. one sq., &c. (B) 4. K. to his 3d sq. 4. P. checks. 5. K. to his 2d sq. 5. K. to Kt. 7th sq., and after- wards advances the P. as before. No. 3. Black. 1. K. to Kt. sq. If you were to play King to B. 5th sq., he would draw .he game by opposing your King at B. 2d sq. ; therefore. White. 1. K. to his 5th sq. 2. K. to B. sq. 2. K. to B. 6th sq. 3. K. to his sq. 3. P. one sq. 4. K. to B. sq. 4. K. to his 6th sq. 5. K. to hi? sq. 5. P. one sq. 6. K. to B. sq. 6. P. one sq., and it does not check, you win the game. A King and either of the Rook's Pawns cannot win if the adversary's King can be played to the corner towards which Jie Pawn is proceeding ; for example, 78 CHESS FOR WINTER EVENINGS. FOURTH POSITION. BLACK. White to move. 1. K. to B. 5th sq. The easiest way of drawing tliia game is, to play the King to and from the corner, for whether the Pawn check or not, on reaching the 7th sq. the game will be drawn ; therefore : 1. K. to R. sq. 2. K. to Kt. 6th sq. 2. K. to Kt. sq. 3. P. one sq. 3. K. to R. sq. If you advance the Pawn, Black will be stale-mated ; if you play any other move, he will repeat the above moves. It occasionally happens that the King can draw the game against a Rook's Pawn, even though he cannot reach the corner ; for example : FIFTH POSITION. BLACK. Black to move. 1. K. to B. 3d sq. 1. K. to R. 7th sq. 2. K. to B. 2d sq. 2. K. to R. 8th sq. 3. K, to B. sq. 3. P. one sq. 4. K. to B. 2d sq. 4. K. to R. 7th sq. 5. K. to B. sq. If vou play King to Kt. 3d sq., he will play K. to Kt. sq., and afterwards to Rook's sq., &c. ; and if 5. K. to R. 8th sq. 6. K. to B. 2d sq. 6. P. one sq. 7. K. to B. sq., and White is stale- mated. KING AND PAV7N AGAINST KING. 79 You will observe that the principle of drawing this game, consists in preventing the White from quitting the Rook's file, which he can never do without allowing Black to play to the corner. We shall conclude this lesson with a very improving situ- a:ion, in which White draws with one Pawn against two, t'ffhcting this hy strict adherence to the rules we have estab- Lshcd for gaining and retaining the opposition. SIXTH POSITION. BLACK. In this position, if Black have the move, he will forcedly Queen his K. Kt. P. ; but if White have the move, he will draw the game by the following mode of play : 80 CHESS FOR "WINTER EVENJNGS. White to move and draw. 1. K. to Q. B. 3d. 1. K. to Q. B. 2d. 2. K. to Q. 3d. (h) 2. K. to Q. 3d. 3. K. to Q. 4th. 3. K. to K. 2d. 4. K. to K. 3d. 4. K. to K. B. 2d. 5. K. to K. B. 3d. 5. K. to K. Kt. 2d, 6. K. to K. Kt. 3d. («) 6. K. to K. R. 3d. 7. K. to Kt. 4th. (d :) (a) (a) If he push P., K. will overtake it. (b) Had you played K. to Q,. 4th sq., he would have won by play- iiig K. to his Q. 3d sq., you being compelled in such case to abandon Q,. 4ih sq. in order to support P., whereupon by moving K. to Q. B. 4th sq. he forces you to abandon the Pawn, after the capture of which he easily Queens one of his Pawns. At move 2d, you play K. to Q,. 3d sq. to gain what may be termed the afler-move, reserving thus the faculty of playing K. to Q. 4th sq., only when your adver- sary plays K. to his Q,. 3d. You thus maintain the opposition, con- stantly moving your K. one square's distance from his, so long as he remains on the same line. Should he retreat, you must be careful not to advance ; in such case you also retreat K., advancing when he advances and retreating when he retreats, in readiness thus to occupy at the proper time, the proper square for maintaining the opposition. By any other course of play you would evidently lose. (c) Had you played K. to K. Kt. 4th, you would have lost the after-move and the opposition, and consequently the game. (d) As he advances you advance also, and as next move he must forcedly retreat, you will retreat also, thus effectively maintaining the opposition and drawing the game. By following this course of play it is evident you will always be able to play K. to Q,. 4th whenever your adversary plays his to his Q. 3d. As we have said above, this situation is a very instructive and improving one. We advise the young student to examine it attentively in all its bearings, manoeuvring the Kings in difFerent ways, in order to render himself familiar with the \ rinciple upon which this and other positions analogous may PAWNS AGAINST PAWNS. SI LESSON X. PAWNS AGAINST PAWNS. In this lesson we shall examine some easy situation^i uf Pawns opposed to Pawns, premising that whenever the posi- tion of the Kings is not given, you are to suppose them too far removed from the Pawns to be of any use in playing them, or that they are in such situations that they cannot move without the loss of the game. A King may also be so cir- cumstanced as not to be able to move at all, as in the an- nexed Second Position. A Faton against a Paion — The two Pawns on the same file and not passed. FIRST POSITION. This is a very simple situation, and if neither party had any other piece to move, the game would of course be drawn, as neither Pawn can pass the other, it being immaterial which begins. But if there were other pieces on the board, it may be of great importance who has the move ; for example, suppose the situation as follows : 62 CHESS FOR WINTEK EVENINGS. SECOND POSITION. BLACK. The winning or drawing the game in this position depends entirely upon who is to begin ; if you play first, the game will be drawn ; if your adversary, you will win. Suppose then that you begir. as follows : 1. Q. R. P. one. 1. Q. R. P. one. 2. Q. R. P. one. 2. Q. R. P. one. Had you begun with Q. R. P. two sq., Black would have played the same, and the position would be like the present. You are now compelled to move one of the other Pawns ; foz example, 3. Q. P. one. 3. K. takes Q. P. 4. K. B. P. one. 4. K. to K. 2d sq. 5. K. P. one. 5. K. to K. B. sq. PAWNS AGAINST PAWNS. 83 6. K. P. checks. 6. K. takes P. 7. P. becomes Q,. and checks. 7. K. takes Q., and the game is drawn, as White is stale- mated. Bui suppose Black begin as follows : — 1. Q. R. P. one ; if he move 1. Q. R. P. one. it two squares you move yours also two squares. 2. Q. R. P. one. 2. Q. R. P. one. 3. K. to Q. 2d sq., or to K. 3. K. B. P. one, or Q. P. one, B. 2d. and afterwards advances the P. to Queen. If Black's Q.. R. P., instead of being at Q. R. ^d sq., had been at Q. R. 3d sq., you would win whether you begin or not ; this is owing to the power your own Q. R. P. has of moving one or two squares, and by this means of gaining the move ; if you begin you must play your P. one sq. only ; if you be second player you must advance it two squares, and the position will be as above. If, on the oth<)r hand, your P. were advanced one sq., and his unmoved, he would draw the game whether he begin or not, because he could gain the move in like manner with his P. THIRD POSITION. (See next Diagram.) In this situation you will win whether you begin or not ; this is owing to your King having the power of moving, which his has not ; it is, however, by no means indifferent whether you begin with the King or with the P. ; if with the latter, you cannot win the game ; for example : 1. Q. R. P. one. 1. Q. R. P. two. 2. If you move the P., his K. will be stale-mated, and if you play K. to B. Gth 2. Q. R. P. one. 34 CHESS FOR WINTER EVENINGS. 3. If you return to K. Kt. 6th, Black will be stale-mated ; if you play elsewhere, you will lose K. Kt. P., and though you can gain his Q. R. P., yet you cannot win the game with yours. Suppose you had begun as follows : 1. Q. R. P. two. 1. If he were to play the same he would lose ; therefore, Q. R. P. one. 2. K. to his B. 6th. 2. Q. R. P. one, and the posi tion is the same as before, except that your P. is advanced one r^pp further, which, however, makes no difference in the result. This shows you that by playing the P. one or two squares you cannot win the game ; you ought to play as follows : PAWNS AGAINSl PAWNS. 85 1. K. to his B. 6th ; this move will win you the game observe the reason : if he move his K., you will advance yours to B. 7th, and then push the P. to Q. ; you therefore compel him, as his best move, to play the P. : now whether he play it one or two squares, you, as last player, can gain the move by playing yours one or two squares. It appears then, that the reason you could not win when you began with the P. was, because he had the option of playing his P. one or two squares after yours had been played, and thereby gaining the move on you. Recollect of what importance it is for the last player to be able to move his P. one or two sqcares. Suppose he play 1. Q. R. P. two sq., or (A.) '2. Q. R. P. two sq. 2. Is now forced to play his K., which enables you to advance yours to K. B. 7th sq., &c. (A) 1. Q. R. P. one sq. 2. If you were to play Q. R. P. two sq., the game would be dra vn, you should therefore play it only one sq. ; if he advance his one sq., you should play yours also another sq., and the position will be as before. You may also on your second move, play K. to K. Kt. 6th. 2. Q. R. P. one. 3. K. to K. B. 6th. 3. Q. R. P. one. 4. K. to K. Kt. 6th. 4. Q R. P. one. 5. K. to K. B. 6th. 5. K. to K. R. 2d. 6. K. to K. B. 7th., and you then advance P. to Queen ; thie is not so short a method as the above, nor could you havr gained the move with the K., had he begun with Q. R. P two tiq. CHESS FOR WINTBR EVENINGS. The two Fawns on the same file and both passed. FIRST POSITION. In this and similar situations, he who first al- vances to Queen will win, for though the other may also make a Queen, yet she will be immediately taken by the adversary. The following situation will show you the advantage of knowing the above rule. "WHITE SECOND POSITION. 'See next Diagram.) Black had the move and played as follows : * 1. R. to K. R. 5th : this appears to be a very good move, because it attacks a P. that cannot be defended, and threat- ens a check-mate next move ; it is, however, very bad play, for White will now win. 1. R. to Q. R. 3d, check. 2. K. to K. 5th. 2. R. to Q. R. 4th, check. 3. K. to Q. 4th. 3. R. takes R. 4. P. takes R. 4. K. R. P. one. 5. R. P. one. 5. P. advances. 6. R. P. one. 6. K. R. P. becomes a Queen first, and of course wins. PAWNS AGAINST PAWNS. BLACK. 87 Black lo.i, because he forgot that his Pawn, after taking the white R., would be on the same file as his adversary's, and that White^ having the move, would make the first Q. A Pawn on the K. R. file and the adversary's P. on the Q. R. file. FIRST POSITION. (See next Diagram.) In this situation the first player will win, because he wiP make a Q. first and be able to take the adversary's if he pushes on to Q., in the same manner as on the files ; the dis- tance between the two files often causes mistakes to be made, you should therefore examine attentively the number of moves each player mast make, oefore ihe P. can become a 88 CHESS FOR WINTER EVENINGS. Q. ; in the present situation, each must make four moves ; ♦he number therefore being equal, the first player will win. The following situation will show you how to take arlvaa tage of the knowledge of this rule. SECOND POSITION. (See next Diagram.) White to move. 1. B. takes P. check. 2. Kt. takes R. 3. P. one sq. 4. P. one. 5. P. one. 1. R. takes B. 2. K. takes Kt. 3. Q. R. P. one. 4. Q. R. P. one. 5. Q. R. P. one. 6. P. becomes a Q., and prevents the adversa y's Pawn from advancing to Queen, and consequently wins the game. PAWNS ACtAiNST pawns. BLACK. 89 White did very properly to take the P. with the B., be- cause after the exchange of pieces, he has to move, and the R. Pawns being at equal distances from their eighth sq., of course he makes a Q. first. Black did wrong to take the B., because he made it easy for the White to win ; he ought to have moved his King. Two Pawns not passed on adjoining files. FIRST POSITION. {See next Diagram) II is evident that neither of the Pawns on the Q.'s side oun advance to Queen without being put en prise ; he who is first obliged to put his P. en prise will not win, nor will he always lose, as shall presently be shown. Suppose that in 90 CHLSS FOR WINTER EVENINCrS. t'lis position you have the move, you will win by playing as follows : *l. Q. Kt. P. one. 1. Q. R. P. one. 2. If you were to take the P. you would play ill, be- cause you would stale-mate the Black instead of winning; you should play, Q. Kt. P. one. 2. Q. R. P. one. 3. Q. Kt. P. one. 3. Q. R. P. one. 4. Q. Kt. P. one. 4. Q. R. P. one. 5. P. becomes a Q. or R. and check-mates. It sometimes however happens that you cannot win j for example : PAWNS AG;VINST PAWNS. 91 SECOND POSITION. BLACK. BlacK to move. 1. Q. R. P. one. 1. Your best move is to take the P., for if you do not you will lose ; for example : Q. Kt. P. one. 2. Q. R. P. one. 2. Q. Kt. P. one. 3. Q. R. P. one. 3. Q. Kt. P, one. 4. P. Queens. 4. Q. Kt. P. one. 5. Q. checks at Q Kt. 8th, and tnen takes Q. Kt. P., winning easily. 92 CHESS FOR WINTER EVENINGS. One Paivn against two united Paions. FIRST POSITION. BLACK. WHITE. The two Pawns will win. Though this is a simple and easy position, yet it is not indiiFerent with which Pawn the White begins, for if he were to play Q,. Kt. P. one sq., Black would advance Q. Kt. P. two sq., stopping the white Pawns, and supposing White had nothing else to play, he would be obliged to sacrifice Q. B. P., and each party would make a Q. White ought to begin with Q. B. P. one sq., then Q. Kt. P. one sq., and afterwards Q. B. P. In the following position, by taking proper advantage of your iso- lated P., you win the game. SECOND POSITION. (See next Diagram.) White to move. 1. Kt. to Q. 5th, check. 1. K. to K. Kt. 2d. 2. Kt. takes B. 2. Q. R. P. or Q. B. P. takes Kt. 3. Q. Kt. P. one : this is the move which decides the game in your favor,- as you thereby prevent the advance of his Pawns. 3. K. to K. R. 3d. 4. K. to K. Kt. 4th. 4. K. to K. R. 2d. 5. K. to Kt. 5th. 5. K. to K. Kt. 2d. 6. K. R. P. checks. 6. K. to R. 2d. PAWNS AGAINST PAWNS. 93 7. K. to R. 5th. 8. K. to Kt. 6th. 9. P. checks. 10. K. to R. 6th. 7. K. to R. sq, 8. K. to Kt. sq. 9. K. to R. sq. 10. Is compelled to advance the P.; which you take, and in two moves makinf^ a Q. or R you check-mate. THIRD POSITION. (See next Dia/rram ) In this situation, as neither of the Kings can quit the Povns on the King's side, the game will depend entirely on the manner of playing the Pawns on the Queen's side. Whe- ther you have the move or not you should begin with Q. R. ^. one sq., then Q.. Kt. P. onesq. ; afterwards Q. R. P. onesq., 94 CHESS FOR WINTER EVENINGS. and you will easily win; but if you were to play Q. Kt. P two sq. for the first move, you would not win ; for example I. Q. Kt. P. two sq. 1. K. to his sq. It is evident that if you do not advance your R. P. lu'o sq. you cannot possibly win, because he will play his K. alternately to his K. B. 2d sq., and to his own sq. Perhaps on looking attentively you may think you ought to advance the P., because he will be obliged to take it with his Q. Kt. P., you then advance your Q. Kt. P. towards Queen, and though he will make a Q. first, yet your Pawn on becoming u Q. will check his King, and compel him to move to Q. 2d sq., or to K. B. 2d sq. ; and 5hen you make a second Q. with vour K. P., at the same time checking his K., and vou would PAWNS AGAINST PAWNS, 95 f.'asily win, having two Q. to his one. We do not suppose a very young player would calculate so far, but there are many players who seeing all this and no more, would not hesitate to make the move, being sure of winning the game. We shall proceed to show you that it would be very bad play, as Black will be able to make a move that will frus- trate your plan and cause you to lose the game. Suppose tljen that on your second move you play 2. Q. R. P. two. 2. P. takes P. 3. Q. Kt. P. one. 3. P. to Q. R. 6th. 4. Q. Kt. P. one. 4. P. to Q. R. 7th. 5. Q. Kt. P. one. 5. K. Kt. P. one, becomes a Q. and checks ; this is the decisive move which wins the game. If you do not take the Q., he will move her to his Q. Kt. 3d sq., and will then take your Q. Kt. P., therefore 6. K. takes Q. 6. P. Queens and checks, and afterwards plays Q. to Q. Kt. 7th, checking and winning Q. Kt. P. and the game. This is a veiy improving situation, and we I'equest you to study it attentively. If Black on the 5th move had ad- vanced his P. to your Q. R. sq. instead of first sacrificing the K. Kt. P., you would certainly have won the game, because your P. at the moment of making a Q. would have checked his K. ; but Black by judiciously sacrificing a P., forces you to move to a square which enables him to check you at the moment he advances to Q., and prevents your P. from becom- ing a Q. You observe that it is not enough to know that each will make a Q., you must also ascertain whether he attack your King the moment he makes a Q., or whether by a previous move he can force you to a square that will be Kt lacked by the new Q. 96 CHESS FOR WINTER EVENINGS. LESSON XI. ON THE POWER OF A SHNGLE KING TO STOP PAWNS. For a proper understanding of the principles developed in this lesson, it will be necessary first to instruct the student how to ascertain whether his King, when at some distance, can prevent a Pawn fronti becoming a Q., and this without resorting to the very objectionable habit of counting every square with the fingers. The rule is, that when your K. is in the quadrangle formed by the square on which the Pawn stands, and the square where it will become a Q., he will stop the Pawn, whether he have the first move or not ; for example : FIRST POSITION. BLACK. POWER OF SINGLE KING TO STOP PAWNS. 97 Here the four corners of the quadrangle formed by Pawn and the square where it will become a Queen, are Black's Q. Kt. 4th sq., K. B. 4t]i sq., and White's Q. Kt. sq., and K B. sq. The white King at his B. 5th is cAidently in the quadrangle, and can therefore stop the Pawn, or take it if it become a Queen, whether he have the first move or not. If Jie white King were at his Kt. 3d sq., that is, heyond tlie quadrangle, he will not be able to stop the P. unless he play first, in which case it is indifferent whether he move to K. B. 2d, 3d, or, 4th sq., as all those squares are in the quadrangle. SECOND POSITION. BLACK. [n this position, though the K. is in the quadrangle fornjc 1 o\, me P. and White's Q. Kt. sq., yet he will not stop the P. 98 CHESS FOR WINTER EVENINGS. unless he have the move ; this is solely owing to the Pawn being able to move two sc. at first ; for if Black begin, he will move to Q. Kt. 4th sq., and White will be two moves beyond the sq., and therefore cannot prevent the P. from winning , I:, however, often happens that your own pieces or youi adversary's prevent your K. from moving the shortest way , tor example : THIRD POSITION. BLACK. In this situation, his B. prevents your K. from moving to Q. B. 3d sq., so as to be in the quadrangle ; therefore if you had no Pawn you could not prevent his Pawn from becoming a Queen, but having a Pawn at Q. B. 6th, you will draw the game by sacrificing it ; j'-ou should therefore play, POWER OF SINGLE KING TO STO, PAWNS. 9S 1. Q. B. P. one sq. 2. K. to Q. B. 3d sq. 3. Kt. to Q. Kt. 5th s 1. Must take it with B. to pre- vent its becoming a Q. 2. If he advance the P. you will gain it by playing to Q. 2d sq., and if B. to Q. Kt. 3d sq 3. K. to his 2d sq. 4. K.,toQ. 3d sq., and afterwards moves Kt. to Q. B. 3d ■if]., and then attacks the P. with it, &c. In the following situation, though very similar to the for- » er, Black will win by a skilful move. FOURTH POSITION. BLACK. WHITE. White to move. 3 P advances. 1. B. takes P. 100 CHESS FOR WINTER EVENINGS 2. K. to Q. B. 3d. sq. 2. B, to K. B. 5th sq. 3. Kt. removes. 3. P. advances, and afterwards queens. You observe that by advancing the P., his B. prevents your moving to your Q. 2d sq. : the only move you had in the former situation to stop the P. This arose from the pe- culiar situation of your Kt., for had it been on almost any other sq. you would not have }ost. It is scarcely necessary to add, that if you had allowed him to take the Kt. with B., he would easily have won. Two united Paions against King. If the K. can stop the most advanced P., he can stop both ; foi example : POWER OF SINGLE KING TO STOP PAWNS. 101 Black's Q. B. P. is the farthest advanced, and as your K, .s in the quadrangle, you of course can stop the P. whethei you have the move or not. Suppose Black begin : 1. Q. B. P. one sq. 1. K. to K. B. 4th sq. 2. Q. B. P. one. 2. K. to his 3d sq. 3. Q. Kt. P. one. 3. K. to Q. 3d sq. 4. Q. Kt. P. one. 4. K. to Q. B. 2d sq., and wins the Pawns if Black have nothing else to" play; but if Black can play any other piece, White cannot take the Pawns, be- cause the moment he takes Q. Kt. P. he is out of the quad- rangle, and the Q. B. P. will advance to Queen. Suppose one of the Pawns were at your Q. B. 2d sq., and the other at your Q. Kt. 3d sq., and your K. at Q. B. sq., the two P. effectually confine your K. to your Q. B. sq., Q. Kt. 2d sq., or Q. 2d sq. Two separated Pavms against King. In the foregoing position the single King was opposed to two united Pawns : we shall now present a few examples of two separated Pawns against single King, premising that if the position be such, that after having taken one he can overtake the other, he w'll of course win both Pawns. FIRST POSITION. (See next Diagram.) In this position, as your K. is out of the quadrangle o\ his K. B. P., you would lose if you had not the move, but \i you play first, you will win both Pawns : for example ; 102 CHESS FOR WINTER EVENINGS. BLACK. WHITE. 1. K. to his 4th sq. 1. Q. Kt. P. one. 2. K. takes P. 2, P. one sq. 3. It IS unnecesoary to proceed, your K. i& only one move beyond the quadrangle, and will therefore overtake the P. SECOND POSITION. (5ee next Diagram.) In this situation, though very similar to the former, and apparently as favorable for you, Black will win, whether he laove first or not; for example, suppose White begin: 1. K. to his 2d so. 1. Q. Kt. P. one. 2. K. to K. B. 31. ■ 2. Q. Kt. P. one. 3. K. takes P. 3. Q. Kt. P. one. 4. Being tiro r.iowos beyond the quadrangle, you cannu? POWER OF SINGLE KING TO STOP PAWNS. 103 possibly overtake the Pawn. You lose in this situation be- cause his K. B. P. preventing your moving to your K. 3d sq to attack his P., it takes you three moves to gain his K. B. P., whereas in the former position you gained it in two moves. It will be very easy for Black to win if he have the first mo^'e ; he has only to advance his Q. Kt. P., and though you may take which Pawn you please, yet you cannot possibly overtake the other. But if he begin Avith K. B. P., you will ivin both Pawns ; for example : 1. K. B. P. one sq. 1. K. to his 3d sq. 2. Q. Kt. P. one sq. 2. K. takes P. 3. Q. Kt. P. one sq. 3. K. to his 3d sq., and will overtake the P. i04 CHi:SS FOR WINTEU EVENINGS. THIRD POSITION. BLACK. In this situation, if White have any thing to move besides tfie Pawns, Black cannot take them ; all he can do is to stop them. It is evident that if White had to move, and could play nothing but the Pawns, he would lose them both. We shall now give you a position in which White has a K. which he can move, though not towards the assistance of the Pawns placed as above, and as similar positions often occur, it will be instructive to show you the proper moves for both parljf e. POWER OF SINGLE KING TO STOP PAWNS. 105 FOURTH POSITION. BLACK. This situation ought to end in a drawn game, as ne .i.ox pla3''er can take one P. without allowing the other to became a Q. Suppose -White to begin : 1. K. to K. B. 5th. 1. K. to Q. R. 5th. 2. Q. B. P. one sq. 2. Cannot take Q. R. P. be- cause White would advance Q. B. P. and the black King would be hvo moves beyond the quadrangle, therefore, K. to Q. R. 4th sq. 3. Must not advance Q. B. P. because Black would play K. to Q. Kt. 4th sq. and win both Pawns, therefore, K. to K. Kt. 4th sq. 3. Black ought now to play K. to Q. R. 5th, and White having nothing better to move than the K., the same moves will be repeated, and the game £Q6 ■ CHESS FOR WINTER EVENINGS. consequently drawn. But suppose Black to play, on the 3a move ; K. to Q. Kt. 3d sq. 4. Must not move the K., because Black by "playing K ^a Q. B. 4th sq., would win both the Pawns, therefore, Q. R. P. one. 4. K. to Q. B. 4th. 5. Q. R. P. one. 5. K. to Q. B. 3d sq. 6. Must not move a P., for the reasons above given, but K. to K. B. 5th sq. 6. K. to Q. B. 4th sq., and as White must move the K., the same moves may be repeated, and the game will still be drawn ; but Black will lose if he allow the white Pawns to advance to their 6th squares. Suppose then, for example, that instead of playing K. to Q. B. 4th sq. on the 6th move, Black play as follows : K. to Q. B. 2d sq. 7. K. to Q. B. 3d sq. 8. K. to Q. B. 2d sq. 9. K. to K. Kt. 4th sq. 9. Can still draw the ganne by playing K. to Q. B. 3d sq., &c., but if he play any where else, he will lose ; for example : K. to Q. Kt. sq. 10. Q. B. P. one sq. 10. K. to Q. R. sq., or to Q. R. 2d sq. 11. Q. B. P. one sq., and becomes a Q. next move. If Black on the 10th move had played K. to Q. B. sq., or to Q. B. 2d sq., White would have advanced Q. R. P. in two moves to Queen. Observe that the two Pawns arrived at their 6th squares and unattacked, always win, if you have any other piece thai can be moved, whether you have the move or not. The Pawns must be played in such a manner that when the K. attacks one of them, the Dthnr may be able to advance, so ae tu be before the other at the distance of a Kt 's move. Q. B. P. one. Q. R. , P. , one. K. to K. Kt. 4th sq. POWfiu OF SINGLE KING TO STOP PAWNS. 101 FIFTH POSITION. BLACK. in this situation if you have the move you will win, owing to your Pawns being so much farther advanced than his, wiiich circumstance will enable you to move your K. to the assistance of your Pawns, and to make a Queen before your adversary ; for example : 1. K. Kt. P. two sq. 2. K. to Q. sq. 3. K. Kt. P. one sq. 4. K. Kt. P. one. P. one sq., but it is shorter tu 5. K. Kt. P. one. 6. P. becomes a Queen. 1. K. toK. 6th. 2. Q, P. one, check. 3. Q. P. one sq. 4. Q. Kt. P. one. 5. You might play Q. Kt. lilay K. to Q. 6th sq. 6. Q. Kt. P. one. 7. P. becomes a Q.' r R. and check-mates. 108 JIIESS FOK WINTER EVENINGS. Three united Pawns against the King. With regard to three Pawns against a King we shall con fine ourselves to showing you a few situations, in some o, which the K. can stop the Pawns, and others in which he cannot, as it would be too difficult for you to enter into an analysis of the proper moves for both parties, if the Pawns u ere at their own squares and the adverse K. near them. FIRST POSITION. BLACK. In this situation, if the Black have the move, he will ue able tc stop the Pawns by playing his K. to Q. B. 3d sq. ; i< /ou have nofliing better to play than the Pawns, you must 0/ .'ouree lojie them a}\. POWER OF SINGLE KING TO STOP PAWNS. 109 SECOND POSITION. BLACK. Here also Black will be able to stop the Pawns if he have the move, by playing K. to his Q. B. 5th sq. A similar sit- uation, when the side Pawns are within one sq. of Queen, will give a different result : for example : THIRD POSITION. (See next Diagram.) If Black have the move, and play K. to Q. B. 2d sq., you will nevertheless win by advancing one of the Pawns tc Queen, and afterwards the other. LIO CHESS FOE WINTER EVENINGS. BLACK. FOURTH POSITION. (See next Diagram.) The K. will be able to stop the Pawns. It is immaterial jv hich begins ; suppose White : In the first place, 1. Q. Kt. P. one, check. 1. K. to Q. Kt. 4th. 2. Q. P. one 2. K. to Q. B. 5th, and stops the Pawns, In the second place, 1. Q. P. one, check. 1. K. to Q. 4th sq. 2. Q. Kt. P. one. 2. K. to Q. B. 5th, and the po- sition is the same as before. POW'ER OF SINGLE KING TO STOP PAWNS. Ill BLACK. In the third place, 1. Q. B. P. one. 1. K. to Q. B. 3d sq. 2. Q. P. one. 2. K. to Q. Kt. 3d sq. 3. Q. P. one, or (A) (B) 3. K. to Q. B. 4th sq. 4. Q. Kt. P. one, check. 4. K, to Q. 3d sq. 5. Q. Kt. P. one. 5. K. to Q. B. 4th, and the po- sition is similar to those preceding. (A) 3. Q. B. P. one, check. 3. K. to Q. Kt. 4th sq. 4. Q. Kt. P. one. 4. K. to Q. B. 3d sq., and wins the Pawns. (B) 3. Q. Kt. P. one. 3. K. to Q. B. 2d sq. 4. If Q. B. P. one sq.. Black should play K. to Q. B. 3d sq., (.DC, therefore. 112 CHESS FOR WINTER EVENINGS. Q. p. one, or (C). 5. Q. Kt. P. one. Q. Kt. P. 4. K. to Q. 3d sq. 5. K. to Q. B. 4th '. stops the Pawns. (C) 4. K. to Q. Kt. 3d sq. 5. K. to Q. B. 4th sq.; 5. Is compelled to play 5. K. to Q. B. 4th sq., &c. Q. P. one. From the foregoing you will observe that when the threo Pawns are abreast, and not too far advanced, if the King can be played to the 4th sq., from the middle Pawn inclusive, on the same perpendicular line, he will stop the Pawns simply by playing the K. before the Pawn his adversary moves ; for example : FIFTH POSITION. BLACK. SINGLE KING TO STOP PAWNS. 113 Having seated your Pawns as in the diagram, place black King at eitlier his Q. Kt. sq., Q. B. sq., Q. sq., Q. Kt. 2d sq., Q. 2d sq., Q. Kt. 3d. sq., Q. B. 3d sq., or Q. 3d sq. Black to move. In this situation, the King being able to move from any of the above eight squares to his Q. B. 2d sq., which is the 4th sq. from the middle P. inclusive, will stop the Pawns simply by playing before the Pawn his adversary will move ; for example : If you play Q.. P. one 'sq., he ought to play to Q. 3d ; if Q. B. P. one sq., he should move K. to Q. B. 3d; and if Q. Kt. P. one, he should play K. to Q. Kt. 3d sq. SIXTH POSITION. BLACK. •14 CHESS FOR WINTER EVENINGS. In this situation the Pawns will win whether they begin (;r not ; for example : Suppose Black to play first • 1. K. to Q. B. sq. 1. Q. P. one sq. 2. K. to Q. Kt. 2d. sq., 2. Q. P. one, or Q. Kt. P. one, or to Q. 2d sq. and becomes a Queen. Suppose the White begin : 1. If you were to play Q. P. one sq., he would move King to Q. B. sq., and win all the Pawns, therefore, Q. B. P. queens and checks. 1. K. takes Q. 2. Q. P. one. 2. If he play K. to Q. sq , or to Q. 2d sq., the Q. Kt. P. will become a Queen in two moves ; and if he play elsewhere, the Q. P. will become a Queen in two moves. In conclusion, we would remark, that a thorough know- ledge of the method of playing Pawns oroperly at the end of a game, is indispensable to those who wish to become good players ; and although the positions in the preceding^ lessons have necessarily been strictly elementaiy, yet we trust enough has been shown of the principles upon which the play is founded, to convince the learner of the advantage he will often derive from a superior knowledge of this part of the game ; for example : suppose you have discovered that the position is such as would give you a decided advantage over your adversary if you could exchange pieces and reduce the game to Pawns only ; you immediately endeavor to effect those exchanges, while an adversary, not perhaps so well ac- quainted with playing Pawns as yourself^ will probably nol THE LAWS OF THE GAIUK. 115 endeavor to prevent it ; if, on the contrary, you find his Pawns better placed than yours, you will try to make the position equal, before you permit the exchange of pieces. LESSON XII. THE LAWS OF THE GAME. The information contained in the previous lessons consti- tutes as it were the Vocabulary and Grammar of Chess. You have now to become acquainted with the Laws of the game. The following is the code of Laws adopted by the London Chess Club, established in 1807 ; recently revised by the committee of that institution ; sanctioned also and adopted by the New- York Chess Club. We submit these laws to your notice without attempting to explain or illustrate them. Chess- players in general object to any commentary on their laws : they consider them adequate to explain their own meaning, and should any doubtful case arise as to the" intention of a particular law, reference to some disinterested party is far more satisfactory than to the remarks of a commentator. But before you read these laws we would impress upon you the advice of Mr. Lewis, the eminent player, and author of sev. eral valuable works on the game : — " Always play strictly according to the laws of the game : even if your adversary take back moves, or do not play a piece he has touched, never do so yourself; I have met with many who entirely object to take odds, but who nevertheless are willing enough to take back moves, as if that were not taking odds, and great o^^ds too." We may add tha+ unless this advice be strictly attended 116 CHESS FOR WINTER EVENINGS. to, you will soon contract a careless and slovenly style of play, and most of the beneficial influence of this noble game will be lost upon you. THE LAWS OF CHESS. 1. Placing the Board. — 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. 2. Piece or Pawn misplaced. — If a piece or Pawn be mis- placed 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. 3. Piece or Pawn omitted. — Should a piayer at the commence- ment of the game, omit to place all his men on the board, he may correct the omission before playing his fourth move, but not after- wards. 4. Piece or Pawn not removed. — ^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, haa the choice of proceeding with, or recommencing, the game. 6. Determining First Move. — ^When no odds are given, the players must take the first move of each game alterniately, 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. 6. The Move when Odds are given. — The player who gives ■jdds, has the right of moving first in each game, unless otlierwise agreed. Whenever a Pawn is given, it is understood to be alwaye tin; King's Bishop's Pawn. THE LAWS OF THE GAME. 117 7. Touching Pieces ok Pawns. — 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 dis- or overtimed by accident, it may be restored to its place.* 8. The Move — when committed. — 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. 9. Touching Adversary's Pieces or Pawns. — Should a player touch 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. 10. Plater moving Adversary's Men. — Should a player move one of his adversary's men, his antagonist has the option of compel- ling him — 1 St. 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 nove were correct. 11. Capturing by False Move. — If a player take one of hi-, adversary's men with one of his own that cannot take it with- out making a false move, his antagonist has the option of com- pelling 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. 12. Capturing one's own Men. — Should a player take one of * We prefer Mr. Walker's version of this law, as it stands in his 'Art of Chess Flay," and as adopted by the St. George's Chess Club, London. It is as follows : — " Should a player, it being his turn to play, under any pretence whatsoever, toucji one of his men, he must move that piece, or Pawri, if it can legally move, unless in the first instance ol touching it, he say aloud, "J'adoube;" it being moreover evident, that in toucliing the piece, he merely meant to adjust its position on the board, and had no intention to play it." 118 CHESS FOR WINTER EVENINGS. his own men with another, his adversary has the option of oUigiiig him to u ove either. 13. False Move : Penalties. — 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 it correctly to another square ; 3d. To replace the piece or Pawn and move his King. 14. Moving out of Turn. — Should a player move out of his turn, his adversary may choose whether both moves shall remain, or the second be retracted. 16. Capture of Pa wis " en passant," — 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. 16. Castlinc}. — 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 space 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. 17. Move leaving King in Chece. — If a player touch a piece or Pawn that cannot be moved without leaving the King in check, lie must replace the piece or Pawn and move his King, but if the King cannot be moved, no penalty can be inflicted. 18. Checking without Announcement. — If a plaver attack ti.o THE LAWS OF THE GAME. 119 adverse Ring witliout saying " Check," his adversary is not obliged to attend to it ; but if the former, in playing his next move, were t/) say " Check," each player must retract his last move, and he that is under check must obviate it. 19. King having remained in Check. — If the King has beeii in check for several moves, and it cannot be ascertained how it oc- cur'-ed, the player whose King i-s in check must retract his last mo^e, and free his King from the check ; but if the moves made subsequent to the check be known, they must be retracted. 20. Announcing Check without giving it. — 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 re- tract such move, provided his adversary have not completed his next move. 21. Queening Pawns and Plurality of Queens. — Every Pawn which has reached the eighth oi last square of the chess- board, must be immediately exchanretS 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. 22. Number of Moves — When restricted at the end of a Game. — If a player 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 check-mate 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. This law holds good for all other check-mates of pieces only, such as Queen or Rook only. Queen against i Ronk, &.*". 23. Number of Moves — When not restricted. — If a playut agree to check-mate with a particular piece or Pawn, or on a par dcular square, oi- engage to force his adversary to stale-mate i»j check-mate him, he 's not restricted to any nuiuoer of move.s. 120 CHESS FOR WINTER EVENINGS. 24. Stale-mate. — A stale-mate is a drawn game. 25. False Move — When it must be noticed. — If a playei 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. 26. Settling Points at Issue. — 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 and dis- interested by-standers, and their decision must ha considered as con- clusive. BOOK 11. THE KING'S BISHOP'S OPENING. ET.KMENTARY ANALYSIS AND EXPLANATORY GAMES —GAMES IN ACTUAL PLAY.— PROBLEMS IN TWO MOVES.— THE MONKEY AND THE GASCON CHESS KNIGHT. THE KING'S BISHOP'S OPEiNING. LESSON I. UPENlWLi THE GAME ^POWERS OF THE PIEUES AT THE COi'I- MENCEMENT K. P. TWO SQUARES, WHY A GOOD OPENING MOVE THE REGULAR OPENINGS CLASSIFIED ELEMENTARY ANA- LYSIS OF THE king's BISHOp's GAME, WHITE HAVING FIRST .riOVE DEFENCE, BLACK HAVING FIRST MOVE. Ve come now to the most important feature in the game of Chess — the art of opening the game — an art which it is necessary to acquire for the management either of a success- ful attack, or a skilful defence. You must endeavour to play out your pieces in such a way as to oppose those of your ad- versary and not obstruct your own. On examining the powers of the pieces at the commence- ment of the game, we are struck with the fact, that, with the exception of the Knights, they are absolutely nothing. Your K. Kt. commands two white squares, but the other pieces are incapable of moving. Your first object, therefore, is to play your Pawns in such a way as to liberate your pieces as effi- ciently as possible. If you move K. R. P., or Q. R. P. two ^.juares, you will be able afterwards to move the Rook either one or two steps forward. K. Kt. P., or Q. Kt. P. two squares liberates the Bishops to some small extent. K. B. 124 CHESS FOR WINTER EVENINGS. P. one square enables the K. to move to K. B. second. Q. B. P one square opens a diagonal of three squares to the Queen. Q. P. two squares gives to the Queen a range of two squares, and to the Q. B. a range of five squares. But K. P. two squares gi^es a range of four squares to the Queen, and five squares to the King's Bishop. You see, therefore, that K. P. two squares is the most desirable move wherewith to open the game. There is also another reason why this move is desir- able — the Pawn occupies a portion of the centre of the board. Two Pawns abreast at your K. fourth, and Q. fourth squares, supported by Pawns and pieces, must be considered as your best military position, and maintained with all the skill in your power. The same reasons which render K. P. two squares a good opening move for you, apply also to your an- tagonist. Your second move generally determines the na- ture of the game to be played : you have it therefore in your own power to determine the opening, the first few moves of your adversary being purely defensive. There are several methods of beginning the game ; the following are those which are usually played. 1. The King's Bishop's Game. — This is begun by each party playing his King's Pawn two squares, and then the first player moves his King's Bishop to Queen's Bishop's fourth square. f. The King's Knight's game. — Each party moves his King's Pawn two squares, and then the first player moves Lis King's Knight to King's Bishop's third square. 3. The King's Gambit. — Each player moves his King's Pawn two squares, and the first player then moves his King's Bishop's Paion twc squares. 4. The Queen's Gambit. — Each player moves his Qtieen's Pawn two squares, and the first player then moves his Queen's Bishop's Pawn two squares. In ninety-nine games out of a hundred, one of these open- THE king's bishop's OPENING. 125 Jigs is played ; there are others which are occasionally played, such as playing first the Queen's Pawn two squares, and then the Queen's Bishop to King's Bishop's fourth square ; or beginning with the Queen's Bishop's Pawn two squares, and then Queen's Knight to Queen's Bishop's third square ; beginning with King's Bishop's Pawn two squares, and then King's Knight to King's Bishop's third square. We shall now proceed to an examination of the first of these four openings so usually played. FIRST OPENING, OR KING'S BISHOP'S GAME. ELEMENTARY ANALYSIS. FIRST GAME. White. Black. 1. K. P. two squares. 1. K. P. two squares. To begin the game by playing your King's Pawn two squares, is very proper ; the advantage of it consists in giving freedom to your Queen and King's Bishop. Next to playing this Pawn, inoving the Queen's Pawn two squares is the best ; all the other PaAvns are more or less inferior. 2. K. B. to Q. B. 4th sq. This is the best square to which the Bishop can be played in the beginning of the game, it attacks the weakest • point of the adversary, viz., the King's Bishop's Pawn, and is not in the way of any of your own pieces. The best move for the Black is also to play his King's Bishop to Queen's Bishop's 4th square, as follows : JVIiite. Black. 2. K. B. to Q. B. 4th sq. 3. Q. B. P. one sq. 3. Q. to K. 2d sq. Instead of playing Queen's Bishop's Pawn, you might have made a very attacking move by playing Queen to 126 CHESS FOR WINTER EVENINGS. King's Rook's fifth square. See the First Game of the de- fence. The object of moving the Queen's Bishop's Pawn, ia to enable you to advance Queen's Pawn two squares, it being always desirable to have your Pawns well established in the centre of the board. Black moves his Queen to King's sec- ond square, to prevent you from moving Queen's Pawn two squares, the consequence of doing which would be as follows : 4. Q. P. two squares. 4. P. takes P. 5. P. takes P. 5. Q. takes P. and checks. 6. Q. B. to K. 3d sq. 6. K. B. to Q. Kt. 3d sq. Black has won a Pawn. Instead of playing Queen to King's second square, Black hod two other ways of playing, viz., Queen's Knight to Queen's Bishop's third square (see second game) ; King's Knight to Bishop's third square (see third game). We shall suppose you now to play White. ' Black. 4. K. Kt. to B. 3d sq. 4. Q. P. one sq. The best place for the King's Knight in the beginning of the game, is the King's Bishop's third square, attacking the adverse King's Pawn. Black moves' his Queen's Pawn ir order to free his Queen's Bishop. 5. K. castles. 5. K. Kt. to K. B. 3d sq. • For the method of castling see p. 57. It is generally good play to castle soon, and usually better to castle on the King's than on the Queen's side. Blacl- plays his Knight to enable him to castle ; instead of it, he might have played Queen's Bishop to King's Knight's fifth square, or Queen's Knight to Queen's Bishop's third square. 6. Q. P. two squares. 6. K. B. to Q. Kt. 3d sq. Having castled, you may play the Queen's Pawn two squares with safety, because if he were to exchange Pawns, THE king's bishop's OPENING. 127 and afterwards take your King's Pawn with his Queen, he would not check your King as he did on the fourth move. It would have been quite as good play to have moved the Queen's Pawn one square only. Black plays quite right in not taking your Queen's Pawn, because you would have re- taken with your Queen's Bishop's Pawn attacking his King's Bishop, and compelling him to move it, you would then have two Pawns in the centre, and he only one. The game is now quite equal ; your next move may be either Queen's Bishop to King's Knight's fifth square, or King's Bishop to Queen's third square. SECOND GAME. White. Black. 1. K. P. two squares. 1. K..P. two squares. 2. K. B. to Q. B. 4th sq. 2. K. B. to Q. B. 4th sq. 3. Q. B. P. one square. 3. Q. Kt. to Q. B. 3d sq. 4. Q. P. two squares. 4. P. takes P. 5. K. B. takes K. B. P. checking. 5. K. takes B. 6. Q. to K. Rook's 5th sq. ch. 6. K. Kt. P. one square. 7. Q. takes K. B. 7. Q. P. one square. 8. Q. to Q. Kt. 5th sq. The above moves prove that playing Queen's Knight to Bishop's third square, does not prevent you from advancing Queen's Pawn two squares on the fourth move. If he had not taken your Bishop with his King, you would still have had the best of the game, having prevented him from cast- ling ; for according to the laws, the King cannot castle aftoi having once moved. THIRD GAME. White. Black. 1. K. P. two squares. 1. K. P. two squares. 2. K. B. to Q. B. 4th sq. 2. K. B. to Q. B. 4th sq. 3. Q. B P. one square. 3. K. Kt. to B. 3d sq. 128 CHESS FOR WINTER EVENINGS. Black's third move is very commonly playod ; it is, how ever, far from being so good a move as Queen to King's sec- ond square. 4. Q. P. two squares. We shall now suppose Black to play one of the two fol- lowing moves., viz., 1. K. B. to Q. Kt.Sdsq. 2 K. P takes P. No. 1. JVhite. Black. 4. K. B. to Q. Kt. 3d. 5. Q. P. takes K. P. 5. K. Kt. takes K. P. 6. K. B. takes K. B. P. ch. FIRST DEFENCE. 6. K. takes K. Bishop. Queen to her fifth square ; checks, and then takes King'a Knight, having gained a Pawn with a better position. SECOND DEFENCE. 6. K. to his 2d sq. 7. Q. to her 5th sq. If he take King's Bishop's Pawn with King's Knight, he will lose his Queen by your checking him with Queen's Bishop ; therefore, 7. K. B. takes K. B. P. ch. 8. K. to his 2d sq. 8. K. B. takes Kt. 9. R. takes B. 9. K. R. to Bishop's square. 10. K. R. to B. square. Black must lose the game ; for if he remove the Kt., you vvin the Queen as before; if he play Queen's Bishop's Pawn THE king's bishop's OPENING. 129 one square, you take his Knight, and he cannot take youi Bishop on account of the check with Queen's Bisliop. THIRD DEFENCE. White. Black. 6. K. to B. square. 7. Q. to K. B. 3d sq. 7. K. Kt. to its fourth square. This is the best move. 8. Q. B. takes Kt. 8. Q. takes B. 9. K. B. to Q. 5th sq. ch. 9. K. to his square. 10. Q. to K. B. 7th, ch. 10. K. to Q. sq. 11. K. B. P. two sq. You have gained a Pawn and a good position. No. 2. 4. K. P. takes P. 5. K. P. one square. FIRST DEFENCE. 5. K. Kt. to K. fifth square, 6. K. B. takes K. B. P. ch. 6. K. takes B. 7. Q. to K. B. 3d sq. ch. 7. K. to his square. 8. Queen takes Knight and your position is superior to iiis SECOND DEFENCE. ' 5. Queen's P. two squares. 6. P. talies Kt. 6. P. takes B. . 7. P. takes K. Kt.'s P. 7. K. R. to Kt. square. 8. Q. to Q. R. 4th sq. ch. 8. Q. Kt. to B. third square. 9. Q. takes P., and you have the best of the game. You might also on the sixth move have played King's Bishop to Queen's Knight's third square, and after his re- moving Knight or playing Queen to K. second square, have taken Pawn attacking Bishop. J-iO JHESS rOR WINTER EVENINGS. THIRD DEFENCE. White. Black. 5. Q. to K. second square. 6. Q. B. P. takes P. 6. K. B. checks. 7. K. to B. square. This move will appear strange to young players, who A'ill wonder you do not interpose either Queen's Knight or Queen's Bishop ; it is, however, the only move to give you the best of the game ; by playing the King, you compel him to remove King's Knight, which he might otherwise have allowed to remain where it was. Now there are only two squares to which his Knight can be played, either to its own square or to King's fifth square ; if the former, you play King's Knight to King's Bishop's third square, and his game is much confined, because he cannot move Queen's Pawn on account of a check from your Queen at Queen's Rook's fourth square, which would win a piece, for if he interposed Queen's Knight at Bishop's third square, to defend King's Bishop, you would play Queen's Pawn one square, winning that Knight. We will now suppose that, instead of playing King's Knight to its square, he plays 7. K. Kt. to K. fifth square. 8. Q. to K. Kt. fourth square. If he play King's Knight to King's Bishop's third square, you must not take it wit-h King's Pawn, because he would check-mate you with his Queen; but you take King's Knight's Pawn with the Queen, secure of winning either King's Rook or King's Knight. If he play King's Knight to Queen's third square, you must not take it, on account of the •iloresaid check-mate ; but you play King's Bishop to King'.i second square, and you take King's Knight the ne.xt move, 'i'he best move for the Black to play is THE KING S BISHOP S OPENING. 131 White. Black. 8. Q. B. P. one square. 9. Q. takes K. Kt. 9. Q. P. two squares. 10. K. B. takes P. 10. P. takes B. 11. Q. takes P. Having gained two Pawns, you have, of course, the besl jf the game. In the preceding analysis you have had the move and consequently the attack. We shall now proceed to the de- fence of the Bishop's game, supposing the Black to have the first move, when your own moves as second player become defensive. DEFENCE. FIKST GAME. Black. Wliiie. 1. K. P. two squares. 1. K. P. two squares. 2. K. B. to Q. B. fourth sq. 2. K. B. to Q. B. fourth sq. 3. Q. to K. R. fifth sq. This is a very attacking move in the beginning of the game. Black threatens to take your King's Bishop's Pawn with his Queen, giving what is usually termed the scholar's mate ; he also attacks your King's Pawn with his Queen. This attack, strictly speaking, is not good play, and there is but little danger attending it, if the subsequent moves be well played. You have a choice of two moves to defend the two points attacked ; the first is Queen to King's Bishop's third square, the objection to which is, that it occupies a square to which your Knight may be afterwards played to advantage. To the other move there is no objection ; you hfirefore pi a}' 132 CHESS FOR WINTER EVENINGS. Black. White. 3. Q to K. second square 4. K. Kt. to B. third sq. 4. Q. P. one square. 5. K. Kt. to its fifth square. Your King's Bishop's Pawn is now attacked by three pieces ; if you defend it by playing King's Bishop to King's third square, he will take your Bishop with his, and you cannot retake with your Pawn on account of the position of his Queen. You might defend the King's Bishop's Pawn by playing King's Knight to King's Rook's third square, and afterwards castle your King, having a very good game. The best move, however, is to leave the Pawn undefended, anc play Black. White. 5. K. Kt. toK. B. third sq. 6. K. B. takes K. B. P. ch. 6. K. to Q. square. 7. Q. to K. R. fourth sq. 7. K. R. to B. square. If he had moved his Queen to any other square, you would have won either the Knight or Bishop by playing King's Rook's Pawn one square ; but you cannot win the piece if he play Queen to King's Rook's fourth square, be- cause if you attack his Knight with King's Rook's Pawn, he will remove King's Bishop, and you cannot take his Knight without losing your Rook. Having moved your Rook to Bishop's square, you threaten to take his Bishop with it, he therefore plays Black. White. 8. K. B. to Q. B. fourth sq. 8. K. Kt. to its fifth sq. 9. Castles. 9. K. B. takes K. B. checking. 10. R. takes B. 10. K. Kt. takes R. 11. K. R. P. one square. 11. K. R. P. one square. 12. K. Kt. to B. third sq. 12. Q. takes Q. 13. Kt. takes Q. 13. Kt. take.s K. P. THE king's bishop's OPENING. 133 Your game is evidently very superior to his. Youi eighth move decided the game in your favor, as you attacked his King's Bisliop's Pawn with three pieces, and whatever he had then done, you would have had a fine game by taking King's Bishop's Pawn. First Variation, Icginning at the sixth move of Black. Black. White. 1. K. P. two squares. 2. K. B. to Q. B. m sq. 3. Q. to K. R. fiftli square. < 4. K. Kt. to B. third sq. 5. K. Kt. to its fifth square 1. K. P. two squares. 2. K. B. to Q. B. fourth sq. 3. Q. to K. second square. 4. Q. P. one square. 5. K. Kt. to K. B. 3d sq. . 6. Q. takes K. B. P. ch. 6. Q. takes Q. 7. K. B. takes Q. checking. 7. K. to K. second square. As he might have taken your Queen with his Knight, there will be a variation on that move. It is much better for you to play the King to King's second square, still attacking the Bishop, than to Queen's square, because he is compelled to remove the Bishop or lose a piece by your playing King's Rook's Pawn one square. Black. ' White. 8. K. B. to Q. B. fourth square. 8. K. R. P. one square. 9. K. Kt. to K. B. third square. 9. K. Kt. takes P. Your position is rather superior to his. If he had played Knight to King^s Bishop's seventh square, attacking youi Rook, you would have won two pieces for one, by playing Rook to King's Bishop's square, and afterwards «^aking the Knight. 134 CHESS FOR WINTER EVENINGS. Second Variation, ieginning at the seventh move of the First Variation. Black. White. r 1. K. P. two squares. f 1. K. P. two squares, 2. K. B. to Q. B. Uh sq. 3. Q. to K. second square. 4. Q. P. one square. 5. X Kt. to K. B. third sq. 2. K. B. to Q. B. Uh 3. Q. to K. R. fifth square. 4. K. Kt.toB. third square. 5. K. Kt. to its fifth square. 6. Q. takes K. B. P. ch. l6 Q. takes Q. 7. K. Kt. takes Q. 7. K. R. to B. square. 8. K. Kt. to its fifth sq. 8. K. R. P. one square. 9. K. Kt. to B. third sq. 9. K. Kt. takes K. P. Your game is much superior to his : he cannot prevent you from winning a Pawn, King's Bishop's Pawn being at- .acked with two pieces. Suppose, in order to defend King's Bishop's Pawn, he were to play thus : Black. White. 10. Castles. 10. K. B. takes K. B. P. ch. If he move the King, you have clearly a Pawn more than he. If he play 11. K. R. takes B. 11. Kt. takes Rook. 12. K. takes Kt. 12. K. P. one square. You now win more than a Pawn, for as he must lose his Knight, you will remain with a Rook against a Knight. SECOND GAME. Black. White. 1. K. P. two squares. I. K. P. two squai'es. 2. K. B. to Q. B. 4th sq. 2. K. B. to Q. B. fourth sq 3. Q. to K. B. third sq. 3. K. Kt. to B. third sq. 4. Q. to K. Kt. third sq. This appears a good move, as the Queen attacks two uii- rliifended Pawns ; it will be seen, however that he cannot THE KING S bishop's OPENING. iB.'l fake the King's Pawn without loss. It is usually bad pla)' to move out the Queen in the early part of the gair.e. Black. White. 4. Castles. 5. Q. takes K. P. 5. K. B. takes K. B. P. di. If he take the Bishop, you will check King and Quewi with the Knight ; therefore, 6. 7. 8. 9. K. to Q. square. Q. to K. B. fourth sq. K. R. takes B. Q. to K. B. square. 6. K. R. to K. square. 7. K. B. takes K. Kt. 8. K. R. takes K. P. 9. Q. P. two squares. You have evidently by far the best of the game. THIRD Black. GAME. White. 1. 2. 3. 4. 5. 6. K. p. two squares. K. B. to Q. B. fourth sq. Q. B. P. one square. K. Kt. to K. second sq. K. takes B. Q. P. two squares. 1. K. P. two squares. 2. K. B. to Q. B. fourth sq. 3. Q. to K. second sq. 4. K. B. takes K. B. P. ch, 5. Q. to Q. B. 4th sq. ch. 6. Q. takes B. Black played ill in moving King's Kt. to King's second square ; he ought to have played it to King's Bishop's third square. Many young players think it bad play to move the Knight in front of the Pawns, and therefore they move King's Knight to King's second square ; the above moves prove that it is bad play ; it is, however, not obvious why the yame would not take place, had the Knight been moved to King's Bishop's third square. The following moves will show that, had he so played, you would have done wrong to have taken his King's Bishop's Pawn : for example, 136 CHESS FOR WINTBR EVENINGS. Black. White. 4. K. Kt. to B. third sq. 4. K. B. takes K. B. P. oh 5. K. takes B. 5. Q. to Q. B. 4th sq. ch. 6. Q. P, two squares. 6. Q. takes B. 7. K. Kt. takes K. P. Black has the best of the position in consequence of his centre Pawns. It is evident in both the above instances, if instead of taking his Bishop with your Queen, you had first taken Queen's Pawn with King's Pawn, he would have re- taken with the Queen, guarding his King's Bishop. LESSON II. (King's Bishop's Opening continued.) SAME I. FROM TOMLINSOn's AMUSEBIENTS IN CHESS. — GAME U. FROM PHILIDOR's CELEBRATED ANALYSIS. GAME III.' PHILI- DOr's GAME WITH COMMENTS FROM THE " TRAITE DES AMA- TEURS." Illustrative of the Bishop's opening we shall offer tbs student in this and the succeeding lesson a series of whole games as analyzed by standard authors, or as they have oc- curred in actual play between some of the most skilful chess- masters of the present day, and conducted by them to the final check-mate or to a skilful draw. The first of these gafnes will be found accompanied by copious notes, and al- though those appended to the subsequent games will appear comparatively brief, it is nevertheless hoped that with a little reflection, they will be sufficient to enable the young player to unravel whatever at first sight may appear abstruse in them. In every game the object of the first player should be to form an attack, and allow his adversary no time to contrive a counter-attack. For this purpose every move must be care- fully considered before it is made ; for it happens nearly always that the gain or loss of a game depends on the first THE KING S BISHOP S OPENING. 137 nad move or the first lost inove on either side. We distin guish between a had and a lost move. A bad move is one that entails immediate loss : — a lost move is that which does not subserve the general scheme of the game — a move which not being actually bad, is out of place, and may with a skilful antagonist transfer the attack from your hands to his. The advantage of the first move is not sufficient to de- cide the game in your favour ; but your antagonist may win if you once neglect to play the proper move at the proper time ; if both parties play correctly the game ought to be drawn. We have spoken of losing moves ; strive after the reverse of this ; and endeavour from the very commencement of the game to play so as to gain moves : you will thus succeed either in blocking up your adversary's pieces, and thus obtain an open field wherein to form and prosecute an attack ,• or in advancing your Pawns so as to get one of them queened before your adversary is in a condition to avail himself of this valuable privilege. This is the advice of that incom- parable player, De la Bourdonnais, and we hope that you will soon be able to appreciate it, and profit by it. In the Bishop's Game, after both parties have pushed their King's Pawns to their extent of leap, the first player moves his King's Bishop to Queen's Bishop's 4th sq., and the opening is determined. At this stage the usual reply of second player is also King's Bishop to Queen's Bishop's 4th sq., when he must be prepared to meet one of the following moves of first player, viz. f 1. Queen's Bishop's Pawn 1 sq. 2. Queen's Pawn 2 sq. IVabable 3d move 3. King's Bishop's Pawn 2 sq. of first player. - \ > oj < 2. Kmg s Knight to Bishop s 3d sq. P ^ * '3. King's Bishop's Pawn 2 sq. the first player must necessarily be prepared to modify hia [jlay in order to oppose correctly such defence. This mo- dification of play, ever varying as the game proceeds, natu- rally gives rise to nice and lengthy analysis. Accordingly the student, desirous of exploring deeply the ramifications of chess openings, will find them ably and very fully examined in the Works of Lewis, G. Walker, and also in the Chess Player's Chronicle, a most interesting and valuable periodical, edited monthly in London by Mr. H. Staunton, who now ranks as the first player of England. The games to which we are about to invite attention con- tain various specimens of variations springing from the adop- tion of some of the moves enumerated above. We shall not allow all the good play to be on your side, and all the bad play on the side of your adversary. We shall adopt a me- dium course, so that you may be the better enabled to follow out the consequences of an error which at first view may appear slight. GAME I. White. Black. 1. K. P. two squares. 1. K. P. two squares. 2. K. B. to Q. B. fourth sq. 2. K. B. to Q. B. four h st^. The game is thus properly opened on both sides. You play the Bishop to this square in preference to any other, be- cause here it attacks your adversary's K. B. P., which is the weakest part of his game, that Pawn being defended by King THE king's bishop's OPENING. 139 onl}/. The same remarks apply to your adversary's second move. 3. Q. B. P. one square. 3. Q. to K. second square. Your object in moving Q. B. P. is to be enabled to play Q. P. two squares at your fourth move ; this intention ia tbreseen by your adversary, and frustrated by his third move. You cannot now play Q. P. two sq. without loss ; as for ex- ample, 4. Q. P. two squares. 4. P. takes P. 5. P. takes P. ^ 5. Q. takes P., checking. 6. Q. to K. second sq. 6. Q. takes Q. 7. Kt. takes Q. 7. K. B. to Q. Kt, third sq. You have thus lost one Pawn and isolated another — dis- advantages which ought to lose you the game. Let us now retrace the last four moves, and instead of moving Q. P. two sq. at your fourth move, you play 4. K. Kt. to B. third sq. 4. Q. P. one square. Your fourth move is now a very good one ; it places your King's Kt. in the best position he can occupy at the com- mencement of the game, and gives you liberty to castle. Black's fourth move is also good ; it liberates his Q. B., and gives additional support to K. P. and K. B. 5. Castles. 5. K. Kt. to B. third sq. By the important operation of castling you place your King in a safe position and bring a Rook into play. Re- member that the more pieces you have at liberty the greater will be your powers of attack or defence. Black plays out nis K. Kt. in good time to the best position, and intends to castle presently. 6. Q. P. two sq. 6. K. B. to Q. Kt. third sq. Having castled, you can play Q. P. two sq. not only with perfect safety, but with advantage. By this move j'ou lib- 140 CPIESS FOR WINTER EVENINGS. erate your pieces in proper order, and are ready to take ad- vantage of tlie first bad or lost move of your adversary. He did quite right to retire with his Bishop to Q. Kt. third. If he had taken P. with P.^ you would also have taken P. with P., compelling his Bishop to retreat, and thus leaving you with two Pawns in the centre in a capital position. V. Q. B. to K. Kt. fifth sq. 7. The same. The object of this move is not only to bring a valuable piece into play, but also to defend your -K, P. from the at- tack of the Knight ; for you will observe that Black cannot move his Kt. without exposing his Q. to the attack of your Q. B. Besides, when the K. Kt. is thus advantageously placed, it is often good play to exchange it for your Q. B. In the present instance he cannot prevent you from doing so on account of the position of his Q. Black makes a similar move to your own in order to get his Q. B. into play, and change off" your Kt. Up to the 7th move of white, this game will be found to be identical with the first game of the Elementary Analysis in the preceding lesson, when it was dismissed as being quite equal. The consequence of an error in the defence on the part of Black will presently be developed. . 8. Q. Kt. to Q. second sq. .. In order to maintain a Knight at your K. B. tbird sq., you bring out Q. Kt. If he now take your K. Kt. with the B., you must not retake with K. Kt. P., because you would thereby expose your King. You would retake with Q. Kt., and thus have the advantage of a much better position. Black foresees this, and with the twofold object of winning a Pawn and breaking up your centre Pawns, he plays 8. K. P. takes Q. P. 9. P, takes P. 9. K. B. takes P, THE king's bishop's OPENING. 141 You. retake P- with P. because you cannot move King's Kt. without losing your Q.. For the same reason he takea P. at your Q. fourth sq., and wins a Pawn. But the move is a bad one, as you will presently see. He ought to havR castled or moved his Q,. Kt. to Q. second. 10. Q. to Q. Kt. third sq. 10. K. B. to Q. Kt. third sq. You attack his Q,. Kt.- P., which if he allows you to cap. ture, you win also his Q. R. ; he therefore covers the Kt. P. by moving back his K. B. You also bring another piece to bear upon his K. B. P. 11. K. P. one sq. 11. P. takes P. 12. K. Kt. takes P. By advancing your King's Pawn you attack his K. Kt., which cannot be moved on account of the position of your Q. B. and his Q. ; he gets rid of the attack for the moment by taking your Pawn with his Q. P. You then retake Pawn with K. Kt. He dare not take Kt. with his Q., because you would immediately play one of your Rooks to K. sq., attack- ing both Q. and K. And it would be useless for him to in- terpose Q. B. at K. seventh sq., because you will capture the B. with the R., and still win his Q. He therefore plays, 12. Q. B. to K. third sq. 13. Q. R. to K. sq. 13. Castles. You thus bring a powerful piece to assist in the attack, which he hopes to escape from by castling : — a privilege of which he ought to have availed himself earlier. 14. Q. Kt. to K. fourth sq._ 14. K. R. to K. sq. By this move you still further strengthen your attack. Black moves his Rook in order to strengthen the King's file, where he thinks the attack is likely to begin. Observe the difference between your game and his — all your pieces are usefully employed — his Q. R. and Q. Kt. contribute nothhig 142 CHESS FOR WINTER EVENINGS. to the defence of his game, and even his K. Kt. cantiot he moved on account of your Bishop. 15. K. Kt. takes K. B. P. 15. K to B. sq. This is very fine play. When Black moved away his R. from the defence of this Pawn, he did not foresee this move. Black had three other modes of playing, which we will con- sider presently. You have now a won game before you. 16. Q. Kt. takes Kt. 16. Pawn takes Kt. 17. R. takes B. 17. Q. takes Kt. 18. Q. B. to K. R. sixth, checking. 18. K. to Kt. sq. 19. Rook takes R. and checkmates. The annexed diagram gives the position of the pieces after the 15th move of the White. Black had three other moves which it may be profitable to examine. BLACK. THE king's bishop's OPENING. 143 In the first place, Whiie. Black. 15. Q. takes Kt. 16. Kt. takes Kt. checking. 16. P. takes Kt. 17. R. takes B. 17. K. to Kt. second sq. 18. B. takes P. checking, and wins easily. In the second place, 15. K. takes Kt. 16. Kt. takes Kt. 16. P. takes Kt. 17. R. takes B. 17. Q. to K. B. sq. 18. R. takes K. B. P. checking, discovering check, and iV inning Q. In the third place, 15. B. takes Kt. 16. Kt. takes Kt. checking and winning Q,. GAME II. The following game with its variation is the first of Phi- lidor's celebrated Analysis, first published in 1749. Chess has undergone many improvements since the time of Phili- dor ; nevertheless that great player was the founder of that peculiar style of play constituting what is termed the French School, the principles of which consist in establishing two Pawns in the' centre, supporting them and carefully main- taining them unmoved so long as the adversary attacks with pieces ; but should he do so with Pawns, his principle, in lieu of taking, is to push on the attacked Pawn, supporting it with adjoining Pawns. On the other hand; the general practice of the masters of the Italian and English Schools has been to frame strong attacks with pieces directed principally against the King's Bishop's Pawns. Philidor contends that liis system, judiciously adhered to, while otherwise cramping Ids adversary's game, will afford the player who has sue- 144 CHESS FOR WINTER EVENINGS. ueeded in establishing his Pawns in the centre, an opportu- nity of acquiring the decided advantage of what is techni- cally called a passed Pawn, a term applied to a Pawn that is not prevented by any of the adversary's Pawns from reaching its eighth square ; it follows of course that the adversary has no Pawn on the same or on either of the adjoining files. White. Black. 1. K. P. two sq. 2. K. B. to Q. B. 4th sq. 3. Q. B. P. one sq. 4. Q. P. two sq. (a) 5. P. takes P. (b)(2) 6. Q. Kt. to B. 3d sq. 7. K. Kt. to K. 2d sq. (d) 8. K. B. to Q. 3d sq. (e) 9. K. P. advances. 10. Q. B. to K. 3d sq. 11. Q. to Q. 2d sq. (g) "a. P. takes P. 12. Q. B. to K. 3d sq. (h) As Black might take B. with B. the variation will com- mence at this move. 13. Kt. to K. B. 4th sq. (i) 13. Q. to K. 2d sq. 14. B. takes B. (k) 14. P. takes B. 1-5. Castles K. R. (I) 15. Q. Kt. to Q. 2d sq. 16. K. Kt. takes B. 16. Q. takes Kt. 1. The sai.ie. 2. The same. 3. K. Kt. to B. 3d sq. (1) 4. P. takes P. 5. K.B.toQ. Kt. 3d. (c)(3) 6. Castles. 7. Q. B. P. one sq. 8. Q. P. two sq. 9. K. Kt. to K. sq. 10. K. B. P. one sq. (/) 11. P. takes P. (1) There is a great difference of opinion as to the correct move at this point of the game. Lewis recommends Q. to K. 2d sq., while LolH pre- fers Q. to K. Kt. 4th sq. The second player may advance Q. P. 2 sq. ; and if White take Q. P. with K. B., bring out K. Kt. See next lesson, Games i. ii. and iii., and also " closing remarks," page 169. (2) It is stronger play to attack Kt. with K. P. (3) Rather check with B., and after the consequent moves mentioned by Philidor, push Q. P. 2 sq., which will give Black at least an equal game. These remarks are by G. Walker ; appended to this game in hif edition J Philidor, London, 1832. THE KING S BISHOP S OPENING 145 17 18 1^ 20 21 22 23 24 25 26 ■ 27 28, 29. 80, .31, 32, 33, 34. 35. 36. 37. 38. 39. 40. won White. . K. B. P. two sq. . Q. R, to K. sq. . K. R, P. one sq. , Kt. to K. 4th sq. , Q. Kt. P. one sq. K. Kt. P. two sq. , Kt. to K. Kt. . R. takes Kt. , Q. takes P. , R. to to K. sq. {q) . Q. to K. 4th sq. , K. B. P. advances. P. takes P. Q. takes Q. B. takes P. K. B. P. advances. B. to Q. 3d sq. B. to K. B. 5th sq. Kt. to K. R 5th sq. B. to K. Kt. 4th sq. K. P. checks. K. B. P. advances. Kt. checks. B. to K. R. 5th sq., game. Black. 17. K. Kt. to Q. B. 2d sq 18. K. Kt. P. 1 sq. (w() 19. Q. P. 1 sq. 20. K. R. P. 1 sq. (h) 21. Q. Kt. P. advances. 22. K. Kt. to Q. 4th sq. sq. (o) 23. K. Kt. to K. 6th sq. (p) 24. P. takes R. 25. Q. R. takes P. 26. Q. takes P. 27. Q. to K. 3d sq. 28. P. takes P. 29. Q. to Q. 4th sq. (r) 30. P. takes Q. 31. Kt. to Kt. 3d sq. (s) 32. Q. R. to Q. Kt. 7th sq. 33. K. to B. 2d sq. 34. Kt. to Q. B. 5th sq. 35. K. R. checks. 36. Kt. to Q. 7th sq. 37. K. to Kt. 3d sq. (t) 38. R. to K. B. sq. 39. K. to Kt. 2d sq. and then pushes K. P., having u NOTES TO GAME II. BY PHILIDOR. (a) Tliis Pawp. is pushed to its extent for two reasons : — to neu- tmlize the attack of adverse K. B. on your K. B. P. ; — and to bring Iho strength of your Pawns into the centre of the board. (b) You should not move either of these centre Pawns, until one of them is attacked ; then advance the attacked Pawn. (c) If he check with B. you interpose Q. B. ; and if he then lake B., you retake with Kt. 146 CHESS FOR WINTER EVENINGS. (d) You should not play this Kt. to K. B. 3d sq., unless yon have previously advanced the K. B. P. 2 sq. ; as your Kt. woidd Btop the march of the Pavi'n. On this note of Philidor, Walker remarks — " On this point Phi' " lidor differs from the first players of every, age and country. Ho " deprecates moving the Kt. to K. B. 3d sq., as it confines a Pavi'.n ; ' but inconsistently allows it to be placed at K. 2d sq., vi^here it ge- " nerally impedes the march both of Q. and K. B. In the present " game White would have had a much stronger attack by playing " Kt. to K. B. 3d sq." (e) You retire K. B. from the threatened attack of Q. P., which would otherwise prevent your establishing the Pawns in the centre. (/) Black advances K. B. P. to make an opening for R, (g) It would be bad play to take the Pawn, because your K. P. would lose its rank, and your Pawms become disunited. (h) To support Q,. P., and to be able to move Q,. B. P. : it v/ould be no disadvantage to him, but rather the contrary, were you now to make him double a Pawn. (i) The K. P. being as yet safe, your Kt. attacks B., in order to compel him to withdraw. (k) It is almost always good play to oppose Q,. B. to the adverse K. B., when he commands, as in the present instance, your K. B. P. (I) Castling with King's Rook, you will the better defend K. B. P., which must be advanced presently in support of K. P., when the latter is attacked. (m) He is compelled to advance this Pawn, to prevent your K. B. P. from attacking his Q. (n) To restrain your Kt. (o) You play this Kt., intending afterwards to push K. B. P., which will then be supported by three pieces. (p) Intending to frustrate your project, which he would do by moving K. Kt. P., were you not to take Kt. with R. (g) You move the R. to support K. P. (r) Black offers to exchange Queens to prevent the mate thre it- ened by Q,. and B. (s) When your remaining B. runs on the white diagonals, you Bhould keep your Pawns on black squares, and vice vers) Hazardous. (c) Not a bad retort under existing circumstances. {d) This move was not made without due consideration. Tho strength of White's game hinges on maintaining K. P. (fi) B. takes P. would have been bad play. This simple retreat of B. elTectively protects K. P., which Black cannot take without losing K. R. (/) Again protecting K. P., which Black cannot capture with- out losing a piece. (g) Black's Queen is fatally hampered. (h) Intending next move to attack Q. with Kt., thus keeping Black in the toils. (i) A well planned move. If Black take B. with R., Queen mates in three moves. By playing over these concluding games attentively, the chess student cannot fail to acquire many new ideas ; he will be particularly struck with the superiority of a good position over a force numerically great, but inert. CLOSING REMARKS ON BISHOP'S OPENING. Walker, in his " Art of Chess Play," concludes his ana- lysis of the Bishop's Opening with the following remarks : Each party having begun with K. P. two. White can play no better move than K. B. to Q. B. 4th. White playing K. B. to Q. B. 4th thus on move 2, Black may answer in various forms, of which the best is K. B. to Q. B 4th also. L70 CHESS FOR WINTER EVENINGS. Both parties having thus moved K. B. to Q. B 4th at move 2, White has no better continuation for his 3d move than Q. B. P. onej to which the soundest answer is Q. to K. 2d, or Q. to K. Kt. 4th. Moving Q. P. one at this point is weak, and K. Kt. to B. 3d decidedly exceptionable for second player. If Black play Q. P. two sq. at this stage, he gets an inferior game, White shaping his reply as in Game XI V". Allgaier's variation in the defence of this opening is a dangerous game for Black. GAME XIV. White. Black. 1. K. P. two. 1. The same. 2. K. B. to Q. B. 4th. 2. Same. 3. Q. B. P. one 3. Q. P. two. 4. K. B. takes P. 4. K. Kt. to B. 3d. 5. Q. P. two (good). 5. P. takes P. In the first place, 6. P. takes P. 6. B. checks at Q. Kt. 5th 7. Q. B. to Q. 2d. 7. B. takes B. check. 8. Q. Kt. takes B. 8. Kt. takes B. 9. P. takes Kt. 9. Q. takes P. -White for choice; the isolated Pawn being no disadvan tage. In the second place, 6. Q. B. to Kt. 5th (best). 6. Q. B. P. one. 7. B. to Q. B. 4th. 7. Q. to Q. 3d. 8. B. takes Kt. 8. Q. takes B. 9. K. Kt. to B. 3d. 9. P. takes P. 10. Q. Kt. takes P. 10. K. B. to Q. Kt. 5th. 11. Q. to Q. Kt. 3d. 11. B. takes Kt. check. L2. P. takes B. and White has the strongest position. FIFTEEN PROBLEMS IN TWO MOVES. 171 LESSON IV. FIFTEEN PROBLEMS IN TWO MOVES. The study of Problems forming Ends of Games won : r drawn by masterly moves, has always been considered by the best chess players and writers as eminently useful if not absolutely necessary towards forming the finished player. Well constructed problems display the numberless resources of the game ; and, what is more important, they habituate the player to calculate several moves in advance. To attain the latter desirable object, the student is earnestly recommended to endeavor to solve the pi'oblems from the diagrams alone, and if from the board, "without touching the men" until he is persuaded he has discovered the solution. There can be no doubt, remarks Mr. Lewis, that those who discover the method of winning from the diagram alone, are entitled to the praise of having fairly solved the problem ; but the like praise cannot be given to those who, placing the pieces oir the board, try first this, then that move, until they have hi*, on the right one. It must, however, be confessed that the latter method considerably lessens the difficulty. Among these positions will be found many in which the first player not being exposed to an immediate checkmate, it by no means follows that he must give check every move ; such positions are more difficult than those in which from the situation of the pieces it is evident the Black must be checked every move. In the following problems, many of which have never before appeared on diagrams, it is to be understood that White has always the first move, unless otherwise expressed 172 CHESS FOR WINTER EA-ENINGS. IIOM THE LONDON ILLUSTRATED NEWS 'WM/ M wm. i bI i i W////M9. i w 1^ ^J White to mcve and check-mate in two movea. PROBLEMS IN TWO BIOVES. 178 FROM THE "PALAMEDE. White moving first mates in two moves. 174 CHESS FOR WINTER EVENINGS. m.3 FROM THE SANSCRIT, mm.. illi i»; '///////■M, ^^^ WHITE. White to move and mate ir two moves. PROBLEMS IN TWO MOVES. 175 23-0.4. BY BREDE OF ALTCNA. ""mmF^- IS m mm,.. i White to move and mate in two moved. [76 CHESS FOE WINTER EVENINGS. No. 5. BY HERR KUIPER, m .3^\ J ^^ ^B. ■ Wi *^H ■ ■ White to move and mate in two PROBLEMS IN TWO MOVES. m JiTo. 6 BY CALV] i m m 7////. k i w i Mm>A wm. 1 WHITE. White to play and mate in two moves. 178 CHESS FOK WINTER EVENINGS. ^STo.?. BY HERR KLING. 111 M^M^i White to plaj and mate in two moves. t-ROBLEMS IN TWO MOVES. 179 No. S BY HERR KLING mm ta' "^'"'"m k ri^/^^^"^^ M White to play and mate in two moves. ISO CHESS FOR WINTER EVENINRS. 3)10. 9. BY HERR BREDE. BLACK. i l#l « ™ ^^ ^P ^P ^,. 5^^ . ^ i Pi White to play and mate in two moveb. PROBLEMS IN TWO MOVES. 181 ^0. 10. BY D'ORVILLE. WI ^^., White to play and mate in two moves. IS2 CHESS FOR WINTER EVENINGS. BY HERR KLING m I^S. White to play and mate in two moves. PROBLEMS IN TWO MOVES. 185 3^0. 11 BY CLARE. (Fioiii tlie C. P. Chronicle.) MAP mm, mmA.. WHITE. V^'liite to play. Compels Black to mate in two movcR. CHESS FOR WINTER EVENINGS. BY THE EDITOR. C.,„«.. m 'mm,.. 'M '^m Wliite to play, and draw. THE MONKE Y THE GASCON CHESS KNTGHT THE MONKEY AND THE GASCON CHESS KNIGHT. " Al ajcdrcz lafuerza es rclatlva.'" Ik times gone by there dwelt in the good city of Boraeaux a chess-player, whose skill in the royal game had gained him the uni versa! cognomen of the " Chevalier de I'Echiquier." No rival had he met with in all his native province of Gascony ; and to contest a game at all with him, or even to merit his approbation, was deemed high honor by the most illustrious in the game. In all chess matters his word was law, and he could not touch a pawn without eliciting bursts of applause from the by-standers. Our Gascon was enjoying the plenitude of all this glory, when there chanced to pass through Bordeaux a certain Spanish Cavalier, who hearing of our hero's great skill, sought an opportunity of judg- ing of his prowess in the game. He accordingly was presented, and having premised his wish to be admitted to the honor of contending with the renowned professor, by stating that the best player in Spain usually gave him the odds of the Rook, and played without seeing the board, our knight unhesitatingly bowed assent, removed his Queen's Rook from the board, retired to an opposite corner, and addressing his opponent. Sir Cavalier, said he, I give you the Rook, the move is mine ; King's Pawn two sq. . . . May I inquire whether you have many very strong players in Spain ? Many Sir. . . . King's Pawn two sq. K. B. to Q. B. 4:th sq. Please name them. Since the death of our celebrated Ruy Lopez, Don Diego de Lucena, whose grandsire was one of our earliest writers on the game, has not degenerated from the parent-stock. He is unquestionably a fme player, but he cannot compare with . . . K. B. to Q. B. 4:th. With whom, pray ? Q. to K. 2d sq. With Don Gabriel de Rojas. . . . Q. to K. 2d sq. De Rojas ? . . I never heard the name. . . Q. Kt. to B, M sq. 190 CHESS FOR WINTER EA'ENINGIS. Q. B. P. one . . Can it be that his fame has never reached you ! Never, his residence 1 . . K. B. P. two sq. Seville, and the finest players in Spain have all visited him In turn. . . Q. Kt. P. two. (a) K. B. to Q. Kt. 3d. (musingly). Rojas ! Rojas ! . . and do they never vv^in ? Alas ! no, they all leave him crest-fallen, and forcea to acknovv^ledge no chess player in the universe can compete with Don Gabriel de Rojas. . . Q. R. P. two sq. You inspire me with the greatest desire to make his acquair^- tance ; and if we ever meet, despite the opinion of your Castilian players, I may not unworthily maintain the honor of our escutcheon of Gascony. . . Q. R. P. two. In this manner they continued playing and conversing, the game meanwhile running thus : White (The Gascon). Black (The Castilian). 7. Q. Kt. P. one. 8. Q. Kt. to Q. sq. 8. K. B. takes K. Kt. 9. R. takes B. 9. K. Kt. to B. 3d. 10. Q. P. one. 10. Q. P. two. 11. K. B. P. one. 11. P. takes P. 12. P. takes P. 12. Q. B. toR. 3d. 13. Q. to K. B. 3d. 13. Q. Kt. toQ. 2dsq. 14. Q. B. to K. Kt. 5th. 14. Q. Kt. to Q. B. 4th. 15. K. B. toQ. R. 2d. 15. Castles on K.'s side. (5) 16. Kt. to K. B. 2d. 16. Q. R. to Q. 17. K. Kt. P. two. 17. Q. to Q. 3d. 18. Q. toK. 3d. 18. Kt. takes Q. R. P. (^c) 19. Q. B. takes K. Kt. 19. Q. takes Q. B. 20. K. Kt. P. one. 20. Q. to Q. 3d. 21. K. Kt. P. one. 21. Kt. takes Q. Kt. P. (cT) 22. Q. to K. Kt. 5th. 22. Q. to K. B. 3d. (a) Q. P. two sq. would have been better play. (5) He would have lost at least a piece by taking the King's Pawn ivith Queen's Knight, because the first player, after capturing King's Kt. uith Bishop, upon Black's taking the Bishop with his Knight, could then hav^ taken Q. B. P., checking, and winning a Rook. (c) With so much advantage in force, our Castilian should have prof- fered to exchange Queens at Q. 5th sq. (d) Badly played. — By moving K. to R. sq. he might probably huve yaved the game. THE MONKEY AND THE GASCON CHESS KNIGHT. 191 While. Black. 23. Q. to K. R. 5th. (a) 23. 24. K. Kt. P. takes K. B. 24. P. (check) (b) 25. R. to Kt. 6th. 25. K. R. P. one. K. to R. 2d. Q. to K. 2d. At this point our hero rose saying, " You Iiave lost Sefior : thf' mate is now forced in exactly three moves." After this conversation the Chevalier de I'Echiquier became an unliappy man. The idea that he had a rival, and perhaps a master, embittered every triumph, and the laurels of the Sevilian Miltiades banished sleep from the Uds of this new Themistocles. This state of uncertainty became finally so insupportable that he resolved to euil it, and having made his arrangements he departed for Seville. No sooner iiad he reached that city than he hastened to the residence of Don Gabriel de Rojas. He found the great man intent upon a game of chess ; a monkey with a grave phiz occupying the seat opposite him, and looking for all the world like an adversary. " Seiior," said ti.o French champion, " drawn hither by the renown of your skill in the noble game of chess, I dare present myself as an aspirant to compete with you on the chequered field, if you will admit me to so great an honor. In Bordeaux I enjoy some reputation, and I may even venture to say that no players in that city can dispute the palm with me." " Come sir," replied the Spaniard, smiling, " be seated, I shaU endeavor to prove worthy of the favor you confer." The two champions fairly " en presence," the game began ; but hardly had a dozen moves been played, when Don Gabriel rose sud- denly and said to the astonished Frenchman, " It is useless. Sir, to continue ; you cannot play with me. . . . You are at most a match for my monkey," "What !" replied the ChevaHer ; " do you mean to insult me T" — " By no means," answered the Spaniard ; " know that Monito is a finished player, and you need feel no humiliation in being placed on a level with him. I should even bet against you." (a) The best mode of winning. — Instead of this move, had White ventured to take K. B. P. checking, Black could not have moved King to corner without losing his Queen. The student will easily discover why. (b) Had the first player attacked the adverse Queen with his Knight he would have lost the game. 192 CHESS FOR WINTER EVENINGS. ~" Since yoii insist," rejoined the astounded Frenchman, " I consenl to your proposal, were it only for the singularity of the thing. We shall see whether this brute can contest the victory with me." Monito was soon in Don Gabriel's seat, and continuing his mas- ter's game with the gravest countenance in the world, he played move after move, until having reduced the game to the following position, and it being his turn to move, he uttered a most indescribable Le Chevalier (Black). Monito (White). chatter, displaying at the same time his left paw with the fingers extended, as if to indicate check-mate in four moves. As the suc- cessive moves developed the mate, the Chevalier, overcome with shame and mortification, lost all control over himself, and striking the poor unimal a violent blow, he sent him reeling into the middle of the ixiom. The Spaniard, much displeased, interposed, and addreraing l]ay. 10. P. toQ. B. 4th. 11 P. takes P. 11. Kt. takes Kt. 12. P. takes Kt. 12. B. takes P. 13. K. Kt.to Q. 4th. 13. Castles. 14. Castles. — The game is even. A. 9. B. checks. 10. Q, B. to Q. 2d. 10. B. takes B. checking.— If he move Q. to K. 2d, you play Q. Kt. to B. 3d. 11. Q. Kt. takes K. B. 11. P. to Q. B. 4th.— If he play Q. B. to Q. R. 3d, you move Q. to Q. B. 2d. 12. Here you may either castle, or play, as perhaps stronger, Q,. R. to Q. B. sq., having rather the better position ; which tends to show that at move 9 he should retreat, rather than check with B, In the second place, 9. K. Kt. takes P. (inferior). 9. K. B. to Q. Kt. 3d.— He may also castle. Q. B. P. one. P. to Q. B. 5th (best). R. P. takes B. (best). 10. Q. B. to K. 3d. 10. 11. K. Kt. to Q. Kt. 3d. 11. 12. B. takes B. — If you return with K. Kt. to Q. 4th, he plays K. Kt. to Q. B. 4th. 12, 13. K. Kt. to Q. 4th. 13, Q. to K. 2d. Black's game for choice. GAIVIES IN ACTUAL PLAY. In the following games on this opening, all of which have occurred in actual play between eminent players, the studenl 21-8 CHESS FOR WINTER EVENINGS. will observe many deviations from the leading moves, aa laid down in the preceding analysis. These deviations give rise to much variety of combination, and accordingly have beei. analyzed at length by the various writers on the game. In order to facilitate reference we resume the foregoing moves, which the student may regard as a LEADING GAME. (giuoco piano.) White. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 3d. . 2. Q. Kt. to B. 3d. 3. K. B. to Q. B. 4.th. 3. Sa?ne. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. Q. P. two. 7. K. B. to Q. Kt. 5th. 7. K. Kt. to K. 5th 8. B. takes Kt., ch. 8- P. takes B. 9. P. takes P. 9. B. to Q. Kt. 2d. 10. Q. Kt. to B. 2d. 10. P. to q. B. 4lh. 11. P. takes P. 11. Kt. takes Kt. 12. P. takes Kt. 12. B. takes P. 13. K. Kt. to Q. 4th. 13. Castles. 14. Castles. — Even game. GAME I. Between the Westminster and Paris clubs ; played' between the yenn ]834 and 1836. White (Paris). Black (Westminster). 1. K. P. two. 1. The same. 2. K. Kt. to B. 2d. 2. Q. Kt. toB. 2d, 3. K. B. to Q. B. 4th. 2. TJie same. 4. Q. B. P. one sq. 4. Q. P. one (a). 5. Q. P. two. 5. K. P. takes P. 6. P. takes P. 6. K. B. to Q. Kt. 3d. 7. K. R. P. one sq. (i) 7. K. Kt. toB. 3d. 8. Q. lyt, to B. 3d. 8. Castles. Castles. 9. K. R. to K. sq. (c) THE king's knight's OPENING. 21& White. Black. 10. Q. R. P. one. 10. K. R. P. one. 11. K. R. to K. sq. 11. Q. R. P. one. 12. Q. Kt. P. two. 12. K. R. to K. 2d. (d) 13. Q. R. to Q. R. 2d. 13. K. B. to Q. R. 2d. 14. Q. R. to K. 2d. 14. K. Kt. to R. 2d. 15. Q. Kt. to Q. 5th. 15. K. R. to K. sq. 16. Q. Kt. to K. B. 4th. 16. K. Kt. to B. sq. 17. Q. to Q. Kt. 3d. 17. K. Kt. to K. 3d sq. 18. Kt. takes Kt. 18. P. takes Kt. 19 Q. B. to Kt. 2d. 19. Q. Kt. to Kt. sq, (e) 20. Q. R. P. one. 20. Q. B. to Q. 2d sq. 21. Q. to Q. B. 2d 21 . K. R. to K. 2d. 22. K. B. to Q. R. 2d. 22. Q. Kt. to B. 3d. 23. Q. B. to B. 3d. 23. K. R. to B. 2d. 24. P. to Q. 5th. 24. R. takes Kt. 25. Q. P. takes K. P. 25. Q. to R. .5th. 26. P. takes B., check. 26. K. to R. sq. 27. K. B. to K. 6th. (/) 27. Q. to K. Kt. 6th. 28. Q. B. to Q. R. sq. 28. Q. R. to K. B. sq. 29. K. B. to B. 5th. 29. K. B. to Q. Kt. 3d. 30. Q. to Q. 2d. (g) 30. K. R. to K. B. 5th. .31. R. to Q. B. sq. 31. Q. to K. Ki. 4th. 32. K. to R. 2d. 32. R. takes K. B. P. (h) 33. Q. takes Q, 33. P. takes Q. 34. R. takes R. 34. B. takes R. 35. Q. Kt. P. one. 35. P. takes P. 36. P. takes P. 36. Kt. to Q. sq. 37. R. takes P. 37. K. to Kt. sq. 38. K. B. to Kt. 6th. 38. K. B. to Q. Kt. 3d. 39. R. to Q. B. 8th. 39. Kt. to K. 3d. 40. B. to K. 8th. 40. Kt. to Q. sq. 41. Q. B. to Kt. 2d, and wins. NOTES TO GADIE I, (a) Inferior to K. Kt. to B. 3d. (b) Although played in this match by the Paris club, Walker, lu ais " Art of Chess Play," pronounces this move exceptionable, and KubstitTxtes as more correct play the following : 220 CHESS FOR WINTER EVENINGS Variation on move 7. 7. Q. Kl. lo B. id (best). If you move K. B. to Q. Kt. 5lh, hie answer is Q. B. to Q. 2d. If you advance Q,. P. you weaken your position ; his correct reply being not Q,. Kt. to K. 4th, but Q. Kt. to K. 2d. Lastly, if you now castle, his answer is K. Kt. to B. 3d. 7. K. Kt. to B. 3d. 8. K. B. to Q. Kt. 6th (best). 8. Q. B. toQ. 2d. 9. B. takes Kt. (best). 9. B. takes B. 10. Q. to Q. 3d. 10. Castles, 11. Castles. IL K. R. toK. sq. 12. K. R. to K. sq. 12. K. R. P. one 13. Q. B. to K. B. 4th. You have the better game. (c) This incorrect reply on the part of Westminster, gave thorn so crowded a position that they lost the game. Walker substitutes the followinsr: Variation on move 9. 9. K. Kt. takes P. (best). 10. B. takes P., check. If you take Kt. he advances Q. P. one, and you are left with an isolated P. 10. R. takes B. 11. Kt. takes Kt. 11. Q. B. to K. B. 4th. 12. K. R. to K. sq. (best). If 12. Q. to Q. 2d. you move Q,. Kt. to K. Kt. 5th, his reply is K. R. to K. B. 3d. 13. Q. Kt. toK. Kt. 3d. 13. K. R. P. one. Now if you move Q,. B. to K. 3d, he answers with Q,. R. to K. sq. ; or if you advance Q,. P., his reply is Kt. to K. 4th. In either cas^we prefer Black's game. (^d) A weak move, losing both time and position. (e) Black fears the advance of Q. P. This retreat of Kt,, how- ever, is any thing but advantageous. (/) If Paris take Rook with K. Kt. P., Westminster checks with Q. at K. Kt. 6th sq. and draAvs by perpetual check. The Paris players declined taking the Rook, deeming their position sufficiently ctiong to insure the winning of the game. (g) Threatening to capture K. R. P. (h) Westminster momentarily wins a Pawn. THE king's knight's OPENING. 221 GAME II. Tn ilie celebrated match between De Da Bourdonnais and M'Dor.ncl White (De La B.). Black (M'I).)« I. K. P. two. 1. The same. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. Sd. 3. K. B. to Q. B. m. 3. The same. 4. Q. B. P. one. 4. Q. P. one. 5. Q. P. one. 5. K. Kt. to B. 3d. 6. Q. Kt. P. two. 6. B. to Q. Kt. 3d. 7. Q. R. P. two. 7. Q. R. P. one. 8. Q. Kt. P. one. 8. Q. Kt. to K. 2d. 9. K. R. P. one. 9. Q. Kt. to K. Kt. 3d 10. Q. to K. 2d sq. 10. Q. B. to K. 3d. 11. Q. Kt. to R. 3d. 11. Castles. 12. K. Kt. P. two. 12. Q. P. one. 13. K. B. to Q. R. 2d. 13. Q. P. takes P. 14. Q. P. takes P. 14. B. takes B. 15. R. takes B. 15. K. Kt. to Q. 2d. 16. Q. Kt. to B. 4th. 16. K. R. to K. sq. 17. K. R. P. one. 17. Kt. to Q. B. 4th. 18. Q. R. to Q. 2d. 18. Q. toQ. B. sq. 19. Q. R. to Q. 5th. 19. Kt. takes Q. R. P. * 20. K. R. P. one. 20. Kt. to K. B. 5th. 21. Q. B. takes Kt. 21. Kt. takes Q. B. P. (a. 22. Q. to her 3d. 22. Kt. takes Q. R. 23. Q. takes Kt. 23. P. takes B. 24. K. Kt. to K. Kt. 5^,h. 24. K. R. to K. 2d. 25. K. R. P. one. 25. K. Kt. P. one. 26. Q. Kt. takes B. 26. P. takes Kt. 27. Q. to her 4th. 27. Q. to K. B. sq. 28. Q. to K. B. 6th. 28. K. R. to Q. 2d. 29. K. to his 2d sq. 29. Q. R. to Q. sq. 30. K. P. one. 30. K. R. to Q. 7th, check. 31. K. to B. sq. 31. K.R.takesK.B.P.,ch.(ft) 32. K. takes R. 32. Q. to her B. 4th, check. 33. K. to Kt. 2d. 33. R. to Q. 7th, check. 34. K. to R. 3d. 34. Q. to K. 6th, check. 35. Kt. to K. B. 3d. 35. Q. takes Kt., check. 36. K. to R. 4th. 36. Q. takes R., check. 222 CHESS FOR WINTER EVENINGS. White. Black. 37. K. to Kt. 5th. 37. K. toB. sq. (c) 38. Q. to K. R. 8th, check. 38. K. to his 2d sq. 39. Q. to K.B. 6th, check. 39. K. to his sq. 40. Q. to R. 8th, check. 40. K. to Q. 2d. 41. K. P. one, check. 41. P. takes P. 42. Q. to K.Kt. 7th, check. 42. K. to Q. 3d. 43. Q.toK. B. 8th, check. 43. K. to Q. B. 2d. 44. Q. takes K. B. P., ch. 44. R. to Q. 3d. 45. Q. to K. B. 7th, check. 45. K. to Q. B. sq. 46. Q.toK. Kt. 8th, check. 46. R. to Q. sq. 47. Q. takes K. R. P. 47. Q. to her 4th, check. 48. K. to R. 4th. 48. Q. to K. R. 8th, check. 49. K. to Kt. 5th. 49. R. to Q. 4th, check. 50. K. to B. 6th. 50. Q. to K. B. 6th, check. 51. K. takes K. Kt. P. 51. Q. to K. 5th, check. White surrenders. NOTES TO GAME II. (a) Very well played. (b) A masterly move. (c) The following mode of play would have been safer : White. Black. 37. Q. takes R. P., check. 38. K. takes Q. 38. R. to K. R. 7th, check. 39. K. to his Kt. 5th. 39. K. R. P. one, check. 40 K. takes P. at his B. 4th. 40. R. to K. B. 7th, check. 41 K. where he can. 41. R. takes Q. 42. P. takes R. 42. Q. R. P. one, winning easily. GAME III. In the match between Stanley and Rousseau. Played tTew Orleans, in 1845. White (Rousseau). Black (Stanley). L. K. P. Uoo. 1. K.P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. M. 3. K. B. to Q. B. m. 3. K. B. to Q. B. AiL THE KING S KNIGHT S OPENING. 223 White. Black. i. q. B. p. one. 4. Q. to K. 2d. {a) 5. Castles. 5. Q. P. one. 6. Q. P. two. 6. K. B. to Q. Kt. 3d. 7. P. takes P. 7. P. takes P. 8. Q. B. to K. Kt. 5th. 8. K. Kt. to B. 3d. 9. Q. Kt. to Q. 2d. 9. K. R. P. one. 10. Q. B. to K. R. 4th. 10. Q. B. to K. Kt. 5th 11. Q. to Q. B. 2d. 11. Q. R. to Q. 12. K. B. to Q. Kt. 5th. 12. Castles. 13. K. B. takes Kt. 13. P. takes B. 14. Q. B. to K. Kt. 3d. 14. Kt. to Q. 2d. 15. K. R. P. one. 15. Q. B. to K. R. 4th 16. Q. B. to K. R. 2d. 16. K. B. P. one. 17. K. Kt. P. two. {h) 17. Q. B. to K. Kt. 3d, 18. K. Kt. to K. R. 4th. 18. Q. B. to K. R. 2d. 19. K. to K. R. sq. 19. Kt. to Q. B. 4th. (c) 20. K. R. to K. Kt. sq. 20. R. takes Kt. {d) 21. Q. takes R. 21. Kt. takes P. 22. Q. to K. 2d. 22. Kt. takes P., check. 23. K. to K. Kt. 2d. 23. Q. B. to K. 5th, check, 24. K. to K. Kt. 3d. 24. K. B. P. one. 25. Kt. takes P. 25. R. takes Kt. 26. K. R. to K. B. sq. 26. Q. to K. Kt. 4th. 27. Q. B. to K. Kt. sq. 27. Q. to K. B. 5th, check. 28. K. to K. R. 4th. 28. R. to R. 4th, check. 29. K. takes R. 29. Q. mates. NOTES TO GAME III. (a) Walker, in his " Art of Chess-Play," says of this move thai t has been condemned without sufficient cause. He pronounces it perfectly safe, though inferior to Kt. to K. B. 3d. He gives the *bUowing analysis : First mode of play. 4. Q. to K. 2d. 5. Q. P. two. 5. B. to Kt. 3d (best). 6. If yon take P. wth P., he retakes with Kt., and the game is even, whether you change Kts. or not. Q,. P. advances. 6. Q. Kt. to Q,. sq. — He may also ffo home with KL 224 CHESS FOR WINTER EVENINGS. 7. Castles. 7. Q,. P. one. — He will no-w move K. B. P. two, and the game is equal. The advance of your Q,. P, so far, weakens your situation. Second mode of play. 4. Q. to K. 2d. 5. Castles. 5. Q,. P. one. 6. Q. P. two. 6. K. B. to Kt. 3d. (best) 7. The game is even. If you play Q,. B. to K. Kt. 6th, he replies vdth. K. Kt. to B. 3d. If you advance P. on Kt., the latter retreats, either home or to Q. sq. Black will persist in not taking Q,. P. withK. P., because in so doing he would enlarge the activity of your Q. Kt., by opening to his range your Q,. B. 3d sq. (i) After castling on the King's side, the advance of this Pawn is usually attended with some risk. (c) A very attacking move, which should probably have been replied to with K. B. P. one. (i) The attack consequent on this exchange is so severe, tliat flie game may now be considered as forced. GAME IV Played in London, and won by Fopert. White (Fopert). Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. Sd. 2. Q. Kt. to B. U. 3. K. B. to Q. B. 4th, 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. 3^. '5. Castles. 5. K. Kt. takes P. 6. Q. P. two. (a) 6. Q. P. two. 7. K. B. to Kt. 5th. 7. P. takes P. 8. P. takes P. 8. K. B. to Q. 3d. 9. K. Kt. to K. .5th. 9. B. takes Kt. 10. P. takes B. 10. Castles. 11. K, B. P. two. 11. K. B. P. two. 12. Q. Kt. to B. 3d. 12. Q. B. to K. 3d. 18. Q. B. to K. 3cl. 13. Q. R. P. one. 14. B. takes Kt. 14. P. takes B. 15. Q. R. to B. sq. 15. Q. toK. sq. 16. Q. to Q. B. 2d. 16. Q. R.toKt. sq. n. Kt. takes Kt. 17. K. B. P. takes Kt. THE king's KxVIGHt's OPENING. 225 White. Black. 18. Q. takes P. 18. R. takes Q. Kt. P. 19. Q. takes Q. 19. R. takes Q. 20. K. B. P. one. 20. B. to B. sq. 21. R. takes P. 21. R. to K. 7th. 22. B. to Q. 4th. 22. R. to Q. 7th. 23. B. to Q. B. 3d. 23. R. to Q. 6th. 24. K. B. P. one. 24. P. takes P. 25. P. takes P. 25. Q. B. to K. 3d. 26. R. to K. Kt. 7th, check. 26. K. to R. sq. 27. B. to K. 5th. 27. B. to K. Kt. sq. 28. R. to K. 7th. 28. B. to K. B. 2d. Wldte. 1. 2. 3. 4. 6. K. P. two. K. Kt. to B. Sd. K. B. to Q. B. 4th. Q. B. P. one. Castles. 29. Mates in two moves. NOTES TO GAME IV. (a) Popert ^^dns the game ; nevertheless the st ongest reply liere ivas B. to Q,. 5th, sure of regaining the Pa\vn. Walker, in his " Art of Chess-Play," dismisses this method of ;ontuniing the Giuoco Piano with the following brief summary : Black. 1. The same. 2. Q. Kt. to B. 3d. 3. Same. 4. K. Kt. to B. 3d. 6. Kt. takes K. P. (weak). 6. Your correct move is B. to Q,. 5th, and then, when he retreala Kt. to K. B. 3d, you take Q. Kt. with B., regaining P. with Kt Suppose, however, Q. to K. 2d (inferior). 6. Q. P. two. 7. B. to Kt. 5th. 7. K. B. P. one. 8. B. takes Kt., check. 8. P. takes B. 9 Q. P. one. 9. Q,. B. to R. 3d (best). Black has the better game. GAME V. Tlnyedin the Paris " Cercle des ecJiecs." Won by Si. Amant. White (St. Amant). Black. . K. P. two. 1. K. P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 226 CHESS FOR WINTER EVENINC-JS. WJiite. 3. ^T. B. to Q. B. Ath. 3. 4. Castles, (a) 4. 5. Q. B. P. one. 5. 6. B. takes B. (h) 6. 7. Q. to Q. Kt. 3d. 7. 8. K. Kt. to K. Kt. 5th. (c) 8. 9. Q. P. one. 9. 10. K. Kt. to B. 3cl. 10. 11. Q. P. one. 11. 12. P. takes P. 12. 13. B. to K. 3d. 13. 14. Kt. to Q. B. 3d. . 14. 15. Q. R. to Q. sq. 15. 16. Q. P. one. (g) 16. 17. P. takes K. P. 17. 13. Q. to Kt. 4th, 18. 19. P. takes Kt. 19. 20. K. to R. sq. 20. 21. Kt. to Q. 5th.. 21. 22. Q. takes Q. 22. 23. Kt. to K. 5th. 23. 24. Kt. to K. B. 7th. 24. 25. Kt. to K. B. 6th. 25. 26. Kt. takes K. R. 26. 27. Kt. to Q. 7th. 27. 28. Kt. to K. B. 8th. (k) 28. 29. K. P. one, check. 29. 30. Kt. to K. Kt. 6th. {?n ) Black Black. Same. Q. P. one. Q. B. toK. 3d. P. takes B. Q. to Q. 2d. Q. Kt. to Q. sq. (d) K. R. P. one. K. Kt. P. two. (e) P. takes Q. P. K. B. to Q. Kt. 3d. (/) Kt. to K. B. 3d. K. Kt. to Kt. 5th. Kt. to Q. B. 3d. Kt. to Q. R. 4th. (h) Q. to Q. B. 3d. Kt. takes Q. B. B. takes P., check. B. to Q. Kt. 3d. Q. to Q. B. 4th. (i) P. takes Q. Castles with Q. R. ( j) Q. R. to K. sq. Kt. to Q. B. 3d. . R. takes Kt. Kt. to Q. 5th. K. to Q. K. to K. sq. (/) surrenders. NOTES TO GAME V. {a) Walker, ir. nis " Art of Chess-Play," examines tliis mode continuing the Giuoco Piano, as follows : White. Black. 1. K. P. two. 1. Same. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d 3. K. B. to Q,. B. 4th. 3. Same. 4. Castles. 4. K. Kt. toB. 3d (weak) ; shoiilJ play Q,. P. one, which wruld eqnalize the opening. 6. K. R. to K. sq. 5. Castles. While. 6. 7. 8. 9. Q. B. P. one. Q,. P. two. K. P. advances. Q. B. P. takes P. THE king's knight's OPENING. 227 6. K. R. to K. sq. 7. P. takes P. (bad). 8. K. Kt. to Kt. 6th. 9. If Black now take Q,. P. v/ifb Q. Kt., you ought not to takp Kt. with Kt., for lie wouki win by moving Q,. to K. R. 5tli, but you should take K. B. I-*. with B., checking. K. B. to Q. Kt. 5th. 10. K. B. takes P., ch. 10. K. takes B. U.K. Kt. to Kt. 5th, ch. 11. K. to Kt. sq. 12. Q,. takes Kt. — May also check with Q,. 12. B. takes R. 13. Q. to K. B. 5th. 13. Kt. to K. 2d sq. 14. Q. takes K. R. P., ch. 14. K. to B. sq. 15. Q. to K. R. 5th. 15. K. Kt. P. one. 1 6. Gives checkmate in three moves. (b) White accepts this offer to exchange B. the more willingly, ae it enables him to frame a strong attack on the P. at K. 3d. (c) By capturing the worthless Q. Kt. P. with Q,., White woukl have lost the attack, and subjected Iiimself, moreover, to a long and arduous defence. (d) Black's efforts to defend the P., materially cramp his game. (e) St. Amant in his remarks on this game qualifies this attack as "DmigeTeuse el prematuree." (J) Had Black pushed P. on Kt., White would have taken off Bishop with Q. P., thereby laying open Black's centre, a mancEuvre attended with danger, second player not having castled. {g) A bold attack. If Black take P. with P., White has a choi.^e of three moves. (A) Threatening to win an exchange or the capture of K. F checking. (i) This was a fatal error. He should have offered to exchaiiga Q. at his Q,. B. 5th ; he is now compelled to recapture with P. (Jiureby letting the Kts. into his game. (^f) In a measure compelled to castle, he submits to the loss of an SKchange. Qi) Well played to effect a speedy termination. 228 CHESS FOK WINTEK EVENINGS. (Z) A forced move. (m) Decisive. If Black play Kt. to K. 3d, White sacnJicec' E. at Q,. 8th, checking, and wins in a few moves. GAME VI. Between Staunton and St. Amant (played i 1843). Black (St. Amant). 1. K. P. two. 2. K. Kt. to B. U. 3. K. B. to Q. B. 4th. 4. Q. B. P. one. 5. Q. Kt. P. two. 6. Q. P. one. 7. Q. B. to K. Kt. 5th. 8. K. R. P. one. 9. Q. Kt. to Q. 2d. 10. Castles. 11. Q. to her Kt. 3d. 12. Kt. takes B. 13. Q. Kt. to K. 3d. 14. K. to R. 2d. (c) 15. K. Kt. to R. 4th. 16. K. Kt. P. on3. 17. B. takes Kt. 18. Q. R. to K. sq. 19. K. B. P. two. 20. K. Kt. P. takes P. 21. R. takes B. 22. P. takes Kt. 23. K. to Kt. 2d. 24. Q. R. to K. Kt. 3d. 25. K. R. to K. B. 2d. 26. K. B. P. one. 27. Q. to her Kt. 2d. 28. K. R. to B. sq. 29. K. B. P. one. (g) 30. Q. to her 2d sq. 31. Q.toK. B. 2d. (h) 32. K. R. to his sq. White (Staunton). X. P. two Q. Kt. to j3. 2d. K. B. to Q. B. 4th. K. Kt. to B. 2d. B. to Q. Kt. 3d. Q. P. one. Q. R. P. one. (a) Castles. Q. B. tc K. 3d sq. • K. to R. sq. B. takes B. B. to Q. R. 2d. Q. Ki. to K. 2d. (i) Q. B. P. one. Q. Kt. to K. Kt. sq. K. R. P. one. Kt. takes B. Q. R. to Q. B. sq. P. takes P. B. takes Kt. Kt. to Kt. 5th, Chech (^'^ Q. takes Kt., check. Q. takes P., check. Q. to K. 7th, check. («'• Q. to K. R. 4th. Q. Kt. P. two. Q. B. P. one. Q. to K. R. 5tl). (f) K. Kt. P. one. K. to Kt. sq. Q. to K. R. 4th. Q. to K. 4th. THE king's KNIGHT*S OPENING-. 229 Black. White. 33. R. takes R. P. 33. Q.B. P. tak( 3SP. (0 34. Q. R. to K. R. 3d. 34. Q. to K. Kt. 4th, check. 35. K. to R. 2d. 35. Q. ta] kes R. 36. Rook takes Q. and wins. NOTES TO GAME VJ. (a) Q,. Kt. to K. 2d would have been better play. (h) To prevent adv. Kt. from playing to liis Q,. 5th or K. B. 5th. (c) Black might have taken off Kt., thereby causing his adver- sary to double a Pawn. In the present case the opening thus made upon Black K. might have afforded White a dangerous attack. (d) The loss of the game may in a great measure be attributed to tliis move ; Wlaite should have taken K. P. with his Kt. (e) Badly played. He should have retired the Q. to K. 3d. (/) To prevent Q.'s being forced. (g) Well timed to continue tlie attack. (7i) Threatening to win Q. by taldng K. Kt. P. with R. ; also defending the valuable K. B. P. with Q,. and thus freeing his Rook. (i) White has no resource. The sacrifice of Q. ever annot retard the mate many moves. GAME VII. Between Calvi and Kieseritzhij . (From Kieseritzkij's printed collection of 50 games.) White (Calvi). Black (Kieseritzkij). 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. Zd. 2. Q. Kt. to B. M. 3. K.B. to Q. B. Uh. 3! Same. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. Q. P. one. (a) 5. Q. P. one. 6. Castles. 6. K. R. P. one. 7. Q, to K. 2d. 7. Q. B. to K. 3d. 8. B. to Q. Kt. 3d. 8. Q. to Q. 2d. 9. Q. B. to K. 3d. 9. K. B. to Q. Kt. 3d. 10. Q. Kt. to Q-. 2d. 10. K. Kt. P. two. U. Q. B. takes B. 11. Q. R. P. takpsB. 230 CHESS FOR WINTER EVENINGS. White. Black. 12. Q. P. one. 12. P. takes P. 13. P. takes P. 13. B. takes B. 14. Kt. takes B. 14. Castles with Q. R. 15. Q. P. one. 15. Q. Kt. to K, 4th. 16. Kt. takes Kt. 16. P. takes Kt. 17. Q. R. to Q. B. sq. 17. Q. to R. 5th. 18. Q. R. to Q. B. 4th. 18. Q. to Q. R. 3d. (b) 19. Q. tc Q. B. 2d. 19. Q. R. to Q. 2d. 20. K. R. to Q. B. sq. (c) 20. K. Kt. to K. sq. 21. Q. Kt. to Q. 2d 21. P. to Q. Kt. 4th. 22. R. to Q. B. 5th. 22. K. B. P. one. 23. Kt. home. 23. K. R. to R. 2d. 24. Kt. to Q. R. 3d. 24. Kt. to Q. 3d. 25. Q. to Q. 3d. 25. P. to Q. Kt. 5th. 26. Kt. to Q. Kt. 5th. (cZ) 26. K. to Q. Kt. sq. (e) 27. Q. to K. B. sq. 27. P. to Q. Kt. 3d. 28. Kt. takes Kt. 28. Q. takes Q., checke 29. K. takes Q. 29. P. takes R. 30. Kt. to K. B. 5th. 30. Q. R. to Q. 3d. (/) 31. R. takes P. 31. R. to Q. Kt. 3d. 32. K. to K. 2d. 32. K. to Q. Kt. 2d. 33. K. toQ. 3d. 33. K. R. to his sq. 34. K. to Q. B. 4th. 34. K. R. to Q. R. sq. 35. K. to Q. Kt. 3d. 35. K. R. P. one. 36. Kt. to K. 7th. 36. K. Kt. P. one. 37. Kt. to Q. B. 6th. 37. K. R, P. one. 38. Kt. takes Q. Kt. P. 38. R. takes Q. R. P. 39. K. takes R. 39. R. takes Kt. 40. K. B. P. one. 40. K. R. P. one. (g) 41. K. Kt. P. takes P. 41. P. takes K. B.'P. 42. R. to Q. B. 3d. 42. R. takes K. P. 43. R. takes P. 43. R. to K. B. 5th. 44. R. to Q. Kt. ^il, ch. (li) 44. K. to Q. B. sq. 45. R. toQ. R. 3d. 45. K. B. P. one. (i) 46. R. to Q. R. 6th. 46. R. to Q. 5th. 47. R. to K. B. 6th. 47. K. B. P. one. 48. P. to K. R. 4th. 48. R. takes Q. P. 49. P. to K. R. 5th. 49. K. to Q. 2d. 50. P. to K. R. 6th. 50. K. to K. 2d. 51. R. to K. B. 5th.- 51. K. to K. 3d. THE KING b XNIGHT S OPENING. 231 White. 52. P. to K. R. 7th. 53. R. to K. R. 5th. Black. 52. R. to Q. sq. 53. R. toK. R. sq. and wins. NOTES TO GAME VII. (a) Q. P. two at this stage of the Giiioco Piano, is considered a much raore attacldng move. See Analysis, p. 216. (b) If he capture the undefended Pawn, White plays Q. to lier B. 2d, threatening a fatal attack on Q. (c) White now concentrates a powerful force on adverse King. (d) White wciuld have got the better game by exchanging Queens, and then playing Kt. to Q. B. 4th. — He lets slip the golden opportu- nity. (e) Well played. (/) Black offers to restore the exchange to mend his position White should have accepted. (g) This move decides the game. (h) It is obvious he cannot exchange Rooks. (i) These united P. must win, King marching presently to the't support. GAME VIII. In the match between Staunton and Horwitz. White (Staunton). Black (Horwitz). 1. K. P. two. 1. The same. 2. K. Ki. to B. Sd. 2. Q. Kt. to B. Sd. 3. K. B. to Q. B. 4th. 3. K. B. to Q. B. Uh, 4. Q. B. P. one. 4. K. Kt. to B. 3d. 5. Q. P. one. 5. Q. P. one. 6. Castles. 6. Castles. 7. Q. B. to K. 3d. 7. K B. to Q. Kt. 3d, 8. Q. R. P. two. 8. Q. R. P. one. 9. B. lakes B, 9. P. taKesB. {a) 10. K. R. P. one. 10. Q. P. one. (b) 11. P. takes P. 11. K. Kt. takes P. 12. K. R. to K. sq. 12. K. R. to K. sq. 13. Q. Kt. toQ, 2d. 13. K. Kt. to K. B. 5th. 232 CHESS FOR WINTER EVENINGS. White. Black. 14. Q. Kt. to K. B. sq. (c) 14. Q. B. to K. B. 4th. 15. K. R. to K. 3d. . ' 15. Q. to K. B. 3d 16. Q. to K. sq. 16. Q. R. to Q. sq. 17. Q. P. one. (d) 17. K. P. one. 18. Q. Kt. to K. Kt. 3d. (e) 18. Kt. takes K. Kt. P. 19. K. takes Kt. 19. P. takes Kt., check. 20. K. to R. 2d. 20. R. takes R. 21. Q. takes R. 21. B. to Q. 2d. 22. Kt. to K. 4th. 22. Q. to K. B.4th. 23. Kt. to K. Kt. 5th. 23. K. R. P. one. 24. Kt.takesP.atK.B. 35(7) 24. Q. takes R. P., check. 25. K. to Kt. sq. 25. Q. to Kt. 5th, check. 26. K. to B. sq. 26. R. to K. sq. 27. Kt. to R. 2d. 27. R. takes Q. 28. Kt. takes Q. 28. R. to K. R. 6th. 29. K. to Kt. 2d. (g) 29. B. takes Kt. 30. R. to K. sq. 30. K. to B. sq. 31. Q. P. one. 31. Kt. to K. 2d sq. 32. Q. P. one. 32. Kt. to K. Kt. 3d, 33. R. to K. 4th. 33. Kt. to R. 5th, check. 34. K. to Kt. sq. 34. B. to K. B. 6th. (/t) White resigns. NOTES TO GAME VIII. (a) Uniting the Pawns towards the centre should be adopted as a general principle. Exceptional cases, however, are constantly arising. (6) The advance of this P. at the proper moment always appears to turn the tables on the opening player of the Giuoco Piano. (c) An ordinary player would have thrown this Kt. forward. Similar countermarches of Kt. occur frequently in the games of eminent players. (d) White has now again got somewhat the best of the position, as Black cannot take this Pawn. (e) This inconsiderate move loses the game. By playing the Q. Kt. to K. R. 2d or to Q. 2d, he would have had unquestionably the advantage. THE KING S KNIGHT S OPENING. 233 (J) « B. takes K. B. P.," followed by " Kt. or B. to K. 6th ;" would have lost a piece. With a little study the student will easily discover how. {g) The piece cannot be saved. (]i) The terminating moves are finished off in beautifu. style by Mr. Horwitz. GAME IX. JVon by Jaenisch* White. Black. 1. K. P. two. 1. The same. 2. K. Kt. to B. U. 2. Q. Kt. to B. Zd. 3. K. B. to q. B. m. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B Sd. 5. Q. P. two. 5. P. takes P. 6. P. takes P. (a) 6. B. checks. 7. B. interposes. 7. B. takes B., checking. 8. Q. Kt. takes B. 8. Q. P. two. 9. K. P. one. 9. P. takes B. 10. P. takes Kt. 10. Q. takes P. 11. Q. Kt. takes P. 11. B. to K. Kt. 5th. 12. Q. Kt. to K. 5th. 12. B. takes K. Kt. 13. Kt. takes B. 13. Castles Q. R. 14. Castles. 14. Kt. takes P. 15. Kt. takes Kt. 15. R. takes Kt. 16. Q. to Q. B. 2d. 16. K. R. to Q. 17. Q. R. to Q. B. sq. 17. Q. B. P. one. 18. Q. takes K. R. P. (h) 18. Q. R. to K. R. 5th, 19. Q. to Q. B. 2d. 19. K. R. to K. R. sq. 20. K. R. P. one. 20. K. Kt. P. two. 21. Q. to Q. B. 3d. 21. Q. to K. Kt. 3d. 22. K. R. to K. sq. 22. K. Kt. P. one. 23. R. to K. 3d. 23. P. takes P. 24. K. Kt. P. one. 24. P. checks. * Major C. F. De Jaenisch, an officer of Engineers in the Russian a. in}', and author of a scientific treatise on the game, translated from the original French by G. Walker and edited in his usual excellent style. The English Title is " Jaenisch's Chess Preceptor," a new analysis of the ipenings of games —London, 1847, 8vo pp 291. 11 234 CHESS lOR WINTER EVENINGS 25. K. 26. Q. 27. Q. 28. K. 29. Q, 30. Q. 31. Q. 32. Q. 33. R. 34. R. 35. R. 36. Q. 37. Q. 38. Q. 39. Q. White. to R. sq. R. to K. sq. to Q. B. 5th. R. to K. 7th. R. to K. 3d. to Q. B. R. to Q. Kt. R. to K. 3d. to K. 8th, check, takes R., check, to Q. B. 8th, ch. {d) takes Q. B. P., ch. to Q. R. 8th, check, to K. 4th, check, to Q. Kt. 4th, check. 3d. Black. 25. K. R. to Kt. sq. 26 ' ~ 27 28 29 30, 31. 32. 33. 34. 35, i)6. 37. Q. R. to K. R. sq K. to Kt. sq. Q. to K. B. 3d. K. R. to Q. (c) Q. takes K. B. P. Q. Kt. P. one. K. R. TO Q. 7th. R. takes R. K. to B. 2d. K. takes R. K. to Q. sq. K. to K. 2d. 38. K. to B. 39. Q. to Q. B wins, (e) 4th, and NOTES TO GAME IX. (a) By retaking thus you allow 2d player to check with B., and oy advancing presently Q.. P. 2, he will break your centre Pawns. For the correct move at this juncture see analysis, p. 216. (b) By this ill-judged capture you allow Black to frame a power- ful attack on K. (c) If second player take K. B. P., he is mated in 4 moves. (d) White's game being desperate, he strives to obtain a draw at any cost. (e) If White capture R. with Q,., it is evident Q. mates. GAME X. Between Cochrane and Popert. Wliite (Cochrane). Black (Popert). 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. M. 2. Q. Kt. to B. 2d. 3. K. B. to Q. B. Uh. 3. Same. 4, Q. B. P. one. 4. K. Kt. to B. 3d. 5. Q. P. two. 5. P. takes P. 6. P. takes P. (a) 6. K. B. checks. THE KING S KNIGHT S OPENING. 2.15 While. 7 Q. B. interposes. 7. 8. P. takes P. 8. 9. Castles. 9. 10. Q. takes B. 10. 11. B. takes Kt. 11. 12. Q. Kt. to B. 3d. 12. 13. Q. P. one. 13. 14. Q. R. to K. sq. 14. 1.5. Q. to Q. 4th. 15. 16. K. Kt. toK. 5th. 16. 17. Kt. takes Kt. 17. 18. Q. R.toK. 3d. 18. 19. K. R. to K. sq. 19. 20. Q. takes R. 20. 21. Q. to K. 7th. 21. 22. Kt. to Q. R. 4th. 22. 23. Kt. to Q. B. 5th. (&) 23. 24. Q. R. P. one. 24. 25. Kt. to Q. 7th. 25. 20. K. Kt. P. two. 26. 27. Q. to K. 8th, check. 27. 28. Kt. to K. B. 8th, check. 28. 29. Kt. takes B., check. 29. 30. R. takes R., check. 30. 31 Black. Q. P. two. K. Kt. takes P. B. takes Q. B. Castles. Q. takes B. Q. to K. R. 4th. Kt. to K. 2d. Kt. to K. Kt. 3d. B. to K. B. 4th. Q. R. to K. sq. Q. takes Kt. Q. to Q. R. R. takes R. B. to K. Kt. Q. to Q. Kt. 3d. Q. to Q. R. 4th. K. R. P. one. Q. Kt. P. one. R. to Q. R. sq. Q. takes Q. P. (c) K. to R. 2d. (d) K. to Kt. sq. R. takes Q. K. to R. 2d. 3d. 3d. Kt. to K. B. 8th, and draws by perpetual check. NOTES TO GAME X. (a) See note (a) preceding game. (h) Threatening mate in three moves. (c) Secure of a draw, White abandons this P. (d) If instead of moving K., he capture Q., the result is Jiie A\me. GAME XI. Between St. Amant and Cochrane. Wliite (St. Amant). 1. K.P. hoo. 2. K. Kt. to B. M. Black (Cochrane). 1. K. P. two. 2. Q. Kt. to B. M. 236 CHESS FOR WINTER EVENINGS. White. Black. 3. K. B. to Q. B. m. 3. The same. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. K. Kt. to K. 5th. {a) 7. P. takes P. {I) 7. B. checks. 8. K. to B. sq. (c) 8. Q. P. two. 9. B. to K. 2d. 9. Castles. 10. Q. Kt. to Q. 2d. 10. B. takes Kt. 11. B. takes B. 11. K. B. P. one. 12. P. takes P. (d) 12. Q. takes P. 13. Q. B. to K. 3d. 13. Q. Kt. to K. 2d. 14. Q. to Q. B. 2d. 14. Q. Kt. to K. B. 4th. 15. K. B. to Q. 3d. 15. Kt. takes B., check. 16. P. takes Kt. 16. Kt. to K. Kt. 4th. 17. K. B. to K. 2d. 17. Q. B. to K. R. 6th. (e) 18. Q. to Q. Kt. 3d. 18. Q. B. P. one. 19. K. P. one. (/) 19. Kt. takes P. 20. K. to Kt. sq. 20. Kt. to Q. 7th. 21. Q. to Q. 3d. 21. Kt. takes Kt. 22. B. takes Kt. 22. B. takes Kt. P. 23. K. takes B. 23. Q. to K. Kt. 4th, check, 24. K. to B. 2d. {g) 24. R. takes B., check. 25. Q. takes R. {h) 25. R. to K. B. so. White surrenders. NOTES TO GABIE XI. (a) The best reply at this point is Q. P. two. (Z>) Exceptionable. First player should move B. to Q. 5th. See next game. (c) A move generally attended with danger. In the present instance, St. Amant attributes to it the loss of the game. (d) St. Amant again condemns his own play, inasmuch as the capture of this P. allowed his opponent to bring his best pie 3es powerfully into play. (e) Finely played as the sequel proves . (/") Evidently an error. {g) If White play K. to R. 3d, Black by playing R. te K. B 8th wins B. and Q. for R. and P. (/)) If White capture R. with K., he loses both Rooks. THE KING S KNIGHT S OPENING. 237 GAME XII. Cluis of Berlin and Breslau. (From Biljuer's " Handbuch des Scliachspiels.) Willie (Berlin). 1. K. P. two. 2. K. Kt. to B. 3d. 3. K. B. to Q. B. 4th. 4. Q. B. P. one. 5. q. P. two. 6. K. P. one. 1. K. B. to Q. 5th. 8. K. takes Kt. 9. K. to K. sq. 10. Q. B. takes P. (c) 11. B. takes Q. Kt. {d) 12. Q. to Q. B. 2d. 13. Q. Kt. to Q. 2d. 14. K, to K. 2d. 15. Q. Kt. to K. 4th. 16. Q. to Q. R. 4th. 17. K. R. to Q. B. sq. (/) 18. Q. Kt. to Q. 2d. {g) 19. Kf.. takes Q. B. 20. K. R. to K. B. sq. Black (Breslau). K. P. two Q. Kt. to B. 3d. Same. K. Kt. fo B. 3d. K. P. takes P. 6. K. Kt. to K. 5th. 7. Kt. takes K. B. P. (a) 8. Q. P. takes P., check. (J) 9. P. takes Q. Kt P, 10. Q. to K. 2d. 11. Q. P. takes B. 12. Q. B. to K. 3d. 13. Castles Q. R. 14. K. Kt. P. one. (e) 15. K. B. to Q. Kt. .3d. 16. Q. B. to Q. 4th. 17. K. B. P. two sq. 18. Q.B. takes Kt.,checi .(h) 19. K. Kt. P. one. 20. Q. R. to Q. 4th. 21. Q. R. to Q. — Breslau now answered with K. Kt. P. 1, played subsequently several indifferent moves, and finally Jost. The game was resumed at the 21st move by Messrs. Mendheim and Angerstein, and played out between them bv correspondence as below, when the result was a won game for second player. While (Mendheim). 22. Kt. to Q. 2d. 23. Kt. to Q. B. 4th. 24. Q. toQ. B. 2d. 25. Q. to K. 4th. 26. Q. R. P. two. 27. P. takes P. 28. Q. covers. Black (Angerstein). 21. K. R. P. two. 22. Q. to K. 3d. 23. B. toQ. B. 4th 24. K. B. P. one. 25. K. R. to Q. sq. 26. Q. Kt. P. two. 27. Q. to K. Kt. 5th, check. 28. Q. takes Q. 238 CHESS FOR WINTER EVENINGS. Wliite. Black. 29. P. takes Q. 29. R. takes R. 30. R. takes R. 30. R. takes R. 31. K. takes R. 31. P. takes P. 32. Kt. to Q. 2d. 32. K. to Q. 2d. 33. K. to K. 2d. 33. K. to K. 3d. 34. K. to Q. 3d. 34. Q. R. P. two. 35. K. R. P. one. 35. Q. R. P. one. 36. K. to his 4th sq. 36. B. to Q. Kt. 5th. 37. Kt. to Q. Kt. sq. 37. Q. B. P. one. 38. Kt. to R. 3d. 38. B. to Q. 7th. 39. Kt. to Q. Kt. sq. 39. B. to K. 8th. 40. Kt. to R. 3d. 40. B. to K. B. 7th. 41. B. to Q. R. sq. 41. Q. Kt. P. one. 42. Kt. to Q. B. 4th. 42. Q. R. P. one. 43. Kt. to Q. 2d. 43. Q. B. P. one. 44. Kt. to Q. B. 4th. 44. B. to Q. 5th. 45. B. takes B. 45. P. takes B. 46. Kt. to Q. R. 5th. 46. Q. R. P. one. 47. Kt. to Q. Kt. 3d. 47. Q. P. advances. 48. K. takes P. 48. K. takes P. and has forced won game. WHITE. White to play and Black to win. THE KIN& S KNIGHT S OPENING. 239 The position being one of some interest wc append a diagram of the situation, with the train of play by which Black wins. White. Biu^L 49. K. to Q. B. 4th or A. 49. K. Kt. P. one. 50. K. B. P. takes P. 50. K. to his 5th. 51. K. Kt. P. one. 51. K. B. P. one. 52. K. Kt. P. one. 52. K. B. P. one. 53. Kt. to Q. 2d, check. 53. K. to K. B. 5th. 54. K. Kt. P. one. 54. K. B. P. Queens. 55. Kt. takes Q. 55. Q. R. P. Queens. 56. K. Kt. P. Queens. 56. A. Q. checks at Q. and wins. 49. K. to K. 2d. 49. K. to his B. 3d. 50. K. toQ. 3d. If instead K. to his B. 2d, Black plays K. to B. 4th, and if White then check with Kt., he moves K. towards Q. R. P. 51. K. B. P. takes P. 52. P. takes P. 53. K. to K. 2d. 54. K. to K. B. 2d. 55. Kt. to Q. R. sq. 56. Kt. to Kt. 3d. 57. K. to his B. sq. 58. K. to B. 2d. R. 2d 50. K. Kt. P. one. 51. P. takes P. 52. K. to K. Kt. 4th. 53. K. takes P. 54. K. B. P. one. 55. K. to K. B. 5th. 56. K. to his 5th sq. 57. K. to Q. 4th. 58. K. to Q. B. 5th, and wins. NOTES TO GAME XII. (a) Black gives up Kt. for three Pawns. This sacrifice may be considered as unsound, a minor piece being worth rather more than three Pawns, though less than four. (b) White King has now three squares of refuge ; viz. K. Svq., K Kt. 3d, and K. B. ; all of which have their partisans. Lolli and the Italian masters prefer the first; GhulamKassim and .Taenisch the Bocond ; and Petroff the third. For detailed analysis, see " Walk* er's Art of Chess-Play," Game XV. p. 67. 240 CHESS FOR WINTER EVENINGts. (c) In this position Lewis thinks White has the best of the game, though some eminent writers call it an even game. (d) Fearing this Knight's being played to Q. sq. and subsequently to K. 3d. (e) Precautionary, previous to moving K. R. — Q. B. to Q. 4th would probably have been better play. (/) Rather move Q. R. to this sq. (g) Rather play this Kt. to K. B. 6th, with a view to dislodge the dangerous Q,. B. (h) This was an ill-judged capture on the part of Breslau. K. Kt. P. one instead, would have proved somewhat embarrassing to White. GAME XIII. Between Boncourt and Kieserilzkij. WJiite (Boncourt). Black (Kieseritzkij). 1. K. P. two. 1. Same. 2. K. Kt. to B. 2d. 2. Q. Kt. to B. 2d. 3. K. B. to Q. B. 4th. 3. Sarae. 4. Q. B. P. one. 4. K. Kt. to B. 2d. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. q. P. two. 7. P. takes Kt. (a) 7. P. takes B. 8. P. takes K. Kt. P. 8. K. R. to Kt. sq. 9. Q. B. to K. Kt. 5th. 9. K. B. P. one. 10. Q. to K. 2d, check. 10. Q. to K. 2d. 11. Q. B. takes P. 11. Q. takes Q., check. 12. K. takes Q. 12. Q. P. one, check, (b) 13. K. to Q. sq. 13. B. to K. Kt. 5th. 14. K. R. P. one. 14. B. takes Kt., check. 15. P. takes B. 15. K. to B. 2d. 16. Q. Kt. to Q. 2d. 16. K. takes B. 17. Kt. checks. 17. K. takes P. 18. Kt. takes B. 18. Kt. to K. 4th. 19. P. toK. B. 4th. 19. Kt. to K. B. 6th. 20. Kt. checks. 20. K. to B. 2d. 21. Kt. checks. 21. Kt. takes Kt. 22. P. takes Kt. 22. R. takes P. 23. K. to Q. 2d. 23. R. to K. sq. and wins THK KING S KNIGHT S OPiiNING. 241 NOTES TO GAME XIII. (a) This move gives Black the better game. Seo Analysis, p 216, forccm-cci muve. (b) The effect of this check is confining to White's game, Black tliough minus a Pawn is more than compensated by position. GAME XIV. Tn the match hctween Staunton and Horwitz. Played in Lomloii 1846. Wliif^ (Horwitz). Black (Staunton) 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. U. 2. Q. Kt. to B. Sd. 3. K. B. to Q. B. Ath. 3. K. B. to Q. B. 4t/t 4. Q. B. P. one. 4. K. Kt. to B. 3d. 5. Q. P. two. 5. P. takes P. 6. K. P. one. 6. Q. P. two. 7. K. B.to q. Kt. 5th. 7. K. Kt. to K. 5th. 8. P. takes P. 8. B. to Q. Kt. 3d. 9. Castles. 9. Castles. 10. K. R. P. one. 10. K. B. P. one. (a) 11. Q. Kt. to B. 3d. 11. P. takes K. P. 12. B. takes Kt. 12. P. takes B. 13. K. Kt. takes P. 13. Q. B. to Q. R. 3d. 14. Q. Kt. to K. 2d. {b) 14. P. to Q. B. 4th. (c) 15. B. to K. 3d. 15. P. takes P. 16. B. takes P. (d) 16. B. takes Kt. 17. Q. takes B. 17. B. takes B. 18. Kt. to Q. B. 6th. 18. Q. to K. B. 3d. (e) 19. Kt. takes B. 19. Q. takes Kt. 20. Q. R. to Q. sq. 20. Q. to her B. 4th. 21. Q. R. to Q. B. sq. 21. Q. to her Kt. 3d. 22. Q. Kt. P. one. 22. Kt. to K. Kt. 6th. 83. Q. to her 3d. 23. Kt. takes K. R. And after a few moves, White surrendered. NOTES TO GAME XIV (a) To break the centre Pawns. (fj) White should have taken off the Kt. in preference. BlacA- 242 CHESS FOR WINTER EVENINGS. then, as his best move, would probably have taken the Kt. (for taking the Rook would be dangerous, on account of " Q. Kt. to K. Kl. 6th), and then the game might have proceeded thus : — White. Black. 14. Q. Kt. takes Kt. 14. Q. P. takes Kt. 15. Q,. to her Kt. 3d, check. 16. Q. to her 4th. 16. Q. takes Q,. 16. P. takes Q. 17. K. R. to Q. sq. &c. The position, however, would even then have been much in favot of the second player, from the commanding situation of his two (c) This is stronger play than taking the Q,. Kt. After auvancing the doubled Pawn, Mr. Staunton remarked that, had his position been less favorable, and the advantages springing from this move less ob- viously certain, he should have much preferred the more enterprising play of taking the K. B. P. with his Kt. — a sacrifice, as he demon- strated in an after game, which leads to many strikingly beautiful situations ; for example : — 14. Kt. takes K. B. P. 15. R. takes Kt. 16. R. takes R. 16. K. takes R. 16. Q. to K. R. 5th, check. (In the first back game. White (Whereupon Black mated him now plays) prettily enough as follows :) 17. K. to his B. sq. 17. R. to K. B. sq., check. 18. K. Kt. to B. 3d. 18. B. takes Q. P. 19. Q. to K. sq. 19. R. takes Kt., check. (His only move, unless he give up the Q,. for Bishop.) 20. P. takes R. 20 Q. takes K. R. P., mate. In a second back game, instead of " K. to B. sq.," Wliite played 17. K. Kt. P. one. 17. Q. takes K. R. P. 18. K. Kt. to B. 3d (or A). 18. R. to K. B. sq. 19. Q. Kt. to K. B. 4th. 19. B. takes Q,. P., check. 20. Q,. takes B., 20. Q. to K. B. 8th, check. 21. K. to his 3d sq. 21 R. to K. sq., check. (If Kt. to K. 6th, White loses his Q., therefore,) 22. K. to Q. 2d. 22. Black may now take the Kt. or play Rook to K. 6th, in either ease having a winnino game. THE KING S KNIGHT S OPENING. 24JJ (A) White. Black. 18. Q. Kt. to K. B. 4th. 18. B. takes Q. P., check. (If White take the B. he loses liis Q. in three moves, therefore,) 19. K. to B. 3d. * 19. R. to K. B. sq. 20. Q. takes B., 20. Q. to K.R. 8th, check. (If now the K. be played to B. 2d or K. 3d, Black wins the Q., therefore,) 21. K. to Kt. 4th. 21. B. to his sq., check, and Black wins. There are many other variations, but these w^ill suffice to show the resources of the attack. (d) This move loses a clear piece. Play as he could, however, the game was irredeemable. (e) A move Wliite overlooked, unfortunately, when he took the Pawn with Bishop. GAME XV. Bettceen Mr. C. H. Stanley, Ed. of the American Ch ss Magazine, and another strong player. (Hitherto unpublished.) White (Stanley). Black. 1. K. P. two. 1. The same. 2. K. Kt. to B. Sd. 2. Q. Kt. to B. Bd. ' 3. K. B. to Q. B. Ath. 3. Same. 4. Q. B. P. one. 4. K. Kt. to B. U. 5. q. P. two. 5. P. takes P. 6. K. P. one. 6. Q. P. two. 7. K. B. to Q. Kt. 5th. 7. K. Kt. to K. 5th. 8. B. takes Kt., check. 8. P. takes B. 9. P. takes P. 9. B. to Q. Kt. M. 10. Q. Kt. to B. U. 10. P. to Q. B. m. 11. P. takes P. 11. Kt. takes Kt. 12. P . takes Kt. 12. B. takes P. 13. K. Kt. to Q. 4th. 13. Castles. 14. Castles. 14. K. B. P. one. * He may also play B. to K. 3cl, upon which Black can check wit!- bis Q., and afterwards take Kt. with B., having the better game. 244 CHESS FOR V'iNTUR EVENINGS. White. Black. 15. P. takes P. 15. Q. takes P. 16. B. to K. 3d. (a) 16. Q. B. to R. 3d. 17. R. to K. sq. 17. Q. R. to K. sq. 18. K. Kt. to B. 3d. 18. B. takes B. 19. Q. takes P., check. 19. K. to R. sq. 20. P. takes B. 20. Q. takes Q.B. P 21. Q. R. to Q. B. sq. 21. Q. to Q. Kt. 5th. (&) 22. Kt. to K. 5th. 22. Q. to K. 2d. (c) 23. Kt. to Q. B. 6th. 23. Q. to K. B. 3d. 24. Q. to Q. 2d. (d) 24. B. to Kt. 2d. 25. Kt. to Q. 4th. 25. Q. to K. 4th. 26. R. to K. B. sq. 26. R. takes R. 27. R. takes R. 27. K. R. P. one. 28. R. to K. sq. 28. Q. B. P. two. 29. Kt. to Q. Kt. 5th. 29. R. to K. 3d. 30. Kt. to B. 3d. 30. Q. to K. Kt. 4th. 31. Q. to K. B. 2d. (e) 31. R. to K. Kt. 3d. 32. K. P. one. 32. Q. to K. 4th. 33. Q. to K. B. 3d. 33. R. to K. B. 3d. 34. Q. to K. 3d. 34. R. to K. B. 5th. 35. K. Kt. P. one. 35. R. to K. B. sq. 36. R. to Q. sq. 36. R. to K. sq. 37. Kt. to R. 4th. 37. Q. B. P. one. 38. R. to Q. 4th. 38. B. takes K. P. 39. Kt. to K. B. 3d. 39. B. to Kt. 2d. 40. Q. takes Q. 40. R. takes Q. 41. R. takes P. 'And after a few more moves the game, by mutual con. ent, was abandoned as drawE 1. NOTES TO GAME XV. (a) A desh-able move on account of its conformity with one of the first principles of a chess-player, which is, to concentrate hig forces in the centre of the board ; and a necessary one on account of the support thereby provided for K. B. P. in the event of the forced removal of K. R. (&) If Rook capture Q. B. P., Black takes Kt. with R. (c) With young players the propensity to attack Q. is nearly as THE KING S KNIGHT S OPENING. 245 great as the other propensity to check K. on all occasions : in the present instance if Black attack Q. with B., he is compelled to lose an exchange, to avoid that peculiar form of mate known as PMlidor' legacy, e. g. : While. Black. 22. B. to Q. Kt. 2d. 23. Kt. to K. B. 7th, check. 23. K. moves (if). 24. Kt. to R. Sd, check. 24. K. moves. 25. Q. to Kt. 8th, check, 25. R. takes Q,. 26. Kt. mates. (d) Disagreeable results would be likely to attend the capture ol Rook's Pawn, thus : 24. Kt. takes R. P. 24. R. takes K. P. 25. If Rook take R. mate en- sues in three moves, there- fore, K. R. to Q,. sq. 25. B. to K. 7th. 26. R. to K. sq. 26. Q. to B. 7th, check. 27. K. to R. sq. 27. B. to K. B. 6th, and Black wins in a few moves, (e) If Q. to K. 2d, Black captures K. P. with R., and White could not possibly save the game. LESSON III. In the game forming this Lesson, first player at his 3d move plays K. B. to Q. Kt. 5th, a move formerly considered weak play, but which may be adopted with safety. The following examination of this move is from Walker's A rl of Chess-Play. ANALYSIS. Wfiite. Black. 1. K. P. two. 1. K. P. two 2, K, Kt. to B. 3d. 2. Q. Kt. to B. 3d. 3 K. B. toQ. Kt. 5th. 246 CHESS FOR WINTER EVENINGS. FIRST REPLY. WJiite. Black. 3. K. B. to Q. B. 4th. In Ine game that follows, extracted from the Chess-Player's Chron- icle, it will be seen that Staunton deprecates this move. Jaenisch and Bilguer prefer K. Kt. to B. 3d. — (See Second Reply.) 4. Q. B. P. one (best, see A). 4. K. Kt. to K. 2d. 5. Castles. 5. Castles. 6. Q. P. two. 6. P. takes P. 7. P. takes P. 7. K. B. to Q. Kt. 3d. 8. Q. P. one. 8. Q. R. P. one. 9. B. to Q. R. 4tli. 9. Q. Kt. home. .0. Q. P. advances. 10. K. Kt. to Kt. 3d (best). 1. P. takes P. (best). 11. Q. lakes P. 12. Q. Kt. to B. 3d, with rather better position. Black can, however, vary some of the preceding moves, and the result should be an even game. Variation A. 4. B. takes Kt. 4. Q. P. takes B. 5. If you take K. P. with Kt., he gets a good game by playing Q. to Q. 5th. Ponziani makes you play now at once Q. B. P. one, the answer to which is Q. to Q. 6th. Q. P. one (best). 5. Q. B. to Kt. 5th. 6. Q. B. to K. 3d. 6. Q. to her 3d. , 7. Castles. 7. Q. R. to Q. sq. 8. Q. Kt. to Q. 2d. The game is even. Jaenisch now erroneously plays for Black, K. Kt. to K. 2d, not seeing that you would not reply as he supposes with Q. Kt. to Q. Kt. Jkl, but with Q. Kt. toQ. B. 4th, winning a piece. SECOND REPLY. 3. K. Kt. to B. 3d. 4. Q. P. one.— To take Kt. gives no advantage. 4. K. B. to Q. B. 4th 5. Castles. 5. Q. Kt. to Q. 5th. 6. Kt. takes Kt. 6. B. takes Kt. 7. Q. B. P. one 7. B. to Q. Kt. 3d. THE KING S KNIGHT S OPENING. 247 WJiite. 8. Q. B. to K. Kt. 5th. 9. K. B. to Q. R. 4th. 10. B. takes Kt. 11. Q. Kt. to Q. 2d. Black. 8. Q. B. P. one. 9. K. R. P. one. 10. Q. takes B. 11. Castles. Even game. GAME IN ACTUAL PLAY. The following game on this mode of playing the Knight's Opening, extracted from the Berlin Schachzeitung, and pub.- lished in the . Chess-Player's Chronicle for Jan., 1847, waa played between Messrs. Heydebrandt and Hanstein : White (Hanstein). Black (Heydebrandt). 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3cl. 3. K. B. to Q. Kt. 5th. (a) 3. K. B. to Q. B. 4th, 4. Q. B. P. one. 4. K. Kt. to K. 2d. 5. Castles. 5. Castles. 6. Q. P. two. 6. P. takes P. 7. P. takes P. 7. B. to Q. Kt. 3d. 8. Q. P. one. 8. Q. Kt. to his sq. 9. Q. P. one. (b) 9. P. takes P. (c) 10. Q. takes P. 10. K. B. to Q. B. 2d. 11. Q. to her 3d. (d) 11. Q. P. two. 12. Q. Kt. to B. 3d. 12. P. takes P. 13, Q. takes P. (e) 13. Q. Kt. to B. 3d. 14. K. R. to Q. sq. 14. Q. to K. sq. 15. K. Kt. to his 5th sq. (/) 15. Q. B. to K. B. 4th. 16. B. takes Kt. 16. P. takes B. 17. Q. to K. R. 4th. 17. Kt. to Q. 4th. 18. Kt. takes Kt. 18. P. takes Kt. 19. Q. B. to K. 3d. (g) 19. Q. to her Kt. 4th. 20. B. to Q. 4th. 20. K. R. toK.sq. 21. Kt. to K. B. 3d. 21. K. B. P. one. 22. B. takes K. B. P. (h) 22. P. takes B. 23. Q. takes B. P. 23. B. to K. Kt. 3d. 24. Q. R. to Q. B. sq. 24. B. to Q. Kt. 3d. 25. K. R. P. two. 25. K. R. to K. 7th. 26. Kt. to Q. 4th. 26. Q. takes P. 248 CHESS FOE WINTER EVENINGS. White. Black. 27. Q. to her B. 6th. (i) 27. K. R. to K. sq. (i^ 28. Q. takes Q. P., check. 28. K. to R. sq. (Z) 29. Q. R. to B. 6th. (m) 29. B. to K. 5th. (n) 30. Q. to her 6th. 30. B. takes Kt. (o) 31. R. takes B. 31. K. R. to K. 3d. 32. Q. takes R. 32. Q. takes R. 33. Q. to K. B. 6th, check. 33. Q. takes Q. 34. R. takes Q. 34. R. to Q. Kt. sq. ^p) 35. K. B. P. one. 35. B. to Q. 4th. 36. Q. R. P. one. 36. R. to Kt. 3d. (q) 37. R. takes R. 37. P. takes R. 38. K. to B. 2d. 38. K. toKt. 2d. 39. K. to his 3d. 39. K. to B. 3d. 40. K. to B. 4th. 40. B. to Q. B. 3d. 41. K. to Kt. 4th. 41. B. to K. sq. 42. K. to B. 4th. 42. B. to K. Kt. 3d. 43. K. to Kt. 4th. 43. K. R. P. two, check 44. K. to B. 4th. 44. B. to K. B. 4th. 45. K. Kt. P. two. 45. B. to K. Kt. 3d. 46. P. takes P. 46. B. takes P. 47. Q. R. P. one. (r) 47. B. to K. sq. 48. Q. R. P. one. 48. P. takes P. (s) 49. K. to his 3d, and the game was resigned as a drawn battle. (a) The question whether B. to Q. Kt. 5th or to Q. B. 4th is the better move at this point for the first player, is nearly as old as the present mode of playing chess. Lopez considered Q. Kt. to B. 3d, as recommended by his predecessor Damiano for the 2d move of the defence, a bad one, on account of this very move of K. B. to Q. Kt. 6th. His variations show, however, that he had but imperfectly ana- lyzed the consequences. The Italian players, and with them the succeeding German, English, and French authors, considered K. B, to Q. Kt. 5th, a weak move, and unanimously declared for K. B. to Q,. B. 4th : many players of the present time, and some of the most recent works — amongst others Le Palamede, for March, 1846 — join in this opinion. The analyses of the authors are, however, very in- complete ; and we are indebted to the labors of Mr. Mayet in Bilguer'o THE KING S KNIGHT S OPENING. 249 work, and the more modern investigations of .Taenisch, for the better appreciation of this move. Those writers consider the best defence not satisfactory, and believe K. B. to Q. Kt. 6th at least equal in strength to K. B. to Q. B. 4th, (b) Stronger than Q,. Kt. to B. 3d, as affording a more lasting attack, (c) Black may here play K. Kt. to liis 3d, which White would f(.illow with — 10. P. takes Q.. B. P. 10. Q. or B. takes P. 11. Q,. Kt. to B. 3d, with a superior game. (d) At this point, Jaenisch leaves ^he game, considering White's position as the better. Q,. P. two. Black's reply to the 1 1th move of White, with correct play, would most likely lead to a drawn game. A much stronger move, although it may not appear so theoretically, would be Q. to her R.'s third. For in that case Black could not advance his Q. P. two, as White would gain an advantage by an- swering with K. R. to Q,. sq., which would give to Black a very con- fined position. Indeed it is not difficult to see, that after the move recommended, of Q. to her R. third, Black's game affords no satisfac- tory defence for a length of time ; and we must repeat that the playing K. B. to Q,. B. 4th by the second player as his 3d move, is not to be commended. (e) If the Kt. takes this P., Black gains an advantage by Q,. B. to K. B. 4th. (/) To separate the Pawns on the Q. side. (g) If the Rook take the P., the Q^ gives mate ; and if, instead of playing the Bishop to K.'s third, he were played to K. B, 4th, Black might exchange Bishops, and then support his Q,'s P, by mov- ing B. to K. third. (h) A bold sacrifice to be ventured in an actual game. (i) The only saving move, and one which at the same time im perils Black. (k) This is the best move, K. R. takes K. B. P. would perhaps have been good, but K. B. takes Kt. would have lost the game, e. g.— . 27. Q. to her B. 6th. 27. B. takes Kt. 28. Q. takes R., check. 28. K. to Kt. 2d (best.) 29. R. to B. 7th, check. 29. K. to R. 3d. (Interposing B. would cost a piece.) 250 CHESS FOR WINTER EVENINGS. 30. Q. to K. B. 8th, check. 30. K. to R. 4th. 31. Q,. to K. B. 3d, check. 31. K. takes P. (or mate foUowE' 32. K. R. takes B., ch. &.c. in two moves.) (I) Interposing the B. would lead to perpetual check. (m) Q,. R. to B. 4th, would also have been good, but the move in the text is more beautiful, as it involved a snare, into which Black fell, and enabled White to save the game. (n) Black could not resist the temptation of winning the R for B., and thus overlooked the perpetual check. The strongest movi; for him was Q,. R. to Q,. sq. (o) If tlie other B. takes the R., White gives perpetual ci eck. (p) We recommend the study of the terminating moves, which were exremely difficult for both parties. They prove the possibility of positions occurring where two Pawns not even moved can draw the game against a Bishop. (g) Black would have had a better chance of winning by not exchanging Rooks. (?•) Most important, because the B. might otherwise have prevent- ed the P. advancing to compel the Black P. to take. (s) If Black does not take P., White would win. (?) As it is, the game must be drawn, even if White had no Pawns, since the P. on Rook's file can never reach the eighth sq. To the young student it may be profitable to point out that Kin g, Bishop, and Rook's Pawn cannot win against single K. in front of P. unless the Bishop be of a color to command the 8th or Queening sq. of that Rook's file on which the P. marches. This axiom is well exemplified by the position from Carrera on the following page : In this situation Black draws the game, the result doponding, however, upon his playing his 3d move correctly, e. g. Wliite has the move and plays as follows : White. Black. 1. P. two sq. 1. K. toQ. sq. 2. P. on. 2. K. tohissq, 3. P. on, or A. 3. K. to K. B sq, 4. B. to Q. 5th, and afterwards advances the P. to Queen, Black being compelled to 'nove away from Pawr THE KING S KNIGHT S OPENING. BLACK. 251 1 The game may, however, be easily drawn, if Black play the 3d move properly. Instead of moving K. to his B. sq., he ought to play K to B. 2dsq., and if the B. check at Q. 5th sq., Black will play K. tc K. Kt. 3d sq., and will gain the Pawn. 3. B. to Q. 5th sq. 3. If Black play K. to K. B. sq., White wiU advance the P. and win the game ; he must play K. to his 2d sq., then to K. B. 3d sq., secure of capturing Pawn or gaining and keeping the corner, 'ax which case the P. caimot win. It is su- perfluous to repeat, that when the Bishop commands the 8th sq,, the game is speedily forced. If White in the above position, and others analagous, had even several Pawns behind each other on the Rook's file, tlie adverse single K., being in front, would equally draw as against one, on account of the Bishop's not commanding the es- tieme square of tl^e file. 252 CHESS FOR WINTER EVENINGS. LESSON IV. THE QUEEN'S PAWN TWO OPENING. r,KADING MOVES IN ACTUAL PLAY: GAMES I., II., AND III,. IN CORRESPONDENCE BETWEEN THE LONDON AND EIIN' BURGH CHESS-CLUBS. GAME IV. COCHRANE AND POPERT. GAME V. PERIGAL AND DANIELS. GAME VI. IN CORRES- PONDENCE BETWEEN THE WASHINGTON AND NEW-YORK CHESS-CLUBS. GAME VII. FROM WALKER's THOUSANL" JAMES IN ACTUAL PLAY. This opening springing out of the Knight's Game may be. classed as a variation of the Giuoco Piano. It receives it? name from the third move of the second player who sacrifices his Q. P. by playing it two sq. on his third move. It is known also as the " Scottish Opening," from the circum- stance of its having been brought into vogue by its adoption in three out of the five games played between the years 1824 and 1828, by correspondence, between the clubs of London and Edinburgh. See first three games in actual play. Of this method of commencing the game, Walker, in his Art of Chess-Play, remarks — " It is alike fertile in resource •and safe in its results ; since if even the best moves are op- posed on the part of the defence, the Pawn first given is re- gained ; and the game in its more forward stages becomes of an even character. The Queen's P. Two Opening thus pre- sents both shield and spear, and in this respect has the ad- vantage over the Evans Game* and similar d^huts ; in which, should the attack fail, ultimate loss is assured to the first player, through the weight of the sacrificed Pawn. * For detailed analysis of the Evans Game, or the Evans Gambit se 't is more generally termed, consult -Walkei-'s "Art of Chess-Play, 4tn Rd. 1846, and Staunton's Chess-Player's Handbook, London, 1847. THE queen's pawn TWO OPENING. 253 which he never regains." The following constitute, for both sides, the safest : LEADING MOVES. White. Black. 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 2d. 2. Q. Kt. to B. ^d. 3. Q. P. two. — This move con- stitutes the Q. P. Two Opening. Its effect is to open the board at once to the range of the Bishops. 3. P. takes P. {^best). 4. K. B. to Q. B. Uh. 4. K. B. to Q. B. 4th. 5. Q. B. P. one. — In reply to this move, authors have generally recommended as best to advance P. to Q. 6th, giv- ing it up altogether. We are indebted to Jaenisch for the discovery that at this stage Black can acquire a strict equal- ity of position by resolving the game into a familiar variation of the Giuoco Piano. He therefore plays : 5. K. Kt. to B. Sd. The position will now be found identical with that result, ing from the following first five moves of the leading game perfect equality : 1. K. P. two. 2. K. Kt. to B. Sd. 3. K. B. to Q. B. 4th. 4. Q. B. P. me. 5. Q. P. tioo. 1. 2. 3. 4. 5. K. P. two. Q. Kt. to B. 3d. The same. K. Kt. to B. U (best). P. takes P. Deviation from this orthodox course of play gives rise to much beautiful combination, of which many examples will be found in the following games in actual play : GAME I. fjj corresiiondence, between the London and Edinburgh Chess- Cluha Begun hy the Edinburgh Club, 6ih of Oct., 1826. White (Edinburgh). Black (London). 1. K. P. two. 1. K. P. two. 2. K. Kt. to B. 3(Z. 2. Q. Kt. to B. Sd. 8. Q. P. two. 3. Q. Kt. takes P. (a) 2h4 CHESS FOR WINTER EVENINGS. White. Black. 4. Kt. takes Kt. 4. P. takes Kt. 5. Q. takes P. 5. K. Kt. to K. 2d. 6. K. B. to Q. B. 4th. (b) 6. Kt. to Q. B. 3d. 7. Q. to her 5th. (c) 7. Q. to K. B. 3d. 8. Kt. toQ. B. 3d. (d) 8. K. B. to Q. Kt. 5th- 9. Q. B. to Q. 2d. 9. Q. P. one. 10. K. B. to Q. Kt. 5th. 10. Q. B. to Q. 2d. 11. Q. to her B. 4th. 11. K. B. to Q. B. 4th, 12. Castles on K. side. 12. Castles on K, side. 13. Q. to her 3d. (e) 13. Kt. to K. 4th. 14. Q. to K. Kt. 3d. • 14. B. takes B. 15. Kt. takes B. 15, Q. B. P. one. . 16. Kt. to Q. B. 3d. 16. Kt. to Q. B. 5th. 17. B. to K. Kt. 5th. 17. Q. to K. Kt. 3d. 18. Q. Kt. P. one. 18. K. B. P. one. 19. B. to Q. B. sq. 19. Q. takes Q. 20. K. R. P. takes Q. 20. B. to Q. 5th. 21. P. takes Kt. (/) 21. B. takes Kt. 22. Q. R. to Q. Kt. sq. 22. Q. Kt. P. one. 23. K. R. to Q. sq. (g) 23. Q. R. to K. sq. 24. Q. R. to Q. Kt. 3d. 24. B. to Q. R. 4tn. 25. K. B. P. one. 25. K. B. P. one. 26. K. P. takes P. 26. Q. R. to K. 7th. (h) 27. P. to K. Kt. 4th. 27. R. takes Q. B. P. 28. B. to K. B. 4th. 28. R. takes P. at Q. B. oil. 29. B. takes Q. P. 29. K. R. to K. sq. 30. Q. R. to his 3d. (^) 30. K. R. P. one. ■ 31. B. to Q. B. 7th. 31. R. to K. 2d. (k) * 32. K. R. to Q. 8th, check. 32. K. to his R. 2d. 33. R. to Q. B. 8th. 33. Q. R. to Q. B. 8th, oh. 34. K. to his R. 2d. 34. K. R. to K. 8th. {I) 35. K. to his R. 3d. 35. R. to K. R. 8th, check. 36. R. to K. R. 2d. 36. B. to Q. B. 6th. (m) 37. P. to K. B. 4th. (??) 37. B. to Q. 7th. (o) 38. P. to K. Kt. 3d. 38. B. to Q. R. 4th. (p) 39. Q. R. to K. 3d. {q) 39. Q. R. to Q. B. 7th. 40. P. to K. Kt. 5th. 40. K. R. takes B., check. 41. K. to hisKt. 4th. 41. K. R. P. one, check, (r) 42. K. to his B. 3d. 42. K. R. to K. B. 7th, oh. 43. K. to h>"s 4th. 43. K. Kt. P. one. (s) THE HtJEEN S PAWN TWO OPENING. 255 WJiite. 44. K. R.toQ. B. 7th, ch. 44. ■45. K. to his 5th. 45. 46. K. to his B. 6th. 46. 47. K. takes K. Kt. P. 47. 48. K. R. to K. Kt. 7th, ch. 48. 49. K. to his R. 6th. {it) 49. 50. Q. R. to K. 6th. 50. 51. K. R. toK. R. 7th, ch. 51. 52. Q. R. to K. Kt. 6th, ch. 52. 53. Q. R. takes Q. B. P. 53 54. Q. R. to K. B. 6th, ch. 54. 55. P. to K. Kt. 6th. 55. 56. P. to K. Kt. 4th. 56. 57. R. takes B., check. 57. 58. P. to K. Kt. 7th, ch. (z) 58. 59. R. to K. R. 8th. 59. 60. K. to his R. 7th, and Lon- don resigned. Black. K. to his Kt. sq. Q. R. to Q. B. 4th, ch. (.') Q. R. takes P., check. R. to K. B. sq. K. to his R. sq. B. to Q. Kt. 5th. (v) Q. R. to K. B. 4th. {w) K. to his Kt. sq. K. to his B. sq. Q. R. toQ. B.4th. {c) K. to his sq. Q. R. to Q. B. 6th. (ij) B. to K. B. sq., check. K. takes R. K. to his B. 2d. Q. R. to Q. B. 3d. ch. NOTES TO GAME I. (a) Inferior to taking P. with P. Cochrane, in his treatise, has tlie following remarks on this move : — "I object to tliis move, (i. e., 3 Black : Q. Kt. takes P.,) not because it can be actually proved to entail defeat, but because White, by taking the adverse Knight with his King's Knight, and afterwards placing his Q. at her 4th sq., will (if the situation of the game be ".onsidered) remain with a much bet- ter position than his adversary, hi the first place. White has the Q. and his K. P. in the middle of the board, the former of which cannot be displaced unless the second player make a feeble move viz., Q,. B. P. two sq. Secondly, the power of action, i. e., the num bei of squares wliich the pieces of the White command, is in favor of the first player ; and lastly, White can castle, and secure his ^rame sooner than his adversary. There is nothing in Chess so ex- ta-emely difficult as the pro\'ing from any weak move of your oppo- nent, the absolute loss of a game, more especially when one or tvvu aiinor pieces have been exchanged, the great force of the Q. fre- quently rendering any determinate calculation next to impossible; tlie only method we can have of approaching demonstration, iti to ?56 CHESS FOR WINTER EVENINGS. show that the one player has apparently a more confined game thar< his adversary." For modern countermove, see Note (a) Game VII. (h) Much better than playing Q. B. to K. Kt. 6th, as, in thai case, second player may move his K. Kt. to Q,. B. 3d, and spet;dilj, bring his other forces into the field. (c) Perhaps this attack is premature. (d) This move allovsrs Black to post his K. B. advantageously castling would have been better play. (e) Mr. Lewis has shown that Edinburgh would have played J. in moving Knight to Q,. 6th. (/) The doubling of the Pawns is in some respects a disadvan- tage ; but it is here more than compensated by the opening given for the action of the Ed. pieces. (g) This move is made with the view of driving the Lond. B. to his Q,. R. 4th sq., where he will be found to remain for a long tune very much out of play. (h) Lewis, in his edition of these games, remarks that Black should have taken the P. at their K. B. 4th, and they then would have had the best of the game, adding that it will be seen that the cluster of Pawns on the K. side ultimately won the game. De La Bourdonnais, who has published these games in his treatise, gives as his opinion, that even had Black taken the P., White would still have remained with a superior position. (i) This move is made for the purpose of still confining the B. (fc) This seems to be a lost move ; in fact, it forwards the attack meditated by Ed. (Z) This attack is rendered nugatory by Ed. advancing K. to K. R. 3d, and after being checked with the R., interposing B. (m) The following variation proves that playing B. to Q,. 7th would have been of no avail. White. Black. 37. Q. R. to Q. R. 4th. 38. Q. R. to K. 4th. 30. Q. R. to K. 8th, winning. 36. B to Q. 7th. 37. B. to K. 6th. 38. B. to K. Kt. 8th. (11) Had Ed. captured Q. R. P., they would have lo- THE queen's pawn TWO OPENING. 257 Wliite. Black. 87. R. Uikes Q. R. P. 37. B to K. 4th sq. as. If Ed. play K. Kt. P. one sq., Lond. should play R. to Q,. B. 7th;butif P. toK. B.4th, 38. Must not take P., becausG it would end in a drawn game. The proper move ib, R. to Q,. B. 6th, check. 39. P. to K. Kt. 3d. 39. R. to Q. B. 7th. 40. P. to K. Kt. 5th. 40. R. at K. R. 8th takes B. anJ 41. K. to K. Kt. 4th. 41. K. R. P. checks. 42. K. to K. B. 3d. 42. R. to Q. B. 6th, check. 43. K. to his 4th. 43. R. to K. 7th, mate. (o) The move expected by Ed. was Q,. R. P. two sq., which aeems by far the best move that Lond. could have played ; although t would not have been sufficient to save the game. When Lond. played their B. to Q. 7th sq., they must have imagined that Ed. would not venture to push their P. to K. Kt. 3d. (p) R. to Q. B. 7th, though apparently a good move, would have lOst the game by Ed. playing P. to K. Kt. 5th. If Lond. take the P., Ed. takes Q. R. P., &c. ; but if, instead of taking the P., Lond. take the B., Ed. should play K. to Kt. 4th, having a forced wri. game. (q) This is an excellent move, and the remainder of th'. /ime is admirably conducted by the Ed. club. (r) If Lond. had taken the P., Ed. would have playeii Q,. R. to K. 8th, threatening checkmate. (s) If Lond. had played R. to Q,. B. 5th, checking, the game would have been brought at the 47th move into precisely the same situation with that into which it is brought at the 46th move of the text game. (0 If Lond. had played R. from Q. B. 7th to Q. 7th, they would still have lost; and had they checked with B., Ed. would have captured it with R., and then have played K. to his B. 6th, v/inning (m) This is an important move, though at first sight its impor- •ance may not be very obvious. It opens up K. Kt. 6th sq. {tjr R. to be played into ; and by keeping Q,. R. still at K. 3d sq., the Lv/nd B. is prevented from being played to his Q,. B. 6th, wliich wouV'' have proved fatal to the attack made by the Ed. club. 12 258 CHESS FOR WINTER EVENINGS. (v) If Lond. had played K. R. to Q,. 7th, they would still htivo ost tl)e game ; e. g. White. Black. 43. K. R. to Q. 7th. 50. Q. R. to K. 6th. 60. Q. R. to Q. sq. t)l. K. R. to K. R. 7th, check. 61. K. to K. Kt. sq. 62. Q. R. to K. Kt. 6th, check. 62. K. to K. B. sq. 63. Q. R. to K. Kt. 7th, and must win. And if Rook from K. B. sq. to Q,. sq., the result would have been as follows : 49. R. to Q. sq. 60. R. from K. 3d to K. 7th. 60. If Black double the Rook, he is checkmated in three moves. If he check with the R., WJdte interposes R. or P. If B. to Q. B. 6th. 61. R. to K. Kt. 6th, and Black cannot avoid checkmate. (w) Had Lond. played Q,. R. to Q,. sq., they would still have iost. (a;) Had Lond. played K. to Kt. sq., they would have lost ; e. g. White. Black. 63. K. to K. Kt. sq. 54. P. to K. Kt. 6th. 64. B. to K. B. sq., ch. 65. P. to Kt. 7th. 65. If Lond. play K. to K. B. 2d, Ed. takes B. with P., Queening and checking; and on the Q. being taken by K., Q,. R. gives checkmate : therefore B. takes P., checking. 66. K. R. takes B., (check,) and Lond. must lose. (y) Had Lond. played B. to Q,. B. 6th, Ed. would have played P. to Kt. 7th, and afterwards to Queen, giving checkmate. (z) Had Ed. checked with R., and afterwards advanced the P. to Kt. 7th5 Lond. would have drawn the game. GAME II. In the same match. Begun by the Ed. Club. 'HOth of Dee., 182-1, White (Edinburgh). Black (London). 1. K. P. two. 1. Same. 2. K. Kt. to B. M. 2. Q. Kt. to B. Zd. .3. Q P. two. 3. K. P. takes P. 4 K. B. to Q. B. 4ih. 4. K. B. checks, (a) 5. Q. B. P. one. 5. P. takes P. THE queen's PAWiN TWO OPENING. 259 White. Black. 6. Castles, (h) 6. Q. P. one. 7. Q. R. P. one. 7. K. B. to Q. B. 4th, 8. Q. Kt. P. two. 8. K. B. to Q. Kt. Sd. 9. Q. to her Kt. 3d. 9. Q. to K. B. 3d. 10. Q. Kt. takes P. 10. Q. B. to K. 3d. 11. Q. Kt. to Q. .5th. 11. Q. B. takes Kt. (c) 12. B. takes B. 12. K. Kt. to K. 2d. (d) 13. Q. B. to K. Kt. 5th. 13. Q. to K. Kt. 3d. 14. Q. B. takes K. Kt. 14. K. takes Q,. B. 15. Q. R. P. one. 15. Q. R. P. two. 16. Q. Kt. P. one. 16. Q. R. to Q. Kt. sq 17. Kt. to K. R. 4th. (e) 17. Q. to K. B. 3d. 18. Kt. to K. B. .5th, check. 18. K. to his B. sq. 19. Q. R. to Q. B. sq. (/) 19. Kt. to K. 4th. 20. K. to his R. sq. 20. K. R. P. two. 21. K. Kt. P. one. (g) 21. K. Kt. P. one. 22. Kt. to K. R. 4th. 22. Kt. to K. Kt. 5th. 23. K. R. P. one. 23. K. Kt. P. one. 24. Kt. to K. B. 3d. (h) 24. Q. B. P. one. 25. B. to Q. B. 4th. 25. K. R. to his 2d. 26. K. to his Kt. 2d. 26. K. to his Kt. 2d. 27. B. to K. 2d. (i) 27. Kt. to K. 4th. 28. Kt. takes K. Kt. P. . 28. Q. takes Kt. 29. K. B. P. two. 29. Q. toK. Kt. 3d. 30. K. B. P. takes Kt. 30. Q. takes K. P., check. 31. B. to K. B. 3d. 31. Q. to K. 6th. 32. Q. to Q. Kt. sq. 32. K. to his R. sq. 33. Q. R. to K. sq. 33. Q. to K. Kt. 4th. 34. K. R. P. one. 34. Q. to K. Kt. 2d. 35. B. to K. 4th. 35. K. R. to his 3d. 36. K. R. to K. B. 5th. 36. Q. P. takes P. 37. K. R. to K. Kt. 5th. 37. Q. to K. B. sq. 38. Q. to her B. sq. 38. B. to Q. sq. (k) 39. K. R. takes P. atK. 5th. 39. B. to K. B. 3d. 40. K. R. to K. B. 5th. 40. Q. R. to K. sq. 41. Q. Kt. P. takes Q. B. P. 41. Q. Kt. P. takes P. 42. K. R. takes Q. R. P. 42. K. to K. Kt. 2d. (/) 43. K. R. to Q. B. 5th. 43. Q. R. to K. 3d. 44. Q. to Q. B. 4th. 44. Q. to K. 2d. 45. Q. R. to K. 3d. (m) 45. Q. to Q. R. 2d. ^60 CHESS FOR WINTER EVENINGS. White. 46. R. to K. 2d. 47. Q. R. P. one. 48. B. toK. B. 3d. (n) 49. K. R. to K. Kt. 5th, ch. 50. Q. takes P. at Q. B. 6th. 51. R. takes R., check, (o) .52. Q. to Q. Kt. 6th. .53. R. to Q. B. 2d. 54. B. to Q. B. 6th. 55. K. to his R. 2d. 56. Q. to Q. R. 7th, check. 57. B. to K. B. .3d. 58. Q. to K. B. 7th. (r) 59. R. takes R. 60. K. to his R. 3d. 61. B. to K. Kt. 2d. (u) 62. Q. to K. B. 4th, check. 63. B. to K. 4th. 64. B. toQ. 3d. 65. B. to Q. B. 4th. 66. Q. R. P. one. 67. Q. to K. 4th. 68. Q. to K. B. 4th. 69. K. to K. Kt. 2d. 70. B. to Q. 3d. 71 . K. to R. 2d. 72. K. to his R. 3d. ?3. Q. to K. 4th. 74. Q. to Q. 5th. 75. B. to Q. B. 4th. 76. Q. to^K. Kt. 8th, check. 77. B. to Q. 3d. 78. B. to K. 4th. 79. Q. to her B. 8th. 80. Q. to her 7th, check. 81. B. to K. Kt. 2d. 82. Q. to her Kt. 5th. 83. B. to K. 4th. ■ 84. Q. to her 3d. 85. K. to R. 2d. JBlack. 46. R. to Q. 3d. 47. R. to Q. 8th. 48. B. to Q. 5th. 49. R. to K. Kt. 3d. 50. B. to K. B. 3d. 51. P. takes R. 52. Q. to K. B. 2d. (p) 53. R. to Q. 2d. 54. Q, to K. 3d. (q) 55. R. to Q. .5th. 56. K. to his R. 3d. 57. Q. to K. 6th. 58. R. to Q. 7th, check. (5) 59. Q. takes R., check. 60. Q. to K. B. 7th. (t) 61. B. to Q. 5th. 62. K. to his Kt. 2d. (v) 63. B. to Q. R. 2d. 64. B. to Q. 5th. 65. K. to his R. 2d. 66. K. to his Kt. 2d. 67. Q. to K. B. 3d. 68. B. to Q. Kt. 3d. 69. Bishop to Q. 5th. 70. B. to Q. R. 2d. 71. Q. toQ. Kt. 7th, oh»-ol' 72. Q. to K. B. 3d. 73. B. to Q. 5th. 74. B. toQ. R. 2d. 75. B. to Q. 5th. 76. K. to R. 3d. 77. B. to Q. R. 2d. ■ 78. B. toQ. 5th. 79. K. to his Kt. 2d. 80. K. to R. 3d. 81. Q. to K. B. 7th. 82. K. to his Kt. 2d. 83. Q. to K. B. 3d. 84. Q. to K. 3d, check. 85. Q. to her R. 7th, cheol< THE queen's pawn TWO OPENING. 261 WJiile. Black. 86. B. to K. Kt. 2d. 86, Q. to K. B. 7th. 87. K. to his R. 3d. 87. Q. to K. B. 3d. 88. B. to K. B. 3d. 88. Q. to K. 3d, check. 89. K. to his R. 2d. 89. Q. to K. 6th. 90. Q. to her sq. 90. Q. to K. B. 7th, check, 91. B. to K. Kt. 2d. 91. B. toK. 4th. 92. Q. to her 3d. {x} 92. Q. to her 5th. ' 93. Q. to K. 4th. 93. Q. takes Q. 94. B. takes Q. 94. B. to Q. Kt. sq. 95. K. to his Kt. 2d. 95. K. to K. B. 3d. 96. K. to his B. 3d. 96. B. to Q. R. 2d. 97. B. to Q. B. 6th. 97. B. to Q. Kt. 3d. 98. B. to K. 8th. 98. B. to Q. R. 2d. 99. K. to his 4th. 99. B. to Q. Kt. 3d. Drawn game. NOTES TO GAME II. (a) This ^lieck is dangerous, but not really unsound, says Walker. In the Palamede, Vol. I., 2d Series, p. 120, St. Amant ig far from deprecaling it ; while the Ed. Committee have stated in their report, tliat " all the difficulties of the London side may, it is thought, be traced back to it." (b) The correct move : wliich should have been answered with 6, P. to Q. B. 7th (best). 7. Q. takes P. 7. Q. P. one. 8. Q. R. P. one. 8. K. B. to Q. B. 4th. 9. Q. Kt. P. two. 9. K. B. to Q,. Kt. 3d.— If Black move K. B. to Q. 5th, you take it, and play Q,. to Q. B. 3d. If he now move Q,. Kt. to Q. 5th, you take it, and then play B. takes P., checking. 10. Q. B. to Q. Kt. 2d. 10. K. Kt. to B. 3d. The game may be termed even, Wliite's superiority in position being worth about the extra P. Cochrane has invented a pleasing variation at move 6th of first player, namely : Capturing P. with P. instead of castling. See Came TV. (c) A necessary move. The Lond. game would have been com pletel}' broken up had thej' removed Q. 262 CHESS POR WINTER EVENINGS. (d) If Lond. take Q. R., B. attacks her at Q. Kt. 2d, And \viri6 her for two R. — Although abstractly the value of a Q,. is less than that of two R., yet, in the particular situation of this game, they could not have safely given up their Q. for the two R. (e) Ed. cannot take Kt. without at least losing the B. in return. (/) It would still be bad play to capture the Kt., at this point, vwith Q. Kt. P. ; e. g. 19. Q. Kt. P. takes Kt. 19. P. takes P. 20. Q. R. to Q. Kt. sq. 20. Analysis has proved that if Black take K. B. P. and afterwards Q,., he loses the game (see A.) ; therefore P. takes K. B. 21. Q,. takes P. 21. K. Kt. P. one. 22. Kt. to K. 3d sq. 22. K. to K. Kt. 2d sq., and Lond. has the best of the game (A.) 20. K. B. takes K. B. P., (check.) 21. K. R. takes K. B. 21. R. takes Q. ■ 22. R. takes R. 22. Q,. to her sq. 23. K. R. to Q. Kt. 2d. 23. Must inevitably lose ; for if you move K. to his sq., he will take the P. at Q. B. 3d, checking, and afterwards play R. to your Q. Kt. sq. If you play Q. to K. sq., he will attack her with the R. If you play P. takes K. B. 24. R. to Q. Kt. 8th, 24. K. or Q. to K. sq. 25. R. takes Q. 25. K. takes R. 26. R. to Q,. Kt. 8th, checks and wins easily. (g) This move serves three purposes : Istly, It prevents the fur- ther advance of the adverse K. R. P. ; 2dly, It secures a place of retreat (K. R. 4th sq.) for the Kt. ; and, 3dly, It provides an addi- tional sq. (K. Kt. 2d sq.) for the K. to go into if necessary. (h) It would have been bad play to have taken Kt. with K . R. P. ; e. g. 24. P. takes Kt. 24. P. takes P. 25. K. to K. Kt. 2d. 25. P. takes Kt. 26. P. takes P. 26. Q. takes P. 27. Q. to K. Kt. 3d. 27. Q. to K. R. 6th, check. 28. Q. takes Q. 28. P. takes Q., check. 29. K. to K. R. 2d sq. Black ought to win. (t) From the subjoined variation, it is evident Ed. would ha vc trml, !:nd they taken Kt with K. R. P. THE queen's pawn TWO OPENING. 263 27. p. takes P. 28. K. R. takes Kt., clieck. 29. Q. to K. R. 3d, check. 30. Q. R. to K. R. sq., and wina (A.) 28. K. R. to K. R. 7th, check. 29. Q. to K. R. 3d, check. 30. Q. to K. R. 6th, check. 31. Q. takes K. Kt. P., check, 32. R. to K. R. sq., checkmate (k) B. to Q. 5th would perhaps have been stronger play. If on this move Black offer to exchange Queens by playing Q. to Q,. B. 4th, Whit/) repUes with R. to K. Kt. 8th, checking, and must win. (0 By supporting R, with K., Lend, threatens to play Q. to her Kt. 5th, attacking both R. and B. (m) This move is necessary to prevent Lond. from taking K. R P. with their B. while supported by Q., by which they would have DPen enabled to make an even game. Suppose White to play 27. K. R. P. takes Kt. 28. Kt . to K. R. 2d or (A), 29. K. takes R. 3U. K. to his Kt. sq. 28. Kt. to Q. 2d. 29. K. takes R. 30. K. to liis Kt. 2d. 31. K. to his Kt. sq. 32 K. to R. sq. 45. Q. R. P. one. 45. B. takes K. R. P. 46. K. Kt. P. takes B. 46. Q. takes K. Kt. P. 47. Q. to Q. B. 3d, check. 47. K. to K. B. sq. 48. K. R. to Q,. B. 4th. 48. K. R. to K. Kt. 3d sq., checL 49. B. takes R. 49. R. takes B., check. 60. K. to K. B. sq. 50. Q. to K. R. 8th, check. 61. K. to K. 2d. 51. R. to K. 3d sq., check. 62. K. to Q. sq. 62. R takes R., check. 63. Q. takes R. 53. Q. to Q. 4th, check. 64. Q. to Q. 2d sq. 54. Q. takes R. Lond. has at least an equal game. (n) Lewis has shown that if instead, White take Q,. B. P. with R., Black checks with Q. at K. Kt. 8th, and draws the game. (o) Ed. would have materially improved their position by plajring here Q. to her Kt. 6th. (p) It would be bad play to exchange Queens. (q) A saving move. It is obvious, that if B. take R., London v«ruuld check with Q. at K. 5th, and then capture R. (r) R. to Q. B. 7th, threatening mate would lose the game Tills tne student will easily discover. (s) Had the London players taken B. with Q., they would have IogL Thus : 264 CHESS FOR WINTER EVENINGS. 58. Q. takes B. 69. Q. to K. B. 8th, check. 59. To avoid being mated \dtJi R., Bishop must interpose. 60. Q. tal.es Q., winning easily. (0 From this position, says Lewis in Ms report, the game is decidedly dr? wn, and without much difficulty. Black must, however, he careful not to exchange Queens so as to separate either his own or the adversary's Pawns : the Q,. and B. will easily prevent the advance of Q,. R. P. to Queen ; and though after the exchange of Queens, White may win the B. for the Q. R. P., yet the game will still be drawn, as Black will always be able to exchange his two Pawns for at least the adversary's Kt. P. ; and as a King's B. and K. R. P. cannot win against a K., the game is of course drawn. For illustration of the latter principle, see note (s) p. 250. (u) If Ed. had taken B. with Q., Lond. would have forced a drawn game, by giving alternate checks with their Q. at K. B. 8th and 7th squares, Ed. not being able to interpose B. without losing Queen. (i;) If Lond. exchange Queens at this point, they lose the game. (x) If at this point Ed. check with Q. at her 7th sq., and after- wards move her to K. R. 3d, they lose the game. GAME III. !ntl e same match. Begun by the London Club, 28th of April, 182i. White (London). Black (Edinburgh). J. K. P. two. 1. Same. 2. K. Kt. to B. M. 2. Q. Kt. to B. Zd. 3. Q. P. two. 3. K. P. takes P. 4. K. B. to Q. B. Ath. 4. K. B. to Q. B. 4ih. 5. Q. B. P. one. 5. Q. to K. 2d. (a) 6. Castles. 6. P. takes P. (b) 7. Q. Kt. takes P. 7. Q. P. one. 8. Q. Kt. to Q. 5th. 8. Q. to her 2d. (c) 9. Q. Kt. P. two. (d) 9. Q. Kt. takes P. 10. Q. Kt. takes Kt. 10. K. B. takes Kt. 11. K. Kt. to K. Kt. 5th. 11. K. Kt. toK. R. 3d 12. Q. B. to Q. Kt. 2d. 12. K. to K. B. sq. (e) la. Q. to her Kt. 3d 13. Q. to K. 2d. (/) THE QUEEN S PAWN TWO OPENING. 2(0^ White. ■ Black. ■ 14. K. Kt. takes K. B. P. 14. K. Kt. takes Kl. 15. Q. takes K. B. 15. K. Kt. to K. 4th. (g) 16. K. B. P. two. 16. Kt. takes K. B. 17. Q. takes Kt. 17. Q. to K. B. 2d. I* Q. to her B. 3d. 18. Q. B. to K. 3d. (h) 19. K. B. P. one. (i) 19. Q. B. to his 5th. (k) 20. K. R. to K. B. 4th. 20. Q. Kt. P. two. (/; 21. K. P. one. 21. P. takes P. 22. Q. takes P. 22. K. R. P. one. 23. Q. R. to K. sq. 23. K. R. to K. R. 2d. 24. K. B. P. one. (m) 24. K. Kt. P. two. 25. K. R. to K. B. 5th. (?i) 25. Q. R. P. two. (o) 26. Q.. to her B. 5th, ch. (p) 26. K. to his Kt. sq. 27. K. R. takes P., ch. (q) 27. P. takes R. 28. Q. takes P., check. 28. K. toB. sq. (r) 29. B. to Q. 4th. 29. B. to K. 3d. 30. Q. to her B. 5th, check. 30. K. to his Kt. sq. 31. Q. to K. Kt. 5th, check. 31. K. to B. sq. (s) 32. B. cliecks. 32. K. to his sq. 33. Q. to her 5th. 33. Q. R. to his 3d. 34. Q. to her Kt. 7th. 34. Q. to K. R. 4th. 35. K. B. P. one, check, (t) 35. K. takes P. 36. R. to K. B. sq., clieck. 36. K. to his Kt. 3d. 37. Q. to K. 4th, check. 37. B. interposes. 38. Q. to K. 8th, check. 38. R. to K. B. 2d. 39. Q. to K. Kt. 8th, ch. 39. K. to his B. 3d. 40. K. Kt. P. two. 40. Q. R. to his sq. (u) 41. Q. takes Q. R 41. Q. takes K. Kt. P.. ch«cli 42. K. to his R. sq. (y) 42. R. to Q. 2d. 43. B. to Q. R. 3d. 43. K. to his B. 2d. 44. Q. to Q. B. 6th. (x) 44. R. to Q. 8th. 45. Q. takes Q. Kt. P. (y) 45. Q. to K. .5th, check. 46. K. to his Kt. sq. 46. K. to his Kt. 3d. 47. Q. to her Kt. 2d. (z) 47. Q. to K. Kt. 5th, ch. (aa) 48. Q. to K. Kt. 2d. 48. Q. takes Q., check. 49. K. takes Q. 49. B. to K. R. 6th, check. 50. K. takes B. 50. R. takes R. 51. B. to K. 7th. 51. Q. R. P. one. 62. Q. R. P. one. 52. R. to K. B. 4th. And London surrendered. 2t)f) CHESS FOR WINTER EVENINGS. NOTES TO GABIE III. (a) This is a very objectionable move, and continued fur a loijg time to embarrass the play of the Ed. Club. At this point the books have generally advised Q. P. to Q,. 6th, as best for second player ; modem analysis has shown that Black can now equaUze the game b\- resolving the position into a well known variation of the Giuoco Piano. (See leading moves, p. 253.) (b) Also an objectionable move, inasmuch as it enabled the Lon- don Club to bring their Q,. Kt. at once into powerful action. P. to Q. 6th would have been better play. (o) The Q,. played to this sq. blocks up the Q. B. It is doubtful, however, whether Ed. had a better move. (d) Well played. Lond. sacrifices a second P. to give more de- velopment to their attack. (e) Evidently preferable to K. B. P. one. Had Ed. castled, Lond. would have played Q. to her 4th sq., forcing mate in a few moves. (/) Better than defending K. B., or playing it to Q. R. 4th, or to Q. B. 4th. {g) Ed. would have played ill in taking K. P. ; Lond. would have replied vdth Q. R. to K. sq., then to K. 3d, with the view to play it afterwards, either to K. B. 3d or to K. Kt. 3d. Qi) The B. is played into this sq. preparatoiy to being moved to Q B. 5th, w^here he will be found to be very useful. (x) It would also have been good play to have advanced the K. P, (k) Had Ed. captured Q,. R. P., they would have lost a piece. Very little reflection will enable the student to discover this. (Z) Ed. is compelled either to remove or defend B.,Lond. threat- ening to advance K. P. one sq., attacking B. with R. (m) At 1: lis point of the game the Lond. players seem to have overlooked the full strength of their position. Instead of advancing P. they should have played : 24. Q. to her B. 5th, check. 24. K. to his Kt. sq. 25. Q. R. to K. 7th. 25. Q. to her 4th. 26. R. takes B., and has a win- ning position. (n) Still Lond. must have won by checking with Q. at her B- 5iii. THE QUEEN S PAWN TWO OPENING. 267 (o) An important and indeed a saving move, inasmuch as it ena- bled Ed. to bring Q,. R. into eifective play, wliile preventing danger (jom the threatened check of adverse B., and defeating the plan which Lond. adopted of exchanging their R. for the Pawns on the K. side after the check with Q,. (p) Mr. Lewis is of opinion tlaat Lone, should have moved B. to Q,. 4th. It may be doubted, says the Ed. report, whether this move would have enabled the Lond. Club to do more than draw the game. {q) In a note on this move, Mr. Lewis remarks — " It may seem unaccountable to the reader how the committee on the part of the Lond. Club, could have committed so great an error as sacrificing the Rook." — He then states that discovering their error soon aftei having mailed tlieir letter containing the 27th move, the Lond. committee made an unsuccessful effort to obtain its release, and wer ? in conse- quence compelled to abide by the move forwarded, in accordance with the terms of the match. In an Appendix accompanying the Report of the Ed. Committee, we find the following comment on this move — " Even supposing that the Lond. Club had been allowed to retracl their 27th and 28th moves, it is denied that they could have won the game. They could have done nothing better than draw the game ; and this they had it in their power to do, with more certainty and greater elegance, by adhering to their 27th move, than by adopting any other. De La Bourdonnais has inserted this game in his trea- tise, and asserts that Lond. would now have had a fine game by playing Q,. R. to li. 7th, attacking Q,. (r) On tills move De La Bourdonnais remarks, that had Ed. played K. to E,. sq., Lond. would have won by playing Q. R. to K. 7th. (s) In their letter tra nsmitting this move, the Ed. players added, that should Lond. play for their 32d move, Q,. to Q. B. 6th, checking, Ed. would in answer, play K. to K. Kt. sq. — This was done in the expectation that Lond. would declare the game drawn. After the sacrifice of the R. it is surprising the Lond. players did not avail Siemselves of the present opportunity to draw the game. (0 Lewis and De La Bourdonnais after him have said, that by taking Q,. E,. A'ith Q,., Lond. might have drawn the game. The Ed players doubt this, and in proof give a back game with variations. 208 CHESS FOR WINTER EVENINGS. (n) A masterly " Coup de ressouree." Any other move wo ad nave lost the game. (v) Interposing Q. or playing K. to B. 2d. would have proved fatal. (x) Lond. could not check with Q. at K. B. 8th, without losing, ■' S ■ 44. Q. to K. B. 8th, check. 44. K. to K. Kt. 3d. 45. Q,. to K. Kt. 8th, check. 45, R. interposes. 46. Q. to K. 8th, check. 46. K. to K. R. 2d sq., and Lond. cannol avoid checkmate. (y) Had Lond. taken Q,. B. P., they would have lost in a few aioves. (z) Had Lond. taken R. with R. they would have been mated in 4 moves, e. g : 47. R. takes R. 47. Q. to K. 6th, check. 48. K. to K. Kt. 2d. 48. B. to K. R. 6th, check. 49. K. to K. R. sq. 49. Q. to K. B. 6th, check. 50. K. to K. Kt. sq. 60. Q,. mates. (aa) This and the next four moves were all transmitted in one letter, the moves of the Lond. club, to which they were the answers respectively, having been assumed by the Ed. committee. Note. — This match consisting of the best in three games, (exclu- sive of drawn games,) and the stake to be played for, a cup of the value of twenty-five guineas, was won by the Scotch club. Five games were played in all two being drawn, and of the remaining three, Ed. vanning two. The Q,. P. Two Opening, since much analyzed, had been but little treated of by writers on Chess, and was but imperfectly known when brought into notice by its adoption in this match. The games we select, although at the present day they would not be deemed models of the Opening under consideration, contain, nevertheless, many scientific and masterly moves, and being accompanied with more copious notes than in any previous wcrk on Chess, (excepting Mie reports of the respective committees,) they will be found highly mstructive. The first game may be particularly recommended to tlie amateur as an excellent subject for study. The dates indicate we have not given the games in the order they were played ; oiir first being in reality the fifth and deciding game in the match. THE QUEEN S PAWN TWO OPENING. 269 GAME IV. Between Cochrane and Popert. Flayed London. White (Cochrane). 1. K. P. two. 1. 2. K. Kt. to B. Sd. 2. 3. Q. P. two. 3. 4. K. B. to Q. B. Uh. 4. 5. Q. B. P. one. 5. 6. P. takes P. {a) 6. 7. K. P. one. 8. Q. toQ. Kt. 3d. . 8. 9. Castles. 9. 10. Q. B. to R. 3d. (c) 10. 11. Q. Kt.toQ. 2d. 11. 12. K. Kt. takes K. P. 12. 13. Q. to Kt. .5th, check. 13. 14. K. R. to K. sq., check. 14. 15. B. takes B. 15. 16. Q. takes Q. Kt. P. 16. 17. Q. takes Kt., check. 17. 18. Kt. to K. 4th. 18. 19. Kt. to K. Kt. 5th, check. 19. 20. Q. takes K. P., checks and wins. in the St. George's Chess-Clitb^ Black (Popert). K. P. two. Q. Kt. to B. 2d. P. takes P. K. B. checks. 5. P. takes P. 6. B. to Q. R. 4th (best). 7. Q. P. one. (b) 8. Q. to K. 2d. 9. Q. P. takes P. Q. to K. B. 3d. Q. B. to K. B. 4th. Q. Kt. takes Kt. Q. Kt. to Q. B. 3d. Q. B. to K. 3d. K. B. P. takes B. R. to Q. sq. K. to B. 2d. Kt. to K. 2d. Q. takes Kt. NOTES TO GABIE IV. (a) This move constituting Cochrane's variation has been ana- lyzed at great length in the Palamede by St. Amant. The result proves it to be more brilliant than sound. (b) A weak move. At this poiut Jaerjsch advises K. Kt. to K. 2d. St. Amant prefers Q,. P. 2 sq. See next game. (c) Stronger than Q. B. to K. Kt. 5th. GAME V. Beitceen Perigal and Sanieh Played in the London Chess-Clvh. White (Daniels). Black (Perigal). 1. K. P. two. 1. K. P. two. 2. K. Kt to B. 3d. 2. Q. Kt. to B. M. 270 CHESS FOR WINTER EVENINGS. White. Black. 3. Q. P. two. 3. P. takes P. 4. K. B. to Q. B. m. 4. K. B. checks. 5. K. B. P. one. 5. P. takes P. 6. P. takes P. 6. B. to Q. R. 4tli (beiit\ 7. K. P. one. 7. Q. P. two. 8. K. P. takes P., en pas- , sunt, (a) 8. Q. takes P. 9. Q. to her Kt. 3d. 9. Q. B. to K. 3d. 10. Castles. 10. B. takes B. 11. Q. takes B. 11. K. Kt. to K. 2d. 12. R. to K. sq. ■ 12. Gastleson K. sido 13. B. to Q. R. 3d. 13. Q. to K. B. 3d. 14. Q. Kt. toQ. 2d. 14. K. R. to K. sq. 15. Q. Kt. to K. 4th. 15. Q. to K. Kt. 3d. 16. Q. R. to Q. sq. 16. Q. R. to Q. sq. 17. Q. Kt. to K. Kt. 5th. 17. R. takes R. 18. R. takes R. IS. K. Kt. to K. B. 4th. 19. R. to Q. 7th. 19. K. Kt. to K. "R. 3d. 20. K. R. P. one. 20. B. to Q. Kt. 3d. 21. Q. to her 5th. 21. Q. to K. B. 3d. 22. Q. B. P. one. 22. Q. K. to K. 4th. 23. Kt. takes Kt. And Black gave mate in 6 moves, (h) NOTES TO GAME V. (a) Should you now play K. B. to K. Kt. 6th, attacking Q,., ne moves K. Kt. to K. 2d, and if you then pin Q. Kt. with K B., ho -eplies with Q. B. to Q. 2d. If 8. Q. takes P. 8. Q. takes Q. 9. K. B. takes Q. 9. K. Kt. to K. 2d. 10. K. B. takes Kt., check. 10. Kt. takes K. B. 11. Q. B. to K. B. 4th. 11. Castles. 12. Castles. 12. K. R. toK. sq. 1 3. K. R. P. one.— Even. (h) Easy of solution as the student will readily discover THE QUEEN S PAWN TWO OPENING. 271 Black (New- York). 1. Thesavie. 2. Q. Kt. to Q. B. M. GAME VI. Tn. cujri\^2'ondence between the Washington and New-York Chess-Cluhi Flayed in the year 1839. (Hitherto unpublished.) White (Washington). K. P. ttoo. K. Kt. to K. B. 3d. Q. P. two. K. B. to Q. B. 4ih. Castles. Q. B. P. one. K. Kt. to K. Kt. 5th. (h) K. B. to Q. Kt. 5th, ch. K. B. P. two. K. B. to Q. B. 4th. K. P. one. B. takes P. at Q. 3d. P. retakes. K. Kt. to K. 4th. Q. B. to K. B. 4th. Q. to K. B. 3d. K. to K. R. sq. Q. Kt. to Q. 2d. Q. Kt. to Q. B. 4th. B. takes B. B. takes Kt. (c) B. takes K. B. P. Q. Kt. P. two. B. checks. Kt. to K. B. 6th. Q. R. P. two. Q. R. P. one. Q. to K. 3d. Q. takes K. Kt. P. Q. to K. Kt. 7th. 3. P. takes P. 4. Q. to K. B. 3d. (a) 5. Q. P. one. 6. P. to Q. 6th. 7. Q. Kt. to K. 4th. 8. Q. B. P. one. 9. Q. Kt. to K. Kt. 5th. 10. Q. Kt. to K. R. 3d. 11. Q. home. 12. Q. P. takes K. P. 13. K. B. to K. 2d. 14. Q. Kt. to K. Kt. 5th. 15. K. R. P. two. 16. Q. to Q. Kt. 3d, check. 17. Q. B. to K. 3d. 18. Castles. 19. B. takes Kt. 20. K. Kt. to K. R. 3d. 21. Q. Kt. takes B. 22. K. R. P. one. 23. K. Kt. P. two. 24. K. to Q. Kt. sq. 25. K. to R. sq. 26. Q. R. to Q. 7th. 27. Q. to Q. Kt. 4th. 28. Q. R. to K. 7th. 29. Q. takes K. P. 30. K. R.toK. Kt.sq. Q. takes B. (d) And New- York gave mate in four moves. NOTES TO GAME VJ. (a) The N. Y. players adopt Lere a defence invented by McDon- ncl, and considered sound both by that celebrated player a.nd Ids? 272 CHESS FOR WINTER EVENINGS. scientific competitor De La Bourdonnais. Modern analysis has pronounced it dangerous, and inferior to replying with K. B. to Q,. B. 4th. — Walker, m Ms Art of Chess-Play, analyzes this move an follows : 4. Q. to K. B. 3d. 5. Castles. First Defence. 5. Q. P. one. 6. If you move Q,. to Q. 3d, he must not play Q. Kt. to K. 4th, but rather Q,. B. to Kt. 5th, and has a good defence. Q. B. P. one. 6. P. to Q. 6th (best). If he take P. with P., he allows you to bring out Q,. Kt. with a good 7. Q. takes P. 7. Q. to K. Kt. 3d. 8. Q,. B. to K. B. 4th. 8. K. B. to K. 2d. 9. Q. Kt. to Q. 2d. 9. K. Kt. to R. 3d. 10. Q. R. to K. sq. 10. Castles. The game is so far in your favor, that Black is rather crcwded ; but no further disadvantage can be proved. Black's defence seems more simple and easy to follow, if he play K. B. to Q,. B. 4th at move 4th. Second Defence. 5. K. B. to Cl. B. 4th. 6. Q. B. P. 1 (best).— If you advance K. P., he moves Q. to K B.4th. 6. P. to Q,. 6th (best).— If P. takes P., you retake v/ith Q,. Kt. If he play Q. P. one, you move K. B. to Q. Kt. 6tli. If he move Q. Kt. to K. 4th, you change Knights, and at once push K. B. P. two. 7. Q,. takes P. You have the better position, his men being crowded. (b) This and White's subsequent move seem premature. (c) If Washington now attack Kt. with K. R. P., New-York plays K. Kt. to K. B. 4th, and Washington cannot take Kt. vidthout losing Q. (d) Washington cannot take the proffered Bishop without losing the game. One would naturally expect to find games by correspond- ence exempt from flaws of this kind. As in the case of London ugainst Edinburgh (see Game III., note (q), p. 267,) the Washington players discovered their error very soon after transmitting their move, but were too late to retract. THE QUEEN S PAWN TWO OPENING. 273 G. A.ME VII. (From Walker's Thousand Games actually played.) White. Black. 1. K. P. two. 1. The same. 2, K. Kt. to B. 2d. 2. Q. Kt. to B. 2d. 3. Q. P. two. 3. P. takes P. . 4. K. Kt. takes P. {a) 4. Q. to K. R. 5th. 5. Q. to Q. 3d. 5. K. B. to Q. B. 4th. {b) G. Q. B. to K. 3d. 6. Q. Kt. to K. 4th. 7. Q. to Q. B. 3d. 7. Q. P. one. 8. K. B. to Q. 3d. 8. K. Kt. to B. 3d. 9. Q. Kt. to Q. 2d. 9. Q. B. to K. Kt. 5th. 10. K. Kt. P. one. 10. Q. to K. R. 4th. 11. K. Kt. to Q. Kt. 5th. 11. Castles on K.'s side. 12. B. takes B. 12. Kt. to K. B. 6th, check, 13. Q. Kt. takes Kt. 13. B. takes Q. Kt. 14. Q. B. takes Q. P. 14. Q. B. P. takes B 15. K. R. to B. sq. 15. Q. takes K. R. P. 16. Kt. takes Q. P. 16. Q. R. toQ. sq. 17. K. P. one. 17. Q. R. takes Kt. 18. P. takes R. 18. Rook checks. 19. K. to Q. 2d. 19. Queen mates. NOTES TO GAME VII. (a) It is natural to suppose that in reply you should take P. witli Kt., which was in effect the continuation frequently played. Pursu- ing it, 4. Kt. takes Kt. 5. Q. takes Kt.. &c. Recently, however, it has been discovered that taking P. with Kt. loses first player at least the move. Black replying as in the present game with Q. to K. R. 6th, a move invented by Mr. Pulling, of the London Chess Club, and first noticed in Walker's treatise, Ed. 1841. The following analysis is from his more recent publication, " Tlie Art of Chess-Play." White. Black. 1. K. P. two. 1. The same. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. a. Q. P. two. 3. P takes P. 274 CHESS FOB WINTEK EVENINGS. 4. Kt. takes P. (bad). Black may answer with K. B. to Q. B 4th, and on your then playing Kt. to K. B. 5th ; or taking Q, Kt. with Kt., may move Q,. to K. B. 3d. Or he may get the better game by moving as follows : 4. Q. to K. R. 5th (PuUing's move.) 5. If you take Kt., he takes P., checking, and then Q. taKes Kt. First Defence. 5. Q. Kt. to B. 3d. 5. K. B. to Q. Kt. 5th. 6. Q. to her 3d. 6. B. takes Kt., check (best). 7. P. takes B. 7. K. Kt. to B. 3d. Black has the advantage. Second Defence. 5. Q.. to Q. 3d. 5. Q. Kt. to K. 4th.— This move is ad\dsed as best by .Taenisch. Von Der Lasa and Lewis prefer K. Kt. to B. 3d ; see variation. 6. If you now play Q,. to K. 3d, he does not play, as taught by Lewis, K. Kt. to B. 3d, but rather K. B. to Q. B. 4th, as suggested by Jaenisch. Q. to K. 2d (best). 6. K. Kt. to B. 3d. 7. Q. Kt. to Q. 2d. 7. K. B. to Q,. B. 4th. 8. K. Kt. to K. B. 5th. 8. Q. to K. Kt. 5th. 9. K. B. P one. 9. Q. to K. Kt. 3d. Black has the better game. Variation from Second Defence. 5. K. Kt. to B. 3d. In the first place. • 6. Q. Kt. to B. 3d. 7. Q. B. to Q,. 2d. 8. B takes B. 6. 7. 8. K. B. to Q. Kt. 5th. B. takes Kt. Q. takes P., checking, &c. In the second place, 6. Kt. takes Kt. 7. K. P. advances. 8. Q. B. to K. 3d.- not take Kt. 9. Q. takes B. 10. Q. to K. 2d. better game, for if you Kt. 5th. 6. 7. -You dare 8. 9. 10. move K. B. P. , Q. P. takes Kt. K. B. to Q. B. 4th (best). B. takes B. . Kt. to Kt. 5th. , Q,. to K. 2d; having ilie two, he checks with Q.'ai Q. (h) For correct move at this point. see Analysis above. FOURTEEN PROBLEMS THREE MOVES PROBLEMS IN THREE MOVES. 277 3)3'o. 1 BY HERR ELTSACH. White to play and mate in three moves. 278 CHESS FOE WINTER EVENINGS. 3Xro. 2. BY THE EDITOR. #1 §^M WHITE. Wnite to play and mate in three moves. PROBLEMS IN THREE MOVES. 279 3^0, d, BY THE EDITOR. BLACK. WM^ M —m -^- ^ ^^'^'''^^^'''"k"'"^" i.//......^. m ,^m f White to play and mate in three moves. 280 CHESS FOR WINTER EVENIKGJJ. 53-0.4. FROM THE CHESS PLAYER'S CHRONICLE ^— «.. ^ mm m ...mwA 1^ WHITE. White to play and mate in three moveb. PROBLEMS IN THREE MOVES. 2S] FROM THE PALAMi:DE, ''^m m White to play and mate in three moves. 13 282 CHKSS FOR WINTER EVENINGS No. 6. BY W. BONE. (From Walker's Philidoriau.} f^ 1^ 'i i White to move and mate in three moves. PROBLEMS IN THREE MOVES. 288 BY A NATIVE CHESS PLAYER OF INDIA wm mm.^m,m 1 vA w////Zm.^ il White to play and mate in three moves. 884 CHESS FOR WINTER EVENINGS. 3^0, B. BY D'ORVILLE, White plays first and mates in three moves. PROBLEMS IN THREE MOVES. 286 No. 9. BY THE REV. J. VINCENT. fFrom Ciiess Player's Chronicle.) m WM,, ^ VM^ '////////^y/. Wliite to play and check-mate in three moves. 286 CHESS FOK WINTER EVENINGS. 1^0. 10. BY HERR ELTSACH; of West Point. mm ■^-•"-•■^- m ^^m„ Wi mm ^ vMM, ■7//////M>. Wy/y/M. m. m, m While to play and mate in three moves. PROBLEMS IN THREE MOVES. 287 1^0. 11. BY N. D. NATHAN. (From the C. P. Chronicle.) ^fli km m 1^ V/yyyM^. V/7?^?^/A '///////////, mm p« ^J. ^ '^y^/M White playing first mates in three moves. 2SSI CHESS FOR WiNTJiR EVENINGS. 2^0. 12. BY W. H. C. Trom theC. ) . Chronicle., 111 m m, ^■,„,_„„^^l White to play and mate in three ntioves. FUOBLEMS IN THREE MOVES. 28'J m. 13. BY THE EDITOR. Wa %^A m„.,„„„m^A. mi WHITE. ^\ Iiite to play, and compe.s Black to mate him in three moves. yyo CHESS FOR WINTER EVENmaS. BY THE EDITOR. ^J^W^A 'mrn/M '///////M m ^fc,. WHITE. tVliite to play, and compels Black to mate him in three moves HOW A WORLD WAS WOK A GAME OF CHESS IN ]4l;';4. MOW A W'Q):a.iua> ■^yms -^no'M HOW A WORLD WAS WON; A GAME OF CHESS IN 1492. For Caetilla y por Leon Nuevo mundo hallo Colon. It may be said of the immortal work of Cervantes, and with much truth, that it is a complete compendium. Yes, reader, in Don Quixote you will find matter both gxave and light, philosopliic dissertations, and occasionally even a pun. In Part I. Chap. XXII., which treats " of the manner in which the great Hidalgo set at Hberty several unfortunate persons who, much against their will, were being conveyed where they did not wish to go," known also as the " adventure of the galley slaves," we have the following passage : — " Senor Caballero si tiene algo que damns, dcnoslo ya, y vaya con Dios, que ya enfada con Lanto querer saber vidas agenas ; y si la mia quiere saber, sepa que yo soy Gines de Pasamonte, cuya vida es.'d escriia por estos pulgares." " Signer cavalier, if you have any thing to give us," said one of the ga ley slaves, " let us have it now, and God be with you, for you tire us with inquiring so much after other men's lives. If you would know mine, I am Gines de Pasamonte, whose life is written by these thumbs (por estos pulgares)." There is here a play upon words rtiat does not admit of translation, pulgar signifying the finger that directs the pen, and Pulgar being also the name of the celebrated tiistorian, surnamed by his countrymen " the Spanish Plutarch." That author, in his Chronicle of Ferdinand and Isabella, informs us that the conqueror of Granada and the extirpator of the Moslem niith from the Spanish realm, was passionately fond of Chess. " Era el rey Fernando muy afecto al deleitable jwego del axedrez." He moreover tells us, that between this noble game and the excite- 294 CHESS FOR WUNTTEE. EVENINGS. ment of the chase, Ferdinand divided the few leisure momdncs he could snatch from the cares of government or the sterner duties of war. But Fernando del Pulgar limits himself to this simple indi- cation, and upon this subject we should know nothing more, were the Chronicle the only work left by him. This, fortunately, is not the case. There exists in print a collection of his letters, all highly curious ; and, independently of the published letters, there is pre- ser\-ed in the archives of Cordova a manuscript collection, to which it has been our good fortune to have had access. We have con- sulted the latter with great interest, authentic or not ; for we are bound to say there is much disagreement among writers concerning the circumstances of this author's life. Some even confound ^im with another Hernando del Pulgar, who was Alcaid of Salar, and who distinguished himself by certain valorous feats in the vega of Granada. Tliis Hernando, it would appear, having made a vow to enter the city and take possession of a mosque, actually made good his way into the capital of Boabdil, and sealed the daring deed by leaving, nailed with his dagger on the very door of the Moslem temple, a parchment upon which was transcribed a copy of the " Ave Ma- ria." In order to distinguish the chronicler from the warrior, the latter is generally known by the cognomen of " El de las liaza'flas" or, the Pulgar of high deeds. Thus the question arises, To whom are we to attribute these unpublished letters ? — ^to Hernando the his- torian, or to Hernando the soldier ? Or, may they not be the pro- duction of some other contemporary writer, such as Anglerius Martyr oi Bernaldez ? This remains a mystery ; but, as far as we can judge by tae paper upon which they are written, and the style of the hand, we should certainly deem them traceable to the commencement of the sixteenth century. Having once fairly commenced diving into these ancient manu- scripts, we were greatly interested, as we have already said. We must candidly confess, however, that we were not a little deterred at first by their illegible appearance, and the idea of their dubious authen- ticity ; but the, for us, talismanic word " axedrez " * having caught our eye, a new incentive was added to our somewhat lagging curiosity, and recollecting a maxim of this very Pulgar, " Malo es no saber, peor * The Spanish for " Chess." HOW A WORLD WAS WON. 29f; it no querer saber," we shook off all laziness, set diligently to work, and were well rewarded in the translation of some of these curioa^J manuscripts. In the following epistles, Hernando addresses familiarly a friend, apparently some learned doctor. The letter is dated from the cele- brated camp before Granada. Santa Fe, February 2d, 1492. Friend and Well-beloved : If I mistake not, you must have been, during your last visit at court, a certain Crist6val Colon, a Genoese ; if not, you have of course heard of him, for his name has become of late as familiar as the sajdngs of Martin Revulgo. Some look upon him as a downright madman, and very few grant him any genius at all. He pretends the earth is round, and that necessarily there must exist, beyond the ocean, a world to act as a counterpoise to the world we inhabit ; that, at all events, if there do not exist be- yond the ocean, countries entirely distinct from our continent, he still asserts that by steering west a vessel must sail completely round the world, and reach the eastern shores of Asia and the golden-roofed city of Cipango, described by Marco Polo. He came here whilst we were campaigning it against the Moors in Granada, submitted his project to the sovereigns, but met with no encouragement. Their answer was, that the expenses of the war had drained the public treasury. After the taking of Granada this Colon rene^wed his petition, and was referred to a council of learned doctors and theologians, who assem- bled lately at Salamanca for the purpose of considering his extraor- dinary proposals. Before these he defended his opinions ; but the doctors have decided that the earth is not round, and that a belief in antipodes is an act of heresy. Our good Queen Isabella, however, who has no great pretensions to physical, or geometrical lore, seems to care very Uttle for the decision of her grave counsellors. Her opinion is, that the conquest of the golden Cipango will afford riches enough to rescue the Holy Sepulchre from the power of the infidels, and tliat, at any rate, the attempt is worth making. Indeed, she has been expressly heard to say that it was her desire the Genoese should prosecute what he has projected ; that if funds were wanting, she would undertake the enterprise for her own crown of Castile, and Dledge her private jewels to raise the necessary sum. She has not 296 CHESS FOR WINTER EVENINGS. however, been under the necessity of having recourse to this extreme measure. Luis de San Angel, receiver of the ecclesiastical revenue in Aragon, has advanced the funds, and the Queen has gladly ac- cepted his offer. Bui another difficulty has arisen. The Genoese vi^ill not take charge of the expedition unless he be created admiral and viceroy over the countries he may discover. This title has been refused him ; and to-morrow, it is said, he takes his departure on his return to Palos de Moguer. It is thought his intention is to offer his services to some other sovereign. Santa Fe, February 4lh, 1492. Friend and Well-beloved : I have never forgotten what Anto- nio de Lebrixa said to us in one of his last lessons : " Take heed how you despise incidental circumstances, though trifling in appearance, for they often lead to most important results." At court, more espe- cially, should this maxim be ever borne in mind, as there opportuni- ties for its application are constantly occurring. In this letter I will give you a striking instance of the truth of good Antonio's maxim ; and, if I mistake not, the world may ere long behold a most wonder- ful exemplification of it. The King's fondness for the game of chess, as you know, is very great, and, like all earnest players, he attaches the greatest importance to the winning of a game, never forgiving himself for losing one. His artifice and cunning devices over the checquered field are wily in the extreme, and were I not speaking of his " AUeza,'"* I should say they almost amount to perfidy. He will often leave a piece unprotected and apparently within the grasp of his adversary ; but ere his hand extend to seize it, let him be very sure the prey is certain, for never is the King better pleased than when his deep-laid plots are crowned with success. Yesterday during the noontide heat, instead of indulging in hia usual siesta, bidding us follow him to the Queen's apartments, he challenged Fonseca, one of his daily victims, to a Game of Chess, we of course assisting as judges of the tournament. The Count de Tendilla, Ponce de Leon, and Gonsalvo of Cordova, were present. • " Alteza" Highness. Charles V. was the first Spanish monarch viliu assumed the title of Majesty. HOW A WORLD WAS WON. 297 rise Queen's maids of honor, seated around a frame, were at work upon a mugniticent piece of embroidery intended as an offering to our lady "del Pilar." The aged lady Beatrix Galindez, so deeply versed in ancient lore tliat she has been surnamed " Latina," was seated near the Queen, with whom she was conversing in Latin in a subdued tone ; whilst tiie King, entirely absorbed in the game, was entangUng poor Fon- seca in one of liis deeply laid schemes. Suddenly the hangings were raised, and a page announced His Excellency the Archbishop of Toledo, Don Pedro Gonzales de Men- doza, Grand Cardinal of Spain. After the holy prelate had made his obeisance to ' the King, he approached the Queen, and respectfully inquired what it had been her pleasure to decide finally with regard to the Genoese, Crist6val Colon. At the same time he announced that the latter, sad and disappointed, had taken leave of his friends, and was on liis way to the Convent of La Rabida, at Palos de Moguer. In my opinion, said Beatrix Galindez, after the Archbishop had prof- fered his request, were the demand simply a sum of money, I should advocate its being granted ; for, as Dionysius Cato has it in one of his distichs, " JVe dubiles cuvi magna petas, impendere parva." But this is not a question of money. A title is demanded ; and dig- nities and titles are not to be lavished thus on all comers. Indeed, my opinion of the absurdity of his doctrine has of late been strength- ened, and I uphold it is most extravagant to maintain that there can exist countries in a straight line under our very feet, where men walk \vith their heads d Dwnward, as we see flies upon the fretted roof.' As she spoke, in her excitement, Latina's tone had gradually become more elevated. She had forgotten that Chess-players must not be disturbed. Her voice had struck their ear. The Game was decidedly in the King's favor, and Fonseca, with some eagerness, seized the opportunity of interrupting the silence in which the King had hitherto played, in the hope, perhaps, of diverting the attention of his unrelenting antagonist. " For my part," said he, " I incline to the theory of Cosmas Indi- oopleustes : — The world is square, and, like this Chess-bfxard, it la 298 CHESS FOU WINTER EVENINGS. terminable. It is moreover flat, surrounded with water on all sidos, and beyond the water is an abyss. Thus it is that Arabian GeogTa- phers represent on their maps and charts, at the extremity of the great ocean, a black and skinny hand, emblematic of the Demon's claw, ready to drag into the gulf below, the rash mortals daring to approach its limits. " Strange doctrine this, SignOr Fonseca," replied the Archbishop, " strange doctrine to oppose to the truly scientific deductions of the worthy Colon. Indeed, I am almost tempted to repeat to you what Alphonso the Learned was fonnerly wont to say on similar occasions, ' If the world be thus moulded, without impiety, I can say that, poor mortal as I am, I could have imagined a better form.' " In the mean time our good Queen had drawn near the King. " My Lord," said she, " shall we not accord this intrepid man the title he de- mands ? . . there can be no risk, I think, in granting it him for the countries he promises to discover. Let him point the way to a new world, and any dignity we may confer will be more than merited. . . Should his project prove a dream . . What then ? His title, having no basis to rest upon, will become an empty name." " We will think of it," said Ferdinand, pressing his brow, and in spite of himself his attention was much diverted from the game. Fonseca, adroitly taking advantage of the King's abstraction, had rapidly retrieved his game and even gained a preponderance of force. ..." Your Highness's Queen has followed the example of the rash navigators . . the blauk hand is upon her. . , . Your Highness's Queen is forced." " Speak to me no more of this Genoese," rejoined the King, " I sha'l lose a splendid game "... and with a frown he proceeded — " Admiral ! know you not the word signifies ' Emir-al-ma ' or prince of the wave ? Too noble a title this to be bestowed on an adventurer. Your Genoese shall not be an Admiral." The King played a few moves more, but at every move his posi- tion became more critical and his brow more overcast. Meanwhile the game seemed fast reaching a crisis. I send you the situation. " The battle vnll soon be decided now," said Fonseca, rubbing nis hands. " Your Highness w >11 double the Rooks to avoid check- mate . . I shall then check at your Highness's Q. R. sq. ; I may HOW A WORLD WAS WON. 299 FoNfeECA (Black). Ferdinand V. (White). afterwards win the Bishop, and if I mistake not, this game at least is ir'ne." Ferdinand bit his Hp, and, unaccustomed to discomfiture, he sat moody, under what seemed to all inevitable defeat. At this moment I examined the position more attentively, and suddenly it flashed upon me that Ferdinand's game was not as des- perate as it appeared to the bystanders and even to himself. In a suppressed tone I whispered to Queen Isabella : " If his Highness play correctly, he wins, and Fonseca cannot outlive four moves." Isabella drew nearer the King, and leaning on his shoulder she withheld his arm, when after long meditation he vi'as about to raise his hand to play his Rook to Q. R. 5th sq. — " Do you not wm, my Lord ?" said she. — " Win ?" . . repeated Ferdinand, and the uplifted nand re turning to its former position, the King resumed his meditations . . but the threatened mate seemed still to veil the position to his reason bOO CHESS FOR WINTER EVENINGS. ing faculties. At this juncture his eye* caught mine, and most prob ably rightly reading my expression, he again began to calculate . . . then suddenly a smile played over his lips. — " Fonseca, my friend, ' Esids malo.'' "* — " Think you, my Lord," interrupted the Queen, " there can be wrong in granting this title to the Genoese ?" — " What think you of the matter, Latina ?" said Ferdinand, half ironically, " do you still persist in your opinion ?" " None can boast of infallibility," rejoined Beatrix Galindez, and Pliny has said, ' Nemo morlalium omnibus horis sapei.'' " — " After all," added his Highness, "little harm can come from appointing him Admiral of the new seas to be navigated." Hardly had the royal sanction escaped the King's Ups, when the Queen beckoning a page — " Isidro." said she, " to horse instantly — Cristoval Colon is on the road to Palos de Moguer, he cannot have journeyed much farther than the bridge of Finos . . make all speed, overtake him, and tell him we create him Admiral of the Ocean-sea." And now, dear Doctor, may we not repeat what Antonio de Le- brixa has so often said to us, " The most trifling causes very fre- quently exercise a wonderful influence over the greatest events." If Cristoval Colon discover a new world, as indeed I trust he may, will it not come from the pushing of a Pawn at the proper time. ? • Anglicts— " Tho'.i art eick." BOOK lY. ITAUNTON'S ANALYSIS OF THE KING'S GAMBIT BOTH ACCEPTED AND DECLINED.— GAMES IN ACTUAL PLAY— FOURTEEN PROBLEMS.— THE MID- NIGHT CHALLENGE, OR CHRISTMAS TN RUSSIA. THE KING'S GAMBIT. THE king's knight's GAMBIT. THE CUNNINGHAM GAMBIT.— THE SALVIO AND COCHRANE GAMBITS. THE MUZIO GAMBIT. THE ALLGAIER GAMBIT. THE KINg's ROOk's PAWN GAM- BIT. THE king's bishop's GAMBIT. THE GAMBIT DECLINED. We are now about to introduce the student to a favor- ite and brilliant style of play, altogether different from the specimens given in the previous lessons. The King's Gam- bit offers greater variety than is to be found in the other openings, and therefore requires greater knowledge and prac- tice to conduct it with success : hence an experienced player, wnen he gives the odds of Q.'s Rook or Q.'s Knight to an inferior antagonist, often prefers this mode of play. The word Gambit is derived from an Italian phrase used in wrestling, and signifies a peculiar movement by which the adversar3/ is tripped up. In Chess, the " peculiar move- ment" is, for the first player, early in the game, to sacrifice a Pawn for the sake of gaining an attack. The varieties of the King's Gambit are often known by the names of the players who invented, or first introduced them. Other varieties obtain their names from one of the early moves of the first player. The term Gambit Pawn is applied sometimes to the Pawn you sacrifice on the second move, but more commonly to the Pawn of your adversary which captures your Pawn. Thus, in the King's Gambit, when each party having pushed K. P. two sq., the first player moves K. B. P. two, and the second player takes it with K. P. ; the latter is styled, while remain- ing on the board, the Gambit Pawn. Your design in sacrificing a Pawn at the second move, is 304 CHESS FOR WINTER. EVEKINGS. to weaken the enemy's centre, by drawing his K. P. away fi'om the middle of the board. Philidor was of opinion, that the advantages of position acquired in return for the Pawn, were fully remunerative, and that the legitimate result of the Gambit ought to be a drawn game. That eminent player, however, stands alone in this doctrine, the general opinion now being, that if the best moves are subsequently played on both sides. Black ought to win the game through the Pawn given. The Gambits are the most brilliant and animated of all the openings, full of hair-breadth 'scapes and perilous vi- cissitudes, but affording an infinitude of beautiful and daring combinations. We extract the following analyses with the accom.pany- ing games in actual play from Mr. Staunton's valuable work, " The Chess Player's Handbook, London, 1847." STAUNTON'S ANALYSIS OF THE KING'S GAMBIT.. This admirable opening, in which is comprehended every variety of the game, beginning with 1. - ^ p u7 °' 2. K. B. p. two ^ gives birth to the most intricate and beautiful combinations of which the chess-men are susceptible, and their investigation will afford you an inexhaustible fund of entertainmeut and instruction. To render the examination .of them as intelligible as our limited space will admit, it may be well to classify the ramifications of this gambit under dif- ferent heads. For this purpose I propose to divide the varia- tions into four separate sections. The first will contain the manifold d^Uvts which spring from the King's Gambit Pro per, or King's Knight's Gambit, as it is sometimes called 1 K. p. two .-, K. B. P.'two n K. Kt. to B. 3d rpi „ ;i „„-n + , 1- iclvu^' 2- p. takes p. > 3. — The second will treat of the modification of this opening which is generally known vl,„ All„„,* ri„„^kU 1 K p. two o K. B. p. two Q K. Kt. toB 3d as the Allgaier Gambit, 1. ^jr^j^y^^, 2. pn^^kiTpT' ^- k. Kt p. two ^ 4_ K. R. p. two^ including also an attack called the King's r, 1 , Ti rf ^u-<. 1 K. P. two .-, K. B. p. two Q K. R. p. two (look's Pawn Gambit, 1. kTpT^, 2. p. takes p. > 3. The third will embrace the varied methods of attack and defence in the favorite King's Bishop's Gambit, 1. ^ \, ['^^ THE king's knight's GAMBIT. 305 ^- ?.tator > 3. 5^5^^^^^^; and the fourth will be devoted o the undefinable class of moves which the second playei may adopt in refusing the gambit. LESSON I THE KING S KNIGHT S GAMBIT. GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'sSd. 3. K. Kt. P. two. Black's third move is considered the best he can adopt after he has accepted the gambit ; but he has other modes of play, which, if not equally satisfactory, may be made without dis- advantage; for instance, he can play 3. Q. P. two, or 3. K B. P. two, and obtain an even game. (For 3. B. to K.'s 2d see Lesson IL, The Cunningham Gambit.) In the first place, 3. Q. P. two. 4. P. takes P. , 4. K. B. to Q.'s 3d. Clf he play 4. K. Kt. P. two, you answer with 5. K. B. to Q. B.'s 4th.) 5. Q. P. two. 5. K. Kt. P. two. 6. Q. B. P. two. 6. Q. B. P. one. 7. K. B. to Q.'s 3d. The game is equal. In the second place, 3. K. B. P. two. 4. P. takes P 4. Q. P. two. 5. Q. P. two. 5. Q. B. takes P. 6. Q. B. takes P. 6. K. Kt. to B.'s 3d. Even game. 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d (best) ifi Victor Kafev's " Complete Guide to the Game of Chess 14 306 . CHESS FOR WINTER EVENINGS. (Gratz, 1842,) the move of 4. Q. B. P. one, is lecommended in place of 4. K. B. to Q. B.'s 4th ; but if Black reply with 4. K. B. to K. Kt.'s 2d, you appear to gain nothing. (Foi the consequences of 4. K. R. P. two, see The Allgaier Gam- bit.) At the present stage of our game Black has a variety of moves at command. He may play 4. K. B. P. one, which is obviously bad, on account of 5. Kt. takes Kt. P., &c. He may also play 4. Q. P. one, but without benefit, or 4. P. to K. Kt.'s .5th, the result of which will be shown in Lessons III. and IV., The Salvio and Cochrane Gambits, and Lesson v.. The Muzio Gambit. If, instead of any one of these, he prefer 4. K. R. P. one, the game will probably be carried on as follows : — 4. K. R. P. one. 5. Kt. to K.'s 5th. 5. K. R. to his 2d. 6. Q. P. two. 6. Q,. P. one. rif he play 6. Q. to K.'s 2J, you can move 7. Q. to her Sd.^l 7. Kt. takes K. B. P. 7. R. takes Kt. 8. B. takes R. (eh.) 8. K. takes B. 9. K. R. P. two. 9. K. Kt. to B.'s 3d (best). 10. P. takes P. 10. P. takes P. U.K. Kt. P. one. 11. Q. B. to K. Kt.'s 5th. 12. Q. to her 3d. 12. Q. to K.'s 2d. Your attack will hardly compensate for the lost piece. It would have been safer, therefore, to return the Kt. to Q.'s 3d on your 7th move. 5. Q. P. two. ■ 5. Q. P. one. It is of very little importance whether you castle at the ^th move (see Game the Third), and then play 6. Q. P. two, or move as in the text, and afterwards castle. As is observed in the German " Handbuch," " the transposition of moves here produces the same result." You can, however, at this stage commence an interesting variation by playing 5. K. R. P. two (see Game the Second). If you move instead 5. Q. B. P. one, Black may answer with 5. P. to K. Kt.'s .5th, and have the better game. In place of replying to your move 5. Q,. P. two with 5. Q. P. one, he may play 5. K. R. P. one, safely, or 5. P. to K. Kt.'s 5th, but the latter would forward your game ; for example : — 5. P. .0 K. Kt 's 5th. 6. Castles. 6. P. takes Kt. (You can also advantageously play 6. Q. B. takes P.) THE KING S knight's GAMBIT. 307 7. Q. takes P. 7. B. takes Q. P. (ch.) 8. K. to R.'s sq. 8. Q. P. one. (Siioiild he move 8. Q. to K. B.'s 3J, you reply with 9. Q. B. takes P 9. Q. B. takes P. 9. K. B. to his 3d. 10. P. to K.'s 5th. 10. P. takes P. 11. Q. B. takes P. 11. Q. Kt. to Q.'s 2d. 12. Q. B. to his 3d. 12. Q. to K.'s 2d. 13. R. to K.'s sq. 13. B. to K.'s 4th. 14. B. takes B. 14. Kt. takes B. 15. Q. to K. R.'s 5th. 15. K. Kt. to B.'s 3d. 16. Q. takes Q. Kt. You have a superior game. 6. Q. B. P. one. 6. P. to K. Kt.'s 5th (best). Black can now attack the Kt. with advantage, and by do- ing so he gets the better game. He may with ahnost equal benefit play 6. K. R. P. one ; e. g, 6. K. R. P. one. 7. Q. to her Kt.'s 3d. 7. Q. to K.'s 2d. Cjf you castle instead of moving the Q. thus, he answers with 7. K. Kt. to K.'s 2d, and if then you attempt to open an attack by 8. K. Kt. P. one, he will play 8. P. to K. Kt.'s 5th, having a better game.) 8. Castles. 8. Q. Kt. to Q.'s 2d. 9. K. Kt P. one. 9. P. to K. Kt.'s 5th. (If you play 9. K. R. P. two, he can retort with 9. Q. Kt. to his 3d.) 10. Q. B. takes P. 10. P. takes Kt. 11. R. takes P. 11. K. Kt. to B.'s 3d. 12. P. to K.'s 5th. 12. P. takes P. (Should you mo .'3 13. Q. Kt. to Q.'s 2d, he castles. 13. P. takes P. 13. K. Kt. to his 5th. 14. B. takes K. B. P. (ch.) 14. Q. takes B. 15. P. to K.'s 6th. 15. Q. to K. B.'s 4th. 16. P. takes Kt. (ch.) 16. Q. B. takes P. 17. K. R. P. two. 17. Castles on Q.'s side. He has a much better game than you have. 7. Kt. to his sq. 7. Q. to K. R.'s 5th. (ch.) L" you sacrifice the Kt. by playing 7. Q. to her Kt.'s 3d, or 7 Q,. B. takes P., you must equally lose. 8. K. to B.'s sq. 8. K. B. to K. R.'s 3d. 9. Q. to her Kt.'s 3d. 9. Q. to K. R.'s 4th. You can bring no piece into action with advantage, while the field is all before him where to choose. 303 CHESS FOR WINTER EVENINGS. GAME THE SECOND. Whifs. Black. 1. K. P. two. - • 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d. 5. K. R. P. two. 5. K. R. P. onf (ba:t) Here Black plays his best move ; if he adopt in&tead of b. tC, R. P. one, 5. P. to K. K. Kt.'s 5th, the utmost 'he can obtain will be an even game ; e. g. 5. P. to K. Kt.'s .'^th. 6. Kt. to his 5th. 6. K. Kt. to R 's 3d. 7. Q. P. two. 7. K. B. P. one. (If he play 7. Q. Kt. to B.'s 3d, you answer with 8. Q. B. P. one, and afterwards with Q. B. takes P. 8. Q. B. takes P. 8. P. takes Kt. (He may also play 8. Q. P. one, whereupon you move 9. Kt. to K'a 6th, having an advantage ; or he may play 8. Q. P. two, which you take with K. B., and in a few moves the game will be equal.) 9. B. takes P. 9. B. to K. B.'s 3d. 10. B. takes Kt. 10. B. takes K. R. P. (ch.) 11. K. to Q.'s 2d. 11. B. to K. Kt.'s 4th (ch.) 12. K. to Q.'s 3d. You have no disadvantage. G. Q. P. two. 6. Q. P. one. If he play here 6. P. to K. Kt.'s 5th, you mav leave the Kt. to be captured, and take P. with Q. B. 7. Q. B. P. one. 7. P. to K. Kt.'s 5th. You may also play 7. Q. Kt. to B.'s 3d, for the result of which see Var. I. Black, instead of 7. P. to K. Kt.'s 5th, may now play 7. Q. Kt. to Q.'s 2d, with advantage ; but if he attempt 7. Q. B. to K. Kt.'s 5th, or 7. K. Kt. to B.'s 3d, the game will be less favorable for him. For example : In the first place, 7. Q. B. to K. Kt 's 5th. 8. Q. tc ner Kt.'s 3d. 8. Q. B. to K. R.'s 4th. 9. P. takes K. Kt. P. 9. P. takes P. 10. R. takes B. And vou win. THE king's knight's GAMBIT. 309 In the second place, 7. K. Kt. to B.'s 3d. 8. P. takes Kt. P. 8. Kt. takes K. P. Il In place of taking the P. you play 8. P. to K.'s 5th, Black rcplin;e with 8. Kt. to K.'s 5th, and has an advantage.) 9. Q. to K.'s 2d. 9. Q. to K.'s 2d. The game is even. 8. Q. B. takes P. 8. P. takes Kt. If you retreat the Kt., Black may play either 8. Q. to K.'s 2d, or B. to K. B's 3d> having a fine game. By the sacri- fice of the Kt. you obtain a strong attack, but care on the part of your opponent will enable him to defend himself. 9. Q. takes P. 9. Q. B. to K.'s 3d. If instead he play 9. K. Kt. to B.'s 3d, you may regain the advantage ; for instance, — 9. K. Kt. to B.'s 3d. 10. Castles. 10. Q. Kt. to B.'s 3d. 11. P. to K.'s 5th. 11. P. takes P. (If 11. K. Kt. to Q.'s 2d, you answer with 12. Q. B. to K. Kt 's 5t.h. 12. Q. B. takes P. 12. Kt. takes B. 13. P. takes Kt. 13. Q. B. to K. Kt.'s 5th 14. Q. to K. B.'s 4th. 14. P. to K. R.'s 4th. 15. P. takes Kt. You have a much better game. 10. Q. Kt. to Q.'s 2d. 10. K. Kt. to K.'s 2d. 11. P. to K. R.'s 5th. 11. B. takes B. 12. Kt. takes B. 12. Q. Kt. P. two. 13. Kt. to K.'s 3d. 13. Q. Kt. to B.'s 3d You have no adequate compensation for the piece you arc minus Variation I beginning at White's 7th move. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d. 5. K. R. P. two. 5. K. R. P. one. ti. Q. P. two. 6. Q. P. one. 1. Q. Kt. to B.'s 3d. 7. Q. B. P. one. 310 CHESS FOR WINTER EVENINGS. [f he attack your Kt. with the K. Kt. P., you must retrea him to his own sq. again. 8.. P. takes K. Kt. P. 8. P. takes P. 9. R. takes R. 9. B. takes R. 10. K. Kt. to K.'s 5th. 10. P. takes Kt. You might also play 10. K. to B.'s 2d, and the following moves occur : — 10. K. to B.'E 2d. 10. P. to K. Kt.'s 5th. (Black could likewise play with advantage 10. B. to K. Kt.'s 2d, or 10. K. Kt. to B.'s 3d.) 11. Q. to K. R.'ssq. 11. B. to K. Kt.'s 2d. (His best move. 11. Q. to K. B.'s 3d, or 11. P. takes K. Kt., would be in your favor.) 12. Q. to K. R.'s 5th. 12. P. to Q.'s 4th. 13. Q. Kt. takes P. 13. P. takes Kt. (If at this crisis you play 13. P. takes Q. P., Black takes your K Kt. with P., and then moves K. Kt. to B.'s 3d.) 14. K. B. takes Q. P. 14. Q. to K.'s 2d. 15. Kt. to his 5th. 15. K. Kt. to B.'s 3d. 16. B. takes K. B.P. (ch.) 16. K. to B 's sq. 17. Q. to K. Kt.'s 6th. 17. Kt. takes K. P. (ch.) He now forces the exchange of Queens, and having a Piece superiority must win.) 11. Q. to K. R.'s 5th. 11. Q. to K. B.'s 3d. 12. P. takes K. P. 12. Q. to K. Kt.'s 2d. 13. P. to K.'s 6th. 13. B. takes P. (best). He may with almost equal advantage play 13. K. Kt. to B.'s 3d. {e. g.) 13. K. Kt. to B.'s 3d. 14. P. takes P. (ch.) 14. K. to his 2d. (If he venture 14. K. to Q.'s sq., you play 15. Q. takes K. Kt. P., and win ; so also, if he move 14. K. to B. s sq., you may take P. with Q. B., leaving your Queen en prise, and if he capture either Q. or B., you mate him next move.) 15. Q. to K.'s 2d. 15. Q. B. to K. Kt.'s 5th. Should he risk 15. Q. B. to K.'s 3d, you (exchange Bishops, then check with your Q. at her B.'s 4th. and afterwards, by playhig her to Kt.'s 4th, you must gain the advantage.1 16. Q. to her 3d. 16. Q. Kt. to Q.'s 2d. 17. Q. to her 4th. 17. K. Kt. to R.'s 4th. He ought to win. THE king's knights GAMBIT. 311 14. B. takes B. 14. K. Kt. to B.'s 3d. 15. B. takes K. B. P. (ch.) 15. K. to his 2d. 16. Q. to K. Kt.'s 6th. 16. Q. takes B. The advantage is all on Black's side. GAME THE THIRD. White: Black. 1, K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2d. 5. Castles. 5. Q. P. one. (best). 5. Castling or 5. Q.. P. two, may be played indifferently. If Black, in reply to your present move, play 5. P. to K. Kt.'s 5th, you may retreat the Kt. to K.'s sq., and thus ensure the winning of the gambit Pawn, or you can leave the Kt. to be taken, as in the following variation : — 5. P. to K. Kt.'s 5th. 6. Q. B. P. one. 6. P. takes Kt. 7. Q. takes P. 7. B. to K R 's 3d. 8. Q. P. two. 8. Q. to K.'s 2d. 9. Q. B. takes P. 9. B. takes B. 10. Q. takes B. 10. Q. P. one. 11. B. takes K. B. P. (ch.) 11. K. to Q.'s sq. 12. Kt. to Q.'s 2d. The game is even. 6. Q. P. two. 6. K. R. P. one. But for this precautionary move of his, you might get a lively hut somewhat hazardous attack, by sacrificing the Kt. for the two Pawns. 7. Q. B. P. one. 7. Q. B. to K. 3d. If you play 7. K. Kt. P. one, Black replies with 7. P. to K Kt.'s 5th, and gets the better game. Should he, in answei to your present move, play 7. Q. B. P. one, you can thei advantageously move 8. K. Kt. P. one ; for example : — 7. Q. B. P. one. 8. K. Kt. P. one. 8. P. to Kt.'s 5th. 9. Q. B. takes P. 9. P. takes Kt. 10. Q. takes P. 10. Q. to K. B.'s 3d. (If he play 10. B. to K.'s 3d, you exchange Bishops, and then take Q. P with your Q. B. If he play 10. K. Kt. .o B.'s 3d, you may also tak( Q. P. with Q. B., and afterwards play P. to K "s 5th.) 312 CHESS FOR WINTER EVENINGS. 11. Q. to K. R.'s 5th. 11. Q. to K. Kt.'s 3d. (You can also obtain a powerful attack by 11. P. to K.'s 5th, followed by Q. to K.'s 3d ; the moves hi the text are from the German " Haudbuch.") 12. Q. takes Q. 12. P. takes Q. 13. Q. B. takes P. 13. K. Kt. to B.'s 3d. 14. Q. Kt. to Q.'s 2d. Vour two central Pawns and superiority of general position are equiva- lent to the Piece he has gained. 8. B. takes B. 8. P. takes B. You may here perhaps more advantageously play 8. Q. Kt. JO R.'s 3d. 9. Q. to her Kt.'s 3d. 8. Q. to her B.'s sq. 10. K. R. P. two. 10. P. to K. Kt.'s 5th. 11. Kt. to K. R.'s 2d. 11. P. to K. Kt.'s 6th. He has a Pawn more and a strong position. GAMES IN ACTUAL PLAY. ILLUSTRATIVE OF THE FOREGOING ANALYSES. {From the Chess-Player's Chronicle.) GAME I. Between V. H. der Laza and Dr. Bledow. White (V. H. d. L.) Black (Dr. B.) 1. K. P. two. 1. The same. 2. K. B.'s P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th 4. K. B. to Kt.'s 2d. 5. Q. P. two. 5. Q. to K.'s 2d. (a) 6. Castles. 6. K. R. P. one. 7. Q. Kt. to B.'s 3d. 7. Q. B. P. one. 8. P. to K.'s 5th. 8. Q. to her Kt.'s 5th. 9. Q. Kt. to K. 4th. 9. K. B. to his sq. 10. Q. to K.'s 2d. (6) 10. P. to K. Kt.'s 5th. 11. Kt. to Q.'s 6th (ch.) 11. B. takes Kt. 12. P. takes B. (dis. ch.) 12. K. to Q.'s sq. 13. Kt. to K.'s 5th. 13. R. to R.'s 2d. 14. Q. B. P. one. 14. P. to K. B.'s 6th. 15, Q. to K.'s 4th. 15. K. Kt. to B.'s 3d. 16 Q. takes R. 16. Kt. takes Q. And White gave checkmate in six moves. NOTES TO GAME I. {a) The proper move, as is seen in the foregoing variations, io fj Q. P. one. 10. Q. B. P. one. 11. K. R. P. one. 11. K. B. P. two. 12. Q. B. takes Kt. 12. B. takes B. 13. P. takes K. B. P 13. Q. B. takes P. 14. P. takes K. Kt. P. 14. Q. B. takes Kt. (ch.) 1 5. Q. takes B. You must win. 8. P. takes P. 8. Q. P. one. Instead of taking the Pawn here, you may move 8. Q. B. to K. B.'s 4th, or 8. B. takes K. Kt. For the result of these moves, see Variation, and you can play likewise 8. K. Kt. P. one, or 8. Q. to K.'s sq., as shown in the following ex- amples. In the first place — 8. K. Kt. P. one. 8. Q. to K. R.'s 6th (ch.) 9. K. to B.'s 2d. 9. Q. to K. Kt.'s 7th (ch.) 10. K. to his 3d. 10. K. B. P. two. (This move of Black's we find in Silberschmidt ; Salvio, Cozio, and Pon- ziani, play 10. K. B. P. one,, which is much inferior) 11. K. to Q.'s 3d. 11. P. takes P. (ch.) ;If you play 11. P. takes K. B. P., he first dislodges your Kt. with the Q. P., and then takes P. with Kt., checking ; and if you move 11 Q. Kt. to B.'s 3d, he answers with 11. Q. B. P. one, and afterwardu 12. Q. P. one.) 12. K. takes P. 12. Q, P. two (ch.) 13. B. takes Q. P. 13. P. to K, B.'s 7th (dis ch.> He has the better game. fn the second place — 8. Q. to K.'s sq. 8. Q. takes Q. (ch.) 9. K. takes Q. 9. P. takes K. Kt. P. TO. R. to K Kt.'s sq. JL Q. P. one. THE SALVIO GAMBIT. 825 1. Kt. to Q.'s 3(1. 11. K. Kt. tohissq. 2. R. takes P. 12. K. R. P. two. His game is superior to yours. 9. Kt. to Q.'s 3d. 9. K. Kt. P. takes P. If in lieu of retreating the Kt., you take his Kt. with Q he takes your Kt. with Q. P. 10. K. Kt. to K. B.'s 2d 10. 11. Kt. takes B. 11 12. K. to B.'s 2d. 12 13. K. to his 3d. 13 14. K. to B.'s 4th. 14 B., R.'s 6th Q. B. to K. (ch.) Q. takes Kt. (ch.) Q. to Kt. s 7th (ch.) Kt. to his 5th (ch.) B. to R.'s 3d (ch.) And he mates you in two moves. Variation, heginning from Whitens 8ih move. BLACK. 326 CHESS FOR WINTER EVENINGS. 8. Q. B. to K. B.'s 4th. 8. P. takes P. (ch.) It was before observed that you could also play 8. Q. B= takes K. Kt. ; let us suppose this move — 8. B. takes K. Kt. 8. P. takes P. (ch.) 9. K. takes P. 9. B. takes B. 10. Kt. takes K.B P. 10. R. to K. B.'s sq. Black will ^> in. (Il you take the B. P. with B., checking, instead of with the Kt., he moves K. to his 2d, and soon gets the better game.) 9. K. takes P. 9. P. to Q.'s 3d. 10. B. takes K. Kt. 10. B. takes B. 11. Kt. to Q.'s 3d. 11. Q. to R.'s 6th (-h.) 12. K. to B.'s 2d. 12. Q. to K.'s 6th (ch.) 13. K. to B.'s sq. 13. P. to Kt.'s 6th. He has a fine attack. LESSON IV. THE COCHRANE GAMBIT. This is a modification of the defence introduced by Saivio, which we have just examined, and consists in the second player's advancing the P. to K. B.'s 6th, before playing out the K. Kt. either to B.'s 3d, or to R.'s 3d. The most im- portant authorities upon these Gambits are Cochrane (1822), pp. 268 — 276 ; Lewis, in whose valuable treatise are incor- porated the chief variations of Ghulam Kassim (1844), pp. 308 — 343 ; Calvi, in " Le Palamede" (1844) ; Jaenisch, vol. ii., pp. 233 — 239 ; and the German " Handbuch." See also an interesting article on the Cochrane Gambit, by V. H. der Laza, in the " Chess-Player's Chronicle," vol. v., pp. 317 — 339. GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K Kt. P. two. THE COCHRANE GAMBIT. 327 4. B. to Q. B.'s 4lh. 4. P. to K. Kt.'s 5th. 5. Kt. to K.'s 5th. 5. Q. to K. R.'s 5th (ch.) 6. K. to B.'s sq. 6. P. to K. B.'s 6th. In the previous Gambit you will remennber Salvio advances this P. one move later, that is, after his K. Kt. is moved to B.'s 3d, or R.'s 3d sq. 7. Q. P. two. 7. P. takes K. Kt. P. (ch.» best.) Instead of 7. Q. P. two, you have the choice of several moves. You may play B. takes K. B. P. (ch.) ; K. Kt. P. one ; and Kt. P. takes P. ; each of which will form the subject of a separate game. (See Games Second, Third, and Fourth.) If instead of any one of these you play 7. Q. to K.'s sq., he takes P. with P. (ch.), and then moves Q. to K. R.'s 6th, with a better game than you have. There is another move too at your command, viz., 7. Kt. takes K. B. P. the conse- quences of which it may be well to show at once. Suppose, then, — 7. Kt. takes K. B. P. 7. K. Kt. to B.'s 3cl. 8. Kt. takes R. 8. Kt. takes K. P. 9. Q. to K.'s sq. 9. P. takes Kt. P. (ch.) 10. K. takes P. 10. Q. to R.'s 6th (ch.) 11. K. to Kt.'s sq. 11. B. to Q. B.'s 4th (ch.) And he must win. When at your 7th move you advance the Q. P., Black, instead of taking the Kt. P. (ch.), may play 7. K. Kt. to B.'s 3d, to which "you can reply 8. Q. Kt. to B.'s 3d, and if he attempt to dislodge your Kt. by 8. Q. P. one, you may play 9. Kt. takes takes K. B. P., without danger. For the conse- quences of his playing at his 7th move K. Kt. to R.'s 3d, his best move in the opinion of Jaenisch, see Game the Second of the Salvio Gambit, in which the same position is more safely brought about by — 1. K. P. two. 1. K. P. two. 2. K. B. P. two 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th 5. Kt. to K.'s 5th. 5. Q. checks. 6. K. to B.'s sq. 6. K. Kt. to R.'s '3d. 7. Q. P. two. 7. P. to K. B.'s 6th. 8. K. takes P. 8. Q. to R.'s 6th (ch.) 9. K. to Kt.'s sq. 9. K. Kt. to R.'s 3d 328 CHESS FOR WINTER EVENINGS. 9. K. Kt. to B.'s 3d would be less advantageous for him for example — 9. K. Kt. to B.'s 3d. 10. Kt. takes K. B. P. 10. Q. P. two. (If he play instead, 10. R. to Kt.'s sq., you move Kt. to his 5th ; if 10. Kt. takes K. P., you answer with Q. tc K.'s 2d ; and finally, if he play 10. P. to K. Kt.'s 6th, you can reply with Kt. to his 5th, or K. B. to hiy sq., having the better game.) 11. K. B. to his sq. 11. Q. to K. R.'s 5th. 12. Kt. takes R. 12. Kt. takes K. P. 13. Q. to K.'s 2d. 13. K. B. to Kt.'s 2d. (If 13. P. to Kt.'s 6th, you take the P., and when he retakes, checking, you interpose the K. B.) 14. Q. B. P. one. 14. P. to K. Kt.'s 6th. 15. P. takes P. 15. Q. takes P. (ch.) 16. Q. to K. Kt.'s 2d. You should win. 10. Q. to her 3d. 10. Q. takes Q. [n this gambit if you take the Kt. with your Q. B., he attains an irresistible position. 1 Should you at your 10th move play Q. Kt. to B.'s 3d, he does the same, and will maintain the P. You may, however, move 10. K. B. to his sq., in which case this variation is probable :— 10. B. to his sq. 10. Q.'to R.'s 5th. 11. B. takes Kt. 11. B. takes B. 12. Q. takes P. 12. B. to K.'s 6th (ch.) 13. K. to Kt.'s 2d. 13. Q. takes Q. (ch.) 14. Kt. takes Q. 14. B. takes Q. P. He has an easy game. 11. P. takes Q. 11. Q. P. one. 12. B. takes Kt. 12. B. takes B. 13. Kt. takes K. B. P 13. B. to K.'s 6th (ch.) 14. K. to Kt.'s 2d. 14. R. to B.'s sq. 15. R. to B.'s sq. 15. B. takes Q. P. He ought to win. The merit of working out these latter variations is due to Messrs. Henderson, Williams, and Withers, three skilful amateurs of the Bristol Chess Club, who devoted much ■jme and attention to the analysis of this brilliant gambit. THE COCHRANE GAMBIT, 329 GAME THE SECOND. BLACK, The diagram represents the position of the men up to the 6th move of the preceding game. In this and the next twc games, White deviates from the former, by not playing Q. P. two on his 7th move. White. Black. 7. B. takes K. B. P. (ch.) 7. K. to his 2d, 8, P, takes P. 8. Q. P. one. If at your 8th move you play Q. to K.'s sq., he takes P, with P, (ch.), and then moves Q, to K. R.'s 6th. If 8. K, Kt. P. one, he checks with his Q. at R.'s 6th, and then moves K. Kt. to B.'s ?d, with a fine attack. And if instead of these, you play 8. K. B. takes Kt., the following variation shows ii i will be to your disadvantage. 8. K. B. lakes Kt. 8. R. takes B. (best). 9. P. takes P. 9. Q. P. one. 15 330 CHESS FOR WINTER EVENINGS. 10. Kt. takes P. 10. B. takes Kt. 11. P. takes B. 11. R. takes P. He has the better game. 9. B. takes Kt. 9. P. takes Kt. 10. B. to Q. B.'s 4th. 10. P. takes P. 11. Q. takes P. 11. B. to K. R.'s 6th (ch.) 12. K. to Kt.'s sq, 12. Q. to K.'s 8th (ch.) 13. B. to B.'s sq. 13. R. checks. And wins. GAME THE THIRD. (Place the men again as on the diagram.) White. Black. 7. K. Kt. P. one 7. Q. to R's 6th (ch.) 8. K. to B.'s 2d (best). 8. K. Kt. B.'s 3d. 9. Q. P. one. 9. Q. P. one. You might here play 9. K. to his 3d, or 9. Q. Kt. to B.'s 3d, for the result of which see Variations I. and II. If instead of these you preferred 9. B. takes B. P. (ch.), a few moves will show the game would be unfavorable for you. (e. g.) 9. B. takes B. P. (ch.) 9. K. to his 2d. 10. B. to Q. Kt.'s 3d. 10. Q. to Kt.'s 7th (ch.) 11. K. to his 3d. 11. B. to K. R.'s 3d (ch.) x2. K. to Q.'s 3d. 12. R. to K. B.'s sq. Black has the advantage. 10. Kt. takes K. B. P. 10. P. to Q.'s 4th. 11. Kt. takes R. 11. Q. to Kt.'s 7th (ch.) If in place of taking the R. you take Q. P. with B., he first checks with his Q. and then takes B. with Kt. ; or if you take the Q. P. with K. P., he can also first check with the Q., and then take your Kt. with K., regardless of the check by discovery when you play P. to Q.'s 6th. Q. Kt. to B.'s 3d. K. takes Kt. Kt. takes B. B. to K. R.'s 3d (ch.) B.'s 7th, winning. 12. K. to his 3d. 12, 13. Kt. to B.'s 7lh. 13. 14. B. takes Q. P. (ch.) 14. 15. P. takes Kt. 15, And then P. to K. B.'s 7 THE COCHRANE GAMBIT. 331 Variation I., hegiiming at White'i 9tJi move. White. Black. 9. K. to his 3d. 9. B. to K. R.'s 3d (ch.) 10. K. to Q.'s 3d. 10. Q. P. one. If you move 10. K. to Q.'s 4th, you have a still worse game. 11. Kt. takes K. B. P. 11. P. to Q.'s 4th. 12. B. takes Q. P. 12. Kt. takes B. 13. Kt. takes B. 13. Kt. to Q. Kt.'s 5th (ch.) If you take the R. instead of the B., he plays his Q. to K. R.'s 4th. 14. K. to B.'s 4th. 14. Q. takes Kt. 15. K. takes Kt. 15. Q. Kt. lo R.'s 3d (ch.) 16. K. to B.'s 3d. 16. Q. to her B.'s 3d (ch.) 17. K. to Q.'s 3d. 17. Kt. to his 5th (ch.) 18. K. to K.'s 3d. 18. Kt. takes Q. B. P. (ch.) Black must win. Vaaiation II., ieginning at Whitens 9th move. White. Black. 9. Q. Kt. to B.'s 3d. 9. Q. to Kt.'s 7th (ch.) 10. K. to his 3d. 10. B. to K. R.'s 3d (ch.) 11. K. to Q.'s 3d. 11. Q. Kt. to B.'s 3d. If you play 11. K. to Q.'s 4th, the consequences are equally disastrous. 12. Kt. takes K. B. P. 12. Q. Kt. to his 5th (ch.; Instead of taking the B. P. with your Kt., you may play 12 B. takes P. (ch.), or 12. Kt. takes Q. Kt., but with even less advantage than by the move in the text. 13. K. to Q.'s 4th. 13. Q. to B.'s 7th (ch.) 14. K. to his 5th. 14. Q. P. one (ch.) 15. K. takes Kt. 15. Q. to her 5th (eh.) And Black wins. GAME THE FOURTH. (Arrange the men again according to the diagram.) White. Black. 7. K. Kt. P. takes P. 7. K. Kt. to B.'s 3d. 8. Q. P. two. 8. Q. P. one. 332 CHESS FOR "WINTER EVENINGS. Instead of 8. Q. P. two, you have a variety of moves a command. For the most important of these, viz., 8. B. takes K. B. P. (ch.), 8. Kt. takes K. Kt. P., 8. Q. to K.'s 2d, 8. Q. to K.'s sq. and K. R. P. one, see Variations I., II., III., and IV. 9. Kt. takes K. Kt. P. 9. Q. to R.'s 6th (ch,) 10. K. to his sq. 10. Kt. takes Kt. If you play 10. K. to B.'s S 2d, your defence ivill be less pro longed, (e. g.) 10. K. to B.'s 2d. 10. B. takes Kt. 11. P. takes B. 11. Kt. takes Kt. P. (c .) 19. K. to his sq. 12. Q. to Kt.'s 7th. 13. R. to K. B.'ssq. 13. B. to K.'s 2d. 14. B. to K.'s 2d. 14. B. to K. R.'s 5th (ch.) 15. K. to Q.'s 2d. 15. Kt. to B.'s 7th. Blact : 3hoa Id win. 11. P. takes Kt. 11. B. to K.'s 2d. 12. R. to B.'s sq. 12. B. checks. 13. K. to Q.'s 2d. 13. Q. B. takes P. 14. B. to K.'s 2d. 14. K.B. to Kt.'s 4th (ch.) 15. K. to his sq. 15. Q. to R.'s 5th (ch.) 16. R. toK. B.'s 2d. 16. K. B. takes Q. B. 17. Q. takes B. 17. Q. B. takes K. B. 18. K. takes B. 18. Q. takes K. P. (ch.) ' 19. Q. to K.'s 3d. 19. Q. takes Q. (ch.) He has a Pawn more and no inferiority of position. Variation I., beginning at White's 8t.h move. (See next diagram.) White. Black. 8. B. takes K. B. P (ch.) 8. K. to his 2d. 9. B. to Q. B.'s 4th. 9. Q. P. one. 10. Kt. to Q.'s 3d. 10. P. takes P. If you play 10. Kt. to K. B.'s 7th, he replies with 10. P. takes P., and if-lD. Kt. takes Kt. P. the following moves are orobable : — 10. Kt. tnkes Kt P. 10. Kt. takes Kt. 11. P. takc's Kt. 11. B. to K. Kt.'s 2d. 12. K. R. P one. 12. R. to B.'s sq. (ch.) 13. K. to his 2d. 13. R. to B.'s 7th (ch.) He has a winning position THE COCHRANE GAMBIT. 333 11. Kt. to K. B.'s 2d. 11. Q. B. K. R's 6th (eh.) 12. Kt. takes B. 12. Q. takes Kt. ,^ch.) 13. K. to his sq. 13. Kt. takes K. P. His attack is irresistible. BLACK. Variation II., beginning at Whitens 8l.h move. (See diagram, as above.) White. Black. 8. Kt. takes K. Kt. P. 8. Kt. takes Kt. U at move 8 you take K. B. P. with Kt., he answers with 8 Q. P. two, and speedily obtains a winning game. 9. P. takes Kt. 9. Q. to R.'s 6th (ch.) 10. K. to his sq. 10. Q. P. two. Should 5^ou play 10. K. to his B.'s 2d, Black replies with 10. Q. Kt. to B.'s 3d ; if then you move 11. Q. B. P. one, he plays 11. B. to K.'s 2d, and wins: or if at the 11th move 334 CHESS FOR WINTER EVENINGS. you play Q. to K. B.'s 3d, he can exchange Queens, and then win by checkmg with his Kt. at K.'s4th. 11. B. to K.'s 2d. 11. Q. to R.'s 5th (ch.) 12. K. to B.'s sq. 12. K. R. P. two. He has an excel.ent game. Varintion III., heginning at WMte's 8th move. (See the diagram, as before.) Wliite. Black. 8. Q. to K.'s 2d. 8. Q. P. one. You can also move 8. Q. to K.'s sq. ; for example, 8. Q. to K.'s sq. 8. Q. to R.'s 6th (ch.) 9. K. to his 2d. 9. Q. P. one. 10. Kt. takes K. Kt. P. 10. Kt. takes Kt. 11. P. takes Kt. 11. B. takes P. (ch.) 12. K. to B.'s 2d. 12. K. B. to K.'s 2d. 13. Q. to K.'s 3d. 13. K. B. checks. 14. K. to Kt.'s sq. 14. Q. B. to K. B 's 6th. You cannot save the game. 9. Kt. takes K. B. P. 9. P. takes P. You may here play 9. Kt. takes K. Kt. P., and proceed thua . 9. Kt. takes K. Kt. P. 9. Kt. takes Kt. 10. P. takes Kt. 10. Q. B. takes P. 11. Q. to B.'s 2d (best). 11. Q. B. to R.'s 6th (ch.) 12. K. to his 2d. 12. Q. takes K. P. (ch.) 13. Q. to K.'s 3d. 13. Q takes Q. (ch.) 14. P. takes Q. 14. Q. Kt. to B.'s 3d. He has the better game. 10. Q. to K. B.'s 2d. 10. Q. B. to R.'s 6th (ch.) 12. K. to his sq. 12. Q. takes K. P. (ch.) 13. K. to Q.'ssq. 13. Q. takes B. Pie must win. Variation IV., heginning at Whitens 8tJi move. (Once more marshal the men according to the diagram.] White. Black. S. K R. P. one. 8. P. takes K. R. P. 9. Q. to K.'s sq. 9. Q. to K. Kt.'s 4th. Instead of 9. Q.. to K.'s sq., you can pl^ 9. Q. P. two, oi 9. Kt. takes K. B. P. For example, in the first place, — THE COCHRANF GAMBIT. 305 9. Q. P. two. 9. Q. P. one. IC. Kt. to Q.'s 3d. 10. Kt. to K. R.'s 4th. 11 Q. to K.'s sq. 11. Kt. to Kt.'s 6th (ch.) ^ 12. K. to Kt.'s sq. 12. R. to K. Kt.'s sq. 13. K. to R.'s 2d. 13. Kt. to K.'s 7th. Winning easily. In the second place, 9. Kt. takes K. B. P. 9. Q. P. two. JO. B. takes Q. P. 10. Kt. takes B. 11 Kt. takes R. 11. Q. to Kt.'s 6 th. 12 R. to K. Kt.'s sq. 12. P. to K. R.'s 7th. 13. R. takes Q. 13. P. to R.'s 8th (becoming a Q.^ 14. R. to Kt.'s sq. 14. B. to R.'s 6th (ch.-) Your game is gone. 10. Kt. to his 4th. 10. Kt. takes Kt. 11. P. takes Kt. 11. Q. takes P. 12. Q. to K.'s 2d. 12. K. R. P. two. 13. Q. Kt. to B.'s 3d. 13. R. to K. Kt.'s sq. 14. K. to his sq. 14. B. to K.'s 2d. Vou might also exchange Queens, but that would unite his Pawns, and improve his game. 1.5. Kt. to Q.'s 5th. 15. Q. to R.'s 5th (ch.) 16. K. to Q.'s sq. 16. Q. B. P. one. 17. Kt. to Q. B.'s 7th (ch.) 17. K. to Q.'s sq. 18. Kt. takes Q. R. 18. Q. P. two. '9. Q. to K.'s sq. 19. P. takes B. And wins. An attentive consideration of the foregoing examples will \ead you to the conclusion, I think, that the Salvio defence, O J\.- IVL. LU t>. OU 4 K. P. two' p. takes p. ' K. Kt. P. two ' P. to K. Kt.'s 5th' p. Kt. to K. Sth f. K. to B. sq. « Q. P. two ., . f '-"• Q. toR. 5th(ch)' "• Kt. toK. R. 3d' P. ,to K. B. 6th' ''"'*'' Cochrane, which varies from it in the transposition of Black's 6th and 7th moves, 6. ^■^^:f-,^,7. ^^J^-rT.^' i« ^ «^fe and trustworthy method of opposing the King's Gambit, and that the danger to be apprehended by the first player, in advancing his Pawn to K. Kt.'s Sth, on the 4th move, is not ihat his opponent should play the Kt. to K.'s 5th, and admit of the Salvio or Cochrane defence, but that he should leave his Kt. to be taken, and adopt the powerful and almost indefensible attack'of the Muzio Gambit. * 33G CHESS FOR WINTER EVENINGS. GAMES IN ACTUAL PLAY. ILLUSTRATING THE SALVIO AND COCHRANE GAMBITt). GAME L Between Messrs. V. H. der Laza and Hanstein of Berlin. White (Mr. H.) 1. K. P. two. 2. K. B. P. two. 5. K. Kt. to B.'s 3d. 4. K. B. to Q. B.'s 4th. 6. Kt. to K.'s 5th. 6. K. to B.'ssq. 7. Q. P. two. 8. K. Kt. P. one. 9. K. to B.'s 2d. 10. K. to his 3d. 11. Kt. to Q.'s 3d. 12. Kt. to K. B.'s 4th. 13. K. to Q.'s 3d. 14. Q. B. takes B. 15. Q. Kt. to B.'s 3d. 16. Q. B to Q.'s 6th. 17. B. takes Kt. (ch.) 18. K. R. P. one. 19. B. takes Q. Kt. P. 20. K. to his 3d. 21. Q. to K. Kt.'s sq. 22. Q. takes P. (ch.) 23. Q. takes doubled P., and wins. Black (V. H. d. L.) 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. to K. Kt.'s 5th. 5. Q. to R.'s 5th (ch.) 6. K. Kt. to R.'s 3d. 7. P. to K. B.'s 6th. 8. Q. to R.'s 6th (ch.) 9. Q. to K. Kt.'s 7th (ch.) 10. K. B. P. one. (a) 11. K. Kt. to B.'s 2d. 12. K. B. to K. R.'s 3d. 13. B takes Kt. 14. Q. B. P. one 15. Castles. 16. Q. Kt. P. two. 17. R. takes B. 18. P. to Q. Kt.'s 5th. 19. Q. B. to R.'s 3d (ch.) 20. Q. takes K. Kt. P. 21. Q, to her B.'s 2d. 22. R. to K. Kt.'s 2d. NOTE TO GAME I. vh; The proper move is that given by Silberschmidt, of K. B. P. t>A'«> GAME II. Between 3Iessrs, La Bourdonnais and Cochrane White (M. La B.) 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. 4. K. B. to Q. B.'s 4tk 5. Kt. to K.'s 5th. 6. K. to B.'s sq. 7. K. Kt. P. one. (a) B. K. to B.'s 2d. Blaclc (Mr. C.) 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. 10 K. Kt.'s 5th. 5. Q. to K. R.'s 5th (ch.) 6. P. to K. B.'s 6th. 7. Q. to K. R.'s 6th (cli) 8. Q. to Kt.'s 7th (ch.) THE COCHRANE GAMBIT. 337 9. K. to his 3d. 9. B. to K. R.'s 3d (ch..! 10. K. to Q.'s 3d. 10. Q. P. two. 11. B. takes P. 11. Q. Kt. to R 's 3d. 12. Q. B. P. one. 12. Q. B. P. one. 13. B. takes K. B. P. (cli.^ 1 13. K. to his 2d. 14. K. B. to Q. Kt.'s 3d. 14. Q. Kt. to B.'s 4lh (ch.j 15. K. to B.'s 2d. 15. Q. Kt. takes K. P 16. Q. to K. B.'s sq. 16. Q. B. to K B.'s 4th. 17. Q. takes Q. 17. Kt. to B.'s 7th (dis. ch ) 18. P. to Q.'s 3d. 18. P. takes Q. 19. R. to K. Kt.'s sq. 19. Q. R. to Q.'s sq. 20. Q. B. takes B. 20. K Kt. takes B. 21. R. takes P. 21. Kt. takes Q. P. 22. Kt. takes Kt. 22. B takes Kt. (ch.) 23. K. to B.'s sq. 23. K. R. to B.'s sq. 24. Q. Kt. to Q.'s 2d. 24. K. Kt. to B.'s 4th. 25. K. B. to Q.'ssq. 25. Kt. to K.'s 6th. 26. K. R. to Kt.'s sq, 26. B. to K. B.'s 8th. 27. Q. Kt. P. one. 27. K. R. to B 's 7th. 28. R. takes B. 28. Kt. takes R. 29. Kt. takes Kt. 29. Q. R. takes B. (ch.) 30. K. takes R. 30. R. takes Kt. (ch.) (b) And wins. NOTES TO GAME II. (n) Q. P. two is now considered to be the best move. (b) The termination is played with Mr. Cochrane's characteristic brilUancy. GAME III. From Cochrane's Treatise. White. 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. 4. K. B. to Q. B.'s 4th. 5. Kt. to K.'s 5th. 6. K. to B.'s sq. 7. Q. to K.'s sq. 8. K. takes P. 9. K. to his B.'s 2d. 10. Q. P. two. 11. B. takes B. P. (ch.) 12. B. takes K. Kt. (a) 13. K. Kt to Q. B.'s 4th. 14. K. to Kt.'s sq. 15. B. to K.'s 3d. IG. K. R. P. one. lb) Black. 1. K.P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. to Kt.'s 5th. 5. Q. checks. 6. P. to K. B.'s 6th. 7. P. takes P. (ch.) 8. Q. to K. R.-s 6th (ch.) 9. K. B. to Kt.'s 2d. 10. Q. P. one. 11. K. to his 2d. 12. R. takes B. 13. Q. to K. B.'s 6th (ch.) 14. B. takes Q. P. (ch.) 15. P. to K. Kt.'s 6th. 16. P. to Kt.'s 7th. 338 CHESS FOR WINTER EVENINGS. 17. K. R. to his 2d. 17. Q. B. takes K. R. P. 18. Q. Kt. to Q.'s 2d. (c) 18. Q. to K. B.'s 8th (ch.) 19. Kt. takes Q. 19. P. takes Kt. Becoming a Q., giving check, double check, and mate. NOTES TO GAME III. (a) If White check with his Q. B., Black interposes K. B. and wins Q [Usee. (5) He has no better move. (c) If the R. take the B., Black takes R. with Q., and presently vViiiG the adverse Q. Or if, instead of taking the B., White check with his Q. at K. R.'s 4th, Black moves K. to his square, and wins in a few moves. GAME IV. Between MM. Kieseriizlcij and Michelet. White, (M. M.) Black, (M. K.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B 's 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4tli. 4 P. toK. Kt.'s 5th. 5. Kt. to K 's 5th. 5. Q. checks. 6. K. to B.'s sq. 6. P. to K. B.'s 6th. 7. Q. P. two. 7. K. Kt. to B.'s 3d. 8. Q. Kt. to B.'s 3d. 8. K. B. to Kt.'s 2d. 9. K. Kt. P. one. 9. Q. to K. R.'s 6th (ch.) 10. K. to B.'s 2J. 10. Q. P. one. 11. Kt. takes K. B. P. 11. R. to B.'s sq. 12. Kt. to K. Kt.'s 5th. 12. Q. to K. Kt.'s 7th (ch.) 1.3. K. to his 3d. 13. B. to K. R.'s 3d. 14. K. to Q.'s 3a. 14. Q. Kt. to B 's 3d. 15. Q. R. P. one. 15. B. takes Kt. 16. Q. B. takes B. 16. Kt. takes K. P. 17. Q. to K.'s sq. 17. B. to K. B.'s 4th. 18. Kt. takes Kt. 18 P. to K. B.'s 7th. 19. Q. to K.'s 3d. 19. K. to Q.'s 2d. 20. B. to Q.'s 5th. 20. Q. R. to K.'s sq. 21. Q. R. to K. B 's sq. 21. B. takes Kt. (ch.) 22. B. takes B. 22. R. to K. B.'s 6th. 2,3. Q. akesR. 23. P. takes Q. 24. B. to B.'s 5th (ch.^ 24. R. to K.'s 3d. 2.5. P. to Q.'s 5th. 25. Kt. to K.'s 4th (ch.) 26. K. to Q.'s 4th. 26. K. R. P. two. 27. P. takes R. (ch.) 27. K. to his sq. 28. Q. B. to K. B.'s 6th. 28, P. to K. R 's 5th. 29. B. takes Kt. 29. P. takes B. (ch.) 30. K. takes P. 30. R. P.. takes P. 31. K to his B.'s 6th. and wins, THE MUZIO GAMBIT. 389 LESSON V. THE MUZIO GAMBIT. In the two defences to the King's Gambit by Salvio and Cochrane just examined, when the second player for his fourth move advances his P. to K. Kt.'s 5th, attacking the Knight, White replies by moving his Knight to King's 5th, subjecting himself, as was shown, to a counter-attack, irom which escape without loss is diflicult if not impracticable. From this circumstance, apparentlyj originated the concep- tion of the " Muzio Gambit," wherein the first player instead of removing the attacked Knight boldly abandons him, and by castling is enabled to bring an almost overwhelming array of forces to the immediate assault of the adverse King. The earliest knowledge of this magnificent variation, the most daring and brilliant, and at the same time, as modern discoveries have shown, the most sound and enduring method of attack yet known, is derived from Salvio (Trattato deW Inventione et Arte Liberale del Gioco di Scacchi. Naples, 1604), to whom it had been communicated by Signor Muzio as occurring in casual practice between Don Geronimo Cascio and another player. " Diro un' altro modo di Gambitto, il quale mai fu pensato, e per quanto mi venne riferito dal Signor Muzio, d'Alessandro, gentiluomo di molto garbo, e del Giuoco molto intendente ; succede col Signor Don Gero- nimo Cascio, cosi gran giuocatore, con un' altro giuocatore casualmente." The chief works to be consulted upon the Muzio Gambit are Sarratt, 1813 and 1821, p. 346 ; Ghulam Kassim, 1829 Lewis, 1844, pp. 348-410 ; 'jaenisch, vol. ii., pp. 222-230 Walker, 1846, pp. 173-194, and the German " Handbuch.' GAME THE FIRST. White. . Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3, K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 340 CHESS FOR WINTER EVENINGS. In abandoning the Knight at this point you have the choice of three different methods of procedure. In the first place, to castle, which is the long established and ordinary mode of play. Secondly, to play youT Q. P. two squares, as given in Koch (Elementarhuch der Schachspielkunst, 8fC. Magde- burgh, 1828), and Ghulam Ys^^?,^\\\\ {An Analysis of llie Muzio Gambit, &fC. Madras, 1829). And lastly, as suggested by the late Mr. McDonnell, to play your Q. Kt. to B.'s 3d sq. Let us proceed to consider these moves in the order above given, commencing in the present Lesson with 5. Castles, and reserving 5. P. to Q.'s 4th, and 5. Q. Kt. to B.'s 3d for subsequent examination. 5. Castles. 5. P. takes Kt. 6. Q. takes P. (best). ^ 6. Q. to K. B.'s 3d (best). If instead of taking the P. you play 6. Q. P, two. Black speedily gains an advantage, (e. g.) 6. Q. P. two. 6. Q. P. two. 7. B. takes Q. P. 7. Q. B. to K. Kt.'s 5th 8. R. to B.'s 2d. 8. Q. B. P. one. 9. B. to Q. Kt.'s 3(1. 9. K. B. to Kt.'s 2J. 10. Q. B. P. one. 10. K. B. to K. R.'s 3d. 11. Q. Kt. to Q.'s 2d. U.K. Kt. to K.'s 2d. &c., &c. Until the appearance of Mr. Sarratt's work. Black's best defence, after you have taken the P. at move 6, was con- sidered to be 6. Q , to K.'s 2d, but that and 6. Q. P. one, and 6. B. to K. R.'s 3d, have given place to the move in the text of 6. Q. to K. B.'s 3d, although the distinguished authors of the German " Handbuch" are of opinion that Black may adopt any one of the three former without disadvantage. The variations arising from them will be shown hereafter. (See Game the Fourth.) 7. P. to K.'s 5th. 7. Q. takes K. P. If you play 7. Q. B. P. one, he replies Avith 7. Q. Kt. to B.'s 3d, and upon your advancing 8. Q. P. two, he takes it with his Kt. and has the better game. If you play 7. Q. P. one, he will answer with 7. B. to K. R.'s 3d, and maintain his advantage. Black's best move apparently is to take the Pawn; if he check with the Queen at Q. Kt.'s 3d, he takes her fiom the protection of his own King and drives yours to a safe refuge. THE MUZIO GAMBIT. 341 8. Q. P. one. 8. K. B. to K. R.'s 3J. The eight opening moves here given are generally allow- ed to be the best both for attack and defence which this re- markable Gambit admits. Mr. McDonnell originated a variation on your 8th move of 8. Q. Kt. P. one ; for the consequences of which see Game the Third. If Black on his last move play 8. Q. Kt. to B.'s 3d, you reply with 9. Q. B. takes P., and will have an irresistible attack. Pie ma)?- play, however, 8. B. to Q. B.'s 4th (ch.), and afterwards 9. B. to K.'s6th, upon which you can take Bishop with B., and if his Queen retake, can play Q. to K. R.'s 5th, and then Q. Kt. to B.'s 3d, with an excellent game. 9. Q. B. to Q.'s 2d. 9. K. Kt. to K.'s 2d. The best play for Black at move 9, whether you play 9. B. to Q.'s 2d or 9. Q. Kt. to B.'s 3d, appears to be 9. K. Kt. to K.'s 2d ; if he replies to both with that move, it is of course indifferent which you -play first. 10. Q. Kt. to B.'s 3d. 10. Q. Kt. to B.'s 3d. Opinions are divided upon Black's 10th move, some players advocating the move now given, while others prefer the more defensive one of 10. Q. B. P. one, for the consequences of which see Game the Second. 11. Q. R.to K.'s sq. 11. Q. to B.'s 4th (ch.) 12. K. to R.'s sq. 12. Q. Kt. to Q.'s 5th. Black can also play 12. Q. P. one, but as the following train ■)f moves will show, with less advantage. 12. Q. P. one. 13. Q. Kt. to Q.'s 5th 13. Q. Kt. to K.'s 4th. 14. R. takes Kt. 14. P. takes R. 15. Q. B. to Kt.'s 4th. You ought to win. 13. R. takes Kt. (ch.) 13. K. takes R. He can also take the R. with his Q., as in the following :■— 13. Q. takes R. 14. Q. to K. R.'s 5th - 14. Kt. to K.'s 3d. 15. Q. takes B. 15. Q. to K. Kt.'s 4th. 16. Q. takes Q. 16. Kt. takes Q. 17. Kt. to Q. Kt.'s 5th. 17. K. to Q.'s sq. 18. Q B. to his 3d. Anrl von win. 342 CHESS FOR WINTER EVENINGfS. 14. Kt. to Q.'sSth (ch.) 14. K. to Q.'s sq. 15. Q. to K. R.'s 5th. 15. Q. to K. B.'s sq. The German " Handbuch" and other authorities now pursue the game as follows : — 16. Q. B. takes P. 16. B. takes B. 17. R. takes B. 17. Kt. to K.'s 3d. 18. Q. to K. R.'s 4th (ch.) 18. K. to his sq. 19. Kt. to K. B.'s 6th (ch.) 19. K. to Q.'s sq. And the game is dismissed as drawn by perpetual check. I venture to think, however, it will not be difficult to show that with a slight variation in White's play he can win instead of draw the game. Let us suppose at move 16, instead of Q. B. takes P. that you play — 16. Q. to K. R.'s 4th (ch.) 16. P. covers. If he play 16. B. to K. Kt.'s 4th, you take it, checking, and ought certainly to win ; and if he play K. to his sq., or Q. to K.'s 2d, you obviously mate on the move. 17. Q. B. takes P. 17. B. takes B. If instead of taking the Bishop he play 17. B. to K. Kt.'s 2d, you win easily by 18. B. takes Q. B. P. (ch.), and 19. Q. takes Kt.; so also if he move 17. Kt. toK. B.'s 4th, you reply with 18. B. takes Q. B. P. (ch.), followed by 19. Q. to K. R.'s 5th, and 20. Kt. takes K. B. P. (ch.), &c.; and if, finally, at move 17, he play o .herwise, you can take B. with B., and his game is hopeless. 18. R. takes B. 18. Kt. to Q. B.'s 3d. I believe he has no better move. If 18. Q. P. one, or 18. Q. B. P. one, or 18. Kt. to K.'s 3d, you can take K. B. P. with R., and the discovered check afterwards is fatal to him. 19. R. takes K. B. P. 19. Q. to K.'s sq. Be has no way of averting the mate. 20. R. to B.'s 8th (dis. ch.) 20. Kt. to K.'s 2d. 21. Q. takes Kt. Mate. A THE MtJZIO GAMBIT. H43 GAME THE SECOND. Varying from the preceding at Black's lOlh move. BLACK. WHITE. Ac this point in the prior game, Black played 10. Q. Kt. lO B. 6 3d : we have now to consider the effect of his moving 10. Q. B. P. one, which seems generally preferred to the former. 10. Q. B. P. one. 11. Q. to her B.'s 4th (ch.) Kt. to K.'s 4th is not so strons: as 11. Q. R. to K.'s s< Sarratt's move of 11. 11. Q. R. to K.'s sq. 12. K. to R.'s sq. 12. Q. P. two. At this stage I believe an opportunity occurs for strengthen- ."ng the attack which has been overlooked. Instead of retiring the King to Rook's sq., I would suggest 12. R. to K. B.'s 2d, by which you are enabled to double your Rooks at the propei 344 CHESS FOR W.NTER EVENINGS. moment, and continue the assault with augmented force and effect. 13. Q. to K. R.'s 5th. 13. Q. to her 3d. 14. B. takes Q. P. 14. P. takes B. If he castle at his 14th move, the chief authorities recommend you to take the Kt. with your R. Black then takes the B, with P. as his best move. You take P. with Kt., he answers with Q. Kt. to B.'s 3d ; you must then take the P. with your Q,. B., and, after the exchange of Bishops he will take one of the Rooks with his Q., leaving you with a Q. and Kt. against two Rooks and two minor pieces. With the best play the game ought perhaps to be drawn. The German " Handbuch " remarks, that if Black castles at move 14, you can retire the B. to Q. Kt.'s 3d, not having a bad game. Should Black, at his 14th move, instead of castling or playing as in the text, move Q. to K. Kt.'s 3d, the game proceeds as follows : — 14. Q. to K. Kt.'s 3d. 15. R. takes Kt. (ch.) 15. K. takes R. {Yon may also play 15. Q. to K.'s 5th, and have an e.xcellent game. If he play 15. K. to Q.'s sq., you move 16. Q. to K.'s 5th, and on his interposing the Q. B. at Q.'s 2d, you can take 17. Q. B. with R., and K. R. with Q., and have a capital attack.) 16. Q. to K.'s 5th (ch.) 16. Q. B to K.'s 3d (best). 17. B. takes B. 17. B. to K Kt.'s 2d. (If he play 17. Q. Kt. to Q.'s 2d, you check, first with the Kt., then with the B., and afterwards take his K. R., having the better game. If he play 17. Q. to K. Kt.'s 2d, you may reply with 18. Q. to her B.'s 5th (ch.), and win ; and if 17. P. takes B., then you take his K. R., hav- ing the advantage, play as he can.) 18. Q. to Q. B.'s 7th (ch.) 18. K. to B.'s 3d. ^The German " Handbuch " advises you to play 18. Kt. to Q.'s 5th, which is a good move, but not so strong, I think, as the above. If Black now take the B. with his K., you play R. to K.'s sq. (ch.), and win ; if he play 18. K. to his sq., you take K. B. P. with B. ('ch), winning his Q. If he move 18. Kt. to Q.'s 2d, you take the Kt. (ch.), and then play R, takes P., winning easily.) 19. Kt. to K.'s 4th (ch.) And he must give up his Q or be mated in two more moves. 15. Kt. takes Q. P. 15. Q. Kt. to B.'s 3d. 16. Q. B. to his 3d. 16. Q. to K. Kt.'s 3d. {t is not good, at your 16th move, to play 16. B. to Q. Kt.'s THE MUZIO GAMBIT. 345 4tli, or Hi. R. takes Kt., because in the one case he would answer with 16. Q. Kt. takes B., and on your then taking Kt. with R., would move K. to Q.'s sq. ; and in the other case, of immediately taking off the Kt. with R,, he would first take R. with Kt., and when you played K. R. to K.'s sq., ho might castle, or attack your Q. with Q. B., having the bettei game. If at move 16, Black castle, or move his K. R., instead of playing Q. to K. Kt.'s 3d, you check with the Kt. at K. B.'s 6th, and have the advantage. He may, however, play 16. K. to B.'s sq., whereupon you can take Kt. with Kt., afterwards capturing his K. R. His best play appears to be that in the text. 17. R. takes Kt. (ch.) 17. K.to B.'s sq. This seems stronger for you than 17. Q. takes Q. Il Black play 17. Kt. takes R., you answer with Q. to K.'s 5th. The move now given for your 18th is Q. takes Q., and =ifter this exchange, with the best play on both sides, I do not .hink the game in your favor. In preference to repeating the leading variations from this point, all of which are well known, and may be found in Jaenisch, vol. ii. p. 228, 1 venture to subjoin a mode of carrying on the attack, which has at least the merit of novelty to recommend it, and which seems to present some points of interest. The following are the most important moves : — ■ 18. R. to K.'s 8th (ch.) 18. K. takes R. 19. Kt. to K. B.'s 6th (ch.) 19. K. to B.'s sq. If he play 19. K. to Q.'s sq., mate is inevitable in a few moves. (See the Variation.) 20. Q. to her B.'s 5th (ch.) 20. Kt. to K.'s 2d (best). If he play K. to Kt.'s 2cl, you have, at the very least, a drawn game through the dangerous check by discovery. ^ 21. R. to K.'s sq. 21. Q. B. to K.'s 3d. 22. Kt. to Q.'s 7th (ch.) 22. Q. B. takes Kt. If, instead of taking the Kt., Black plays his K. to Kt.'s sq., or K.*s sq., you can, at least, draw the game by perpetual check. 23. Q. takes Kt. (ch.) 23. K. to Kt.'s sq. 24. Q. takes B. 24. Q. R. to K. B.'s sq. 25. Q. takes Q. Kt. P. And the game is about even. 346 CHESS FOR WINTER EVENINGS. As before remarked, I think the altack, in a majority of ihc variations which arise in this game, may be strengthened by your interposing the K. R. at move 12, instead of retreating the K. Variation ieginning at Black's 19ih move. White. Black. 19. K. to Q.'s sq. 20. Q. to her 5th (ch.) 20. K. to Q. B.'s 2d. If he move otherwise mate follows immediately. 21. B. to K.'s 5th (ch.) 21. Kt. takes B. If he play 21. K. to Q. Kt.'s 3d, you will end the game more expeditiously, {e. g.) 21. K. to Kt.'s 3d. 22. Q. to Q. Kt.'s 3d (ch.) 22. K. to R.'s 3d. (If he move 22. K. to R.'s 4th, you mate in three moves. If he interpose the Kt., you take it, and then mate in three moves also.) 23. Q. taB.'s 4th (ch.) 23. Q. Kt. P. tv^o (best). 24. Q. takes Kt. (ch.) And you mate in three more moves. 22. Q. takes Kt. (ch.) 22. K. to B.'s 3d (best). 23. Q. to her 5th (ch.) 23. K. to Kt.'s 3d. K. to B.'s 2d is obviously fatal, from 24. Q. to B.'s 5th (ch.) &c. 24. Q. to her 6th (ch.) 24. K. to R.'s 4th. If 24. K. to Kt.'s 4th, you will mate in three moves. 25. Q. to her B.'s 5th (ch.) 25. K. to R.'s 3d. Should he play 25. Q. Kt. P. two, your reply may be 26. Q. R. P. two, with the object of afterwards advancing Q. Kt, P. two, and then mating with the P^ook or with the Queen. 26. Q. to B.'s 4th (ch.) 26. Q. Kt. P. two. If he play 26. K. to R.'s 4th, then follow 27. Q. R. P. luo, and 28. Q. Kt. P. two. But if he move 26. K. to Kl.'s ^d, you check with the Kt. at Q.'s 5th, and mate in two moit; moves. 27. Q. to B.'s 6th (ch.) 27. K. to R.'s 4th. 23. Q. R. P. two. And he cannot possibly save the game. THE MUZIO GAMBIT. 347 GAME THE THIRD. Varying from the former at White's 8th move. BLaCK. WHITE. 8. Q. Kt. P. one. 8. Q. takes R. (best). This move o<' 8. Q. Kt. P. one, is a suggestion of Mr. Mc- Donnell's. L is ingenious, but much inferior to the ordinary course of 8. Q. P. one. Instead of capturing the R., Black may nlay 8. Q Kt. to B.'s .3d, and the following moves are probable : 8. Q. Kt. to B.'s 3d. 9. Q. Kt. to B.'s 3cl. 9. Q. Kt. to Q.'s 5th. 10. Q. to K. B.'s 2d. 11. K to R.'si 10. K. B. to Q. B.'s 4tli. 11. Kt. to K.'s3d. Black nas the better game. 9. Q. Kt. to B.'s 3d. 9. K.B.toQ.B. s4tli (ch. 10, K. to R.'s sq. 10. K. Kt. to K.'s 2d. 11. Q. P. two. 11. B. takes Q. P. 348 CHESS FOR WINTER EVENINGS. You may at move 11 play Q. takes doubled P., and proceed thus : — 11. Q. takes P. 11. R. to K. B.'s sq. (The " Handbuch" suggests for Black U.K. B. P. two also.) 12. B. takes K. B. P. (ch.) 12. K. to Q.'s sq. 13. Q. P. two. 13. Q. P. two. 14. Q. to K. R.'s 6th. 14. R. takes B. 15. R. takes R. 15. Q. B. to Q.'s 2d. He ought to win. 12. B. takes K. B. P. (ch.) 12. K. to Q.'s sq. If at move 12 you play Q. takes doubled P., he should, as his best, take Q. B. with Q. 3. B. to Q.'s 2d. 13. Q. takes R. (ch.) 4. Q. takes Q. 14. R. to K. B.'s sq. 5. Q. takes P. 15. B. takes Kt. 6. B. takes B. 16. Q. P. one. Black has the advantage. GAME THE FOURTH. Wldte. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Castles. 5. P. takes Kt. - 6. Q. takes P. 6. K, B. to K. R.'s 3d. In the present game our attention must be directed to the effect of Black's playing, at his 6th move, K. B. to R.'s 3d, 6. Q. P. one, and 6. Q. to K.'s 2d. For the two latter see Variations I. and II. 7. Q. P. two. 7. Q. Kt. to B.'s 3d. Fou may also play, as proposed by the '' Handbuch," 7. P to K.'s 5th, or 7. Q. Kt. to B.'s 3d. 8. Q. Kt. to B.'s 3d. 8. Kt. takes Q. P. If you move 8. Q. B. takes P., Black's reply will be 8. Q. to K. B.'s 3d. 9. Q. to K. R.'s 5th. 9. Q. Kt. to K.'s 3d. 10. Q. B. takes P. 10. B. takes B. THE MUZIO GAMBIT 349 11 12 13 . R. takes B. 11. Q. to K.'s2d. . B. takes Kt. 12. Q. P. takes B. . Q. R. to K. B.'s sq. You must win. Variation I., heginning at Black's 6th move. White. Black. • (I. K. P. two. 2. K. B. P. tivo. 3. K. Kt. to B.'s Sd. 4. K. B. to Q. B.'s m. 5. Castles. l6. Q. takes P. ri. K.P.two. 2. P. takes P. 3. K. Kt. P. two. 4. P. to K. Kt.'s 5th .5. P. takes Kt. 6. Q. P. one. Elis present move, as well as 6. B. to K. R.'s 3d, the Germar " Handbuch" observes, will certainly enable Black to brin^ about a drawn game. If he venture 6. Q. P. two, you can take the P. with your B., and if he then play Q. B. P. one, you should take the K. B. P. with B. (ch.), after which you would have a remarkably strong attack. 7. Q. P. two. 7. B. toK. R.'s 3d. 8. Q. B. takes P. 8. B. takes B. 9. Q. takes B. 9. Q. to K.'s 2d. 10. B. takes K. B. P. (ch.) 10. K. to Q.'s sq. 11. P, to K.'s 5th. With a capital opening. Variation II., heginning at Black's 6th move. White. Black. 1. K. P. two. (1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s Sd. \ 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4ih. 4. P. to K. Kt.'s 5ih. 5. Castles. LS- P. takes Kt. .6. Q. takes P. 6. Q. to K.'s 2d. The move of 6. Q. to K.'s 2d was first given, in this defence, by Salvio, and was long considered the best. It is now ac- knowledged to be inferior to 6. Q. to B.'s 3d, although the authors of the " Handbuch" consider, with good play, il ought to produce a drawn ffamp. 350 CHESS FbR WINTER EVENINGS 7, Q. P. two. 7. Q. Kt. to B.'s 3d. He might also play 7. K. B. to R.'s 3d, but with even less advantage. 8. Q. takes P. . 8. Kt. takes Q. P. If you play 8. Q. B. P. one; he can reply with 8. Q. Kt. to K.'s 4th. You may, however, play 8. Q. B. takes P., and then the following variation is probable. 8. Q. B. takes P. 8. Kt. -bkes Q. P. 9. Q to K. R.'s 5th. 9. Kt. to K.'s 3d (best^ 10. B. takes Kt. 10. Q. P. takes B. 11. B. to K.'s 5th. 11. Q. to B.'s 4th (ch.) 12. K. to R.'s sq. 12. K. Kt. to R.'s 3d. 13. Q. Kt. P. two. 13. Q. to B.'s 5th. 14. Q. Kt. to Q.'s 2d. 14. Q. takes Q. B. P. 15. B. takes R. 15. Q. takes Kt. IG. Q. R. to Q,'ssq. 16. Q. to K.'s 6th. 17. B. to K. B.'s 6th. He has a bad game. 9. B. takes K. B. P. (ch.) 9. K. to Q.'s sq. 10. Q. Kt. to B.'s 3d. 10. K. Kt. to R.'s 3d. 11. Q. B. to K.'s 3d. 11. Q. Kt. to K.'s 3d. 12. K. B. takes Kt. 12. Q. takes B. 13. Q. Kt. to Q.'s 5th 13. Q. P. one. 14. Q. to K. R.'s 4th (ch.) You ought to win. GAME THE FIFTH. Koch and Ghitlam Kassim's Attack. White. Black. 1. K.P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Q. P. two.' 5. P. takes Kt. This ingenious departure from the customary way of pursu- ing the attack is given by Koch, who states that it was com- municaled to him by the late Lieutenant-Colonel Donop, who told him that, while Commander of Brussels, he often played at the Chess Club there with an Englishman, who usually adopted this move, and invariably won by it. Shortly aftel THE MUZIO GAMBIT. 351 the puLlieation of Koch's book, Ghulam Kassim produced a more skilful and elaborate analysis of this attack, the whole of which will be found in Lewis's last treatise. 6. Q. takes P. 6. Q. P. two. You may obtain a strong but hazardous attack by castling instead of taking the Pawn. Black plays the best move. If instead of advancing the Q. P., he move 6. Q. to K. B.'s 3d, you play on the K. P. If he attempt to protect the gambit P. by 6. B. to K. R.'s 3d, you castle and reduce the game to a regular Muzio. If he bring out his Q. Kt. you can take the P. withQ. B., and when he takes Q. P. with Kt. you should capture the K. B. P. with your B. (ch.), and you will have the better game. He has, however, also the choice of 6. Q. P. one, and 6. Q. to K. R.'s 5th (ch.), for which see Varia- tion II. 7. K. B. takes Q. P. 7. Q. B. P. one. The authors of the German " Handbuch " suggest 7. K. Kt. to B.'s 3d for Black's 7th move, but they have not proved its validity ; let us suppose — 7. K. Kt. to B.'s 3d. 8. Castles. . 8. Kt. takes B. .^If he play 8. Q. B. P. one, you may first take the K. B. P. with the B. (ch.), and then move Q. B. P. one, having a deficiency in Pieces, but a strong attack. 9. P. takes Kt. 9. Q. to K. B.'s 3d. ;He might also play 9. K. B. to Q.'s 3d, but you would obtain a strong position by first checking with the R. and then playing Q. B. P. two.) 10. B. takes P. 10. Q. takes Q. P. (ch.) fYou might, at your 10th move, instead of giving up the Q. P., play Q. to K.'s 4 h (ch.), and then take the P. with Q. B.) 11. B. to K.'s 3d. 11. Q. to K. R.'s 5th. 12. Q. Kt. to Q.'s 2d. 12. K. B. to Q.'s 3d. 13. Q. takes K. B. P. (ch.) 13. K. to Q.'s sq. 14. Kt. to K. B.'s 3d. And you must win. 8. B. to Q. Kt.'s 3d. 8. Q. takes Q.. P. You may likewise play 8. B. takes K. B. P. (ch.) Sec Variation I. 9. Q. B. takes P. 9. K. Kt. to B.'s 3d. If he take Q,. Kt. P. you can play 10. Q.. to K. R.'s 5th. 10. Q. Kt. to Q.'s 2d. 10. Q. B. to K. Kt.'s 5th. 11. Q. to K. Kt.'s 3d. 11. K. Kt. takes P. 352 CHESS FOR WINTER EVENINGS. He may at move 11. playQ. reply with 12. Q. B. P. one, 12. Q. B. P. one. 13. P. to K.'s 5th. 14. P. takes Kt. Kt. to Q.'s 2d, upon w-hich you and then proceed as follows :— 11. Q. Kt. to Q.'s 2d. 12. Q. to her B.'s 4th. 13. Castles. 14. Kt. takes P. (Black can draw the game by checking first with his Rook at mcvs 14. and then with the Bishop at K.'s 7th, on the next move.) 15. B. to K.'s 3d. 15. R. to K.'s sq. 16. Kt. to Q. B.'s 4th. The game is equal. 12. Q. Kt. takes Kt. 12. Q. takes Kt. (ch.) If you play 12. Q.. takes B., he can then play 12. Q. to K B.'s 7th (ch.), and 13. Q. takes Kt. (ch.), followed by 14 Kt. to K. B.'s 7th (ch.), &c. 13. K. to Q.'s 2d. You have the better game. Variation I., heginning at White's 8th BLACK. i THE MUZIO GAMBIT. 353 In the previous example you adopted the safei course of retreating the B. to Q. Kt.'s 3d ; you may, however, acquire a very powerful attack by sacrificing the Bishop at this junc- ture. 8. B. takes K. B. P. (eh.) 8. K. takes B. 9. Q. B. takes P. 9. K. Kt. to B.'s 3d. You may also take the P. with your Q. (ch.), in which case he will interpose his K. Kt. and have the better game. (e. g.) 9. Q. takes P (ch.) 9. K. Kt. to B.'s 3d. Clf he mterpose the Q. you can check at Q. B.'s 7th, and get the advai. tage.) 10. P. to K.'s 5th. 10. K. B. to Kt.'s 2d. 11. Castles. 11. K. R. to K. B.'s sq. 12. Q. to K. R.'s 4th. 12. K. to Kt.'s sq. 'Should you take the Kt. instead of playing your Q. to K. R.'s 4ih, hie best move is K. to Kt.'s sq.) 13. Q. B. to K. Kt.'s 5th. 13. Q. Kt. to Q.'s 2d. 14. Q. Kt. to B.'s 3d. 14. K. R. P. one. Black must win. 10. Q. B. P. one. 10. Q. B. to K. Kt.'s 5th I prefer Black's game. The latter variations serve to demonstrate that the sacrifice of the Bishop at move 8. is not so good as retreating him to Q. Kt.'s 3d. I am not sure, however, that your proper move after 8. B. takes K. B. P., and 8. K. takes B., is not 9. Q. to K. R.'s 5th (ch.), at least, as far as my examination goes, you obtain a more enduring attack than by the other methods, and I regret that the very limited space I have now at command, forbids the insertion of the variations. Variation II., ieginning at Black's 6th 7nove. White. Black. 1. K. P. two. CI. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s U. \ 3. K. Kt. P. two. 4. B. to Q. B.'sUh. I 4. P. to K. Kt.'s 5th. 5. Q. P. tioo. L5. P. takes Kt. 1.6. Q. takes P. 6. Q. P. one. As was before observed, he may also play 6. Q. to K. R.'s 5tli (ch.), and pursue the game as follows, — 16 354 CHESS FOR WINTER EVENINGS. 6. Q. to K. R.'s 5th (ch.) 7. K. Kt. P. one. 7. Q. to K. R.' s6th. 8. Q. B. takes P. 8. K. B. P. one 9. Q. Kt. to Q.'s 2(1. With an excellent t game. 7. Castles. 7. Q. toK. B.'s3cl. 8. Q. Kt. to R.'s 3cl. 8. Q. takes Q. P. (ch.) 9. K. to R.'s sq. 9. K. B. to R.'s 3d. 10. Q. B. takes P. 10. Q. to K. B.'s 3d. [f he play 10. Q. takes Q. Kt :. P., you get a speedier advan tage by 11. Q. Kt. to his 5th. 11. Q. to K.'s 3d. 11. Q. toK. Kt.'s 3d. 12. P. to K.'s 5th. 12. B. takes B. 13. R. takes B. 13. B. toK. 's3d. 14. P. takes Q. P. ■♦ You have a capital attack. GAME THE SIXTH. McDonnell s Attack, White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P, 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s .5th. 5. Q Kt. to B.'s 3d. 5. P. takes Kt. The move of 5. Q. Kt. to B.'s 3d, which Mr. McDonnell soaaetimes adopted instead of castling, at this stage of the opening, leads to many interesting combinations, but appears to be less advantageous to you than the old move of castling. 6. Q. takes P. 6. Q. P. two. The sacrifice of this P. is recommended by La Bourdonnais. The " Handbuch " suggests that perhaps a simple defence might be adopted by playing 6. Q. P. one, and if you then take the gambit P. with Q., he might play 7. Q. B. to K.'s 3d, a move which is inadmissible in the ordinary Muzio. He may also for his 6th move play Q. to K. B.'s 3d, as in the following fragment of a game between La Bourdonnais and McDonnell, the latter playing the attack. 6. Q. to K. B.'s ad. 7 Kt to Q.'s 5th. 7. Q. to K.'s 4th. THE MUZIO GAMBIT. 355 8. Q. B. P. one. 8. B. to K. R.'g 3d. 9. Q. P. two. 9. Q. to her 3 J. 10. P. to K.'s 5th. 10. Q. to her B.'s 3d. 11. B. to Q. Kt.'s 5th. 11. Q. to K. Kt.'s 3d. 12. Kt. takes Q. B. P. (ch.) With a fine game. 7. B. takes Q. P. 7. Q. B. P. one. 8. B. to Q. Kt.'s 3d. 8. Q. B. to K.'s 3d. Vou may now get a lively but not very sound attack by play- ing as follows, instead of 8. B. toQ. Kt.'s 3d. 8. B. takes K. B. P. (ch.) 8. K. takes B. 9. Q. to K. R.'s 5th (ch.) 9. K. to Kt.'s 2d. (If at move 9. you play Q. P. two, he replies with 9. Kt. to K. B.'s 3d ; and if you then play 10. P. to K.'s 5th, he moves 10. K. B. to Kt.'a 2d, and on yourtaking P. with Q. B., he plays 11. R. to K.'s sq., hav- ing a better game than you can boast.) 10. Q. P. two. 10. Q. B. to K.'s 3d. 11. Q. B. takes P. 11. Q. B. to K. B.'s 2d. 12. B. to K.'s 5th (ch.) 12. Kt. to B.'s 3d. 13. Q. to K. Kt.'s 5th (ch.) 13. Q. B. to K. Kt.'s 3d. He will soon be out of danger. 9. B. takes B. 9. P. takes B. 10. Q. to K. R.'s 5th (ch.) 10. K. to Q.'s 2d. 11. Q. P. two. 11. Q. to K. B.'s 3d. 12. P. to K.'s 5th. 12. Q. to K. B.'s 4th. You may castle at your 12th move, and proceed thus : — 12. Castles. 12. Q. to K. Kt.'s 3d. 13. Q. to Q. R.'s 5th. 13. Q. Kt. to R.'s 3d. 14. B. takes P. 14. K. B. to Q. Kt.'s 5th, 15. Q. to her R.'s 4th. 15. K. Kt. to K.'s 2d. He has the advantage. 13. Q. to K. B.'s 3d. 13. K. B. to Q. Kt.'s 5th. 14. Q. B. takes P. 14. K. Kt. to K.'s 2d. 15. Castles on K.'s side. 15. B. takes Kt. 16. P. takes B. 16, Q. Kt. to R.'s 3d. The game is in his favour. As the " Handbuch" remarks, these variations tend to prove Ihat Mr. McDonnell's move of 5. Q. Kt. to B.'s 3d is not so potent as the usual course of castling. Our examination of this beautiful Gambit would be im- perfect without some notice of a variation in the opening, *^here the first player, instead of abandoning the Knight at Black. 1. 2. 3. 4. 5. K. P. two. P. takes P. K. Kt. P. two. P. to K. Kt.'s 5th. K. takes B. 356 CHESS FOR WINTER EVENINGS. his 5th move, sacrifices his Bishop by taking the K. B. Pawn., checking. Tliis attack is not, strictly speaking, a part oi the Muzio Gambit, but it is so intimately associated with it that I think it better to consider them both under the same head. The chief writers who have considered this sacrifice appear to be Ercole del Rio (Lolli, p. 221); Sarratt, 1808; p. 76 ; Allgaier, tab. v. ; Lewis, 1843, p. 307 ; Walker, 1841, p. 116, and the German "Handbuch." GAME THE SEVENTH. Wliite. 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. 4. B. to Q. B.'s 4th. 5. B. takes K. B. P. (ch.) This sacrifice is far less recommendable than giving up the Kt., the attack being weaker, and the defence sure, and not difficult to discover. 6. Kt. to K.'s 5th (ch.) 6. K. to his sq. If he move as given by Greco, 6. K. to his 3d, you will win. (e. g.) 6. K. to his 3d. 7. Q. takes Kt. P. (ch.) 7. K. takes Kt. 8. Q. to K. B.'s 5th (ch.) 8. K. to Q.'s 3d. 9. Q. P. two. 9. K. B. to Kt.'s 2d. 10. B. takes P. (ch.) 10. K. to his 2d. 11. B. to K. Kt.'s 5th (ch.) 11. B. to B.'s 3d. 12. Castles. 12. Q. to K. B.'s sq. 13. Q. to K.'s 5th (ch.) And wins. 7. Q. takes P. 7. K. Kt. to B.'s 3d. Lolli's ingenious but weaker defence consisted in now play- ing 7. Q. to K. B.'s 3d, and pursuing the game as follows : — ■ 7. Q. to K. B.'s 3d. 8. Q. to R.'s 5th (ch.) 8. K. to his 2d. 9. Kt. to K. B.'s 7th. 9. Q. takes Kt. (You can also play 9. Q. Kt. to B.'s 3d.) 10. Q. to K.'s 5th (ch.) 10. Q. to K.'s 3d (best). 11. Q. takes R. 11. K. Kt. to B.'s 3d. ft wap formerly considered that the White Queen could now escape only oy some sacrifice, and Ponziani declared it to be impossible, after the THE MUZIO GAMBIT, 357 move of ]1. Kt. to K. B.'s 3d, to save her. The German "Haiulbuch" shows, however, that she may be extricated without incurring any loss and remarks that it is not advisable, therefore, for Black to play with (he idea of winning her. 12. Castles (best). 12. Q. P. one. 13; Q. Kt. to B.'s 3d. 13. Q. B. P. one. 14. R. takes K. B. P. 14. Q. Kt. to Q.'s 2d, 15. Q. P. two. 15. Q. to K. B.'s 2d. 16. P. to K.'s 5th. 16. P. takes P. 17. P. takes P. 17. Q. Kt. takes P. 18. Q. Kt. P. one. 18. Q. Kt. to K. Kt.'s 3d 19. B. to Q. R 's 3d (ch.) 19. K. to his sq. 20. R. takes K. Kt. 20. Kt. takes Q. 21. R. takes Q. 21. Kt. takes R, 22. R. to K.'s sq. (ch.) With a better game. It would thus appear that Lolli's move of 7. Q. to K. B.'s 3d, hoivever ingenious, is not so trustworthy a defence as 7. Kt. to K. B.'s 3d. J>st 'IS now follow out the result of that mode of operation. 8. Q. takes K. B. P. 8. Q. P. one. 9. Kt. to Q. B.'s 4th. 9. Q. Kt. to B.'s 3d. 10. Castles. 10. B. to K. Kt.'s 2d. * 11. Q. P. one. 11. Q. B. to K.'s 3d. 12. Q. to K. Kt.'s 3d. 12. Q. to K.'s 2d. Your attack is exhausted. GAMES IN ACTUAL PLAY. ILLUSTRATIVE OF THE MTTZIO GAMBIT. {From the Cliess-Player' s Chronicle.) GAME I. Between 3Ir. Lewis and an Amateur of great skill White (Mr. L.) Black (Mr. — .) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th 5. Castles. 5. P. takes Kt. 6 Q. takes P. 6. K. B. to R.'s 3d 7. Q. P. two. 7. Q. to K.'s 2d. 8. Q. B. takes P. 8. Q. Kt. to B.'s 3d. 9. Q. B. takes K. B. 9. Kt. takes B. 10. Q. to K. R.'s 5th. 10. Q. to K. B.'s sq. 11. K. R. to B.'s 6th. 11. Q. to K. Kt.'s 2d. 358 CHESS roR winter evenings. 12. Q. takes Kt. 12. Q. takes Q. 13. K. R. takes Q. 13. Q. Kt. takes Q. P. 14. Q. Kt. to Q. R.'s 3d. 14. Q. B. P. one. , 15. K. R. to Q.'s 6th. 15. Kt. to K.'s 3d. 16. Q. R. to Q.'s sq. 16. K. R. to K. Kt.'s sq. 17. K. B. takes Kt. 17. K. B. P. takes B. 18. Kt. to Q. B.'s 4th. 18. K. R. to K. Kt.'s 4th. 19. K. to B.'s 2d. 19. K. to his 2d. 20. Kt. to K.'s 3d. 20. Q. R. P. two. 21. K. to his B.'s 3d. 21. Q. Kt. P. two. 22. Kt. to K. Kt.'s 4th. 22. Q. R. to his 2d. 23. K. to B.'s 4th. 23. K. R. to Q. B.'s 4th. 24. Q. B. P. one. 24. P. to Q. Kt.'s 5th. 25. P. takes P. 25. P. takes P. 26. Kt. to K.'s 5th. 26. K. R. to Q. B.'s 7th. 27. Q. R. P. two. 27. R. takes Q. Kt. P. 28. K. R. takes Q. B. P. 28. R. to K. B.'s 7th (ch.) 29. K. to his 3d. 29. R. to K. B.'s sq. 30. Q. R. to Q. B.'s sq. 30. B. to Q. R.'s 3d. 31. K. R. to Q. B.'s 7th. 31. R. takes R. 32. R. takes R. 32. K. to Q.'s 3d. 33. R. to Q. R.'s 7th. 33. K. takes Kt. 34. R. takes B. 34. R. to Q. Kt.'s sq. 35. R. to Q. R.'s 5t]i (ch.) 35. Q. P. two. 36. P. takes P. 36. P. takes P. 37. K. to Q.'s 3d. 37. R. to Q. B.'s sq. 38. R. to Q. Kt.'s 5th. 38. R. to Q. B.'s 6th (ch.) 39. K. to Q.'s 2d. 39. R. to Q. B.'s 5th. 40. P. to Q. R.'s 5th. 40. R. to K. B.'s 5th. 41. P. to Q. R.'s 6th. 41. R. to K. B.'s 7th (ch ) 42. K. to Q.'s 3d. 42. R. to Q. R.'s 7th. 43. R. takes Q. Kt. P. 43. R. takes Q. R. P. Drawn game. GAME II. Betvieen Mr. Szen, of Hungary, and V. H. der Laza, of the Berlin Chess Club. White (V. H. d. L.) Black (Mr. S.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. 10 Q. B's 4th. 4. P. to K. Kt.'s 5th. 5. Castles. 5. P. takes Kt. 6. Q. takes P. 6. Q. to K. B.'s 3d. 7. P. to K.'s 5th. 7. Q. takes K. P. 6. P. to Q.'s 3d. 8. K. B. to K. R.'s 3d. 9. Kt. to Q. B.'s 3d. 9. K. Kt. to K.'s 2d. 10. Q. B. to Q.'s 2d. 10. Castles, (a) 11. Q. R. to K.'s sq. 11. Q. to Q. B 's 4th (ch.) THE MCJZIO GAMBIT. 359 12. K. to R.'ssq. 12. Q. B. P. one. 13. Kt. to K.'s 4th. 13. Q. to K. B.'s 4th. 14. Q. B. to his 3d. 14. B. to K. Kt.'s 2d 15. Kt. to Q.'s 6th. 15. Q. to K. Kt.'s 4th. 16. R. takes Kt. (b) 16. B. takes Q. B. (c) 17. R. takes K. B. P. 17. R. takes R. 18. B. takes R. (eh.) 18. K. to Kt.'s 2d. 19. P. takes B. 19. Kt. to Q. R.'s3d. 20. Q. takes K. B. P. 20. Q. takes Q. 21. R. takes Q. 21. Kt. to Q. B.'s 2d. 22. B. to Q. Kt.'s 3d. 22. Kt. to Q.'s 4th. 23. B. takes Kt. 23. P. takes B. 24. R. to B.'s 7th Cch.) 24. K. to Kt.'s sq. 25. R. to K.'s 7th. ■ 25. Q. Kt. P. one. 26. R. to K.'s 8th (ch.) 26. K. to Kt.'s 2d. 27. R. takes B. And wins. NOTES TO GAME II. (a) Not considered 90 strong a move as 10. Q. B. P. one. (b) Well played. (c) Had he taken R. with Q., Wliite would have won a Piece by a! once playing Kt. to K. B.'s 5th. GAME III Between two Berlin players. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Castles. 5. P. takes Kt. 6. Q. takes P. 6. Q. to K. B.'s 3d. 7. P. to K.'s 5th. 7. Q. takes P. 8. Q. P. one. 8. K. B. to R.'s 3d. 9. Q. B. to Q.'s 2d. 9. K. Kt. to K.'s 2d. 10. Q. Kt. to B.'s 3d. 10. Q. B. P. one. 11. Q. R. to K.'s sq. 11. Q. to B.'s 4th (ch.) 12. K. to R.'s sq. 12. Q. P. two. 13. Q. to K. R.'s 5th. 13. Q. to her 3d. 14. K. B. takes Q. P. 14. Castles. 15. K. B. to Q. Kt.'s 3d. 15. Q. to K. Kt.'s 3d. 16. Q. to Q. B.'s 5th. 16. K. Kt. to K, B.'s 4th. 17. Q. B. takes P. 17. K. B. takes B. 18. K. R. takes B. 18. K. Kt. to his 2d. 19. Kt. to K.'s 4th. 19. K. Kt. to K.'s 3d. 80. B. takes Kt. 20. Q. B. takes B. CHESS FOR WINTER EVENINGS. 21. Kt. to B.'s 6th (ch.) 21, , K. to Kt.'s 2d. 22. R. takes B. 22. P. takes R. 23. Kt. to R.'s 5th (ch.) 23. K. to R.'s 3d. 24. R. takes R. 24. Q. takes Kt. 25. R. to B.'s 6th (ch.) 25. K. to Kt.'s 2d. 26. Q. mates. GAME IV Between Mr. Staunton and an Amateur. White (Mr. S.) Black (Mr. — ) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Castles. 5. P. takes Kt. 6. Q. takes P. 6. Q. to K. B.'s 3d. 7. P. to K.'s 5th. 7. Q. takes P. 8. Q. P. one. 8. K. B. to R.'s 3d. 9. Q. Kt. to B.'s 3d. 9. Q. B. P. one. 10. Q. B. takes P. 10. Q. to Q.'s 5th (eh.) 11. K. to R.'s sq. 11. B. takes B. J2. Q. R. to K.'s sq. (ch.) 12. K. Kt. to K.'s 2d. 13. R. to K.'s 4th. 13. Q. to K. Kt.'s 2d. 14. Q. takes B. 14. Q. P. two. 15. B. takes Q. P. 15. P. takes B. 16. R. takes Kt. (ch.) 16. K. takes R. 17. Kt. takes P. (ch.) 17. K. to K.'s 3d. 18. Q. to K.'s 4th (ch.) 18. K. to Q.'s 2d. 19. Q. to Q.'s 7th (ch.) 19. K. to Q. B.'s 3d. 20. Q. to B.'s 7th (ch.) 20. K. takes Kt. 21. Q. B. P. two (ch.) 21. K. to Q.'s 5th. 22. Q. to Q.'s 6th (ch.) 22. K. to K.'s Gth. 23. Q. to K. B. 4th (ch.) 23. K. takes Q. P. White mates in two moves. • GAME V. From Ghulam Kassim. White. Blade. 1. K. F. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th» 5. Q. P. two. 5. P. takes Kt. 6. Q. takes P. 6. Q. P. two. 7. B. takes P. 7. K. Kt. to B.'s 3d. 8. Castles. 8. Kt. takes B. 9. P. takes Kt. 9. Q. to B.'s 3d. THE MUZIO GAMBIT. 361 10. Q. to K. 4th (ch.) 10. K. to Q.'s sq. 11. B. takes P. 11. Q. to K.'s 2d. 12. Q. to B.'s 3d. 12. R. to Kt.'s sq. 13. Kt. to Q.'s 2d. 13. B. to K. Kt.'s 5th. 14. Q. to B.'s 2d. 14 Kt. to Q.'s 2d. 15. Q. R. to K.'s sq. 15. Q. to B.'s 3d. 16, Kt. to K.'s 4th 16. Q. to K. Kt.'s 3d. 17 Q. B. P. two. 17. K. B. to Q.'s 3d. IS B. takes B. 18. P. takes h. 19. P. to Q. B.'s 5th. 19. P. takes P. 20. P. takes P. 20. K. R. to K.'s sq. 21. Kt. to Q.'s 6th. 21. R. takes R. 22. Q. takes R. 22. K. to Q. B.'s 2d. 23. Q. to her Kt.'s 4th. 23. K toQ'ssq. White must win. GAME VI. Mr. Staunton gives Ms Queen's Hook. (Remove White's Q. R. from the board.) Wliite, (Mr. S.) 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. 4. K. B. to Q. B.'s 4th. 5. Q. P. two. 6. Castles. 7. B. takes K. B. P. (ch ) 8. R. takes P. (ch.) 9. P. to K.'s 5th. 10. P. takes Kt. 11. Q. to K. R.'s 5th. 12. R. to K. B.'s 2d. Black, (Amateur.) 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. to Kt.'s 5th. •■ - 5. P. takes Kt. 6. P. takes K. Kt. P. (a) 7. K. takes B. 8. Kt. to K. B.'s 3d. 9. K. to Kt.'s sq. 10. Q. P. two. 11. Q. Kt. to B.'s 3d. Black surrendered. NOTE TO GAME VI. (a) Q. P. two, followed by Q. B. to K. Kt.'s 5th, would have beei Miter play. GAME VII. 3£r. Staunton gives his Queen's Rook. (Remove White's Q. R. fiom the board.) White, (Mr. S.) 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. Black, (Mr. — .) 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. '{62 CHESS FOR WINTER EVENINGS. 4. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Q. P. two. 5. P. takes Kt. 6. Q. takes P. 6. K. R. to K. R.'s 3d. [s) 7. Castles. 7. Q. P. two. 8. B. takes Q. P. 8. Q. B. P. one. f). B. takes K. B. P. (cla.) 9. K. takes B. 10. Q. B. takes P. 10. K. B. takes B. 11. Q. takes B. (ch.) 11. Kt. to K. B.'s 3d. 12. P. to K.'s 5th. 12. Q. Kt. to Q.'s 2d. 13. Q. Kt. to B.'s 3d. 13. R. to K.'ssq. 14. Q. Kt. to K.'s 4th. 14. K. to Kt.'s sq. 15. P. takes Kt. 15. K. to R.'ssq. 16. P. to K. B.'s 7th. (6) 16. R. to B.'s sq. 17. Q. to K. R.'s 6th. 17. Q. to K.'s 2d. 18. Kt. to Kt.'s 5th. 18. Kt. to B.'s 3d.. 19. K. R. P. one. (c) ~ 19. Q. B. to Q.'s 2d. 20. R. takes Kt. And wins. NOTES TO GAME VII. (a) If Q. to B.'s 3d, White should advance P. to K.'s 5th. (b) Better than moving the Kt. either to Q.'s 6th or K. Kt.'s 5til. (c) Preferable to taking the Kt. immediately. GAME VIII. Between La Bourdonnais and McDonnell. White, (Mr. McD.) BlacJc, (M. La B.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. Q. Kt. to B.'s 3d. 5. P. takes Kt. 6. Q. takes P. 6. K. B. to K. R.'s 3d. 7. Q. P. two. 7. Q. Kt. to B.'s 3d. 8. Castles. 8. Q. Kt. takes Q. P 9. B. takes K. B. P. (ch,; 9. K. takes B. 10. Q. to K. R.'s 5th (ch.) 10. K. to his Kt.'s 2d. 11. Q. B. takes P 11. B. takes B. 12. K. R. takes B. 12. K. Kt. to B.'s 3d. 13. Q. to K. Kt.'s 5th (ch.) 13. K. to B.'s 2d. 14. Q. R. to K. B.'s sq. 14. K. to his sq. 15. K. R. takes Kt. 15. Q. to K.'s 2d. 16. Q. Kt. to Q.'s 5th. 16. Q. to her B.'s 4th. 17. K. to R.'s sq. 17. Kt. to K.'s 3d. 18. K, R. takes Kt. (ch.) 18. P. takes R. i9 Kt. to B.'s 6th (ch.) And wins the Queen. THK ALLGAIBR GAMBIT. 368 GAME IX. Mr. Staunton gives his Queen's Book. (Remove White's Q. R. from the board.) White, (Mr. S.) Black, (Mr. — .) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. ' 2. P. fakes P. 3. K. Kt. to B.'s 3d. 3. K. Kt. P. two. 4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th. 5. B. takes K. B. P. (eh.) 5. K. takes B. 6. Kt. to K.'s 5th (ch.) 6. K. to his sq. 7. Q. takes P. 7. K. Kt. to B.'s 3d. 3. Q. takes P. 8. Q. P. one. 9. K. Kt. to B.'s 3d. 9. Q. Kt. to B.'s 3d. 10. Q. P. two. 10. Q. to K.'s 2d. 11. Castles. 11. Q. B. to Q.'s 2d. 12. P. to K.'s 5th. 12. P. takes P. 13. P. takes P. 13. K. Kt. to Q.'s 4th. 14. Q. to K.'s 4th. 14. Q. B. to K.'s 3d. 15. Q. B. to K. Kt.'s 5th. 15. Q. to her B.'s 4th (ch.) 16 K. to R.'s sq. 16. Q. Kt. to his 5th. 17. Q. B. P. two. 17. K. Kt. to Q. Kt.'s 3d. 18. Q. Kt. P. one. 18. K. B. to K.'s 2d. 19. K. Kt.to Q.'s 4th. 19. Q. B. to K. Kt.'s sq. 20. B. takes K. B. 20. Q. takes B. 21. K. Kt. to K. B.'s 5th. 21. Q. to her 2d. 22. Q. to K. R.'s 4th. 22. Q. R. to Q.'s sq. 23. Q. to K. B.'s 6th. And wins. LESSON VI. THE ALLGAIER, GAMBIT. In the preceding examples of the King's Gambit, White con- rinues his attack after 3. Kt. to K. B.'s 3d, by playing 4. K. B. to Q. B.'s 4th. There is, however, another not unimportant mode of operating at this point, and one which leads to situ- ations of remarkable interest, that is, to play 4. K. R. P. two, instead of 4. B. to Q. B.'s 4th. Black's best reply is held to be 4. P. to K. Kt.'s 5th, whereupon by your moving he endangered Knight to K.'s 5th, or to Kt.'s .5th, we arrive at the Allgaier Gambit, an opening once deemed invinciblej 364 CHESS FOR WINTER EVENINGS. at least by Allgaier himself, who devoted much atttation If he play 16. Q. to K. B.'s 4th, or 16. Q. to K. Kt.'s 5th, or 16. Q. to K. Kt.'s 2d, in each case you will have a good attack. In the fir.st place, — 16. Q. to K. B.'s 4th. 17. P. to K.'s 6th. 17. P. takes P. 18. Kt. takes Q. B. P. 18. Q. to her B.'s 4th (ch.) 19. K. to R.'s sq. 19. Q. takes B. 20. Q. to her 6th. 20. P. to K.'s 4th. 21 . Kt. takes Q. R. 21 P. takes B. 380 CHESS FOE, WINTER EVENINGS. You may now play 22 R.to K.'s sq., upon which he would move 22. B to K. Kt.'s 2d, you can then take Q,. Kt. with Q., and the game Lt equal. In the second place, — 16. Q. to K. Kt. s 5th. 17. Q. takes Q. 17. B. takes Q. 18. Kt. takes Q. B. P. 18. Q. Kt. to B.'s 3d 19. Kt. takes Q. R. You have the better game. In the third place, — 16. Q. to K.. Kt.'s 2d. 17. Kt. takes Q. B. P. 17. K. takes Kt. (He may also play 17. Q. Kt. to B.'s 3d, whereupon you should retoil with 18. B. to K.'s 6th.) 18. P. to K.'s 6th (dis. ch.) 18. K. to Q.'s sq. 19. P. takes K. B. P. 19. Kt. to K.'s 2d. 20. Q. to her 6th. 20. Q. to her 5th (ch.) 21. K. to K.'s 2d. You ought to win. 17. P. to K.'s 6th. 17. P. takes P. If you take the Q. B. P. instead of advancing this P., Black can check with his Q. at her Kt.'s 3d. 18. Kt. takes Q. B. P. 18. P. to K.'s 4th. 19. Kt. takes Q. R. 19. P. takes B. 20. B. takes K. Kt 20. Q. takes B. 21. Q. to her 6th. 21. Q. Kt. to R.'s 3d. Jaenisch and the German " Handbuch" novi suggest the following as probable moves : — 22. R. to Q.'s sq. 22. Q. to K. B.'s 2d. 23. Q. Kt. P. two. 23. Q. to K.'s 2d. 24. Q. takes K. B. P. 24. Q. takes Q. Kt. P. • 25. Q. to K. B.'s 7th. 25. Q. to K.'s 2d. 26. Q. to K. Kt.'s 8th (ch.) 26. Q. to K.'s sq. 27. Q. to K. Kt.'s .5th (ch.) 27. K. to Q. B.'s sq. And Black is getting into safe quarters. Variation I., beginning at Whitens 6tk move. (See next i iagram.) White. Black. 6. Q. P. two. 6. Q. P. one. 7. P. to K.'s 5th. 7. P. takes P. 8. Q. Kt. to Q.'s 5th. 8. K. to Q.'s sq. THE KING S BISHOP S GAMBIT. 381 9. P. takes P. 9. B. to Q.'s 2d. 10. K. Kt. to B.'s 3d. 10. Q. to K. R.'s 4th. 11. Q. B. to Q.'s 2d. 11. K. Kt. to K.'s 2d. WHITE. Tlie move of 11. Q. B. to Q.'s 2d was first noticed by Mr C. H. Stanley, and published by him in the N. Y. Spirit of the Times, as occurring in play between himself and an amateur of the N. Y. Chess Club ; it is a singularly beauti- ful variation from the ordinary mode of play. If, in reply to it. Black move 11. Q. B. P. one, 11. K. R. P. one, or 11. Q. Kt. to B.'s 3d, you certainly appear to obtain an excellent game. (e. g.) In the first place, — 11. Q. B. P. one. 12. Q. B. to R 's 5th (ch.) 12. Q. Kt. P. one. 13. B. to Q. B.'s 3d. 13. Q. to K. Kt.'s Sd. 14. Q. Kt. to his 4th. 14. P. to K. Kt.'s 5th. 15. K. Kt. to Q.'s 4;h. 15. Q. R. P. two. 16. K. B. to Q 's 3d. 16. Q. to K. R.'s 4th. 17. Q. Kt. takes P. (ch.) You have the better game. 382 CHESS FOr., WINTER EVEN1I\(GS. In the second place, — 11. K. R. P. one. 12. B. to Q. B 's 3d. 12. K. R. to R. s 2d. ;lt is this after-move of 12. B. to Q. B.'s 3cl, which gives such weight to the preliminary play of 11. B. to Q.'s 2d.) 13. Kt. takes Q. B. P. 13. K. takes Kt. 14. Q. to her 6th (ch ) 14. K. to Q. B.'s so. 15. P. to K.'s 6th. 15. P. takes P. 16. Q. B. takes K. B. 16. R. takes B 17. Q. to K. B.'s 8th (ch.) Yoa win at least the exchange. Thirdly,— 11. Q. Kt. to B.'s 3d. 12. K. Kt. to K.'s 2d. 13. Kt. takes Kt. 14. P. takes P. 12. Q. B. to his 3d. 13. Kt. takes Kt. 14. P. to K.'s 6th. 15. K. B. takes P. 12. Q. B. to his 3d If he play 12. Q. to probable, — And wins. 12 K. Kt K. R. to K.'s sq.* 3d, the followina; moves are 12. Q. to K. Kt.'s 3d. 13. K. takes Kt. 13. Kt. takes Kt. 14. Q. to her 5th. You ought 13. Kt. takes Kt. 14. Q. to her 5th. The game is about equal t least to regain the P. sacrificed. 13. R. takes Kt. Variation IL, leginning at White's Gth move. (See the preceding diagram.) White. Black. 6. K. Kt. P. one. 6. P. takes P. This variation is one of the many felicitous inventions of .McDonnell. It is hazardous, but without the utmost exacti- tude in the defence, it gives you an overpowering attack on Ihc King's side. * Mr. Stanley has contested the correctness of this move in the de- fence ; in place of it he advises 2d player to advance K. Kt. P. on Kt. preferring his game, by far. (See Am. Ch. Mag. for August, 1847 Game LXI. p. 229, and N. Y. Spirit of the Times for Oct. 23, 184' Game XXXV.) THE KING S BISHOP S GAMBIT. 383 If, instead of taking the P., Black retire his Q. to R.'s 3d, you take P. with P., and if he then take P. with P., you may play Q,. Kt. to Q.'s 5th, and afterwards Q. P. two. 7, K. to Ki.'s 2d. 7. Q. to K. R.'s 3d. Jaenisch plays 7. Q. P. one, in place of retiring the Q.., and then pursues the game thus, — 7. Q. P. one. .s. K. R. P takes P. 8. Q. to K. Kt.'s 5th. 9. Q. to K. B.'s sq. 9. Q. to Q.'s 2d. 10. K. Kt. to B.'s 3d. 10. K. R. P. one. 11. Q. to K B.'s 2d. 11. Q. B. P. one. 12. Q. P. two. 12. Q. to Q. B.'s 2d. 13. Q. B. to Q.'s 2d. 13. Q. B. to K.'s 3d. Black has the better game. 8. P. takes P. 8. Q. to K. Kt.'s 3d. He has the advantage. If at move 7. Black take the Q. Kt., you should play 8. K. Kt. to B.'s 8d ; if he then retreat his Q. to Kt.'s 5th, you may tnke K. B. P. with B. (ch.), threatening the after-check with your Kt. If he retire the Queen to Q. R.'s 4th or 3d, you fake P. with P., and afterwards take his K. B. GAME THE SECOND. WJiite. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. checks. 4. K. to B.'s sq. 4. K. Kt. P. two. 5. K. Kt. to B.'s 3d. 5. Q. to K. R.'s 4th. This method of continuing the attack is not considered quite so strong as developing your game on the Q.'s side before removing his Queen from her present inactive position, but it leads to many admirable combinations, and, as Major Jaen- isch remarks, its resources are far from exhausted. If Black now move his Q. to K. Kt.'s 5th, you take the K B. P. with B. (ch.), and if he retire her toK. R.'s 3d, you play 6. Kt. to K.'s 5th. 6. K. R. P. two. 6. K. B. to K. Kt.'s 2d. Your presefit move is considered stronger than 6. Q. P. two, to which Black's best reply would be also 6. B. to K. Kt.'s 384 CHESS FOR WINTER EVENINGS. 2d. If Black, instead of the move in the text, attack youi Kt. with P., you should retreat him to K.'s sq., and then you must win the gambit Pawn. 7. Q. P. two. 7. K. R. P. one. If now at move 7. you play Q. Kt. to B.'s 3d, and Black, as his best, move 7. K. R. P. one, we have the exact position which occurs in Game the First, which see. But you may also play 7. K. to Kt.'s sq., 7. K. R. to his 2d, or 7. K. B.: to K.'s 2d, as in Variations I., 11., and III. I Black may also play 7. Q. P. one, although it is hardlyl so good as the above. Let us suppose, — 7. Q. P. one. 8. K. R. to his 2d. 8. Q. B. to K. Kt.'s 5th. 9. K. to Kt.'s sq. 9. P. takes R. P. 10. Q. B. takes P. 10. P. to K. R.'s 6th. 11. Q. B. P. one. 11. Q. to K. Kt.'s 3d. 12. K. Kt. P. one. 12. K. R. P. two. (If he play 12. K. Kt. to K.'s 2d, you answer with 8. Q. Kt. to Q.'s 2d, and presently gain the P. at K. R.'s 6th.) 13. K. R. to K. B.'s 2d. 13. P. to K. R.'s 5th. 14. K. to R.'s 2d. ■ 14. P. takes P. (ch.) 15. Q. B. takes P. The game is even. 8. P. to K.'s 5th. 8. K. Kt. to K.'s 2d. 9. Q. Kt. to B.'s 3d. 9. K. Kt. to B.'s 4th. If you play 9. Q. to K.'s sq., or 9. K. B. to Q.'s 3d, or 9. K. to Kt.'s sq.. Black will have an improved game. For ex- ample ; in the first case, — 9. Q. to K.'s sq. 9. K. Kt. to B.'s 4lh. 10. K to Kt.'s sq, 10. P. to K. Kt.'s 5th, &c. Secondly, — 9. K. B. to Q.'s 3d. 9. Q. P. one. 10. K. P. takes P. 10. Q. B. P. takes P. 11. Q. B. P. one. 11. Q. Kt. to B.'s 3d. 12. K. to Kt.'s sq. 12. Q. to K. Kt.'s 5th. 13. Q. Kt. to Q.'s 2d. 13. Q. B. to K. B.'s 4th. Black has the better game. Finally,— 9. K. to Kt.'s sq. 9. Q. to K. Kt 's 3d. 10. K. B. to Q.'s 3d. 10. Q. to her Kt.'s 3d, &c Or you may play, — 10. Q. Kt. to Q. B.'s 3d. 10. Q. P. one. 10 K. to Kt.'s sq. u. K. R. to his 2d. 12. K. B. to Q.'s 3d. 11. K. P takes P. 12. Q to K.'s 2d. 13. Q B, . P. one. THE KING S bishop's GAMBIT. 385 11. K. P. takes P. 11. Q. B. P. takes P. 12. Q. Kt. to Q. Kt.'s 5th. 12. K. to Q 's sq. He preserves the gambit Pawn. 10. Q. Kt. to K.'s 4th. 10. Q. P. one. Jf instead, you play 10. K. to his Kt.'s sq., he moves 10. Kt, t V Ku' i 6th, and proceeds as follows, — 10. Kt. to his 6th. 11. Q. to K. Kt.'s 3d. 12. Q. to her Kt.'s 3d, &c , &c., 11. Q. B. P. takes P. 12. K. to Q.'s sq. 13. K. R. to K.'s sq. If you move 13. Q.. to her 3d, he plays 13. R. to K.'s sq., and on your retiring the K. to Kt.'s sq., advances P. to K. Kt.'s 5th. 14. K. to Kt.'s sq. 14. P. to K. Kt.'s 5th. 15. K. Kt. to Q.'s 2d. 15. P. to K. B.'s 6th. If at move 15. you retreat the Kt. to K. R.'s 2d, he plays P. to B.'s 6th, and if you retire him t® K.'s sq., he may then move P. to Q.'s 4th, in either case having a great advantage. 16. Q. to her 3d. 16. P. takes K. Kt. P. 17. K. takes P. 17. P. to Q.'s 4th. 18. K. B. takes P. 18. Kt. talcesK. R. P. (ch.) And he has the better game. Variation I., beginning at White's iLli move. (See ne.xt diagram.) 7. K. to Kt.'s sq. 7. B. to Q.'s 5th (ch.) Black's present move, and the accompanying variations, occur in a little pamphlet by Signer Dubois, lately published at Rome. Instead of checking with the B. he may play 7. P. to K. Kt.'s 5th, compelling you to move 7. Kt. to Kt.'s 5th, Dr endure the dangerous check at Q. B.'s 4th, and then he may play 8. K. Kt. to R.'s 3d, with a fine attack in preparation. 8. K. to R.'s 2d. 8. P. to K. Kt.'s 5th. If you move 8. K. to B.'s sq., he plays 8. Q. P. one. 9. Kt. takes B. 9. P. to Kt.'s 6th (ch.) 10. K. to R.'s 3d. 10. Q. P. two (dis. ch.) 11. Kt. to K. B.'s 5tb 11. Q. takes Q. 8d6 CHESS FOR WINTER EVENINGS. 12. R. takes Q. 13. P. to K. R.'s 5th. 12. Kt. to K. R.'s 3d. 13. P. takes K. P. If^at move 13. you play B. to Q.'s 3d or K.'s 2d, he tnues K. P. with P., and wins easily. You may, however, play 13, Q. Kt. to B.'s 3d, and the game proceeds thus : 13. Q. Kt. to B.'s .3cl. 13. P. takes K. P. 14. P. to K. R.'s 5th. 14. R. to K. Kt.'s sq. 15. Q. Kt. to Q.'s5tli. 15. B. takes K. Kt. (ch.) 16. K. to R 's 4th. 16. K. to Q.'s sq 17. Kt. to K. B.'s 6th. 17. K. R. to K. Kt.'s 2d. 18. Q. P. two. Black may now retire his B. to Q. B.'s sq., checking afterwards with his Kt. at K. B.'s '4th. In the Httle work just mentioned, the variation is carried on several moves farther. Black being made to play 18. P. to K.'b Stli, which appears an unnecessary prolongation of the contest. 14. K. to R.'s 4th. 14. Kt. takes Kt. (ch.) 15. K. to Kt.'s 5th. 15. P. to K. B.'s 6th. 16. K. to B.'s 4th. 15. P. to K. B.'s 7th. Black wins. THE KING S BISHOP S GAMBIT. 3S'' Variation II., heginning at Whitens iLh move. (Arrange the men as in the diagram.) 7. K. R. to his 2d. 7. P. to K. Kt.'s 5th. Tliis move of the Rook was thought the best by Ponziani. 8. K. Kt. to Kt.'s 5th. 8. K. Kt. to R.'s 3d. A.t move 8. you may play K. Kt. tc K.'s sc.,asin the fellow. ing, given by Petroff: — 8. K. Kt. to K.'s sq. 8. Q. to her B.'s 4th. 9. Q. to K.'s ad. 9. K. Kt. to B.'s 3d. 10. Q. P. ore. lO. K. Kt. to R.'s 4th. 11. Q. B. takes P. 11. Kt. takes B. 12. Q. takes P. 12. Q. to K. R-.'s 4th. 13. Q. takes Kt. 13. K. B. to K.'s 4th. 14. K. B. takes P. (ch.) 14. Q. takes B. 15. Q. takes Q. (ch.) 15. K. takes Q. And wins. 9. Q. P. two. 9. Q. P. two. If instead of so playing, Black attack your Kt. with K. B. P. one, you must not retreat the Kt., but take the doubled P. with Q. B., and if then he take yourKt., you win his by K. R. P. takes P., &c. He may, however, at move 9. play P. to K. Kt.'s 6th, in which case the following variation is probable : — 9. P. to K. Kt.'s 6th. 10. K. B. takes B. P. (ch.) 10. Kt. takes B. 11. Q. takes Q. 11. P. takes R. 12. Q. takes Kt. (ch.) 12. K. to Q.'ssq. 13. Q. takes K. B. 13. P. to R.'s 8th, becoming a Q. (ch.) 14. K. to B.'s 2d. 14. Q. takes K. R. P. (ch.) 15. K. to his 2d. 15. Q. to K. Kt.'s 5th (ch.) 16. K. to Q.'s 3d. 16. Q. to K. Kt.'s 6th (ch.) 17. K. to B.'s 4th. You have the advantage. 10. K. B. takes Q. P. (best). 10. P. to K. Kt.'s 6th. 11. B. takes K. B. P. (ch.) 11. Q. takes B. if he take the B. with the Kt., we have a similar position to that last examined. 12. Kt. takes Q. 12. Q. B. to K. Kt.'s 5th. [f he take the R., you simply move K. to B.'s 2d, and musl 388 CHESS FOR WINTER EVENINGS. 13. Q. to K.'s sq. 13. P. takes R. 14. K. to B.'s 2d 14. K. B. takes Q. P. (ch.) And Black wins. Varialion III., heginning also at Whitens 1th move. (Again refei to the diagram.) White. Black. 7. B. to K.'s 2d. 7. P. to K. Kt.'s 5th. - 8. Kt. to K.'s sq. 8. K. Kt. to B.'s 3d. If at move 8. you play the Kt. to R.'s 2d, he may advance the gambit P., and then take K. R. P. with his Q. 9. Q. Kt. to B.'s 3d. 9. Q. to K. Kt.'s 3d. You may likewise move 9. P. to K.'s 5th, but without im proving your game ; for suppose, — 9. P. to K.'s 5th. 9. Kt. to K.'s 5th. 10. K. B. takes P. 10. Kt. to his 6th (ch.> 11. K. to Kt.'s sq. 11. Q. takes K. P. 12. R. to R.'s 3d. 12. K. R. P. two. 13. B. to K. B.'s 3d. 13. Q. P. two. Black has a capital game. 10. Q. P. one. 10. Kt. to K. R.'s 4th. 11. Kt. to Q.'s 5th. 11. Kt. to Kt.'s 6th (ch.) 12. K. to Kt.'s sq. 12. K. B. cheeks. 13. K. to R.'s 2d. 13. Kt. takes B. He ought to win. GAME THE THIRD. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q.toK. R.'s 5th (ch.) 4. K. to B.'s sq. 4. K. Kt. P. two. 5. Q. to K. B.'s 3d. 5. Q. Kt. to B.'s 3d. 5, Q. tjo K. B.'s 3d, we owe to Cozio, who first introduced thin move of the Q. into_ the variations of the Bishop's Gambit, jn answer to it Black may move 5. Q. P. one, or 5. K. Kt. to R. R.'s 3d. (See the Variation.) If he play 5. K. Kt. to B.'s 3d, or 5. K. B. to Q. B.'s 4th, the result will be an even game. {e. g.) In the first case, — THE KING S BISHOP S GAMBIT, 389 6. K. Kt. P. one. 7. P. takes P. 8. Kt. takes Q. 9. P. takes P. 5. K. Kt. to B.'s 3J. 6. Q. to K. R.'s 4th. 7. Q. takes Q. 8. Kt. takes K. P. The game is even. 5. K. B. to Q. B.'s 4th. 6. Q. to K. R.'s 3d. 7. B. takes Kt. Equal game. Secondly, — 6. K. Kt. P. one. 7. K. R. P. two. 8. R. takes B. 6. K. Kt. P. one. 7. P. takes P. If he play here 7, Kt. to Q.'s 5th, you gain the advantage for example, — 7. Kt. to Q.'s 5th. 8. Q. to her 3d. 8. K. B. to Q. B.'s 4th. 9. Q. B. P. one. 9. Q. Kt. to K.'s 3d. 10. P. to K. B.'s 5th. 10. Q. Kt. to K. B.'s 5th. 11. Q. to K. B.'s 3d. Your game is the better. 6. Q. to K. R.'s 3d. 7. P. takes P. 8. Q. P. one. 9. Q. to K. B. 2d. 8. Q. Kt. to Q.'s 5th. 9. K. B. to Q. B.'s 4th. If instead of moving the Q. thus, you play her, as Cozio ad- vises, to her own sq., Black replies with 9. Q. P. two, and has a fine attack. 10 Q. B. takes P. 10. Q. Kt. takes Q. B. P. Mr. Lewis suggests 10. P. to Q. B.'s 3d, instead of 10. Q. B. cakes P., pursuing the game as follows : — • 10. Q. B. P. one. 10. Kt. to Q. Kt.'s 6th. 11. P. to Q.'s 4th. 11. B. takes P., or (A.) 12. P. takes B. 12. Kt. takes Q. R. 13. Q. B. takes P. 13. Q. to her B.'s 3d. 14. Q. Kt. to Q.'s 2d. 14. Q. Kt. to B.'s 7th. 15. K. Kt. toB.'sSd. 15. Q. P.one. 16. K. Kt. to his 5th. And Mr. Lewis prefers your game. (A.) 12. P. takes B. 13. Q. B. takes P. 14. P. takes Q. P. 11. Kt. takes Q. R. 12. Q. P. one. 13. Q. to K. Kt.'s 3d. 14. P. takes P. 390 CHESS FOR WINTER EVENINGS. 15. Q. Kt. to Q.'s 2d. 15. Q. B. to K.'s 3d. 16. K. Kt. to B.'s 3d. You have the better game. 11. B. halves Q. 11. B. takes Q. 12. Q. B. to Kt.'s 7th. 12. K. B. to Q.'s 5th. Black maintains his Pawn. Variation, heginning at Black's oth move. White. Black. II. K. P. two. ri. K. P. two. 2. K. B. P. two. \ 2. P. takes P. 3. B. to Q. B.'s Uh. I 3. Q. checks. 4. K. to B.'s sq. 14. K. Kt. P. two. 5. Q. to K. B.'s 3d. 5. Q. P. one. He has also the choice of 5. K. Kt. to R.'s 3d, as in the fol lowing : — 5. K. Kt. to R.'s 3d. 6. K. Kt. P. one. 6. P. takes P. 7. P. takes P. 7. Q. to K Kt.'s 5th. 8. K. B. takes P. (ch.) 8. K. to his 2d. 9. B. to K. R.'s 5th. 9. Q. takes Q. (ch.) 10. Kt. takes Q. You have the advantage. 6. K. Kt. P. one. 6. Q. to K. Kt.'s 5th. 7. Q. P. two. 7. Q. takes Q. 8. Kt. takes Q. 8. K. B. to K. R.'s 3d If he play 8. P. to K. Kt.'s 5th, you can move 9. K. Kt. to his 5th ; and if he play 8. P. takes P., you may take K. Kt. P. with Kt. 9. P. takes P. 9. P. takes P. 10. Q. Kt. to B.'s 3d. 10. Q. B. checks. 11. K. to B.'s 2d. 11. K. Kt. to K.'s 2d. 12. Q. Kt. to K.'s 2d. 12. K. Kt. to his 3d. 13. K. Kt. to K.'s sq. Followed by 14. K. Kt. to Q.'s 3d, wimiing the P., wilh a good situation. THE king's bishop's GAMBIT. 391 LESSON IX. In the previous Lesson we liave followed out, at some ength, the most promiuent variations which occur when both the attack and defence in this opening are conducted upon the principles recommended by the best authorities, and the result would seem to prove that against every system of attack in the King's Bishop's Gambit at present known, the defence, though difficult and complex in the extreme, is satisfactory. It yet remains for us to consider what are the piobable deviations from the several standard methods of defence, and in what manner these should be turned to advantage by the opening player. GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. K. Kt. P. two. This mode of defence, though the best in the other gambits of the King's side, is objectionable in the Bishop's Gambit. 4. K. R. P. two. 4. B. to K. Kt.'s 2d. If he move 4. K. B. P. one, you mate him in five moves. If he play 4. P. takes P., then — 5. Q. to K. R.'s 5th. 5. Q. to K.'s 2d. 6. Q. P. ont And you win his two advanced Pawns. So also, if he move 4. K. B. to R.'s 3d, you answer with 5. Q. to K. R.'s 5th, and presently win the gambit P. ; and finally, if he play 4. K. R. P. two, the following moves will show, you Ukewise gain the gambit P.:— 4. K. R. P. two. 5. P. takes Kt. P. 5. Q. takes P. 6. K. Kt. to B.'s 3d. 6. Q. to K. Kt.'s 6th (ch.) 7. K. to B.'s sq. 7. Q. P. one. 8. Q. Kt. to B.'s 3d. 8. K. Kt. to B.'s 3d. 9. Q. Kt. to K.'s 2d, &c., &c.. Showing, as Major Jaenisch remarks, that whatever move he make, unless he checl^ with his Q. at the 3d move, you win the gambit P. 392 CHESS FOR WINTER EVENINGS. 5. Q. P. two. 5. K. R. P. one. 6. P. takes P. 6. P. takes P. 7. R. takes R. 7. B. takes R. 8. Q. to K. R.'s 5th. 8. Q. to K. B.'s 3d. 9. ,0. P. to K.'s 5th. K. Kt. to K. R.'s 3d. 9. Q. to K. Kt."s 2d. You have the better game GAME TflE SECOND. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. K. B. P. two. This was the favorite defence in former times. It is fouhd in Salvio, and has been sanctioned . by Philidor, Ercole del Rio, and other leading writers of the last century. Both Jaenisch and V. H. der Laza too appear to believe it may be adopted with perfect safety. 4. Q. to K.'s 2d. 4. Q. checks. If you play 4. B. takes Kt. or 4. P. takes P., he checks with his Q. at K. R.'s 5th. You may, however, play 4. Q. Kt. to B.'s 3d, as in the variation. 5. K. to Q.'s sq. (best.) 5. P. takes K. P. 6. Q. takes P. (ch.) 6. B. to K.'s 2d. 7. Q. P. two. 7. K. Kt. to B.'s 3d. 8. Q. takes K. B. P. 8. Q. takes Q. Even game. These are the moves adopted by the chief authorities. White would appear, however, to have a better game by taking off the K. Kt. at his 7th move, then playing Kt. to K. B.'s 3d, followed by Q. Kt. to B.'s 3d, and K. R. to K.'s sq. Variation, leginning at Whitens itJi move. 4. Q. Kt. to B.'s 3d. 4. Q. to K. R.'sSth, (ch.) 5. K. toB.'ssq. 5. K. Kt. to B.'s 3d, or (A.) Ma»:lern chess writers are not agreed upon the best move for Black at this point. Mr, Lewis advocates that in the text, t^'hich he conceives to establish the opening in White's favor, 6. 7. Q. to K. R.'i K. Kt. to K. s4th. 's 5th. 7. 8. 9. 10, K. K. P. , K Kt. to his 5th. , Kt. to K.'s 6lh (ch.) takes Q. B. . to Q.'s sq. THE king's bishop's GAMBIT. 393 while Major Jaenisch and the German " Handbuch " con- sider Black's proper play, and that which gives him an ad- vantage in the game, to be 5. P. takes P. I present the leading variations on each of these moves, that you may judge between them. 6. K. Kt. to B.'s 3d. 7. P. to K.'s 5th. If K. Kt. to his 5th, then— 8. Q. P. two. 9. Q. B. takes Kt. 10. Q. Kt. to Q.'s 5th. 11. Q. Kt. takes K. P. And you have a sufficient game. 8. Q. Kt. to Q.'s 5th. 8. K. Kt. to liis 6th (ch.) If he play 8. K. toQ.'s sq., you take the gambit P. with Kt. 9. K. to K. Kt.'s sq. 9. K. Kt. takes R. 10. Kt. takes Q. B. P. (ch.) 10. K. to Q.'s sq. 11. Q. Kt. takes Q. R. 11. K. Kt. to his 6th.- 12. P. takes K. Kt. 12. P. takes P. 13. Q. P. two. 13. K. B. to K.'s 2d. 14. Q. B. to K. B.'s 4th. 14. Q. to K. Kt.'s 5th. 15. Kt. to K. Kt.'s .5th. 15. Q. takes Q. B. 16. Kt. to K. B.'s 7th (ch.) 16. K. to his sq. 17. Q. to her 3d. 17. K. B. to Q.'s sq. 18. K. Kt. to Q.'s e.h (ch.) 18. K. to B.'s sq. 19. Q. R. to K. B.'s sq. And you will checkmate in a few moves. (A.) 5. P. takes K. P. This is the move recommended by Jaenisch, in preference to Mr. Lewis's play of 5. K. Kt. to B.'s 3d. 6. Q. Kt. takes P. 6. Q. B. P. one. 7. Q. to K.'s 2d. 7. K. to Q.'s sq. 8. K. Kt. to K. B.'s 3d. 8. Q. to K.'s 2d. If he play 8. Q. to K. R.'s 4th, you reply with Q. Kt. to K. Kt 's 5th ; and if he then play 8. Q. P. two, you move 9. K. Kt. to K.'s 5th. 9. Q. Kt. to K, Kt.'s 5th. 9. Q. takes Q. (ch.) 10. B. takes Q. 10. K. to his sq. 394 CHESS FOR WINTER EVENINGS. 11. K. Kt. to K.'s 5th. 11. K. B. to K.'s 2d. 12. K. Kt. to K. B.'s 7th. 12. B. takes Q. Kt. 13. Kt. takes B. 13. K. R. P. one. 14. B. to K. R.'s 5th (oh.) 14. K. to K.'s 2d. 15. Kt. ro K. B.'s 7th. 15. K. Kt. to B.'s 3d. 16. Kt. takes R. 16. Kt. takes B. 17. Kt. to Kt.'s 6th (oh.) 17. K. to B.'s 3f'. 18. Kt. to K. R.'s 4th. 18. K. Kt. P. two. 19. Ki. to K. B.'s 3d. You have the better game. The two last variations are from Lewis's Treatise (1844) GAME THE THIRD. V/h/le. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. P. two. "1 us defence, although perhaps not critically sound, is prof- eiable, I think, to either of the two last examined. 4. B. takes P. 4. K. Kt. to B.'s 3d. Tf you take P. with P., instead of with the B., you mask the attack of your B., and enable him more speedily to develope his foices. 5. Q. to K.'s 2d. 5. Kt. takes B. The " Handbuch " gives this as your best move ; 5. Q. to B.'s 3d appears to be inferior, from her occupying the sq. your Kt. is wanted on. You may, however, instead of moving the Q. play 5. Q. Kt. to B.'s 3d, for which see the varia- tion. In place of taking the B., Black may move 5. Q. B. P. one, but jou then have an immediate advantage. 6. P. takes Kt. (dis. ch.) 6. B. to K.'s 2d. 7. Q. to K. B.'s 3d. 7. B. to K. R.'s 5th (ch.) As the " Handbuch " observes, you may also play 7. Q. P. one, but in thai case, I think. Black would get the bettor game by casthno, and threatening, at his next move, to play R. to K.'s sq. a fou took his P., or B. to K. R.'s 5th if you attempted eithev to sustain your doubled P. or brought out your K. Kt. THE ki;;g's bishop's gambit. 395 8. K. Kt. P. one. 8. P. takes P. 9. P. takes P. 9. B. to K. Kt.'s 4th. 10. Q. Kt. to B.'s 3d. Even game. These are the moves which the " Handbuch" gives, but tho defence has yet to be thoroughly analyzed. At move 8. Black, instead of taking the K. Kt. P., and thus opening your II. 's file, may castle, and then, perhaps, your best move would oe 9. K. Kt. to K.'s 2d, but if you took either his B. or P., he would win the game, I think. For example ; in the first place, — 8. Castles. 9. P. takes B. 9. Q. takes P. (ch.) 10. Q. to B.'s 2d. 10. R. to K.'s sq. (ch.) (If at move 10. you play K. to B.'s sq., he answers with R. to K.'s sq., and you must lose ; for if you then play 11. Kt. to K.'s 2d, he attacks your Q. with his B., and if 11. Q. to B.'s 2d, he checks with the B. at K. R.'s 6th, then, when you have taken his B., he takes the Kt. (ch.), afterwards pushing the P. to B.'s 6th, &c.) 11. Kt. to K.'s 2d. 11. Q. to K. R.'s 4th. (If instead of interposing the Xt., you move your King to B.'s sq., he checks with the B., &c.,as above described.) 12. Q. Kt. to B.'s 3d. 12. P. to B.'s 6th. And he must win. in the second place, — 8. Castles. 9. Q. takes P. 9. Q. takes P. 10. Kt. to K. B.'s 3d. 10. K. B. to K. Kt.'s 4th. (If you play 10. Q. to B.'s 3d, he may check with his R., and will liave an irresistible attack.) 11 Q. Kt. to B.'s 3d. 11. Q. to her B.'s 3d. And wins. I can see no better move for you than this of the Q. Kt. ff you take the B., either with your Kt. or Q., you must infallibly lose the game in 1 few moves, and if you play 11. Q. B. P. two, he retires his Q., as in the text. You must not regard these deviations from the accepted series of moves BS correct analyses ; they are merely given to show that there is much 'atent resource in the present system of defence, and to pique the attention of other writers to it. CHESS FOR WINTER EVENINGS. Variation, beginning ■at White'-i 5th move. 1 White. Black. ri. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. • 3. B. to Q. B.'s 4th. ■ 3. Q. P. two. U. B. takes P. U. K. Kt. to B .'s U. 5. Q. Kt. toB.'s3H. 5. K. B. to Q. Kt's 5th. 6. K. Kt. to K.'s 2d. 6. B. takes Q. Kt. baps your best move is 6. K. Kt. to B .'s 3d, instead of to K.'s 2d. The " Handbuch" also gives 6. Q. B. P. one for Black, and then proceeds thus, — 6. Q. B P. one. 7. B. to Q. B.'s 4th. 7. Q. B. to K. Kt. fe 5th. 8. Q. P. one. 8. K. Kt. to K. R 's 4th.* 9. Castles. 9. K. B. takes Q. Kt. 10. P. takes B. 10. K. Kt. P. two. An equal game. 7. Q. P. takes B. 7. Q. B. P. one. If you take the B. with K. Kt. instead of Q. P., Black will answer 7. Q. B. to K. Kt.'s 5th, then Kt. takes B., after- wards checking with the Q. and playing P. to K. B.'s 6th 8. B. to Q. B.'s 4th. 8. Q. takes Q. (ch.) 9. K. takes Q. 9. Kt. takes K. P. 10. K. to his sq. The game is about even, since Black must eventually lose the gambit Pawn. At his 6th move, instead of taking your Q. Kt. he may get an embarrassing sort of attack on you by taking off your K B., then checking with his Q., and after- wards advancing the P. to K. B.'s 6th, but with care you can defend yourself * Both these last moves I think maybe improved. White should have cnstled, since pushing the Q. P. allows Black to take the K. P., and ( bta'n a decisive advantage. («. g.) 8. Q. P. one. 8 Kt. takes K. P. 9. P. takes Kt. 9. Q. to K. R.'s 5th (ch.) (If you castle instead of taking his Kt., you lose a Piece.) 10. K. to B.'s sq. 10. P. to K. B.'s 6th. (If 10. K. to Q.'s 2d, Black castles, and wins easily.) 11. P. takes P. 11. B. to K. R.'s 6th (ch.^ And mates in five moves. THE KING S bishop's GAMBIT. 39"^ GAME THE FOURTH. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. B. P. one. This mode of defence in the Bishop's Gambit is found in the oldest works, and may apparently be ventured without danger, but without advantage. For the move 3. Q. Kt. P. two, which Black may make at this point, or after giving check with the Q., see the Illustrative Games at the end of the Lesson ; observing here only, that after 3. Q. Kt. P. two, it is not orudent for you to take the K. B. P. (ch.). (e. g.) 3. Q. Kt. P. two. 4. B. takes K B. P. (ch.) 4. K. takes B. 5. Q to K. R.'s 5th (ch.) 5. K. Kt. P. one. 6. Q. to Q.'s 5th (ch.) 6. K. to Kt.'s 2d. 7. Q. takes Q. R. 7. Q. to K. R.'s 5th (ch.) 8. K. to Q.'s sq. 8. Q. to K. Kt.'s 5th (ch.) (If 8. K. to B.'ssq , he plays 8. K. B. to Q. B.'s 4th, and on your moving 9. Kt. to K. R.'s 3d, he replies 9. P. to K. B.'s 6th, and wins.) 9. Kt. to K.'s 2d. 9. Q. takes K. Kt. P. 10. R. to Kt.'s sq. 10. Q. to K. B.'s 7th. He ought to win. 4. Q. P. two. 4. Q. P. two. 5. P. takes P. 5. P. takes P. 6. K. B. checks. 6. Q. Kt. to B.'s 3d. 7. Q. B. takes P. 7. Q. to her Kt.'s 3d. 8. Q. to K.'s 2d (ch.) 8. Q. B. to K.'s 3d. 9. Q. B. P. one. 9. Castles on Q.'s side. 10. K. Kt. to B.'s 3d. The game is equal. GAME THE FIFTH. Having gone through the probable variations which Black may adopt instead of checking with the Q., at his 3d move, we have now to consider those at his command, (after giving the check,) when he does not play the usual move of 4. K. Kt. P two. aUa CHESS FOR WINTER EVENINGS. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. checks. 4. K. to B.'s sq. 4. B. to Q. B.'s 4th. This defence is found in Greco, but is not to be com. mended, because it gives you a favorable opportunity to develope your game and establish your Pawns in the cenire. 5. Q. P. two. 5. B. to Q. Kt.'s 3d. 6. K. Kt. to B.'s 3d. 6. Q. to K.'s 2d. 7. Q. B. takes P. 7. Q. takes K. P. 8. B. takes K. B. P. (ch.) 8. K. to B.'s sq. 9. Q. B. to K. Kt.'s 3d. 9. K. Kt. to R.'s 3d 10. Q. Kt. to B.'s 3d. 10. Q. to K.'s 2d. 11. K. B. to Q. Kt.'s 3d. 11. Q. B. P. one. 12. Q. to her 2d. 12. Q. P. two. 13. Q. R. to K.'s sq. And you have the better game. GAME THE SIXTH. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. checks. 4. K. to B.'s sq. 4. K. Kt. to B.'s 3d. 5. K. Kt. to B.'s 3d. 5. Q. to K. R.'s 4th. If he play his Q. to K. Kt.'s 5th, you take his K. B. P. with B. (ch.), and if 5. Q. to K. R.'s 3d, then you move 6. Kt. to K.'s 5th. 6. K. R. P. two. 6. K. Kt. P. two. Vou may also play 6. P. to K.'s 5th without harm. (e. g.) 6. P. to K.'s 5th. 6. K. Kt. to K.'s 5th. 7. Q. P. two. 7. Kt. to his 6th (ch.) 8. K. to Kt.'s sq. 8. Kt. takes R. 9. Q. B. takes P. Tilt loss of the exchange is compensated by the superior development of your game. if Black at move 6. take the K. P., you play 7. Q. to K.'s 2d 7. Q. Kt. to B.'s 3d. 7. K. R. P. one. 8. P. to K.'s .5th. 8. Kt. to his sq. THE king's bishop's GAMBIT. 399 (1' 8. Kt. to his 5th, then 9. K. to Kt.'s sq., followed oy 10. P. takes K. Kt. P. 9. K. B. to K.'s 2d. 9. P. to Kt.'s 5th. You might also move 9. Q. P. two. 10. Kt. to K. R.'s 2d. 10. Q. takes K. P. 11. Q. P. two. You have tne advantage. GAME THE SEVENTH. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s4th. 3. Q. checks. 4. K. to B.'s sq. 4. Q. to K. B.'s 3d. Although defective, this 4th move of defence is much stronger than either 4. B. to Q. B.'s 4th, or 4. K. Kt. to B.'s 3d. 5. Q. Kt. to B.'s 3d. 5. Q. B. P. one. He may also play 5. K. Kt. to K.'s 2d. (See Variation.) 6. Q. P. two. 6. Q. P. one. 7. K. Kt. to B.'s 3d. 7. K. Kt. P. two. 8. K. R. P. two. 8. K. R. P. one. 9. P. to K.'s 5th. 9. P. takes P. 10. P. takes P. 10. Q. to K. Kt.'s 2d. 11. Q. to her 4th. 11. B. to K. Kt.'s 5th. If he play 11. B. to K.'s 2d, you move 12. P. to K.'s 6th, and f 11. Q. Kt. to Q.'s 2d, you proceed as follows: — 11. Q. Kt. to Q.'s "sd. 12. P. takes Kt. P. 12. P. takes P. 13. R. takes R. 13. Q. takes R. 14. P. to K.'s 6th. 14. Q. to K. R.'s 8th (ch.) 15. Q. to K. Kt.'s sq. 15. Q. takes Q. (ch.) 16. K. takes Q. The game is in your favor. 12. P. takes Kt. P. 12. P. takes P. 13. R. takes R. 13. Q. takes R. 14. Kt. takes K. Kt. P. 14. Q.toK.R.'s8th(ch.) 15. Q. to K. Kt.'s sq. 15. Q. takfes Q. (ch.) 16. K. takes Q. You have the superiority. 400 CHESS FOR WINTER EVENINGS. Variation beginning at Blade's 5th move. White. Black. 1. K, P. two. ri. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s Uh. I 3. Q. checks. 4. K. to B.'s sq. 1 4. Q. to K. B.'s M. 5. q. Kt. to B.'s 2>d. 5. K. Kt. to K.'s 2d. 6. Q. P. two. 6. Q. P. one. 7. K. Kt. to B.'s 3d. 7. K. Kt. P. two. If he play 7. Q. B. to K.'s 3d, you move 8. Q. to her 3d. 8. K. R. P. two. ' 8. K. R. P. one. -9. P. to K.'s 5th. 9. Q. to K. Kt.'s 2d. Jaenisch plays 9. P. takes K. P. The " Handbuch" gives the move in the text. 10. K. R. P. takes P. 10. K. R. P. takes P. 11. R. takes R. 11. Q. takes R. 12. Q. Kt. to K.'s 4th. 12. P. takes K. P. 13. P. takes P. 13. Q. toK. R.'s8th(ch.) 14. K. Kt. to his sq. 14. Q. Kt. to Q.'s 2d. 15. Q. Kt. takes P. 15. Q. Kt. takes K. P. 16. Q. to K.'s 2d. You have the better position. GAME THE EIGHTH. White. Black. 1. K.P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. checks. 4. K. to B.'s sq. 4. Q. P. one. This defence is considered incorrect, as it admits of your im- mediately recovering the Pawn by Cozio's move, 5. Q. to K. B.'s 3d, nevertheless it requires to be met with circumspec- tion. 5. Q. to K. B.'s 3d. 5. K. Kt. P. two. Instead of 5. Q. to K. B.'s 3d, you may play 5. Q. P. two, as in the variation. If you move 5. Q. Kt. to B.'s 3d, his best reply is 5. Q. B. to K.'s 3d. THE KING S bishop's GAMBIT. 401 6. K. Kt. P. one. 7. Q. P. one. 8. Q. takes Q. 9. K. R. P. two. 10. Q. B. take.* P. Even 6. Q. to K. Kt.'s 5th. 7. K. B. to R.'s 3d. . 8. B. takes Q. 9. P. takes R. P. game. Variation, heglnning WJiiic. at White's 5th move. Black. fl, K. P. two. 2. K. B. P. tioo. ' 3. B. to Q. B.'s Ath. ^4. K. to B.'s sq. 5. Q. P. two. fl. K. P. two. 2. P. takes P. 3. Q. checks. A- Q. -P. one. 5. Q. B. to K.'s 3d. Jaenisch recommends this move for Black ; the " Handbuch' suggests, however, that his best play is perhaps 5. Q. to K. B.'s 8d, and then the game proceeds as in Game the Seventh of this Lesson. Instead of either of these moves, he mivy play 5. K. Kt. P. two, and the game be pursued as follows, — 5. K. Kt. P. two. 6. K. Kt. to B.'s 3d. 6. Q. to K. R.'s 4th. 7. K. R. P. two. 7. K. B. to Kt.'s 2d (best). 8. K. R. to his 2d. 8. Q. B. to K. Kt.'s 5th. 9. K. to Kt.'s sq. 9. K. Kt. to K.'s 2d. (A similar position occurs in Game the Second, Lesson VIII.) 10. Q. B. P. one. 10. B. takes Kt. 11. P. takes B. 11. R. to K. Kt.'s sq. 12. P. takes K. Kt. P. 12. Q. takes P. (ch.) 13. K. to B.'s sq. 13. Q. Kt. to Q.'s 2d. 14. Q. to her Kt.'s 3d. 14. P. tc Q.'s 4th. (You might also play 14. Q. to her 2d, but still the advantage would be on Black's side, who could castle, with a fine game. Instead of 14. P. to Q.'s 4th, Jaenisch and the " Handbuch" give Black 14. B. takes Q. P., which seems premature, and leads only to an equal game, while by first advancing the Q. P., he ought, I think, to win.) 15. R. to K. Kt.'s 2d. 15. P. takes B. (If instead of so playing, you take the Q. P. with P., he takes Q. P. with B., and wins ; and if you take Q. P. with B., then his move, Kt. takes B., followed by B. to K.'s 4th, gives him an irresistible game.) 16. Q. takes Q. Kt. P. 16. Q. takes R. (ch.) 17. K. takes Q. 17. Q. R. to Kt.'s sq. 18. Q. to Q. R.'s 6th (best). 18. B. takes Q. P. (dis. ch ) 19. K. to B.'s sq (best). 19. R to K. Kt.'s 8th (ch.) 18 402 CHESS FOE WINTER EVENINGS. (If at move 19. yoii play the King to his R.'s file, then 19. Q. R. to Q Kt.'s 3d wins.) 20. K. to his 2d. 20. K. R. takes B. 21. P. takes B. 21. Q. R. takes P. (ch.) 22. Kt. to Q.'s 2d. 22. K. R. takes R. (Followed by K. R. takes Q. R. P., and he ought to win easily.) 6. Q. to her 3d. 6. B. takes B. 7. Q. takes B. 7. Q. B. P. one. 8. Q. to her Kt.'s 3d. 8. Q. Kt. P. one. 9. Q. to K. R.'s 3d. 9. Q. takes Q. 10. Kt. takes Q. 10. K. Kt. toB.'s 3d. 1 1 . Q. Kt. to B.'s 3d. 11. Q. Kt. to Q.'s 2d. The game is even. GAMES IN ACTUAL PLAY. ILLUSTRATIVE OF THE KINg's BISHOP's GAMBIT. {From the Chess-Player's Chronicle.) GAME I. Between La Bourdonnais and McDonnell. White, (Mr. McD.) Black, (M. La B.) 1. K. P. two. I.K.P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. (a) 3. Q. checks. 4. K. to B.'s sq. 4. K. Kt. P. two. 5. Q. Kt. to B.'s 3d. 5. K. B. to Kt.'s 2d. 6. Q. P. two. 6. Q. P. one. 7. K. B. to K.'s 2d. 7. Q. Kt. to B.'s 3d. 8. P. to K.'s 5th. 8. K. Kt. to K,'s 2d. 9. Q. Kt. to his 5th. 9. Castles. 10. Q. Kt. takes Q. B P. 10. Q. R. to Q. Kt.'s sq. 11. K. Kt. to B.'s 3d. 11. Q. to K. R.'s 3d. 12. P. takes P. 12. K. Kt. to K. B.'s 4th. 13. Q. B. P. one. 13. K. Kt. to his 6th (ch.) 14. P. takes Kt. 14. Q. takes R. (ch.) 15. K. to B.'s 2d. 15. P. takes P. (ch.) 16. K. takes P. 16. Q. takes Q. 17. B. takes Q. 17. K. R. P. one. 18. Q. Kt. P. one. 18. Q. Kt. P. two. 19. Q. B. to K.'s 3d. 19. K. B. P. two. 20. P. to Q.'s 5th. 20. P. to K. B.'s 5th (ch.) 21. K. to R.'s 2d. 21. P. takes B. 22. P. takes Kt. 22 P. to K. Kt.'s 5th. S53. K. Kt. to Q.'s 4th. 23. B. to K.'s 4th. (ch.) THE king's bishop's GAMBIT. 403 24. K. to Kt.'s sq. 24. K. B. takes Q. P. 25. Q. Kt. takes P. 25. K, B. to Q. B.'s 4th, 26. P. to Q. Kt.'s 4th, (J) 26. K. B. to Q. Kt.'s 3d. 27. Q. Kt. to Q.'s 6th. 27. K. B. takes K. Kt. 28. P. takes B. 28. Q. R. takes Kt. P. 29. Kt. takes B. 29. K. R. takes Kt. 30. P. '.o Q.'s 5th. 30. K. to B.'s 2d. 31. B. to Q. Kt.'s 3d. 31. K. to K.'s 2d. 32. K. to B.'s sq. 32. Q. R. toK.'s 5th. 33. K. to his 2d. 33. K. R. to K. B.'s sq. 34. K. to Q.'s 3d. 34. Q. R. to K.'s 4th. 35. R. to K.'s sq. 35. K. to Q.'s 3d. (c) 36. R. takes P. 36. R, takes R. (ch.) 37. K. takes R. 37. P. to K. R.'s 4th. 38. K. to his 4th. 38. P. to K. R.'s 5th. 39. B. to Q.'s sq. 39. P. to K. R.'s 6th, 40. P. takes P. 40. P. takes P. 41. B. to K. B 's 3d. 41. P. to K. R.'s 7th. 42. B. to K. Kt.'s 2d, 42. R. to K. B.'s 8th. Ml'. McDonnell resigned. NOTES TO GAME T. (a) This was a favourite opening of McDonnell's ; he bestowed much time and labour on its analyses, and discovered many skilful methods o{ diversifying the attack. (b) K. B. to K.'s 2d would have been better play we believe. C/;) This game is very cleverly played by La Bourdonnais. GAME II. Between the same players. White (Mr. McD.) Black (M. La B.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B.to Q. B.'s 4th. 3. Q. checks. 4. K. to B.'s sq. 4. K. Kt. P. two. 5. Q. Kt. to B.'s 3d. 5. K. B. to Kt.'s 2d 6. Q. P. two. 6. Q. Kt. to B.'s 3d 7. P. to K.'s 5th. 7. K. Kt. to K.'s 2d. 8. K. Kt. to B.'s 3d. 8. Q. to K. R.'s 4th. 9. Q. Kt. to K.'s 4th. 9. K. R. P. one. 10. Kt. to K. B.'s 6th (ch.; 10. B. takes Kt. 11. P. takes B, 11. Q. P. two. 12. B to Q.'s 3d. 12. K. Kt. to B.'s 4th. 13. Q. to K.'s sq. (ch.) 13. K. to Q.'s sq. 14. Kt. to K.'s 5th. 14. K. Kt. takes Q. P. (a) 15. Q. B. P. one. 15. Q. Kt. takes Kt. 16. Q. takes Kt. 16. Kt. to Q. B.'s 3d. t04 CHESS FOR WINTER EVENINGS. 17. Q. takes Q. P. (ch.) 18. B. to Q. Kt.'s 5th. (&) 19. B. talces Kt. (ch.) 20. Q. to B.'s 5th. (ch.) 21. B. to K. B.'s 3d. 22. Q. to Q.'s 4th. 23. Q. to K.'s 5th. 24. K. B. to K.'s 2d. (c) 25. K. to B.'s 2d. (d) 26. Q. B. to K.'s 3d. 27. K. R. P. two. 28. Q. to her 5th. 29. K. takes P. 30. K. to Q.'s 2d, 17°. K. to his sq. 18. Q. B. to K.'s 3d. 19. K. to K. B.'s sq. 20. K. to Kt.'s sq. 21. Q. to K. Kt.'s 3d. 22 Q. B. P. two. 23. Q. R. to K.'s sq. 24. P. to K. B.'s 6th. 25. P. takes B. 26. Q. Kt. P. one. 27. Q. B. to Q.'s 2d. 28. Q. takes P. (ch.) 29. B. to K. Kt.'s 5th. (ch.) 30. R. to Q.'s sq. And White resigned. NOTES TO GAME II. (a) Had Black checked with his Kt. and taken the Rook, he would iave been mated in five moves.. (6) This portion of the game is played by Mr. McDonnell with greal judgment. (c) It would have been better to take the Q. B. P. with Q. (d) It is obvious he would have lost his Q. by taking the P. GAME 1 III. Between the same opponents. Wliitc, (Mr. McD.) Black, (M. La B.) 1. K. P. two. 1. K. P.two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th 3. Q. checks. 4. K. to B.'s sq. 4. Q. P. one. 5. Q. P. two. 5. B. to K. Kt.'s 5th. 6. Q. to her 3d. 6. Q. Kt. to B.'s 3d. 7. B. takes K. B. P. (ch.) (a) 7. K. takes B. 8. Q. to her Kt.'s 3d (ch.) 8. K. to Kt.'s 3d. 9. Q. takes Q. Kt. P. 9. Kt. takes Q. P. 10. Q. takes R. 10. K. Kt. to B.'s 3d. (i) 11. Q. Kt. to R.'s 3d. 11. P. to K. B.'s 6th. (c) 12. K. Kt. P. one. 12. Q.B. checks. 13. K. to his sq. 13. Q. to K. Kt.'s 5th. 14. Q. B. to K.'s 3d. 14. P. to Q.'s 4th. {d) 15. Q. takes Q. R P. 15. Kt. to Q. B.'s 3d. 16 Q. takes Q. B. P. 16. P. to Q.'s 5th. 17. B. to Q.'s 2d. 17. Q. takes K. P. (ch.) 18. K. to Q.'s sq. 18. P. to K. B 's 7th. 19. Kt. takes B. 19. Q. to K. B.'s 6th. (ch.) 20. K. to Q. B.'s sq. 20. Q. takes R. THE king's bishop's GAMBIT. 405 NOTES TO GAME III, (a) This is not good play, because to recover the Piece, Whi e iS obliged to talce his Queen too far from the point of action. (b) Indispensable, to prevent the Q. checking at K.'s 8th. (c) The winning move. (d) An excellent move to exclude the Queen. GAME IV. Between Mr. Ferigal and an Amaicur. White, (Mr. P.) Black, (Mr. — .) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s4th. .^. Q. checks. 4. K. to B.'s sq. 4. K. Kt. P. two. .5. Q Kt. to B.'s 3d. 5. B. to K. Kt.'s 2d. 6. K. Kt. P. one. 6. P. takes P. 7. K. to Kt.'s 2d. 7. K. B. takes Kt. (a) 8. K. Kt. to B.'s 3d. 8. Q. to Kt.'s 5th. 9. B. takes B. P. (ch.) 9. K. to B.'s sq. (6) \0. K. R. P. one. 10. Q. takes K. P. 11. Q. P. takes B. 11. K. takes B. 12. K. R. to K.'s sq. 12. Q. to her B.'s 3d. 13. Q.to her 4th. 13. K. Kt. to B.'s 3d. 14. Q. B. takes K. Kt. P. 14. R. to K.'s sq. 15. R. takes R. 15. Kt. takes R. 16. Q. to K. B.'s 4th (ch.) 16. Kt. to K. B.'s 3d, 17. K. takes P. 17. Q. to her 3d. 18. Kt. to K.'s 5th (ch.) 18. K. to Kt.'s 2d. 19. B. to R.'s 6th (ch.) 19.' K. to Kt.'s sq. White mates in two moves. NOTES TO GAME IV. (ff) This is not advisable play. (6) Taldng the Bishop would evidently involve the loss of the Queen. GAME V. Played some years ago between one of the best players of the day and 3Ir. Staunton. White, (Mr. — .) Black, (Mr. S.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. P. two. 4. P. takes P. (a) 4. K. Kt. to B.'s 3d. 5. Q. to K. B.'s 3d. 5. K. B. to Q.'s 3d. 6. K. R. P. one 6. Castles. *06 CHESS FOR WINTER EVENINGS. 7. Q. 8. P. 9. Q. IC. Q. 11. K. 12 Q. 13 K. 14 K 15 Q. 16. Q 17. Q 18. P. i 19. Q. 20. Q. 21. Q. 22. K. B. P. one. 7. Q. B. P. one. takes P. 8. Q. Kt. takes P. P. two. 9. K. Kt.toK.'sSth. B. takes P. 10. Q. to K. R.'s Sth (ch. Kt. P. one. 11. K. Kt. takes P. B. takes K. B. 12. Kt. takes R. (dis ch.) to B.'s sq. 13. Q. B. to K.'s 3d. B. to Q.'s 3d. 14. Q. R. to Q.'s sq. B. tc K. R.'s 2d. 15. Q. B. to Q.'s 4th. to K. B 's 4th. 16. Q. to K. R.'s 4th. Kt. to Q.'s 2d. 17. Q. Kt. to K.'s 2d. to Q. B's 4tb. 18. Q. Kt. to K. Kt.'s 3d. to K. Kt.'s 4th. 19. Q. to K. R.'s 3d. R. to Q.'s sq. 20. Q. to K.'s 6th. to K. B.'s 5th. 21. B. to K. Kt.'s 7th (ch.) takes B. 22. Kt. to K. R.'s 5th. (ch. And Black wins. NOTE TO GABIE V. (a) It is better to take the Pawn with the Bishop. GAME VI. Between MBL , Kieseritzldj (■ and Dcvinck. White, (M. D.) Black, (M. K.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. P. takes P. 3. B. to Q. B.'s 4th. 3. Q. Kt. P. two. 4. B. takes Kt. P. 4. Q. checks. 5. K. to B.'s sq. 5. Q. B. to Q. Kt.'s 2d 6. Q. Kt. to B.'s 3d. 6. K. B. to Q. Kt.'s 5th 7. Q. to K. B.'s 3d. 7. K. B. P. two. t. Q. P. one. 8. B. takes Kt. 9. P. takes B. 9. P. takes P. 10. P. takes P. 10. K. Kt. to B.'s 3d, 11. K. B. to Q.'s 3d. 11. Castles. 12. Q. B. to Q. R.'s 3d. 12. Q. P. one. 13. B. to Q. B.'s 4th (ch ) 13. K. to R.'s sq. 14. B. to Q.'s 5th. 14. Kt. takes B. 15. P. takes Kt. 15. Q. Kt. to Q.'s 2d. 16. P. to Q. B.'s 4th 16. Kt. to K.'s 4th. 17. Q. to her B.'s 3d. 17. P. to K. B.'s 6th. 18. K. Kt. P. one. 18. Q. takes Q. B. P. Ccb 19. Q. takes Q. 19. Kt. takes Q. 20. B. to Q. Kt.'s 4th. 20. P. to K. B.'s 7th. 21. K. Kt. to R.'s 3d. Black 21. wins. B. takes Q, P. THE king's bishop's GAMBIT. 407 GAME VII. Between MM. Kicseritzlcij and Dcsloges. White. (M. D.) Black. (M. K.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two 2. P. takes P. 3 B. to Q. B.'s 4th. 3. Q. Kt. P. two. , 4 B. takes Kt. P. 4. Q. to K. R.'s 5th (ch.) 5. K. to B.'s sq. 5. K. Kt. P. two. 6. K. Kt. toB.'s3d. 6. Q. to K. R.'s 4th. 7. K. B. to K.'s 2d. 7. P. to K. Kt.'s 5th. 8. Kt. to Q.'s 4th. 8. Q. P. one. 9. K. R. P. one. 9. K. B. to Kt.'s 2d. 10. K.Kt. toQ. Kt.'s3d. 10. P. to K. B.'s 6th. 11. P. takes P. 11. P. takes K. R. P. 12. P. to K. B.'s 4th. 12. Q. to K. R.'s 5th. 13. Q. P. one. 13. P. to K. R.'s 7th. 14. K. B. to B.'s 3d. 14. Q. Kt. to B.'s 3d. 15. P. to Q.'s 4th. 15. Q. B. to Q. R.'s 3d (ch ) 16. K. to Kt.'s 2d. 16. K. Kt. to R.'s 3d. 17. R. takes P. 17. Q. to K. B.'s 3d. 18. Q. B. to K.'s 3d. 18. K. R. to Kt.'s sq. 19. Q. to K. R.'s sq. 19. Kt. takes Q. P. 20. Kt. takes Kt. 20. Q. takes Kt. 21. B. takes Q. 21. B. takes B. (dis. ch.^. 22. K. to R.'s 3d. 22. Q. B. tohissq. (ch.; 23. K. to R.'s 4th. 23. K. B. to his 3d (ch.) 24. K. to R.'s 5th. 24. R. to K. Kt.'s 3d. 25. R. to K. Kt.'s 2d. 25. Kt. to his sq. 26. P. to K. B.'s 5th. 26. R. to his 3d (ch.) 27. K. to Kt.'s 4th. 27. R. takes Q. 28. Q. B. P. one. 28. K. B. to K.'s 4th. 29. K. B. to K.'s 2d. 29. Kt. to K. B.'s 3d (ch.) ' 30. K. to his B.'s 3d. 30. Kt. takes K. P. 31. R. to Kt.'s 8th (ch.) 31. K. to his 2d. 32. R. takes Q. B. 32. Kt. to K. Kt.'s 4th (ch.; 33. K. to Kt.'s 4th. 33. K. R. P. two (ch.) 34. K. takes Kt. 34. P. to B.'s 3d (ch.) 35. K. to Kt.'s 6th. 35. R. to K. Kt.'s 8th (ch.) 36. K. to R.'s 7th. 36. Q. R. takes R. 37. Q. R. P. one. 37. Q. R. to K. Kt.'s sq 38. B. to Q. B.'s 4th. And Black mates hi three moves. 409 CHESS FOR WINTER EVENINGS. LESSON X. THE GAMBIT DECLINED. If Black does not choose to accept the Gambit he has several modes of defence, which may be briefly noticed. They pre- sent, in fact, no particular difficulty of analysis, and none of those complicated and brilliant combinations that arise from taking the Pawn and maintaining it, and it may be remarked generally that, by refusing the Gambit, Black subjects him- self to some disadvantage of position, though, probably, not so much as to influence materially the result of the game. GAME THE FIRST. White. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. B. to Q. B.'s 4th. This appears to be Black's best move, if he declines taking P with P. We shall examine in subsequent games, the consequences of his moving 2. Q. P. one, and 2. Q. P. two. (See Games the Second and Third.) Black has also several other de- fences, which are but rarely adopted ; for instance, he may play 2. K. Kt. to B.'s 3d, on which you take P. with P., and on his taking K. P. with Kt., move out K. Kt. to B.'s 3d. He may also play 2. Q. Kt. to B.'s 3d, and you reply 3. K. Kt. to B.'s 3d ; if he then play 3. B. to Q. B.'s 4th, you may move 4. B. to Q. Kt.'s 5th, &c. If Black move 2. Q,. B. P. one, your best move, as re- commended by Jaenisch, is 3. Q. P. two. If he play 2. Q. to K. B.'s 3d, your best move, according to the " Handbuch," is 3. Q. P. one. And finally, if he play 2. Q. to K. R.'s 5th (ch.), you play 3. K. Kt. P. one, and afterwards P. takes K. P., and you have a better game. 3. K. Kt. to B.'s 3d. 3. Q. P. one. 4. Q. B. P. one. 4. B. to K. Kt.'s 5th. Vour 4th move, Q. B. P. one, is considered stronger than 4, THE GAMBIT DECLINED. 409 B. to Q. B.'s 4th, in which case he replies 4. K. Kt. to B.'s 3d, and the game is about equal. By playing 4. Q. B. P. one, you threaten to establish your Pawns in the centre, 5. B. to K.'s 2d (best). 5. B. takes Kt. This is apparently your best move, but you may also play 5. Q , P. two, for which see the variation. 6. B. takes B. 6. Q. Kt. to B.'s 3d. 7. Q. Ki. P. two. 7. B. to Q. Kt.'s 3d. 8. P. to Q. Kt.'s 5th. 8. Q. Kt. to K.'s 2d. 9. Q. P. two. And the position is, perhaps, a little in your favour. Variation, hcmnning at White's dth move. White. Black. ri. K. P. two. ri. K. P. two. 2. K. B. P. two. 2. B. to Q. B.'s m. " 3. K. Kt. to B.'s ScL ' 3. Q. P. one. 4. Q. B. P. one. A. B. toK. Kt.'s Uh. 5. Q. P. two. 5. P. takes Q. P. 6. P. takes P. 6. B. takes Kt. 7. P. takes B. 7. Q. toK. R.'s5th(ch.) 8. K. to his 2d. 8. B. to Q. Kt.'s 3d. 9. B. to K.'s 3d. 9. Kt. to K. B.'s 3d. 10. Kt. to Q. B.'s 3d. 10. Kt. to Q. B.'s 3d. Equal i game. GAME THE SECOND. WJiite. Black. 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. Q. P. one. This move is objectionable as 1 unnecessarily confining tlie King'i s Bishop. 3. K. Kt. to B.'s 3d. 3. B. to K. Kt.'s 5th. [nstead of this move you have the choice of 3. B. to Q. B.'a 4lh, the result of which will be shown in the variation. 4. B. to Q. B.'s 4th. 4. Q. Kt. to B.'s 3d, 5. Q. B. P. one. 5. B. takes Kt. 6. Q. takes B. 6. Kt. to K. B.'s 3d. The game is slightly in your favour. 410 CHESS FOR "WINTER JEVENINGS. Variation, ieginning at Whitens 3d White. Black. { 1. K. P. two. U. K. P. two. \ 2. K. B. P. two, I 2. Q. P. one. 3. B. to Q. B.'s 4th. 3. P. takes P. If Black does not take this P., you can play 4. Q. P. one, of 4. K. Kt. to B.'s 3d, and the position becomes the same as in the foregoing game. At this point, Jaenisch makes him play 3. K. B. P. two. 4. K. Kt. to B.'s 3d. 4. B. to K.'s 3d. Q. to K. B.'s 3d would also be a good move for you. If Black now play 4. K. Kt. P. two, you reply 5. K. R. P. two, and we have a position which occurs in the Allgaier Gambit. 5. 6. 7. 8. B. takes B. Q. P. two. K. R. P. two. Kt. to K. Kt.'s 5th. Q. takes P. You have the 5. P. takes B. 6. K. Kt. P. two. 7. P. to K. Kt.'s 5th. 8. Q. to K. B.'s 3d. advantage. GAME THE THIRD. White. Black. 1. K. p. two. 1. The same. 2. K. B. P. two. 2. Q. P. two. This is the customary mode of declining the King's Gambit, but it appears to be less advantageous for the second player than 2. B. to Q. B.'s 4th. 3. P. takes Q. P. 3. Q. takes P. In lieu of taking the Q. P. he can play 3. P. takes K. B. P., as in the variation. 4. Q. Kt. to B.'s 3d. 4. Q. to K.'s 3d. onziani advises, for your 4th move, 4. Q. to K.'s 2d. 5. K. Kt. to B.'s 3d. 5. P. takes P. (dis. oh.) You may likewise take P. with P. and have a good game. Black can move also 5. P. to K.'s 5th, when the following moves are probable : — THE GAMBIT DECLINED. 411 5. P. to K.'s 5th. 6. Kt. to K. s 5th. 6. K. Kt. to R.'s 3d. 7. B. to Q. B.'s 4th. 7. Q. to K.'s 2d. 8. B. to Q. Kt.'s 3d. 8. K. B. P. one. 9. K. Kt. to Q. B.'s 4th. 9. B. to K.'s 3d. IC. Q. to K.'s 2d. The game is even. At move 9. instead of Kt. to Q. B.'s 4th, in actual play you would perhaps venture 9. Q, to K. R.'s 5th (ch.), &c. 6. K. to B.'s 2d. 6. Q. B. P. one (best). He plays thus to prevent the check of your B., and the sub- sequent loss of the Q., by your moving R. to K.'s sq. 7. Q. P. two. 7. B. to Q.'s 3d. 8. B. to Q.'s 3d. 8. K. Kt. to K.'s 2d. 9. R. to K.'s sq. You have a fine game. Variation, heginning at Black's Sd move. White. BUck. r 1. K. p. tivo. { 1. The same. I 2. K. B. P. two. I 2. Q. P. two. ( 3. P. takes Q. P. 3. P. takes K. B. P. . 4. B. to Q. Kt.'s 5th (eh.) 4. B. to Q.'s 2d. Instead of checking with your B., let us suppose 4. K. Kt. to B.'s 3d. 4. K. K'. to B.'s 3d. 4. Q. takes P. 5. Q. P. two. 5. K. Kt. P. two. ''You may also attack the Q. with Q. Kt., and have the better gam shortly.) 6. Q. B. P. two. You have certainly the advantage. 5. Q. to K.'s 2d (ch.) 5. Q. to K.'s 2d. 6. Kt. to Q. B.'s 3d. 6. Kt. to K. B.'s 3d. 7. B. takes B. (ch.) 7. Q. Kt. takes B. 8. Q. P. two. 8. Castles. 9. Q. takes Q. 9. B. takes Q. 10. B. takes P. 10. Q. Kt. to his 3d. Equal game. 412 CHESS FOR WINTER EVENIIMGS. GAMES IN ACTUAL PLAY. ILLUSTRATIVE OF THE GAMBIT DECLLNKU. GAME I. Between Mr. G. Walker and Mr. Tuclelt. White, (Mr. G. W.) Black, (Mr. T.) 1. The same. 2. K. B. to Q. B.'s 4th 3. Q. P. one. 4. K. Kt. to B.'s 3d. 5. P. takes Q. P. 6. P. takes P. 7. Kt. to his 5th. 8. Kt. to K. R.'s 3d. 9. Q. to her 2d. 10. P. takes B. 11. Q. to K. B.'s 4th. 12. Q. to B.'s 5th. 13. B. to Q. Kt 's 5th (ck: 14. Q. to K.'s 6th (ch.) 15. P. takes P. 16. K. to B.'s sq. 17. Q. to her B.'s 4th. 18. P. takes P. 19. Q. takes Kt. 20. Kt. to Q. B.'s 3d. 21. Q. to K. B.'s 5th. 22. K. R. to Kt.'s sq. 23. R. to K. Kt.'s 4th. 24. K. toKt's2d. 25. Kt. to Q.'s 5th. 26. Q. takes Kt. (ch.) 27. Kt. takes Q. 28. K. takes B. 29. Q. Kt. P. one. 30. B. to Q. Kt.'s 2d. 31. B. to his sq. 32. K. R. to Kt.'s sq. 33. B. to K.'s 3d. And after several more moves White resigned. GAME II. Between MM. Devmck and Kieseritzkij . (From the ^inquante Parties par L. Kieseritzkij. White, (M. D.) Black, (M. K.) 1. K. P. two. 1. K. P. two. 2. K. B. P. two. 2. Q. P. one. 3. K. Kt. to B.'s 3d. 3, Q. Kt. to B.'s 3d. 1. K. P. two. 2. K. B. P. two. 3. K. Kt. to B.'s 3d. 4. K. B. to Q. B.'s 4th. 5. Q. P. two. 6. P. to K.'s 5th. 7. P. rakes P. 8. K. R. P. one. 9. Q. B. to K. Kt.'s 5th. 10. B. takes Kt. 11. Q. Kt. to Q.'s 2d. 12. B. to Q.'s 3d. 13. Q. Kt. to K.'s 4th. 14. Q. B. P. one. 15. K. to B.'s sq. 16. Q. Kt. to B.'s 6th (ch.) 17. Q. Kt. to Q.'s 5th. 18. Kt. takes B. 19. Q. R. to Kt.'s sq. 20. Q. to her B.'s 2d. 21. R. takes P. 22. K. to B.'s 2d. 23. B, takes K. R. P. 24. K. R. to K.'s sq. 25. K. Kt. P. two. 26. Q. to her B.'s 3d. 27. Q. takes Q. 28. K. takes Kt. 29. K. to B.'s 4th. 30. Q. R. to K. Kt.'s 2d 31. Q. R. to Q.'s 2d. 32. Q. R. to Q.'s 8th. 33. K. R. to Q.'s sq. THE 5AMBIT DECLINED. 413 4. K. B. toQ. B.'s4th. 4. Q. B. to K.'s 3d. 5. B. takes B. 5. P. takes B. 6. P. takes K. P. 6. Q. Kt. takes P. 7. Q. P. two. (a) 7. Kt. takes Kt. (ch.) 8. Q. takes Kt. 8. Q. to K. B.'s 3d. 9. Castles. 9. Q. takes Q. (b) 10. R. takes Q. 10. B. to K.'s 2d. 11. Q. B. to K.'s 3d. 11. B. to K. B.'s 3d. 12. Kt. to Q.'s 2d. 12. Kt. to K.'s 2d. 13. Q. R. to K. B.'s sq. 13. Kt. to K. Kt.'s 3d. 14. K. Kt. P. one. 14. P. to K.'s 4th. 15. Q. B. P. one. 15. R. to K. B.'s sq 16. Kt. to Q. B.'s 4th. 16. K. to K.'s 2d. 17 K. R. P. two. 17. Q. Kt. P. two. 18. P. takes K. P. 18. Kt. takes K. P. 19. Kt. takes Kt. 19. B. takes Kt. 20. R. takes R. 20. R. takes R. 21. R. takes R. 21. K. takes R. 22. K. to K. B.'s 2d. 22. Q. R. P. two. 23. B. to Q.'s 4th. 23. Q. B. P. two. 24. B. takes B. 24. P. takes B. 25. K. to K. B.'s 3d. 25. K. R. P. two. 26. P. to K. Kt.'s 4th. 26. K. Kt. P. one. 27. P. takes P. 27. P. takes P. 28. K. to K.'s 3d. 28. P. to Q. B.'s 5th. 29. Q. R. P. one. 29. K. to K.'s 2d. 30. K. to Q.'s 2d. 30. K. to Q.'s 3d. 31. K. to Q. B.'s 2d. 31. K. toQ. B.'s 4th. 32. Q. Kt. P. two. (ch.) 32. R. P. takes P. 33. R. P. takes P. (ch.) 33. K. to Q. B.'s 3d. A drawn game. NOTES TO GAME I.I. (a) If Kt. takes Kt., Q. checks at K. R.'s 5th. (b) Taking the P. would be wrong, on account of 10. B. to K.'s 3d, Q. to R.'s 5th (ch.), and 12. Q. to Q. Kt.'s 5th (ch.), &c. GAME III. (From rUlidor.) WJdte. BlacTc. 1. K. P. two. 1. The same. 2. K. B. P. two. 2. Q. P. two. 3. P. takes Q. P. 3. Q. takes P. 4. P. takes P. 4. Q. takes K. P. (cl 5. B. to K.'s 2d. 5. B. to Q.'s 3d. 6. K. Kt. to B.'s 3d. 6. Q. to K.'s 2d. 7. Q. P. two. 7. B. to K.'s 3d. 8. Castles. 8. Q. Kt. to Q.'s 2d. CHESS FOR WINTER EVENINGS. 9. Q. B. P. two. 9. Q. B. P. one. 10. Q. Kt. to B.'s 3d. 10. K. Kt. to B.'s 3d. 11. B. to Q.'s 3d. 11. Castles on K.'s side (best), 12. Q. B. to K. Kt.'s 5th. 12. K. R. P. one. 13. B. to K. R.'s 4th. 13. Q. to her sq. 14. Q. Kt. to K.'s 4th. 14. K. B. to K.'s 2d. 15. Q. to K.'s 2d. 15. Q. to Q. B.'s 2d. 16. Kt. takes Kt. (ch.) 16. Kt. takes Kt 17. B. takes Kt. 17. B. takes B. 18. Q. to K.'s 4th. 18. K. Kt. P. one. 19. Kt. to K.'s 5th. 19. B. takes Kt. 20. P. takes B. 20. Q. R. to Q.'s sq. ^d!) 21. K. R. to B.'s 6th. 21. Q. to her 2d. 22. R. takes Kt. P. (ch.) 22. P. takes R. 23. Q. takes P. (ch.) 23. K. to R.'s sq. 24 Q. takes P. (ch.) And draws the game by perpetual check. NOTE TO GAME III. (a) If Black attack the Q., by playing B. to K. B.'s 4th, you take iLe B. with R S7N0PSIS OF BOOK IV. 41! SYNOPSIS OF BOOK IV. THE KING'S GAMBIT. K. P. two. With its various Modifications, viz :- The King's Knight's Gambit, 1 K. P. two. • K. P. two. O K. B. P. two. ■ P. takes P. Which includes : — g K. Kt. to B. 3d. The ri. Cunningham -{ 2. Gambit. C3. K. P. two. K. B. p. two. K. Kt. to B. 3cl. 1. K. p. two. 2. p. takes p. 3. B. to K. 2d. The Salvio and Cochrane ' Gambits. '1. 2. 3. 4. 5. 6. K. P. two. K. B. P. two. K. Kt. to B. 3d. K. B. toQ. B. 4th. K. Kt. to K. 5th. 1. K. P. two. 2. P. takes P. 3. K. Kt. P. tuo. 4. P. to K. Kt. 5th. 5. Q. checks. to B. or R. 3d.— Sfdvi . B. 6lh.— Cochrane. The Muzio Gambit. fl. 2 3. 4. .5. K. P. two. K. B. P. two. K. Kt. to B. 3d. K. B. to Q. B. 4th. Castles or Q. P. two. 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. 4. P. attacks Kt. 5. P. takes Kt. The Allgaier Gambit. '1. 2. 3. .4. K. P. two. K. B. P. two. K. Kt. to B. 3d. K. R. P. two. 1. K. P. two. 2. P. takes P. 3. K. Kt. P. two. The K. R. Pawn - Gambit. [1. K. P. two. K. B. P. two. K. R. P. two. 1. K. P. two. 2. P. takes P. The King's Bishop's ■< Gambit. 'i K. P. two. K. B. P. two. K. B. to Q. B. 4th. 1. K. P. two. 2. P. takes P. The Gambit Declined. FOURTEEN PROBLEMS FOUR MOVES PROBLEMS m FOUR MOVES. 419 3^0.1. BY THE EDITOR i m WmiM V^^A 1 S B W/////A. M /m . m'/////. WHITE. White to play and check-mate in four moves. CHESS FOR WINTER EVENINGS BY THE EDITOR. White to play and mate in four moves. PROBLEWS IN FOUR MOVES. 421 BY THE EDITOR. White to play and mate in four moves. 422 CHESS FOR WINTER EVENINGS. ^o.k BY HERR ANDERSSEN. (From the Leipaig Schaohzeitung.) White to play and mate in four mo^es. PROBLEMS IN FOUR MOVES. 423 1^0, 5. BY B. X. (From Bell's Life in Loudon. i m^^Wm^... m ?.^ ^//////. ^ '>////////. w^^ ^^M. White to play and mate in four moves. 424 CHESS FOR WINTER EVENINfiS. 35^0.6. ANONYMOUS. (From Bell's Life in London.) .........mA.. ''^/~M y/Mwy//... White to play and mate in four moves. PROBLEMS IN FOUR MOVES. 42» 3^0.7. BY HERR PREUSS. (From the Berlin Scliaclizeitung.^ VyyJT^J'/, ^^^J -^//////M ■ mm,. ^».. wm^, o ^ White to play and mate in four moves. 19 426 CHESS FOK WINTER EVENINGS. FROM THE PALAMi^DE. White to play and mate in four moves. PROBLEMS IN FOUR MOVES. 427 23-0.0. BY B. X. (From Bell's Life in London.) m.„f.^J fMf il i ■ i '0'/////M„ Wa m^^y. M iS ^1 White to play and mate in four moves. 428 CHESS FOR vVINTER EVE.VTNRS. No. 10. BY HORWITZ. (From the Chess Player's Chronicle.) VA y////////M mi '■mm & mm wmf -mm White to play and mate in four moves. PROBLEMS IN FOUR MOVES. 429 ^0. n. Y PROFESSOR SVANBERG OF UPSAL, (From Bell's Life in London.) While to play and mate in four moves. 430 CHESS FCR WINTER EVENINGS. THE CELEBRATED INDIAN PROBLEM BLACK. White to play and mate in four moves. PROBLEMS 1]\ FOUR MOVES. 43) m 13. B i^ MR. McGILLIVRAY (From the London Illustrated Njws.) White to play and mate in four mo?'?s. 432 CHESS FOR WINTER EVENINGS. 3^0. 14. BY THE EDITOR. J ,^^M M?yi , , %^^A i ■„ ■ ^. .^^!S^ ^ W/^^ 1 White to play and draw the game. THE MIDNIGHT CHALLENGK CHRISTMAS IN RUSSIA. HilE iSnrjBiMfiB-Kil OffiMQUOTiiiaiS THE MIDNIGHT CHALLENGE; OR, CHRISTMAS IN RUSSIA. (From the Russian.) Mt maternal gTandfather was a passionate adir. irer of the game of chess, and so superior a player, that at one time he was regarded as the strongest in St. Petersburgh. At the period of which . write, the only competitor that could make even games with hiui, was a German player, by name Herr Laufer, a full habited man, win: ill wm V/, ■ , '////////// M y/.. „„ '//////M M VA y/////M I ,1 436 CHESS FOR WINTER EVENINGS. although strong as a " slone,"* was cut off in 1785, by an attack of apoplexy, after twelve hours' meditation, over the foregoing problem, sent him as a challenge by my much honored ancestor, who had recent- ly received it from the inventor, Philip Stamma, one of the chess-mag- nates of that day. The stipulation, was, " White to play and force the game in ten moves." This grandfather of mine played regularly every day, from four in the afternoon until ten at night. On Mondays, Wednesdays, and Fridays, his opponent was a very distinguished player, known as the " Old Siberian." His invariable guest on Tuesdays, was Brigadier Kotelnikoff, an amateur as enthusiastic, perhaps, as himself, but some- what unfortunate, never having been able to see into the game beyond three moves. On Saturdays, after bathing in accordance with the national custom, my turn came. If, contrary to established usage, one of the players failed coming on the appointed day, his place was filled by Oska,f a young serf, who received the odds of a " kogne"l and who played standing. When at this odds he suc- ceeded in winning, he received from his master one " tchetverlak"^ for each mate ; whenever he lost, his master invariably ordered the " dvoretski"\\ to apply a few " ouiJars""i[ repeating gravely, during the operation, and by way of wholesome admonition, certain chess- maxims, much after the following fashion : " Another time, reflect a little lon^jer before thou playest. Get out thy kognes ; establish thy ' piechkas,''** in the centre ; avoid ' schakh,''j-\ by discovery, and most especially getting thy '/erz 'J| hampered. Keep thy slones ^^ on the long diagonals, and be careful to seize the open files with thy ZacZias. "||1| * There is here a play upon words in the Russian, entirely lost in English. Laufer (runner) is the German for the Chess-Bishop which Diece in Russian is called "slone" (elephant). + Joseph. t Knight, literally "horse." § A Russian coin worth about twenty cents. II Major-domo, overseer. T Blow, cuff. ** Piechka. — Pawn, literally " little infantry soldier." tt Schakh.— Check. X\ Ferz. — Queen. §§ Slonc. — Bishop, literally " elephant." |!|| Ladia. — RcHjk, literally, " ship." THE MIDNIGHT CHALLENGE. 437 Notwithstanding all this paternal solicitude, Oska made but little progress, and the '•'■Lclietvertaks''' being decidedly in inverse proportion to the " oudars,^' with their Philidorian accompaniment, he was fast losing all taste for the game. At length he hit upon a means of eva- sion. About four o'clock, the hour for play, his reason was found to be so obscured by the fumes of certain deep potations, that he could scarcely distinguish a Icogne from a slone. On these occasions Oska was ignominiously kicked out of the chess-room, and thus if he lost an occasional "tchelvertak," he v^as sure to get rid of the uudars." When this had been the case, my grandfather played alone ; he analyzed Greco the Calabrian, Stamma, and Philidor, the only authors he ever read, or indeed regarded as entitled to any merit. So great was his antiquated prejudice in this respect, that had Mr. George Walker's chess-library. Dr. Bledow's of Berlin, or M. Alliey's of Tournon (France), fallen into his power, I really believe he would have consigned them to the flames, in imitation of the great Omar, by whom the only book spared was the Koran. It was my gi-andfather's firm conviction, that Philidor was the " ne plus ultra " of chess-science, that it was impossible to excel the Calabrian in brilliant combination, and that no future problems could ever compete with the famous positions of Stamma the Arabian. My honored relative was so great a lover of the game, that had you awakened him at any hour of the night, the words " Artamone Alexeitch,* will you play a game of chess ?" would find him dis- posed, and any objection concerning the lateness of the hour, was sure to be overruled by an order to Oska to prepare the chess-table, and set up the men. I was yet a child when my grandfather taught me the moves ; from the first I became fascinated by the game, and my master was more than satisfied with my progress. I continued gaining strength, and not unfrequently, after a sitting with my grandfather, I would lie awake half the night working out the solution of some difficul mate, or endeavoring to discover the error that had cost me a game. The time came at length, when I was able to cope with my •^andsire at the odds of the Rook, then the Knight, and subsequently * Artamone, son of Alexis. — In Russia, courtesy requirea tlie nse ui* die Christian name when addressing. nS CHESS FOE, WINTER EVENINGS. at the Pawn and move. Finally, in 1816, the 27th of June, tlie anniversary of the great battle of Pultavi^a, I gained a complete vic» tory over him, in presence of the " Old Siberian," Brigadier Kotel- nikoff, and the serf Oska. After this I never lost my vantage ground, although my honored grandsire persisted in the belief that he w^as stiU my superior. His defeats he attributed to incidental circumstances entirely foreign to the game, asserting that I had recourse to what he termed " moral Influences ;" that I diverted his attention by too much talking over the game, and that often when I had made a move, I would appear intent upon that quarter of the board where I least meditated an attack. On these occasions he would add, that if Philidor were alive he would easily win of me blindfolded at the odds of a Knight. The latter opinion, I had the vanity to think somewhat erroneous, although while opposing my grandfather's doctrine of " moral in- fluences," I never contested the merit of Philidor, and always sub- scribed to the exalted estimation in which he held that celebrated player. My grandfather although now beginning to lose habitually against mo, still preferred me as an opponent ; nothing gave him more satis- faction than occasionally winning a game from me, and unmindful of my many triumphs, the next day, with some flourish of trumpets, he would proclaim these isolated victories. The number of these de- creasing yearly, he was fain to seek consolation in wreaking his vengeance on poor Brigadier Kotelnikoff. Of the latter, I cannot resist relating, that on a certain occasion, intensely absorbed in a combination he was endeavoring to carry out to the fourth move, mistaking a Rook for a biscuit, he unconsciously soaked it in a cup of tea, and paid the forfeit for his abstraction by well nigh choking to One evening my grandfather lost against me six games in vsuc- cession. During the whole sitting I had not uttered a syllable, keep- ing my eyes straight before me on the chess-board, without once turning my head to the right or left, in order to prevent my respected relative's availing himself of his usual plea of " moral influences." Our sixth game, a gambit, had run this wise : — THE MIDNIGHT CHALLENGE. 439 Black (Grandfather). White (Grandson). 1. K.P. two. 1. K.P. two. 2 K. B. P. two. 2. P. takes P. 3. K. Kt. to B. 3d. 3. B. to K. 2d. 4. K. B. toQ,. B. 4th, 4. B. checks. 6. Kt. takes B. 6. Q. takes Kt. (check.) 6. K. to B. sq. 6. K. Kt. to B. 3d. 7. Q. to B. 3d. 7. Q. Kt. to B. 3d 8. Q. P. one. 8. Kt. to Q. 5th. 9. Q,. to her sq. 10. Q. to her 2d. 9. K. Kt. to his 5th. At this stage of the game, and to the great discomfiture of my renerable antagonist, I aimounced that I should force Queen or give mate in six moves. — " My dear boy," said he, while examining this termination, " you really begin to improve and play a tolerable game." — Then after a pause, during which he had replaced the pieces to go through a variation, he resumed . . " Yes, you play well — not as well as the African ' Chor,^ though !" And here my grandfather crossed himself. " Heaven protect us !" he ejaculated, " this day thirty years the event occurred." These exclamations in connection with the strange personage al- luded to by my grandfather, were to me so many enigmas. " A chor," said I, inquiringly, " can you ever have played with a chor r My grandsire smiled, without immediately answering my ques- tion ; evidently there was much hesitation in his maimer. At length he spoke : " You know, my dear boy, that I never was over credulous. I have never believed in ghosts or apparitions, and most assuredly, had any person related to me what I am about to tell-, I should have treated the recital as an idle tale. The circumstance is nevertheless a fact, witnessed by all the people of my household : therefore make what inquiries you think fit, and account for the event as best you Eiay. " Many years have flown by, for I was but forty at the time of the occurrence ; nevertheless, its slightest details are still as present to my memory, as if it had taken place but yesterday. Listen !" The grave and mysterious tone in which these words were pro- nounced, roused my curiosity, and I was all attention. After pacing 440 CHESS FOR WINTER EVENINGS. the room for some time, as if absorbed in retrospection, my grandfathei seated himself upon the divan opposite the chess-table, and re-ex" amining the " coup" that had decided the recent battle — " This mate," said he, " is much in the African style, and my dear boy," he added, " were you thirty years older, I should be inclined to believe , the whole a trick of your own devising." Here my much honored grandfather sipped a little punch from ihe glass standing oi the chess-table, and commenced the following recital, " The eve of the festival of the Epiphany,* the 5th of Jan- uary, 1789, returning home somewhat elated, perhaps, having spent the evening with a party of friends, I retired to bed at 1 1 o'clock, my usual hour. The night was a most boisterous one, the light of the moon being nearly obscured by the drifting snow, whirled round in eddies by the sharp north wind. The clock of the church of St. Simon,f struck twelve. I was agitated, and could not sleep. Sud- denly, I heard a noise like the stopping of an equipage — then I fan- cied I heard the coach door open, and presently after footsteps on the staircase. All was again silent. I rose and threw up the casement • equipage there was none, and the outer door was closed. " Can any person have called at this late hour, and in such weather ? thought I . . then attributing the whole to a heated im- agination, I lit a taper, and sat down to the chess-board to solve a new problem sent me by Philip Stamma to test, and published since as one of his famous ' Centurie di pariiii.' " While speaking, my grandfather had set up the position. * In order to enable those unacquainted with Russian manners and customs, to understand the sequel, it will be necessary to state that during the period between Christmas and the Festival of the Epiphany, a Russian community is more or less under the influence of certain mystical and Bupeistitious ideas, a remnant perhaps of their ancient pagan rites. With this period, and especially with the eve of the last day, are coupled mysterious traditions. The strangest customs also prevail ; thus, for the women, and more especially for the unmarried, it is allowable to have re- course to certain incantations, in order to dive into futurity. Custom likewise sanctions, on these occasions, disguises of every kind, and the merry-makings incident to them. Mask^ are seen traversing the streets in every direction, and are privileged to enter any house indiscriminately. t An anc'ent church well known at St. Petersburgh. Artamone klexs'iti h's dwelling was in its immediate vicinity. THE MIDNIGHT CHALLENGE. BLACK. 441 WHITE. White to play and mate in six moves. *■' Over this problem," he continued, " I had been poring nearly an hour, and after exhausting, as I thought, every possible combination — There must be something wrong about the position, I muttered ; as it stands here, my friend Stamma, no chor could solve it." " ' Will you allow me to assist you ?' answered a strange voice, seemingly proceeding from behind the glass-door at the opposite side of the room. I am no coward (my grandfather had never feared any mortal being with the exception of his late baba*), I am no coward, but nevertheless hearing an unknown voice in the dead of night, I confess I was a little startled — Philka ! Oska !f I cried in a .cud tone, at the same time rushing towards the glass-door with the Sitention of locking it . . . but ere I reached the door, it opened, * Anglicfe, " Wife." t Philip, JospDh. 142 CHESS FOR WINTER EVENINGS. and there stood before me a being with every lineament as portray ed by Stephanoff in his picture of the Christmas vv^eek in Moscow — a chor,* — yes, a real chor, — a herculean frame, thick woolly hair and a face as black as ebony. He was wrapped in a mantle of the same hue as his countenance, bordered with red fringe. " ' Who are you, and what is your business here ?' I de- manded, still continuing to call at the top of my voice upon Oska and Philka. " ' Cease calling, Artamone Alexeitch,' said the mysterious stranger, — ' I am neither a bo7%,f nor a rasboynick ;J but like yourself a passionate lover of chess, and like yourself, I often spend whole nights at the game. Be calm, and listen : " ' My ebon hue tells I come from a distant clime. Your fame has reached the remote regions of Ethiopia, whence I have come to ascertain whether you really play as well as it is asserted. Your Oska I will awake. He shall witness the contest.' " He had no sooner uttered the last words than Oska appeared. $ " The unknown seated himself. — ' Are you man or chor V I again demanded, ' and moreover, I insist upon knowing how you have effect- ed an entrance here.' "'I am simply an Ethiopian chess-player, and a travelled one, rest assured. I found your door open, and have entered with the sole intention of playing a rubber at chess with you.' " Oska here bent over to whisper that the door had remained closed, but that a chor might get in at the key-hole. " Meanwhile the idea that the being before me was a species of Chess-Knight-Errant, who had come expressly to break a lance with me, greatly allayed my rising apprehension, and half reconciled me to ^lis repulsive exterior. " ' Attend,' resumed the Ethiopian ; ' I am the strongest chess- player in the universe. — We will play three games. If you succeed in winning a single one of the three, I will acknowledge you as my * Demon. t Thief. \ Bandit. § It has always been my impression that this adventure had been pie- concerted by some of my grandfather's chess-playing friends, by the eld •iSibiriaji, perhaps, Oska being " particeps criminis" THE MIDNIGHT CHALLENGE. 443 ionqueror, and on this globe you will then have no rival. If you loso the three games, the forfeit shall be that you play no chess for the space of three whole years, and moreover, that you mention this circumstance to no person until full thirty years shall have elapsed.' " These conditions on the part of my sable visitor, struck me as sufficiently liberal, and I felt strangely urged on to take him at his word. " The first clause, however, to say the least of it, seemed to me rather a strange one, and consequently, before accepting his challenge I inquired what was to be my guarantee in the event of my winning one of the three games. " ' This talisman,' said he, displaying something that had the brilliancy of a diamond. ' It was bequeathed to me by a Brahmin, a direct descendant of the inventor of the game of chess.' " While speaking the African had cast his eye over the chess- board. ' In the first place,' he continued, ' let me solve this stratagem of Philip Stamma, which seems to have given you so much trouble. I will show you there is nothing wrong about it.' He was as good as his word, and to my no little astonishment, he solved it in a twinkling. " ' This is a mere trifle,' he added ; ' in our clubs we seldom look at a mate under fifteen moves. Here is the style of problem in vogue with us just now,' and he set up a position. " I shall never forget it," remarked my grandfather, arranging the men as on the next diagram, " although I have not looked at it for the last ten years. " ' Recollect the situation,' continued my strange visitor. ' It is one of our easiest. The stipulations are, White to play and mate with the Pawn at King's Kt. 6th sq., in twelve moves without making any piece.' " ' Here are a few more,' he added, depositing on the table a roll of parchment. ' They may give some trouble iii your club.' " ' And now let us begin our match, for I must be far awav before daylight' So saying, he drew near the chess-table and began setting up the men. Urged on, as it were, by some strange influence, my grandfather followed his example. They drew for the color and the move. The Black pieces fell to the African, and the move to my grandsire. Two 144 CHESS FOR WINTER EVENINGS. BLACK. tapers lit up the field of battle. Oska took his station behind his master's chair. The silence was profound, and only interrupted at intervals by the moaning of the wind, as it continued to drift the snow past the casement. My grandfather commenced boldly by offering the Gambit. The Ethiopian, cJior, or whatever you please to call him, played the ap- proved defences as taught by the best masters. His play was both rapid and bold, and my grandfather soon perceived that he had to deal with no tyro in the art ; he therefore applied to the game with increased attention, framing, as he thought, strong attacks, and backing them with every stratagem in his power. Notwithstanding every effort, after the 16th move, his attack was broken up, and the African bar' kept the Gambit Pawn. Exerting himself anew, my grandfather did his utmost to com- uine a new plan of attack ; but he wa^ again foiled by liis wary op THE MIDNIGHT CHALLENGK. 445 ponent's creating a diversion on the left flank, the deplorable conse« qnence of which was a somewhat unforeseen catastrophe. Tlie position was the following : Black (The Chor). White (Artamone Alexeitch). Li this situation, my grandfather having to move, played Kt. to K. R. 2d sq., v^nth a view to force an exchange, and bring his Rook into play. Wliereupon — " Artamone Alexeitch," said he, of the sable vestments, " you have lost ; you must give up Queen, or suffer mate in five moves." This first game somewhat disconcerted my good grandfather, for seldom before had he been dealt with in this style. " The second game," said the stranger, " and defend your- jelf right manfully ! The move is mine." The Ethiopian offered the Gambit, as his opponent had previouslj Jone. His mode of playing it, however, diflfered entirely from any thing my grandfather had seen in his books or met with in practice 446 CHESS FOR WINTER EVENINGS. At the thirtieth move his Queen was again forced, and completely taken unawares by combinations so bold and novel, he was rapidlj losing that most essential element of chess-play, self-possession Meanwhile the game had verged into the follov/ing position : The stranger having to move, now played Queen to her Bishop's tliird square. Here my grandfather rallied a moment. Notwithstanding, the threatened mate, he imagined he saw a method of retrieving his game, and answered with Bishop to Queen's fifth square, pinning adverse Queen. Vain endeavor ! No sooner had his hand abandoned the piece than, as before, he was greeted with the formula. — " Artamone Alexeitch, you have lost: you are mated in four moves !" " And now for the last game !" — cried the chor, " and pray make '( the best of the three." THE MIDNIGHT CHALLENGE. 447 M) grand father paused some time on the choice of the opening at length he decided for a steady Giuoco Piano, and he soon imagin- ed he remarked some slight wincing on the part of his queer adver- sary. He would probably have preferred a more open game, thought my grandfather, and while exerting the utmost vigilance, and refrain- ing from premature attack, he strove hard to keep his pawns in the centre, to the evident depression of his adversary's game. The latter was then seen to move about as a man writhing under the effects of Bome violent nervous contraction, attacking now on the left, and now on the right, and seeking some vulnerable point to make an opening. Meanwhile, my grandfather held good in the centre, advancing his right wing gi-adually, and with great precaution, his King majesti- cally leading the van, not unlike a second Charles XII. The African now changed tactics, and furiously pushing on his Pawns, he sacrificed them in every direction, with the apparent in- tention of queening one of them at any cost. My grandfather, who had in a measure regained his wonted assurance, was not easily to be caught napping again ; at length he determined upon a sacrifice, and gave up a Knight for liis adversary's two remaining Pawns. Forty moves had now been played on each side, and ray grandfather was firmly persuaded he had the best of the game. At the 41st move he lost a Rook (through some strange artifice he always averred), and his position became slightly critical. The respective position of the belligerent parties, was as repre- BCDted in the next diagram. Black had not lost a single piece, while my grandfather was minus two Rooks and a Knight. He now founded all his hopes on his Pawns, and the constrained position of the adverse King. Moreover, one of the African's Rooks was " en prise," and the action of hia Queen not immediate. It was my grandfather's turn to move. He determined upon a course of play which in the event of not securing the game, would still enable him to give a series of checks, and thus gain time untL cock-crow. " But explain to me, my dear grandfather, now your King got so far advanced into the enemy's lines ?" " I wiU teU you, my boy : — After getting my pawns well 449 CHESS FOU WINTER EVENINGS. BLACK. supported in the centre, I castled to the right according to the niosl approved practice, and then played King up to Rook's second square ; but my adversary pushing his pavsrns on me, I w^as compelled to cap- ture them successively, with King, vi^hich brought him as you see on Rook's seventh square. I grant my King seems hemmed in, but his sable majesty does not appear much better off. I apprehended no immediate danger on this square, and my position seemed to me cer- tainly the best for choice. "Meanwhile it was my turn to move. What course was I tc pursue? First, I thought of taking Rook with Bishop ; but then, I calculated that after the exchanges, his Queen would come into play (my Bishop and Knight being off), leaving me the worst of the game. " Nevertheless, I determined upon a move that I thonght calcu- ated to astound my friend the chor, as great player as he considered limsel/", THE MIDNIGHT CHALLENGE. 44& " Show me the move," said T, with anxious curiosity, " for I see nothing that . . . ." " Here it is," interrupted my grandfather, with some solem- nity of tone : — " I played K. Kt. P. one sq. " If he take my B. with Kt., thought I, I will take Kt. with Pawn, opening Queen upon him, and leaving him no respite until the advance of my Knight's Pawn, which I judged would prove fatal. In case of his not capturing my Bishop with Knight, I did not exact- ly see how he was to escape the deadly effect of this same Pawn, or of the Queen's replacing it, in the event of its capture by the Bishop." " True," said I, " the Knight's Pawn pushed on at this junc- ture, seems to me a capital move." " I little dreamed of the consequences, though," replied my gTandfather. — " No sooner had I committed the move, than my dark opponent began counting on his fingers ; then after a short pause, and vvdth the utmost coolness : — ' My excellent friend, Artamone Alexeitch,' said he, ' I shall checkmate you in exactly twenty-two mo\os !' . . As he spoke, he lifted off the Knight at his K. R. 3d square, touched my K. Bishop, but hesitated a moment before com- pleting the capture.' " ' Nonsense ! Nonsense ! My dear sir,' I took occasion to ex- claim ; ' Who ever heard of a mate being announced in twenty-two moves ! Why that is a whole game. Meanwhile, before you execute your twenty-two move mate, you will have the goodness to take my Bishop with your Knight. In our Russian clubs we never vio- late the golden rule, ' Touch, and move.' No taking back, sir, and if I mistake not you will soon find yourself under some pres- sure.' " Scarcely had I spoken, when the African uttered a laugh so loud that the very panes rattled again Then completing his medi- tated capture of Bishop, by a most unexpected series of moves, he confined me to the corner, and, to my utter amazement, finally checkmated me as he had predicted in exactly twenty-two moves. " ' Schakh Koroliou y Schakh Matt .'' cried my terrible ad- versary, in very good Russian, at the same time rising and taking 'rom his finger a ring with which he crowned the mating piece.— 20 450 CHESS FOR WINTER EVENINGS. ' You have played this game well, Artamone Alexeitch,' he contin- ed, ' and although unfortunate, you deserve the pledge I leave you.' " While he spoke my eyes had remained riveted on thia astonishing mate. When I raised them he had vanished from the room. I looked around for Oska. He had yielded to drowsiness, and was snoring in a corner of the apartment. " Struck with amazement and stupor, I remained long in contemplation of this extraordinary position, and the gray dawn still found me pondering over the mated king." My grandfather was scrupulous in the observance of the condi- tions of this mysterious challenge. During three years he abstained entirely from chess, and spoke to none of the adventure until the thirty years had completely elapsed. Many among his chess-playing friends, to whom he recounted the strange occurrence after this time of probation, seemed inclined to consider the whole affair as the effect of a heated imagination or a troubled dream. This, however, my grandfather would never admit. The ring has fallen to me, a bequest from my much honored grandsire. I sometimes fancy it a talisman against my chess-adver- sai-ies. It is a signet, and bears graven in miniature on its broad bezel the following position. THE MIDNIGHT CHALLENGE. 453 i 9. m '& iWil -mm. m 4Mm... i y WHITE. Black to play and force the game. EOOK Y. THE QUEEN'S GAMBIT ACCEPTED.— THE QUEEN'S GAM- BIT REFUSED.— PROBLEMS IN FIVE MOVES.- EXAMPLES OF INCAUTIOUS PLAY.— THE FATAL MATE. THE QUEEN'S GAMBIT. LESSON I. The Queen's Gambit, or as it was sometimes called, the " Aleppo- Gambit," from its having been the favorite game of Stamma, of Aleppo, is a very sound and instructive method of opening the game ; less brilliant, because less hazardous, than the gambits on the King's side, but especially improving lo the student, from the nicety and correctness of play on both sides wliich it demands. We find it noticed as early even as Damiano and Lopez, and to have been subsequently examined by Salvio, Gianutio, and Carrera — by Stamma (who eulogizes it as the best of all openings), by Cozio, Philidor, LoUi, Ercole del Rio, Sarratt, Lewis, La Bourdonnais, Petroff, Jaenisch, Walker, the German " Handbuch," the " Chess- Player's Chronicle," and admirably illustrated in the games between McDonnell and La Bourdonnais. • • THE GAMBIT ACCEPTED. GAME THE FIRST. White. Black. 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. These moves form the Queen's Gambit. But the best au- thorities have decided that it is unadvisable for Black to take the Pawn, and that his most prudent play is 2. K. P. one, (see Lesson II). The refusal of the gambit is in accordance with the example of Salvio ; but in declining it he proposes a less recommendable move, namely, 2. Q. B. P. two. (See Salvio, Ed. 1723, p. 104.) 3. K. P. one. 3. K. P. two. Your move of 3. K. P. one is that adopted in La Bourdon- 456 CHESS FOR WINTER EVENIJNGS. nais and McDonnell's gaxnes, and appears to be at least as good as 3. K. P. two, although it is denounced by the older writers. You may also play without disadvantage 3. Q. Kt. to B.'s 3d. (See Game the Third.) Black plays correctly here in advancing his K. Pawn. If instead of this move he play 3. K. B. P. two, you may answer 4. K. B. takes P., and on his then playing 4. K. P. one, you play 5, Q. to her Kt.'s 3d. For the move 3. Q. B. P. two, see .he variation. And if he attempt to sustain the gambit Pawn, vou will easily obtain an advantage ; for instance. — 3. Q. Kt. P. two. 4. Q. R. P. two. 4. Q. B. P. one, or (A.) 5. P. takes P. 5. P. takes P. 6. Q. to K. B.'s 3cl. And you win a Piece. (A.) 5. 6. 7. 8. P. takes P. Q. Kt. P. one. P. takes P. Q. to her R 's 4th (ch.) And again you ' 4. B. to Q.'s 2d. 5. B. takes P. 6. Q. to her 4th. 7. B. takes P. win a Piece. 4. K. B. takes P. 4. P. takes Q. P. If you play 4. P. takes K. P., Black will have the better game ; for example,— 4. p. takes K. P. 4. Q. takes Q. (ch.) 5. K. takes Q. 5. Q. Kt. to B.'s 3d. 6. K. Kt. to B.'s 3d. 6. Q. B. to K.'s 3d. 7. Q. Kt. to Q.'s 2d. 7. Castles. 8. K. to Q. B.'s 2d. 8. Q Kt. to his 5th (ch.) 9. K. to Q. B.'s 3d. 9. Kt. to Q 's 6th. 10. B. takes Kt. 10. R takes B. (ch.) And the game is in Black's favor. 5. P. takes P. 5. K. Kt. to B.'s 3d. 6. Q. Kt. to B.'s 3d. e: K. B. to Q.'s 3d. 7. K. Kt. to B.'s 3d. 7. Q. Kt. to B.'s 3d. 8. Castles. 8. Castles. 9. K. R. P. one. 9. K. R. P. one. The game is equal ; but your P. is well placed, and you have flill the move. THE QUEEN S GAMBIT. Variation, beginning at Black^s 3d move. White. Black. 1. Q. P. two. U. The same. I 2. P. takes P. 2. Q. B. P. two. 3. K. P. one. 3. Q. B. P. two. 4. B. takes P. 4. P. takes Q. P. 5. P. takes P. 5. Q. Kt. to B.'s 3d, 6. K. Kt. to K.'s 2d. 6. K. P. two. 7. Q. B. to K.'s 3d. 7. P. takes P. 8. Kt. takes P. S. Kt. takes Kt. 9. B. takes Kt. 9. Q. to K.'s 2d (ch.) [0. K. B. to K.'s 2d. 10. Q. toherKt.'s5th(ch.) LI. Q. to her 2d. 11. Q. takes Q. (ch.) L2. Kt. takes Q. 12. Kt. to K.'s 2d. You have the superiority. GAME THE SECOND. Wliite. Black. 1. Q. P. two. 1. The same. 2. Q. B. P. two. 2. P. takes P. 3. K. P. two. 3. K. P. two. You may without danger play 3. K. P. two, but it is difficult to sustain the two Pawns abreast in the centre, and hence K. P. one, as in the previous game, or Q. Kt. to B.'s 3d, is more generally adopted. Black's move in reply is the correct one, as he thus en- sures the breaking up of your centre. If he play 3. Q. Kt. P. two, you answer with 4. Q- R- P- two, as in the variation given in the preceding game ; and for the result of 3. K. B. P. two, see the fourth game. He may, however, play without much disadvantage 3. Q. B. P. two, as in the following : — 3. Q. B. P. two. 4. Q. P. one. 4. K. P. one. 5. B. takes P. 5. P. takes Q. P. 6. K. P. takes P. 6. K. B. to Q.'s 3d. Your Pawn is passed, and will serve to obstruct the approach of his Pieces, but the advantage is very slight. 4. Q. P. one. 4. K. B. P. two. Many players prefer P. takes P. for your 4th move, and the lf>^ CHESS FOR WINTER EVENINGS. German " Handbuch" remarks, that although it has been censured by some authors, it is as good as 4. Q. P. one. The following moves will enable you to judge : — 4. P. takes P. 4. Q. takes Q. (ch.) 5. K. takes Q. 5. Q. Kt. to B.'s 3(1. 6 K. B. P. two. 6. Q. B. to K. Kt.'s 5th (ch.; (If you play 6. Q. B. to K. B.'s 4th, he answers with G. Q. B. to K.'sSd.I 7. B. to K.'s 2d. 7. Castles (ch.) 8. Q. B. to Q 's 2d. 8. B. takes K. B. (ch.) 9. K. Kt. takes B. 9. K. B. to Q. Kt.'s 5th. 10. Q. Kt. to B.'s 3d. 10. K. Kt. to K.'s 2d. The game is even. 5. K. B. takes P. 5. K. Kt. to B.'s 3d. You can also play 5. Q. Kt. to B.'s 3d, or 5. P. takes K. B P., without harm. For example ; in the first place, — 5. Q. Kt. to B.'s 3d. 5. K. Kt. to B.'s 3d. 6. P. takes B. P. 6. Q. B. takes P. (You might without danger play 6. K. B. P. one."* 7. K. B. takes P. 7. K. B. to Q.'s 3d. 8. K. Kt. to K.'s 2d. 8. Castles. 9. Castles. 9. Q. Kt. to Q.'s 2d. The game is equal. In the second place, — 5. P. takes K. B. P. 5. Q. B. takes P. 6. Q. Kt. to B.'s 3d. 6. Q. Kt. to Q.'s 2d., 7. K. B. takes P. 7. Q. Kt. to his 3d. 8. Q. B to K.'s 3d. An even game. He Would obviously lose by taking the K. P. on account of your playing 6. Q. to K. R.'s 5th (ch.) 6. K. Kt. to B.'s 3d. 6. K. B. to Q.'s 3d. 7. P. takes P. 7. Q. B. takes P. 8. Castles. 8. Castles. 9. Q. Kt. to B.'s 3d. 9. Q. Kt. to Q.'s 2d. The positions are pretty equal, but you have still an advantage in the move. GAME THE THIRD. Before proceeding to the consideration of games wherein Black refuses the gambit, it may be well to give a brief ex- ample of a different mode of carrying on the opening in the regular gambit which is at your command, and often adopted. THE queen's gambit. 459 WJiite. Black. 1. Q. P. two. 1. The same. 2. Q. B. P. two. 2. P. takes P 3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. For the consequences of his playing 3. Q. B. P. two, or 3. Q. B. P. one, see the variation. He might also play 3. K, P, two, and the game proceed as follows : — 3. K. P. two. 4. Q. P. one. 4. Q. B. P. one. (You could here too play 4. K. P. one.) 5 K. P. two. 5. K. Kt. to B.'s 3d. (If he move 5. Q. Kt. P. two, you will have the advantage.) 6. Q. B. to K. Kt.'s 5th. 6. P. takes Q. P. 7. P. takes P. 7. Q. B. to K. B.'s 4th. 8. B. takes P 8. K. B. to Q.'s 3d The game is about equal. 4. K. P. one. 4. K. P. two. 5. K. B. takes P. 5. P. takes P. 6. P. takes P. 6. K. B. to Q.'s 3d. The game may be called even. Variation, heginning at Black^s 3(Z move. White. Black. fl Q. P. two. { 1. The same. 2. Q. B. P. two. I 2. P. takes P. 3. Q. Kt. to B.'s 3d. 3. Q. B. P. two. if he move this Pawn one sq. only, the following moves are ,ikdy :-- 4. Q. R. P. two. 5. P. takes P. 6. Kt. jtakes Q. The game is 3. Q. B. P. one. 4. K. P. two. 5. Q. takes Q. (ch.; 1 quite even. 4. 5. 6. 7. Q. P. one. K. P. two. P. takes P. K. B. takes P. Equal 4. K. P. one. 5. P. takes P. 6. K. B. to Q.'s 3d. 7. K. Kt. to K.'s 2d. game. WJiite. 1. 2. 4. Q. P. two. . Q. B. P. two. K. P. two. K. P. one. 460 CHESS FOR -WINTER EVENINGS. GAME THE FOURTH. The Schwartz Defence. Black. 1. The same. 2. P. takes P. 3. K. B. P. two. 4. Q. B. to K.'s 3d. This mode of defence is the invention of Mr. W, Schwartz, of Livonia ; it is novel and ingenious, but if properly opposed, leaves an evident advantage in the hands of the opening player. Instead of playing 4. K. P. one, you may nullify the de- fence, apparently, by taking the doubled P. with your Bishop, and, if Black takes K. P. with P., moving Q. to her Kt.'s 3d, or, if he bring K. Kt. to B.'s 3d, by advancing K. P. to K.'s 5th. You may also at the 4th move take K. B. P. wtth P.j and obtain a fine game. 5. Q. Kt. to R.'s 3d. 5. Q. Kt. to B.'s 3d. 6. Q. B. to K.'s 3d. 6. Q. Kt. to R.'s 4th. 7. Q. to Q. R.'s 4th (ch.) 7. Q. B. P. one. 8. B. to Q.'s 2d. 8. Q. takes Q. P. 9. Q. takes Kt. 9. Q. takes Q. Kt. P. 10. Q. B. to his 3d. 10. Q. to her Kt.'s 3d 11. Q. takes Q. 11. P. takes Q. 12. Q. Kt. takes P. 12. P. to Q. Kt.'s 4th. 13. Q. Kt. to K.'s 3d. 13. K. B. P. one. 14. Q. Kt, to Q. B.'s 2d. 74, R. takes P. 15. K. B. to Q.'s 3d. 15. R. takes R. (ch ) 16. B. takes R. You have much the better game. THE queen's gambit. 461 LESSON II. THE GAMBIT REFUSED. WJufe. Black. 1. Q. p. two. 1. The same. 2. Q. B. P. two. 2. K. P. one. Black's move of 2. K. P. one, I agree with Major Jaenisch in thinking the best he can adopt ; Q. B. P. two, and Q. B. P. one, are certainly inferior. (See Variations I. and II., in the present game.) When the game is opened by the first player with 1. Q. P. two, a very common rejoinder among lead- ing practitioners is 1. K. B. P. two, or 1. Q. B. P. two, the consequences of which lead to what are termed " Irregu- lar Openings." 3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 4. K. P. one. 4. Q. B. P. two. It is a curious feature in this description of " close " game, that the Queen's Bishop can rarely be played over to the King's side with advantage. 5. K. Kt. to B.'s 3d. 5. Q. Kt. to B.'s 3d. 6. Q. R. P. one. 6. Q. R. P. one. And the positions are quite even. Variation I., heginning at Black's 2d move. White. Black. (1. Q.P. two. 1. Q.P. iioo. I 2. Q. B. P. iioo. 2. Q. B. P. two. By this move of Black's you obtain a slight advantage of position. 3. P. takes Q. B. P. 3. Q. P. one (best). Major Jaenisch counsels you to take the Q. P., and not the Q. B. P., and his variation proceeds thus, — 3. P. takes Q. P. 3. Q. takes P, 4. K. P. one. 4. P. takes P. 5. Q. Kt. to B.'s 3d. 5. Q. to her sq. 6. P. takes P. 6. K. P. one. And the second player has lost time. 462 CHESS FOR WINTER EVENINGS. [ believe you ixiay obtain at least as good a position, however by taking the Q. B. P. 4. Q. Kt. P. two. 4. Q. R. P. two. You may play too 4. K. Kt. to B.'s 3d, and then 5. Q. R. P. one. If he play 4. K. P. two, the following is a probable result : — 4. K. P. two. 5. K. Kt. to B.'s 3d. 5. K. B. P. ono. 6. K. P. one. 6. P. takes P. 7. Q. takes Q. (ch.) 7. K. takes Q. 8. Q. B. takes P. 8. Q. R. P. two. 9. Q. Kt. P. one. 9. Q. Kt. to Q.'s 2d 10. P. to Q. B.'s 6th. 10. P. takes P. 11. Q. R. P. two. 11. Q. B. P. one, 12. Q. Kt. to Q.'s 2d. With a better game. 5. Q. Kt. P. one. 5. K. P. two. 6. K. Kt. to B.'s 3d. 6. K. B. P. one. 7. K. P. one. 7. B. takes doubled P. 8. P. takes Q. P. 8. P. takes P. If he take with the Bishop, you take B. with Kt., and he can. not save the Pawn. 9. B. to Q. Kt.'s 2d. And you have certainly the advantage. Variation 11. , leginning at Black" s 2d White. Black. il. Q. F. two. 1. The same. I 2. Q. B. P. two. 2. Q. B. P. one. Black's second move here is even weaker apparently than Q. B. P. two. 3. K. B. P. one. 3. K. Kt. to B.'s 3d. If instead of bringing out his Kt. he play 3. P. takes P., you move 4. K. P. one, and if then he support his Pawn with 4. Q,. Kt. P. two, you can reply with 5. Q. R. P. two. 4. Q. Kt. to B.'s 3d. 4. Q. B. to K. B.'s 4th. 5. K. P. one. 5. K. P. one. 6. K. B. to Q.'s 3d. 6. B. takes B. 7. Q. takes B. 7. K. B. to Q. Kt.'s 5th. THE QUEEN S G.iMBIT. 463 8. K. P. one. 8. B. takes Kt. (ch.) 9. P. takes B. 9. Q. Kt. to Q.'s 2d. 10. Q. B. P. takes Q. P. 10. Q. B. P. takes P. 11. K. P. one. 11. Kt. to K. R.'s 4th. 12. K. Kt. toK.'s2d. The game is in your favor. GAMES ILLUSTRATIVE OF "^HE FOREGOING ANALYSIS. {From the Chess-Player's Chronicle.) GAME I. Between M. De In Bourdonnais and Mr. McDonnell. White, (M. De la B.) BlacTc, (Mr. McD ) 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. 3. K. P. one. 3. K. P. two. 4. K. B. takes P . 4. P. takes P. 5. P. takes P. 5. K. Kt. to B.'s 3d. 6. Q. Kt. to B.'s 3d. 6. K. B. to K.'s 2d. (c) 7. K. Kt. to B.'s 3d. 7. Castles. 8. K. R. P. one. (b) 8. Q. Kt. to Q.'s 2d. 9. Q. B. to K.'s 3d. 9. Q. Kt. to his 3d. 10. K. B. to Q. Kt.'s 3d. 10. Q. B. P. one. 11. Castles. 11. K. Kt. to Q.'s 4th. 12. Q. to K.'s 2d. 12. K. B. P. two. 13. K. Kt. to K.'s 5th. 13. K. B. P. one. 14. Q. B. to Q.'s 2d. 14. K. Kt. P. two. (c) 15. Q. R. to K.'ssq. 15. K. to his Kt.'s 2d. 16. Q. Kt. takes Kt. 16. Kt. takes Kt. 17. K. Kt. takes Q. B. P. {d) 17. Q. Kt. P. takes Kt. 18. B. takes Kt. 18. Q. takes B. 19. Q. takes B. (ch.) 19. R. to K. B.'s 2d. . 20. Q. to her Kt.'s 4th. 20. Q. B. to K. B.'s 4th. 21. R. to K.'s 5th. 21. Q. to her 2d. 22. Q. P. one. (e) 22. P. takes P. 23. Q. to her 4th. 23. K. to R.'s 3d. 24. K R. P. one. 24. Q. B. to K.'s 3d. 25. K. R. to K.'s sq. 25. Q. R. to K.'s sq. 26. Q. R. takes Kt. P. (/) 26. Q. R. to K. B.'s sq. 27. Q. to K.'s 5th. 27. Q. B. to K. Kt.'s 5tK= 28. R. to K. R.'s 5th (ch.). 28. B. takes R. 29. Q. mates. 464 CHESS FCR WINTER EVENINGS. NOTES TO GAME I. (o) This is a fault. The Bishop should always be played to Q.'a 3a at the present stage. (6) An indispensable move in this opening. (c) The advance of these Pawns should rarely be ventured by any b\it the experienced player. (d) Capitally played. (e) An excellent move. (/) The best mode o taking the Pawn. GAME II. 'layt ;(Z by correspondence several years since between the Amateurs o\ Bristol and Mr. Staunton. White (The Amateurs.) Black (Mr. S.) 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. 3. K. P. one. 3. K. P. two. 4. B. takes P. 4. P. takes P. 5. P. takes P. 5. K. Kt. to B.'s 3d. 6. K. Kt. to B.'s 3d. 6. K. B. to Q. Kt.'s 5th (eh.) 7. Q. Kt. to B.'s 3d. 7. Castles. 8. Castles. 8. Q. B. to K. Kt.'s 5th. 9. Q. B. to K.'s 3d. 9. Q. Kt. to Q. B.'s 3d. 10. K. B. to,K.'s 2d. (a) 10. K. Kt. to Q.'s 4th. 11. Q. to Q. B.'s 2d. (6) 11. Q. B. to Q. R.'s 4th. (c) 12. Q. R. P. one. 12. K. B. to Q. R.'s 4th. 13. K. Kt. to K.'s 5th. 13. K. Kt. takes Q. Kt. 14. K. B. takes B. 14. Q. Kt. taKes Kt. 15. Q. P. takes Kt. 15. Kt. to Q.'s 4th. 16. Q. B. to Q. B.'s 5th. 16. K. R. to K.'s sq. 17. K. B. P. two. 17. Q. B. P. one. . 18. Q. R. to Q.'s sq. 18. Q. to K. R.'s 5th. 19. Q. to K.'s 2d. 19. K. Kt. P. one. {d) 20. K. B. to K. Kt.'s 4th. 20. B. to Q. Kt.'s 3d. (e) 21. B. takes B. 21. Q. R. P; takes B. 22. K.B. P. one. (/) 22. Q. R. to Q. R.'s 5th. {g) 23. P. takes K. Kt. P. 23. K. R. P. takes P. 24. B. to K. B.'s 3d. 24. Kt. to K. B.'s 5th. (A) 25. Q. to K.'s 3d. 25. P. to Q. Kt.'s 4th. 26. R. to Q.'s 7th. 26. Q. to K. Kt.'s 4th. {i) 27. K. to R.'s sq. {k) 27. Q. takes K. P. 28. Q. takes Q. 28. R. takes Q. 29. Q. R. takes Q. Kt. P. 29. Q. R. to Q, B.'s 5th. .'{0. K. R. P. one. 30. Kt. to Q.'s 6th. 31. B. to Q.'s sq. 31. Q. R. to K. B '8 5th. 32. R. takes R. 32. Kt. takes R. 33. B. to K. B.'s 3d. il) 33. Kt. to Q.'s 4th. 34. K. to Kt.'s sq. (m) 34. K. to Kt.'s 2d. THE queen's gamdit. 465 35. K. toB.'s 2d. 35. K. to B.'s3d. (n) 36. Q. Kt. P. one. 36. Kt. to K.'s 2d. 37. Q. R. P. one. 37. P. takes P. 38. P. takes P. 38. R. to Q. R.'s 4th. The game was resigned as a drawn battle. NOTES TO GAME II. (a) The best move apparently to preserve the Q. P. (6) Good play, threatening to move K. Kt. to Kt.'s 5th, which migh ;o3t the Black a Piece. (c) Correctly played ; by this simple move he utterly disconcerts the meditated attack on his K. R. P. (d) Had Black, instead of this move, taken K. B. P. with his Kt., the opponents by. capturing K. B. P. with Bishop (giving check at the same time,) would have obtained a winning position. (e) Far better than playing K. R. P. two, in which case White would have moved the B. to Q.'s 7th, attacking the Rook. (/) By this move the Bristoiians appear to have weakened their game. (g) This Rook is admirably posted. (/() A fine position for the Kt. also. Had the Kt. remained at Q.'s 4th, White might have taken him with K.'s Bishop, and then by playing Q. to K. B.'s 3d, would have won a Pawn. (i) Threatening to win the Queen by checking with the Kt. at K. R.'s 6th. (k) But for the necessity of making this defensive move, there ia every probability that the Bristol players would have acquired the better game. If, however, instead of moving the King, they had proceeded with their attack, playing Q. to Q. Kt.'s 6th, their adversary would have moved his Q. R. to Q. B.'s 5th, and afterwards checked with Kt., and thus have been enabled at least to draw the game. (I) This is stronger than B. to Q. Kt.'s 3d. (m) These moves are to bring the King within reach of the adverse Pawn on Q.'s side. (Ti) This appears to be the only move by which Black can prevent his opponents obtaining a " passed " Q. R. P. GAME ni. Played in Paris by three members of the Chess-Cercle, 3IM. Harrwitz, Snsias, and another, in consultation, against MM. Kieseritzkij _ Henderson, and Kling, in the Cafe de la Eegence. White (Allies of the Gercle). Black (Allies of the Caf6) . 1. Q. P. two. 1. Q. P. two. 2. Q. B. P. two. 2. P. takes P. 3. K. P. two. 3. K. B. P. two. (a) 4. P. takes P. (6) 4. Q. B. takes P. 5. K. B. takes P. 5. K. Kt. to B.'s 3d. 6. K. Kt. to K.'s 2d. *• Q. B. to K.'s 5th. 466 CHESS FOR WINTER EVENINGS. 7. Castles. 7. Q. Kt. to B.'s 3d. . 8. Q. to Kt.'s 3d. 8. B. to Q.'s 4th. 9. B. takes B. 9. Q. takes B. 10. Q. takes Q. Kt. P. 10. Q. Kt. takes Q. P. (r^ 11. Q. to R.'s 6th. 11. K. P. two. 12. Q. Kt. to B.'s 3d. 12. Q. to her B.'s 3d. 13. Q. takes Q. 13. Kt. takes Q. 14. K. B. P. two. 14. B. to Q. B.'s 4th (ch.) 15. K. to R.'s sq. 15. Castles on K.'s side. 16. K. R. P. one. |6. Q. R. to K.'s sq. 17. P. takes P. 17. Q. Kt. takes P. 18. Q. B. to K. Kt.'s 5th. 18. Q. R. to K.'s 3d. 19. Q. R. to Q.'s sq. 19. Q. Kt. to Q. B.'s 5th 20. Q. Kt. P. one. 20. Q. Kt. to K.'s 6th. 21. B. takes Q. Kt. 21. Q. R. takes B. 22. K. R. to B.'s 3d. 22. K. R. to K.'s sq. 23. K. Kt. to K. B.'s 4th. 23. Kt. to K.'s 5th. 24. Q. Kt. takes Kt. 24. K. R. takes Kt. (d) 25. R. takes R. 25. B. takes R. 26. R. to Q.'s 8th (ch.) 26. K. to B.'s 2d. 27. Kt. to Q.'s 5th. 27. R. to Q.'s 5th. 28. R. to Q.'s 7th (ch.) 28. K. to his 3d. 29. R. to K.'s 7th (ch.) 29. K. takes Kt. 30. R. takes B. 30. R. to K.'s 5th. 31. R. to Q.'s 3d (ch.) 31. K. to Q. B.'s 3d. 32. K. to R.'s 2d. 32. R. to K.'s 7th. 33. Q. R. P. one. 33. Q. R. P. two. 34. K. R. P. one. 34. R. to K.'s 5th. 35. K. to R.'s 3d. 35. K. to Q. Kt.'s 4th 36. K. Kt, P. two. 36. Q. B. P. two. 37. K. to Kt.'s 3d. 37. Q. R. P. one. 38. P. takes P. (ch.) 38. K. takes P. 39. R. to Q.'s 7th. 39. Q. B. P. one. 40. R. takes K. Kt. P. 40. Q. B. P. one. The players of the Black men win. NOTES TO GAME III. (a) This leads to the objectionable defence of Mr. Sch\vartz, which Has been previously examined. (b) Bishop takes Pawn would be likewise good play. (c) Very neatly played. (d) It would have been better perhaps to have taken this Kt. with the Queen's Rook. GAME IV. Between M. St. Amant and Mr. Staunton. White. (M. St. A.) Black (Mr. S.) 1. Q. P. two. 1. Q. P. two. 2 Q. B. P. two. 2. K. P one. THE QLfiEN'S GAMBIT. 467 3. Q. Kt. to B.'s 3d. 3. K. Kt. to B.'s 3d. 4. K. Kt. to B.'s 3d. 4. Q. R. P. one. 5. Q. B. P. one. 5. K. B. to K.'s 2d. 6. Q. B. to K. Kl.'s 5th. (a) 6. Castles. 7. K. P. one. 7. Q. Kt. P. one. (b) 8. Q. Kt. P. two. 8. Q. B. to Q. Kt.'s 2d, 9. Q. B. takes Kt. 9. B. takes B. 10. K. B. to Q.'s 3d. 10. Q. R. P. one. 11. Q. R. P. one. 11. Kt. to Q.'s 2d. (c) 12. Q. B. P. takes P. 12. P. takes P. 13. Castles. 13. Q. to K.'s 2d. (d) 14. Q. to her Kt.'s 3d. (e) 14. P. takes P. 15. P. takes P. 15. K. R. to Q. B.'s sq. 16. B. to Q. Kt.'s 5th. (/) 16. Kt. to K. B.'ssq. 17. K. R. to Q. B.'s sq. 17. Kt. to K. Kt.'s 3d. 18. B. to K.'s 2d. 18. Q. to her sq. 19. Kt. to Q. Kt.'s 5th. 19. B. to K.'s 2d. 20. K. Kt. to K.'ssq. 20. B. to Q. R.'s 3d. (g\ 21. K. B. P. two. 21. Kt. to R.'s 5th. 22. K. to B.'s 2d. 22. Kt. to K. B.'s 4th. 23. K. Kt. to B.'s 3d. 23. B. takes Q. Kt. 24. Q. R. takes R. 24. R. takes Q. R. 25. B. takes B. 25. Kt. to Q.'s 3d. 26. B. to Q.'s 3d. 26. Q. Kt. P. one. 27. Kt. to K.'s 5th. 27. Kt. to Q. B.'s 5th. 28. Kt. to Q. B.'s 6th. 23. Q. to her 3d. 29. Kt. takes B. (ch.) 29. Q. takes Kt. 30. B. takes Kt. 30. Q. P. takes B. (h) 31. Q. to Kt.'s 2d. 31. R. to Q. R.'s 5th. 32. R. to Q. Kt.'s sq. 32. Q. to her R.'s 2d. 33. Q. to her B.'s 2d. 33. K. Kt. P. one. 34. K. R. P. two. 34. Q. to K.'s 2d. 35. R. to K. R.'s sq. 35. Q. takes Q. Kt. P. 36. Q. to K.'s 4th. 36. Q. to her Kt.'s 7th (ch ) 37. K. to Kt.'s 3d. 37. R to Q. R.'s 7th. 38. R. to K. B.'s sq. 38. Q. Kt. P. one. 39. Q. to her Kt.'s 7th. 39. K. R. P. two. 40. K. to R.'s 3d. 40. Q. B. P. one. 41. R. to K. Kt.'s sq. 41. Q. to K. B.'s 7th. 42. Q. to her Kt.'s 8th (ch.) 42. K. to R.'s 2d. 43. Q. to K. B.'s 8th. 43. Q. takes K. P. (ch.) 44. P. to K. Kt.'s 3d. 44. R. to Q. R.'s 2d. 45. R. to Q. R.'s sq. (i) 45. Q. takes Q. P. (^k) 46. R. takes R. 46. Q. takes R. 47. Q. takes Q. Kt. P. 47. Q. to K. Kt.'s 8th. 48 Q. to her Kt.'s 7th. 48. K. to Kt.'s 2d. 49 Q. to K.'s 4th. 49. Q. to her B.'s 4th. 50. Q. to K.'s sq. 50. P. to Q. B.'s 7th. 51. Q. to her R.'ssq. (ch.) 51. K. to R.'s 2d. 52. Q. to her B.'s sq. 52. Q. to K. B.'s 4th Teh.) 53. K. to R.'s 2d. 54. K. B. P. one. 55 K. to R.'s 3d. 56. P. lakes P. (ch.) 468 CHESS FOR WINTER EVENINGS. 53. Q. to her 6th. 54. Q. to K.'s 7th (ch.) 55. Q. to her 8th. 56. P. takes P. And White surrendered. NOTES TO GAME IV. (a) It has been previously remarked that the Q. B. in these games can seldom be advantageously played to the King's side. (b) This appears the only safe and effectual way of bringing the Queen's Bishop into play. (c) Threatening to gain a Pawn. (d) A much better move than advancing the King's Pawn one step, which would have cost Black at least a Pawn. (e. g.) 11. K. P. one. 12. P. takes P. 12. Kt. takes P. 13. Kt. takes Kt. 13. B. takes Kt. 14. B. takes K. R. P. (ch.) 14. K. takes B. 15. Q. to K. R.'s 5th (ch.) 15. K. to Kt.'s sq 16. Q. takes B.,&c. (c) Well played. (/) A lost move. (g) From this point the game is in Black's favor. (h) Black properly takes with the Q. P., foreseeing, in the event of tho capital Pieces being changed off, that a White passed P. on the Q. Kt.'a file, would be out of reach of his King. (i) High praise is due to White for the pertinacious ingenuity with which he struggled to draw the game. (k'y Had he taken the R., White would have drawn the game. EIGHT PROBLEM FIVE MOVES PROBLEMS UN FIVE MOVES. 4?1 BY THE EDITOR m ^.. WA Wm m mm. V^THITE. White to play and mate In live moves. 472 CHESS FOR WINTER EVENINGS. 3X'o.l BY THE EDITOR. VVnite to move and compel Black to mate him in five move^ PROBLEMS IN FIVE MOVES. 4TJ AUTHOR UNKNOWN White to play and mate in five moves. 21 474 CHESS FOR WINTER EVENINGS. ^'o. 4. BY HERR KUIPER '^From the Palamijde.) White to play and mate in five moves. PROBLKMS IN FIVE MOVES. 475 3^0. 5. BY HERR KLING. (From Staunton's Chess Plaj'ei's Handbook j wm m ''^M 4 WW4 ' '9 White to play and mate in five moves. 476 CHESS FOR "WINTER EVENINaS. 3!ffo.6. BY CALVI. (From the Palaraeie.') i ipi 1 » :^^^^///.W^S fi t54 WHITE. White to play and mate in five moves. PROBLEMS IN FIVE MOVES. 477 3^0. 7. BY THE EDITOR V/////M. ^ 'W/W//,.. m.. wm.. ^^M% ^ ^/A ^Vhite to play and compels Black to check-mate him in five moves. 473 CHESS FOK WINTER EVENINGS. BY THE EDITOR. 'mm. »1 8 «'«= i^- 'W////M, ■ i NV^hite to play and mate in six moves. EXAMPLES OF INCAUTIOUS PLAY SIX ORIGINAL POSITIONS. At3o!c6centiam ilere jucundum est et lauJabile.— CirtBO. EXAMPLES OF INCAUTIOUS PLAY. 481 (Example 1. m ill i i^ ?» my/z/Z/A m "/^/////y^ 1„,, i^J, In this position, White having to move played Rook lo ^. B. 3d, Black took this Rook with Rook, whereupon White effected mate in a few moves. 482 CHESS FOR WINTER EVENINGS. (ixm\}i\t 2. In this position, the young player conducting the Blaclt pieces played Rook to K. Kt. 7th sq., threatening mate next move, whereupon his adversary announced mate in three moves. Instead of moving Rook, he should have checked with Bishop, mating his opponent in five moves, the move of Bishop included. EXAMPLES OF INCAUTIOUS PLAY. 4^)3 Example 3. In this position, Black having the move played Q. to Q. Kt 2d, an inviting move, as he thereby threatens to capture Rook checking, and also attacks B. with R. He has played incorrectly, and must undergo mate in four moves. He should have played Q. to K. Kt. 5th sq. 184 CHESS FOR WINTER EVENINGS. €jt ample 4. White having the move in this position has several methods of winning, the most expeditious of which would have been K. to his R. 4th sq. On the spur of the moment he plays R. to Q. R. 7th sq., threatening to mate with Q. at K. R. 4th. This heedless move enables his adversary to draw the game. EXAMPLES OF INCAUTIOUS PLAY. 485 (^jcampU 5. In this position the player of the Black pieces, as yet a tyro, imagined he would obtain the victory by taking off Kt. with R. checking, subsequently winning Queen by a check with Kt. This he executed, and was surprised to find thai after attacking P. with Q., his adversary played K. to cor- ner, drawing the game. 486 CHESS FOR WINTER EVENINGS. (2?i-ampU 6. In this position, White having to move and hoping to sntrap Queen, played Rook to Q. R. sq. ; Black took this Rook, White replied with R. to Kt. sq., attackina.' Queen with Rook and Bishop, whereupon Black announced mate in five moves. rilE FATAL MATE. TjEDS ^^.ME&Zi mMTIE « THE FATAL MATE. " Uuelqne d6converte que Ton ait faite dans le pays de I'aniour propre, il y reste biei Jes teries mcouiiues." — La RucUefoacaiUd. Much as may be said in favor of the game of chess, of its noble and scientific character as an intellectual enjoyment of the highest order, and the almost irresistible attraction it acquires for its votaries, still many are deterred from its practice by an ill-judged sensitiveness and morbid fear of defeat. Let those who have commenced the study of chess, and who really wish to improve, bear in mind that the player who learns not how to lose, will never learn how to win, and dismiss at once all impatience and rising irritability. It must be confessed, however, that no game affects so directly the vanity of the individual as chess. That the winning of the game is due solely to the skill of the player, and that not a leaven of chance has mingled with and assisted his good play, becomes, in weak minds, a fixed idea, productive sometimes of the strangest aberrations. Illustrative of this weakness, I recollect an anecdote of a some- what singular nature. In the autumn of 18 — , while spending a week at the seat of General D , a few leagues from Paris, I was introduced to an English gentleman, with whom I usually played a rubber at chess in the evening, after a long ride or a day's sport with dog and gun. At the time I speak of, I was far from being an adept in the game, and my adversary, though not a very strong player, was still my su- perior, and an opponent against whom I could not allow my attention to flag a single moment without paying that direful penalty, " check- mate." Among the persons who usually seemed to take most interest in our games was the charming Countess V . . . On the evening of our last match, the next day being fixed upon for a return to Paris, seated near the chess-table, it appeared to me that she had followed, with unusual attention, a preceding game won by my adversary. 1 ■ had never, however, heard the Counte'i'? express the least wish tc 4U0 CHESS FOE WINTER ETENINGS. play, nor intimate in conversation that she possessed any knowlecge of the science. Our game had verged into the following position. I was the player of the White pieces, and it was my turn to move. (jver tins situation I had already paused some time, and was not a little embarrassed. To my inexperienced eye, the proximity of one of my adversary's Pawns to the royal line foreboded danger, and filled me with secret terror. I also feared his playing his Que'^n to Jier Rook's square, threatening Knight's Pawn, and worse, a mate. On the other hand, although the position of his King seemed to be one of some constraint, yet it struck me that on any move of mine, the advance of his King's Pawn would free him from embarrassment. Thus perplexed and irresolute, I was hesitating between remov- ing Bishop or playing Queen to her Rook's square, when instinctively I looked around in the direction of the Countess, as towards the person THE FATAL MATE. 491 ivho had taken most interest in tlie contest. There probably was much of appeal in my expression, and her compassion must have been great indeed, for as my hand was nearing the Bishop, I heard her make a remark on the position to Madame D ... in a tone that seemed to banter my inexperience. The words indeed had been pro- nounced in a subdued voice ; nevertheless they had been overheard by some of the bystanders, who looked towards the Countess with some surprise. They had also fallen on the quick ear of my antago- nist, who suppressed a rising frown. Whetlier I blushed outwardly I know not, inwardly I certainly did. The Countess's hint, however, had been a ray of light for me, and the truth gradually unfolding it- self, I announced checkmate in four moves. Proud of having carried out so well the conception of my fair ally, I approached to thank her for her timely assistance. " I confess my inferiority," said I, " but I have yet full time to improve, and, under the direction of a mistress so well skilled in the game, I feel I should make rapid progress." The Countess smiled, saying I flattered her, and that assuredly she would not undertake to teach an art she never practised. " It is even so," added she ; " we often show most enthusiasm for those things with which we have an imperfect acquaintance, and happy those who are not tormented by a thirst after profound knowledge. Since you consult me, sir, my advice is, that you take no master to perfect your chess education." " I understand, madam ; my capacity for the game does not strike you as " . . . " It strikes me as excellent — quite excellent enough to insure success, and enable you to play in a short time a very scientific game. But are you aware of the probable result of all the science you may acquire ? Believe me, sir, it will only serve to aggravate the dis- appointment at losing, in a proportion a thousand times greater than the pleasure of winning. Reflect on this, I pray." The Countess pronounced these words with so grave and solemn an air, that I could not dissemble my astonishment. " You may not believe me, sir," continued she, " nevertheless, if you will grant mt" vour attention, I hope to convince you there is some truth in m} remarks." T seated myself near her, and she commenced the follow ing reci'^al : 492 CHESS FOR "WINTER EVENINGS. " The Count de St. Genest, who died a few years before the res- toration, had long been known in the world, as one of the most ac- complished gentlemen of his time. His equanimity of temper and perfect disinterestedness were proverbial. Ever ready to admit the superiority of others, even in those things in which he excelled him- self, he was prompt to proclaim the succes? of a rival, and quarrelled with none for not honoring sufficiently his own well-founded claims. " It had been the lot of the Count de St. Genest to have spent two-thirds of his life in a state of well-deserved happiness, when he was compelled to share the uncertain fortunes of the emigration. During this period of trial he led a secluded and unostentatious Ufe ; one of devotedness to his family and friends. " While residing at Frankfort he learnt the game of chess, at first looking upon it merely as an amusement well adapted w soothe and divert the weary hours of exile. The Count, however, soon became a devotee to the game and a first-rate player. At his advanced period of life, he acquired at chess the same superiority he had attained in his youth in every manly exercise. Age had merely changed his tastes and matured his faculties rather than impaired them. " The Count had frequent opportunities of measuring his strength with some of the best players of Europe, and on more than one oc- casion were they compelled to acknowledge his superiority. In one respect, however, he was liiost unfortunate. No triumph compensa- ted, in his eyes, for the bitter feelings of disappointment he experi- enced whenever a star more propitious than his own favored a com- petitor in tlie checkered strife. " In the usual walks of life, the distinctive traits of the Count's character were modesty of demeanor, and an unpretending but noble manner, save at the Game of Chess, when a sudden transformation seemed to come over him, and he was no longer the same man. He could here brook no inferiority, and an attempt to obtain a concession on this point, was instantly construed by him into an outrage or a personal insult. A game lost would prey upon his mind for several days, rendering him gloomy and morose, even depriving him of appe- tite, and, as it were, of consciousness. "In 18 — the Count returned to France, retaining in all its fervoi s. fondness for his favorite game. But soon there came a cliange THE FATAL MATE. 492 over the aged nobleman. His faculties became suddenly impaired, and increasing infirmity finally debarred him from all society. In this painful state, chess was his sole alleviation. He had taught the game to his daughter, who had been married eight years to a colonel in the Royal Guards. Occupying the same " H6tel," his daughter devoted her evenings to her aged father's amusement, humoring the old gentleman's fondness for the game, and seldom having any spec- tators except the Count's granddaughter, a child little more than seven years of age, somewhat precocious for her years, but withal & mischievous and giddy little thing. You would never, however, have taken her for such, when a game of chess was in progress, for then, seated near her grandfather, who was dotingly fond of '- er, she would seldom utter a word, paying all the time the greatest attention to the complicated moves of what she called her little black and white soldiers. " The Count de St. Genest, in whose chess faculties there had been, alas ! an immense falling off, had preserved, nevertheless, the same sensitiveness vwth respect to defeat, and strict play was still what he most prided himself upon. His daughter, now much his superior, throug-h motives you will readily imagine, while prolonging and keeping alive the interest of the game by the most generous of impostures, invariably allowed herself to be beaten, to the great satis- faction of the old Count, who never slept better than after these illu- sory triumphs. " One evening, however, towards the end of a game, which the Count had conducted with more skill than it had been his wont to display, his patient opponent, either through forgetfulness of her usual part, or led on perhaps by an inviting position, gave several successive checks, the replies to which were all forced ; then without examining farther into the situation, and while looking up at the clock to ascertain the lateness of the hour, she unconsciously touch- ed a piece and was of course compelled to move it ; the old noble- man, as I have already said, never allowing the slightest deviation from strict play in the most rigorous sense of the word. " Scarcely had his daughter committed the move, when she be- came conscious of the existence of a forced mate, and was devising ihe square to avoid giving i!", inwardly congratulating herself that it 494 CHESS FOR WINTER EVENINGS. was in Ijer power to do so : she still held the piece, when, to her uttei dismay, the Count's youthful granddaughter, clapping her little hands, suddenly exclaimed — ' Oh ! grandpapa, you have lost . . . checkmate ! checkmate !' The child, by following out the play, evening after evening, had not only become familiar with the moves, but had also acquired an acquaintance with the game, suspected by none and far above her years. " Roused by this fatal revelation, the Count soon became fully alive to its truth. ' The child is right,' said he ; then droopmg hia head, he remained gloomily silent, " A few moments after his little granddaughter approached. ' Good night, dear grandpapa,' said she, in a timid tone, as if conscious of having been the cause of her grandfather's dejection. ' Good night, Miss,' was the dry and somewhat rancorous answer the child received, and she was allowed to leave the room without obtaining the accus- tomed kiss which the Count, while patting her auburn ringlets, never failed to bestow. " The next morning the poor child, half afraid, hesitated long be- fore entering her grandfather's bed-room, with the newspaper she was in the habit of carrying to him. At length, overcoming her ir- resolution, she was about to knock, when her mother opened the door. ' My child,' said she, amid sobs and tears, ' my poor child, what have you done ! Your grandfather is no more !' " The Count had expired during the night. His impaired facul- ties had not been proof against the violent perturbation, caused most probably by the feverish and lethiferous visions conjured up by this fatal checkmate, foreseen and announced by a child of seven." " Undoubtedly," said I, after a pause, during which I perceived the Countess was much moved, " most undoubtedly a talent for the game has been perpetuated in his family, and the Count's grand- daughter, nothwithstanding the melancholy circumstance attached to her precocious abilities" .... " I have perhaps been wrong," suddenly interrupted the Count- ess, " in having placed under your eyes so fatal an example. . . Excuse some minuteness. . . My emotion you will readily forgive when you learn that in the narrator you behold the granddaughter of the Count de St, Genest." ......'' THE FATAL MATE. 495 After some moments' silence, prompted by curiosity, I ventured to ask the Countess, whether she recollected the position that had led to this melancholy circumstance. " I can never forget it," she replied, while aiTanging the pieces as follows : — m s,. % Jy^M F«. 'Ay.^'^y^^^y'., wm. m "WHITE. White to move and force the game. SOLUTIONS TO THE CHESS PROBLEMS 22 SOLUTIOx\S TO THE CPIESS PROBLEMS. BOOK. 11. Fifteen Prohlems in Two Moves. — Page 171. White. Q o K. 4th 1. Kt. CO K. 8th. 2. Q. Mates. 1. B. to his 5th (ch.) Si, Castles. J. Q. to Q. R. 5th. 2. Q. to her R. sq. No.l. No. 2. No. 3. Mate. No. 4. Mate. No. 5. Q. to K. Kt. 2d sq., threat- ening to Mate by playing Kt. to Q. R. 3d. sq. Q. to Q. B. 6th. Mate. No. 6. 1 Q. toK.Kt. 2d. 2. Kt. to Q. Kt. 7th. Mate. Blacli. If Black take Q. with either P., White mates by advancing a P., and if he piay any thing else, Q. captures one of the Pawne and mates. 1. K. moves. 1. K. moves 1. P. moves. 1. P. takes Kt— If Q. take Q., Kt. mates taking B. — If Black take Kt. vsrith Kt., Q. B. P. mates. 1. Rook takes Q No. 7. 1. R. to Q. Kt. 4th. If K. take R., White plays R. to K. 5th and Mates. If B. or Q. check, K. R. interposes, mating. If Kt. check, R. takes Kt. mating. If he playKt. to Q. 4th, with the view of interposing next move at K. 2d, or of taking the R., Rook mates at B. 6th. If Q 500 CHESS FOR WINTER EVENINGS. moves to K. Kt. sq., the Kt. mates at Q. 3d. If Q. goes to her 4th Rook again gives checkmate at Q. B. 6th. If B. to Q. 4th, either K mates, or R. by discovery. WJiite. Black. No. 8. 1. Q. to K. Gth. 1. B. takes Q. 2. Kt. takes B. Mate. No. 9. 1. Q. to her 6th. 1. R. takes Q. 2. Kt. to K. B. 4th. Mate. No. 10. 1. B. to K. B. 6th. 1 K. moves. 2. Q. to her B. 6th. Mate. No. 11. 1. R. to K. B. 6ilv 1. K. moves. 2. R. to K. B. 3d. Mate. No. 12. 1. Castles. 1 Any thing. 2. R. to K. B. 8th. Mate. No. 13. 1. Rook takes P. (ch.) 1. K. takes R. 2. Q. to B. 7th rch.) If K. take Q., White le stale-mated, and if not, White draws by perpetual check v/ith Q. No. 14. 1. R. to Q. R. 4th (eh.: 1. K. takes P. 2. B. to Q. B. 2d (ch.) 2. B. takes B. giving mate. No. 15. 1. Kt. to Q. 3d (ch.) 1. K. moves. 2. Q. to her B. 6th (ch.) 2. K. takes Q. and White is stale-mated. Solutions to the Prohlems in the Tale of the Monkey and the Gascon Chess-Knight. No. 1.— (Page 192.) (BY H. R. A.) 1. Q. to K. B. 3d (ch.) 1. K. takes Q. 2. Castles (ch.) 2. Kt. interposes. 3. B. to Q. B. 6th (ch.) 3. Q. interposes. 4. B. takes Q. Mate. SOLUTIONS TO THE CHESS PROBLEMS. 501 No. 2.— (Page 194.) (End Game from Calvi.) White. Black. 2. 3. 4. 5. 6. R. to K. Kt. 8th (ch.) Q. to her 8th (ch.) R. takes Q. (ch.) R. takes R. B. to Q. B. 5th. R. or B. must mate. 1. 2 i' 4. 5. R. takes R. Q. takes Q. K. to his 2d. Kt. to Q. 3d. Any thing. Diagi ram. — (Page 19. 5.) 1. 2. 3. 4. 5. 6. 7. B. to K. B. 4th. B to Q. B. 7th. B. to Q. R. 5th. B. to K. sq. (ch.) R. to K. Kt. 4th. R. to K. B. 4th. R. mates. BOOK III. 1. 2. 3. 4. 5. 6. K. to his B. 7ih K. to his B. 8th. K. to his B. Iv.i. K. to his B. 8ih. K. takes B. K moves. Fourteen Problems in Three Moves. — p. 275. 1. 2. 3. B. to K. B. 6th. R. to K. Kt. 3d (ch.) K to Q 2d. No. 1. Mate. 1. 2. Castles. K. moves. 1. 2. 3. Q. to K. B. 6th (ch.) R. to K. 3d (ch.) Q,. P. one. No. 2. Mate. 1. 2. K. moves. P. takes R. 1. 2. 3. Kt. to Q. Kt. 3d. B. to K. R. 5th. B. toK.2dorK,B. 7 No. 3. ih. Mate. 1. 2. P. moves. Eitlier P. movt-a 1. 2. 3. Q. Kt. p. two. Q. to B. 8th. Q. to Kt. 8th. No. 4. Mate. 1. 2. K. to R. 2d. K. to Kt. 3d. 1. 2. 3 R. to Q. 4th (ch.) Kt. to K. B. 5th. K. B. to R. 3d. No. 5. Mate. 1. 2. B. covers. K. takes Kt. 1 2. 3. B. to Q. B. 4th. B. to Q. Kt. 5th. P. advances. No. 6. Mate. 1. 2. P. takes P. Any thing 502 CHESS FOR \^^mTER EVENINGS. White. 1. R. to Q. sq. 9. B. to Q. 2d. 3. B. to Q. R. 5th. No. 7. Mate. No. 8. 1. P. takes P. (ch.) 2. Kt. to K. Kt. 6th (ch.) 3. P. to R. 8th claims a Kt. Mate. Black. 1. P. advances. 2. B. moves. 1. K. takes B. 2. K. takes Kt. 1. Kt. toQ. Kt. 6th. 2. Q. to K. B. 3d (ch.) 3. Q. to K. 3d. 1. Castles. 2. B. to his sq. 3. R. takes Kt. No. 9. Mate. No. 10. Mate. 1, K. moves. 2. K. takes P. 1. P. advances. 2. P. advances. 1. K. to Q. B. 3d. 2. Q. takes Q. (ch.) (a) No. 11. 1. K. p. one (ch.) 2. Q. R. to his 6th. 3. B. to K. Kt. sq. (dis. ch.) Mate. (a) If Bl. at his 2d move play Q. R. P. takes B., white replies vrith R. takes P. mate. If he play Kt. P. takes Kt., then B. to Q. B. 5th dis- covers mate. If Kt. takes Kt., then Kt. to Q. R. 5th gives mate. And if, lastly, he play Kt. to Q. B. 4th, the B. takes Kt. mating. 1. Q to K. 6th. 2. P. takes P. 3. R. to K. R. 8th. 1. Q. to Q. B. 3d (ch.) 2. R. to K. sq. (ch.) 3. Q to Q.B. 2d (ch.) 1. Q. to Q. R. 8th (ch.) 2 R. to Q. B. 8th (ch.) 3. B. to Q. 5th (eh.) No. 12. Mate. No. 13. No. 14. 1. P. takes Q. 2. Any thing. 1. K. to Q. 8th. 2. Q. takes R'. 3. K. takes Q. &. gives mate 1. K. takes Q. 2. Q. interposes. 3. B. takes B., giving mate. Solution to the Problem in the Tale, " How a World loas Won. Page 299. 1. R. to K. Kt. 8th (ch.) 1. R. takes R. 2. R. to K. B. 8th (ch.) 2. R. takes R. 3. K. P. one (disc, ch.) 3. Q. interposes 4. B. takes Q. Mate. SOLUTIONS TO THE CHESS PROBLEMS. 503 BOOK IV. Fourteen Prohleins in Four Moves. — p. 417. No. 1. White. 1 B. to K. 2d (ch.) 2. B. to his 3d (ch.) 3. Q. takes P. (ch.) 4. If P. cover, Q. takes P. mat- ing. If Q. take Q., White castles and mates. Black. 1. K. moves. 2. K. takes B. 3. P. covers, or 0. takes Q. 1 R. to Q. 4th. 2. B. to Q. Kt. sq. 3. R. to Q. B. 4th. 4. R. to Q. B. sq. 1. K. to Q. Kt. 6th. 2. R. takes B. (dis. ch.) 3. R. takes R. (ch.) 4. R. takes Q. No. 2. No. Mate. No. 4. 1. B. to Q. Kt. 6th (dis. ch.) 2. R. to Q. R. sq. 3. B. to Q. R. 5th. 4. R. to Q. R. 3d. Mate, No. 5. 1. B. to K. Kt. 6th (ch.) 2. R. to K. 8th, and mate is forced in two moves. No. 6 1. B. to Q. Kt. sq. 2. B. to Q. R. 2d (ch.) 3. Q. Kt. P. one. 4. Q. Kt. P. one (dis. ch.) Mate No. 7. 1. B. to Q. Kt. 6th (ch.) 2. K. R. to Q. B. 5th. (a) 3. Q. R. takes K. P. (ch.) 4. K. R. takes R. Mate. 1. P. moves. 2. K. takes B. 3. K. to corner. 1. Q. takes P. (best). 2. B. covers. 3. Q. covers. 1. K. to Q. Kt. 6tli. 2. Q. B. P. moves. a K. to Q. B. 6th. 1 K. moves to R. or Kt. sq. If he take B. he is mated in two moves. 1. K. moves. 2. K. moves. 3. K. moves^ 1. Q. to her 5th. 2. R. to K. Kt. 4th. 3. R. to K. 4th. (a) Black has a great variety of defensive moves : B. to Q. B. 3d, to interpose when the R. cheeks ; Kt. to Q. B. 6th for the same purpose, &c. The result, however, is still the same. Mate is forced in four moves. 504 CHESS FOR WINTER EVENINGS. White. 1. K. to Q. B. 7th. 2. B. to K. B. 6th. 3. B. to Q. B. 8th. 4. K. to Q. Kt. 7ih. 1. P. takes P. (ch.) 2. Kt. to Q. B. 6th (ch.) 3. Castles. 4. Removes B. (dis ch.) 1. K. R. P. one (ch.) S, B. to Q. R. 3d. 3. B. home. 4. Q. P. one (dis. ch.) No. Mate. No.. Mate. No. 10.. Mate. Mack. 1. K. moves. 2. K. moves. 3. K. moves 1. K. to Q. sq. (best) 2. P. takes Kt. 3. Any thing. 1. K. moves. 2. K. takes Kt. 3. K. moves. No. 11, 1. Kt. to K. 6th (ch.) 1. K. to Q. Kt. 4th. 2. K. B. home (ch.) 2. K. takes Kt. 3. Kt. to Q. B. 5th, and mates next move. 1. B. home. 2. Q. Kt. P. two ; or one, if Black play P. two sq. 3. R. to Q. 2d. 4. R. to Q. 4th. No. 12. 1. Q. Kt. P. one, or two. Mate. No. 13. P. advances. K. moves. 1. P. to K. B. 6th. 2. P. to Q. R. 7th. 3. K. takes R. 4. R. to K. B. 8th. Mate. No. 14. 1. Kt. checks. 2. Kt. to Q. 8th (dis. ch.) 3. Q. to Q. B. 4th (ch.) 4. Draws by perpetual ch. with Kt. 1. Castles. 2. R. to K.Kt. 8th (ch.) 3. Any thing. 1. K. moves. 2. K. moves. 3. Q. takes Q. S'cl'itions to the Problems in the Tale of the 3Iidnight Challenge. — (P. 435.) No. 1.— (Page 435.) 1. Kt. to Q. 7th (ch.) 1. K. to Q. R. 2d. 2. Q. takes B. (ch.) 2. K. takes Q. 3. K. B. to K. 4th 'ch.-) 3. K. to Q. R. 2d. IfBl. playK. toQ. R.3d, White advances P. to Q. Kt. 5th, &c. &c. SOLUTIONS TO THE CHESS PROBLEMS. 505 White. 4. R. to Q. B. 7th (ch.) 5. P. to Kt. 5th (ch.) 6. K. B. to Q. 3d (ch.) 7. R. to Q. B. 4th (ch. 8. Q. R. P. two (ch.) 9. R. to Q. B. 7th (dis. ch.) 10 r. takes P. Mate. Black. 4. K. to Q. R. 3d. 5. K. takes P. 6. K. to Q. Kt. 5lh. 7. K. to Q. Kt. 4th. 8. K. to Q. R. 3d. 9. Q. Kt. P. raie No. 2.— (Page 441.) I K, Kt P. one (ch.) 2. K. Kt. P. one (ch.) 3. Kt. to K. B. 8th (ch.) 4. P. takes Kt., becomes a Kt. fch.) 5. Q. B. to his 3d (ch.) 6. R. takes K. R. P. Mate. 1. K. to R. sq. 2. K. to R. 2d. 3. R. takes Kt. 4. K. to his R. sq.. 5. R. takes B. 1. K. to Q. Kt. 7th. 2. K. to Q. B. 7th. 3. K. to Q. 7th. 4. K. P. one. 5. K. to his 6th. 6. K. to K. B. 5th. 7. K. to K. Kt. 4th. 8. K. to K. R. 4th. 9. K. to K. R. 5th. 10. K. B. P. one (ch.) 11. P. at Kt. 6th adv. (ch.) 12. P. atK.Kt. 5th adv. Mate No. 3.— (Page 444.) Black's moves are all foreid No. 4.— (Page 445.) (Altered from Sarratt.) 1. Kt. to K. R. 2d. 1. Q. B. to K. B. 4th. 2. Q. takes B. 2. Q. to Q. B. 8th (ch.) 3. R. takes Q. 3. Kt. to Q. 7th (ch.) 4. K. to corner. 4. R. takes R. (ch ) 5. Q. covers. 5. Kt. mates. 1. B. to Q. 5th, 2. K. to Q. sq. 3. K. B. P. one. 4. K. B. takes B. No. 5.— (Page 446.) (From the same.) Q. to Q. B. 3d. 1. Kt. to Q. 5th (ch.) 2. B. to K. R. 4th (ch.) 3. B. takes P. (ch.) 4. Q. takes B. Mate. 506 CHESS FOR WINTER EVENINGS. No. 6.— (Page 448.) White. Black. 1. K. Kt. P. one. 1. Kt. takes B.* 2. P. takes Kt. (best.)t 2. R. to K. R. sq. (ch.) 3. K. takes R. 3. R. to K. R. 3d (ch.) 4. P. takes R. 4. Q. B. takes Kt. 5. Q. B. P. takes B. (best). 5. Q. takes B. (ch.) 6. Q. takes Q. 6. B. to his 3d sq. (ch.) 7. Q. takes B. 7. Kt. takes Q. 8. P. at K. R. 3d on. 8. K. to his B. sq. 9. P. at K. R. 4th on. 9. K. to his B. 2d. 10. P. at K. B. 3d on. 10. K. to his B. sq. 11. P. at Q. 6th on. 11. Kt. takes P. 12. K. to R. 7th. 12. K. to B. 2d. 13. K. to R. 8th. 13. Kt. to K. B. 3d. 14. Q. P. une. 14. K. to B. sq. 15. Q. P. one. 15. Kt. takes P. 16. K. toR. 7th. 16. K. to B. 2d. 17. P. at K. B. 5th on. 17. Kt. takes P. (ch.) 18. K. to R. 8th. 18. K. to B. sq. 19. B. P. on. 19. K. to B. 2d. 20. R. P. on. 20. Kt. to his 5th. 21. R. P. on. 21. Kt. to his K. 4th. 22. B. P. on. 22. Kt. to his 3d. Ua-B. No 7— (Page 451.) By H. R. A. The Mate is forced in 6 moves, e. g. 1. Q. to K. B. 5th (ch.) 1. K. to K. B. 2d (best).t 2. Q. to K. R. 7th (ch.) 2. K. to B. sq. (best). 3. Q. to R. 8th (ch.) 3. K. to B. 2d. 4. B. to K. 8th (ch.) 4. K. to his 3d. 5. Q. to'K. Kt. 8th (ch.) 5. K. to his B. 4th. 6. B. to K. Kt. 6th. Mate. t 1. K. takes Q. 2. B. to Q. 7th (ch.) 2. P. covers. 3. K. Kt. P. two (ch.) 3. Must take "£n passait.'' 4. K. P. two-. Mate. * Black having touched, B. is compelled to capture it, otherwise he might have won more speedily by taking K. Kt. P. with B., and playing; R.. to Kt. sq., on White's capturing B. with Q. + This position, from its nature, admits of much variation. Tlv* moves given are the most protracting. SOLUTIONS TO THE CHESS PROBLEMS. 507 BOOK V. Eight Problems in Five Moves. — (Page 469.) No. 1. Wliite. Black. 1. P. checks. 1. K. moves. 2. B. to K. 6th (ch.) 2. K. takes B. (best ) 3. P. to K. B. 8 becomes a Kt. (ch.) 3. K. where he can. 4. K. to K. 4th (dis. ch.) 4. Any thing. 5. Q,. or Kt. must mate. 1. Q. P. one. 2. B. to Q. R. 2d. 3. Q. to Q. Kt. 7th. 4. B. to Q. Kt. sq. 5. Q. to Q. Kt. 2d. 1. Q. to K. sq. 2. R. to Q. 4th. 3. R. to Q. R. 4th (nh.) 4. Q. Kt. P. one (ch.) 5. Q. R. P. takes Q. 1. Q. B to his 5th. 2. B. to Q. 3d. 3. B. to K. 4th. 4. R. to K. B. 2d (ch.) 5. Q. P. one. 1. Castles. 2. K. to R. 2d. 3. B. to K. Kt. sq. 4. R. to B. 2d. 5. R. to K. B. 4th. 1. R. to K. B. 4th (ch.) 2. Q. to Q. Kt. sq. (ch.) 3. Q. to K. R. sq. (ch.) 4. Q. to K. R. 8th (ch.) 5. Q. to her Kt. 8th, 1. Q. to Q. 3d (ch.) 2. B. to Q. B. 2d. 3. Q. to Q. B. 3d (ch.) 4. Castles. 5. B. to Q. Kt. sq. No. 2. No. 3. Mate. No. Mate. No. 5. Mate. No. 6. No. 7. 1. P. takes P. 2. P. advances. 3. P. advances. 4. P. advances. 5. P. takes Q. IW 1. Q. P. takes Q. 2. Any thing. 3. B. takes R. 4. Q. takes P. 1. K. to K. B. 6th. 2. K. to K. B. 5th. 3. P. takes B. 4. K. to K. 6th. 1. P. to K. R. 4th. 2. P. to K. R. 5th. 3. P. to K. R. 6th. 4. K. to Q. 4th. 1. B. takes R. 2. Kt. to Q. 6th. 3. K. to his 4th. 4. K. to Q. 3d. 1. K. to Q. Kt. S^4. 2. P. moves. 3. K. takes Q. 4. P. takes P. 5. Is compelled to advance P, givmg check-mate. •'>0S CHESS FOR WINTER EVENINGS. No. 8. White. Blade. 1 B. to K. R. 5th (dis, ch.) 1. Q. to B. 2d (best). If K. takes P., White ch. with Q. at K. 2d, and mete ensues in 3 moves. 9. R. takes Q. (ch.) 2. K. to Kt. sq. 3. R. to Q. Kt. 7th (ch.) 3. K. moves. 4. P. checks. 4. K. moves. 5. Q. checks. 5, B. interposes. 6. Q. takes B. Mate. Examples of Incautious Play. — (Page 479.) Six Original Positions by H. R.A. Example 1. White having played R. to Q. B. 3d attacking Q., and Black having laptured this R. vi^ith R., White efiects Mate in 4 moves, as follovps: 1. R. to K. 8th (ch.) 1. K. to Q. R. 2d. 2. R. to Q. R. 8th (ch.) 2. K. takes R. 3. Q. takes Q. R. P. (ch.) 3. K. to Q. Kt. sq. 4. Q. takes Q. Kt. P. Mate. Example 2. Black having played R. to K. Kt. sq.. White mates in three movef, »« follows : 1. Q. to Q. 8th (ch.) ' 1. K. moves. 2. B. to K. 6th (ch.) 2. K. takes B. 3. Q. to K. 8th. Mate. Black had it in his power to force mate in five moves, e. g. Black. White. 1. B. checks. 1. K. to K. Kt. 4th (best). 2. Q. to K. Kt 8th (ch.) 2. K. to K. B. 4th (best). 3. K. Kt. P. two ch. 3. K. moves. 4. B. checks. 4. B. covers. 5. Q. to K. B. 7th. Mate. Example 3d. Black having played Q. to Q. Kt. 2d, White wins easily, e. g White. Black. 1. R. to K. R. 8th (ch.) 1. K. takes R. 2. Q. to K. R. 3d. (ch.) 2. K. moves. 3. Q. to R. 7th, (ch.) 3 K. moves. 4. Q. to R. 8th. Mate. Example 4. White having played R. to Q. R. 7th, Black draws as follows: Black. White. 1. Q. takes Q. Kt. P. (ch.) 1. K. to K. Kt. 2d. 2. Q. to K. R. 6th (ch.) 2 K. to his B. 2d. 3. Q. to K. B. 8th (ch.) 3. K. takes Q. and Black ik stale-mated. SOLUTIONS TO THE CHESS PROBLEMS. 509 Example 5. It is evident that if Black take the P., his advereaiy is stalemated. Were the P. on Rook's file, the result would still be a draw ; but should P. be on either King's, Queen's, or Knight's file. Black would win. Tbi jrou will readily discover by making the experiment. Example 6. White. Black. 1. E.to Q. R. sq. 1. Q. takes H. 2. E. to Kt. sq. 2. Q. takes B. (eh.) 3. K. takes B. .3. K. B. checks. 4. K. moves. 4. Castles (ch.) 5. K. moves. 5. Q. B. checks. 6. K. takes P. 6. R. to K. sq. Male. Solutions of the Problems in the Tale of the Fatal Blate. No. 1.— (Page 490 ) By H. R. A. 1. Q to K. 5th 'ch.) 1. P. takes Q. 2. B. to K. R. 2d. 2. B. takes P. at K. K. 5tiv (best). 3. P. takes B. 3. Any thing. 4. K. Kt. P. two. Mate. No. 2.— (.Page 495.) By H. R. A. 1. Q. to Q. R. 4th (ch.) 1. K. to Q. B. st- 2. Q. to K. Kt. 4th (eh.) 2. Q. mterposes. 3. Q. to K. Kt. 8th (ch.) 3. Q. interposes 4 Q. P. checks, 4. K. takes F. 5. Q. to K. 6th. Mate. GAMES AND AMUSEMENTS. BOOK OF CHESS. A Complete Guide to the Game. By H. K. Agnel. With Illustrations by R. W. Weir. 12mo. Cloth, $2.00. The completest book yet published on ChcFS. It is enlivened by Rome capi- tal stories of famous Chess-players, witli admirably engraved illustrations from tire designs of Weir. BREVITY AND BSILLIANCY IN CHESS. By Hazeltine. 12mo. Cloth, $1.00. MANUAL OF CHESS; containing- the Elementary Prin- ciples of the Game. By Kennet. 18mo. Cloth, 50 cents. NEW AND COMPLETE TREATISE ON WHIST. By Cavendish. (The now acknowledged authority of this Game, in England.) ISmo. Cloth, '75 cents. THE CORRECT CARD; or, How to Play at Whist. A Whist Catechism. By A. C. Walker. 18mo. Cloth, gilt edges, $1.00. SCIENTIFIC BILLIARDS. Gamier's Practice Shots, with Hints to Amateurs. With 106 Diagrams in Colors. By Albert Garnier, Oblong 12mo. Cloth, $3.50. HOME AMUSEMENTS. By the author of " Amenities of Home." Flexible cloth, with illuminated design. 12mo. 60 cents. Contents: I. Prefatory; II. The Garret; III. 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