pawn. Now he has to prevent White's Knight from moving to B 5, attacking
the Queen, but in doing so he weakens his King's position for the purpose
of castling on the King's side. _The student should bear in mind that these
pawns are strongest in their original position._

  13. B to B 2                       ...

The Bishop is better placed now at B 2. At R 4 it was, owing to the changed
position, less useful. At its new post it strengthens the centre.

      ...                        13. P to Q 4

Black anticipates White's possible P to Q 4 by himself advancing.

  14. Castles                    14. P takes P
  15. P takes P                  15. Kt to Q sq.

Black now executes the manoeuvre which was suggested at his ninth move. But
it is not so good at this stage. The position is now as shown in Fig. 7.

                  Black.
  +---------------------------------------+
  | #R |    |    | #Kt| #K |    |    | #R |
  | #P | #P | #P | #B | #Q | #P |    |    |
  |    | #B |    |    |    | #Kt| #P | #P |
  |    |    |    |    | #P |    |    |    |
  |    |    |    |    | ^P |    |    |    |
  |    |    | ^P |    | ^B | ^Kt| ^Kt|    |
  | ^P | ^P | ^B |    | ^Q | ^P | ^P | ^P |
  | ^R |    |    |    |    | ^R | ^K |    |
  +---------------------------------------+
                  White.

                  FIG. 7.
     [POSITION AFTER BLACK'S 15TH MOVE.]

  16. Q R to Q sq.                   ...

It is always good to occupy an open file with a Rook.

      ...                        16. K to B sq.

Black cannot play 16. Kt to K 3, because he would thereby leave his K P _en
prise_; he cannot castle, because then his K R P would be _en prise_; and
if he were to return with the Kt to B 3, he would have lost a move.
Therefore he has nothing better than to move his King into safety to B sq.,
and then to Kt 2.

  17. Q to Q 2 (?)               17. K to Kt 2
  18. P to K R 3                     ...

{358}

To prevent Black from playing 18. ... B takes B; Q takes B, Kt to Kt 5,
attacking the Queen.

      ...                        18. Kt to B 3
  19. Kt to R 4                  19. Q R to Q sq.

Occupying the "open file" and defending the Bishop, so as to free his K Kt,
which was before fixed, as it had to defend the Bishop.

  20. B takes B                  20. R P takes B

{359}

It is, in the majority of these cases, better to take with the R P, because
it gives an additional "open file" for the entry of the Rook.

  21. Q to K 2                       ...

White has now lost the attack, and is virtually on the defensive. He is
obliged to move his Queen, because Black threatens 21. ... B takes P,
discovering an attack upon the Queen with his Rook.

      ...                        21. B to K 3
  22. R takes R                  22. R takes R
  23. B to Kt 3                  23. K to R 2

A good move, because White threatens, in case Black should exchange
Bishops, to win the Queen with either Kt to B 5: ch., P takes Kt; Kt takes
P: ch., K moves; Kt takes Q.

  24. B takes B                  24. Q takes B

White, having failed in his attack, exchanges pieces, so as to simplify the
position, hoping thus to be able to draw the game.

  25. P to R 3                   25. Q to Q 3

Doubly occupying the "open file," and so preventing White from moving 26. R
to Q sq., and forcing his Rook off the "file," or an exchange of Rooks. But
he would have done better to play 25. ... Q to Q 2, as White's next move
will show.

  26. Q to B 3                   26. Q to K 3

Black has lost a move by not playing 25. ... Q to Q 2, for now he cannot
move his Queen away from the protection of the Knight, and the Knight {360}
he cannot move, because his K B P would then remain _en prise_. If he moved
26 ... K to Kt 2, defending Kt and P, White would win his Queen by playing
either Kt to B 5: ch., &c., as pointed out after Black's 23rd move; he is
consequently forced to move as in the text.

{361}

  27. Q to K 3                       ...

To prevent Black from playing 27.... R to Q 7, which would be a powerful
move, as it would attack White's pawns on the Queen's side.

      ...                        27. Q to B 5 (?)
  28. Kt (R 4) to B 5                ...

                  Black.
  +---------------------------------------+
  |    |    |    | #R |    |    |    |    |
  |    | #P | #P |    |    | #P |    | #K |
  |    | #P | #Kt|    |    | #Kt| #P | #P |
  |    |    |    |    | #P | ^Kt|    |    |
  |    |    | #Q |    | ^P |    |    |    |
  | ^P |    | ^P |    | ^Q |    | ^Kt| ^P |
  |    | ^P |    |    |    | ^P | ^P |    |
  |    |    |    |    |    | ^R | ^K |    |
  +---------------------------------------+
                  White.

                  FIG. 8.
      [POSITION AFTER WHITE'S 28TH MOVE.]

(The position being highly instructive, it is illustrated in Fig. 8. White
sacrifices a piece on the chance of Black not seeing the right defence. In
which case the subtle threat is as follows--

          ...                        28. P takes Kt
      29. Kt takes P                 29. Kt to Kt sq.

    Defending the threatened R P.

      30. Q to Kt 3                      ...

    And wins, as the mate with Q to Kt 7 cannot be prevented.)

      ...                        28. P takes Kt

Black would have done better not to take the Knight, but to play 28. ... Kt
to Kt sq.

  29. Kt takes P                 29. Kt to K sq. (!)

    (As pointed out above, if Black had made what seems to be the obvious
    move, viz., to defend the R P with 29.... Kt to Kt sq., White would win
    with 30. Q to Kt 3 and mate to follow at Kt 7 with the Queen.)

  30. Q takes P: ch.             30. K to Kt sq.
  31. Q to Kt 5: ch.             31. K to R 2

And the game is drawn by White giving "Perpetual check." That is the utmost
he can hope, being a piece _minus_. {362}

  SECOND VARIATION.                         THIRD VARIATION.

  First three moves as before.       First three moves as before.

     P to B 3[78]                          Castles
  4. -------------                      4. ---------
     Kt to B 3[79]                         Kt to B 3

     P to Q 4                              P to Q 3
  5. ---------                          5. ---------
     P takes P                             P to Q 3

     P takes P                             B to K Kt 5 (?)
  6. ------------------                 6. ---------------
     B to Kt 5: ch. (!)                    P to K R 3

     B to Q 2 (!)                          B to R 4
  7. --------------                     7. ----------
     B takes B: ch.                        P to K Kt 4

     Q Kt takes B                          B to K Kt 3
  8. ------------                       8. ------------
     P to Q 4[80]                          P to K R 4

     P takes P                             Kt takes Kt P
  9. ------------                       9. -------------
     K Kt takes P                          P to R 5

      Q to Kt 3                            Kt takes P
  10. -----------                      10. -----------
      Q Kt to K 2                          P takes B

      Castles                              Kt takes Q[81]
  11. -------                          11. --------------
      Castles                              B to K Kt 5

  With an even game.                       Kt to B 7
                                       12. ---------
                                           R to R 4

                                           Q takes B
                                       13. ----------
                                           Kt takes Q

                                           R P takes P
                                       14. -----------
                                           Kt to Q 5

                                           Kt to B 3
                                       15. ---------
                                           P to B 3

  {363}

                      And Black should win, as he threatens
                      to play 16. ... P to Q 4, attacking Bishop
                      with pawn and Knight with King, &c.

FOURTH VARIATION.

  First three moves as before.

     P to B 3                        P takes Kt
  4. ---------                    9. ----------
     Kt to B 3                       B takes P

     P to Q 4                        Q to Kt 3
  5. ---------                   10. ---------
     P takes P                       B takes R

     P takes P                       B takes P: ch.
  6. --------------              11. --------------
     B to Kt 5: ch.                  K to B sq.

     Kt to B 3                   12. B to Kt 5
  7. ------------
     Kt takes K P

     Castles
  8. -----------
     Kt takes Kt

And wins, for Black can only play 12. ... Kt to K 2, to which White replies
13. R takes B, or R to K sq., or Kt to K 5, &c. This variation should be
carefully studied, for Black will frequently fall into the trap thus laid
for him.

From considerations of space, it is only possible to give two or three
variations of each opening, and these in a very condensed form. For further
examples the reader is referred to Hoffer's _Chess_ (see note on first page
of this article).

THE EVANS GAMBIT.

The Evans Gambit is in reality only a sub-variation of the Giuoco Piano,
but might aptly be called, {364} in contradistinction to it, Giuoco Presto,
the former being slow, the latter lively.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. B to B 4                    3. B to B 4
   4. P to Q Kt 4                    ...

The first three moves are those of the Giuoco Piano. The last move
constitutes the Evans Gambit. The object of sacrificing the Kt P is to
establish a centre through the advance of the Q B P and Q P; to open an
outlet for the Q and Q B, and so obtain a quick development of the pieces,
and consequently a powerful attack.

                                  4. B takes P

    If 4. ... Kt takes P, White replies with 5. P to B 3, and after 5. ...
    Kt to Q B 3 the position is the same.

   5. P to B 3                    5. B to Q B 4

    The Bishop may also retire to R 4, to Q 3, or to K 2. The two last
    mentioned moves cannot be recommended, and may be dismissed; but it is
    desirable to know the variations arising from 5. ... B to R 4, which is
    preferred by many eminent players.

   6. P to Q 4                    6. P takes P
   7. Castles                        ...

    White may also play here 7. P takes P, to which Black's best reply is
    7. ... B to Kt 3, and not 7. ... B to Kt 5; ch.

      ...                         7. P to Q 3

This is the only safe move in this variation. 7. ... P takes P, would be
bad unless, on the fifth move, Black had played B to R 4, when the
so-called "compromised" defence would have ensued. {365}

    7. ... Kt to B 3, which seems a plausible move here, would involve the
    probable loss of the game--_e.g._:

       7. ...                         7. Kt to B 3
       8. P takes P                   8. B to Kt 3
       9. P to K 5                    9. P to Q 4
      10. P takes Kt                 10. P takes B
      11. R to K sq.: ch.            11. K to B sq.
      12. B to R 3: ch.              12. K to Kt sq.
      13. P to Q 5                   13. Kt to R 4
      14. B to K 7                   14. Q to Q 2
      15. P takes P                  15. K takes P
      16. Q to Q 2                   16. Q to Kt 5
      17. Q to B 3: ch.              17. K to Kt sq.
      18. Q takes R: ch.             18. K takes Q
      19. B to B 6: ch.              19. K to Kt sq. (or Q to Kt 2)
      20. R to K 8: checkmate

   8. P takes P                   8. B to Kt 3
   9. P to Q 5                    9. Kt to R 4

The best move. It is the Normal Defence to the previous move, which
constitutes the Normal Attack.

    9. ... Kt to K 4 would be unfavourable, because of 10. Kt takes Kt, P
    takes Kt; 11. B to R 3, B to Q 5 (?); 12. Kt to Q 2, B takes R; 13. Q
    takes B, P to K B 3; 14. P to B 4, and should win. The alternative
    Knight's move--viz., 9. ... Q Kt to K 2, is also inferior, because of
    10. P to K 5, Kt to R 3 (!); 11. Kt to B 3, Castles; 12. Kt to K 4,
    with a good attack.

  10. B to Kt 2                  10. Kt to K 2 (!)

One of the chief points of the Evans Gambit is that Black's Q Kt is driven
to Q R 4, and has to remain there for some time inactive, so that Black is,
for the time being, practically a piece _minus_ for the defence. White
must, therefore prevent as long as possible this Knight from coming into
play. It will be seen that Black could not have played 10. ... Kt takes B,
because in such case 11. B takes K Kt P, winning the exchange.

  11. B to Q 3                       ...

{366}

    If White had here played 11. B takes P instead of the text move, the
    continuation might probably have been--

      11. B takes P                  11. R to K Kt sq.
      12. B to B 6                   12. Kt takes B
      13. Q to R 4: ch.              13. Q to Q 2
      14. Q takes Kt                 14. R takes P: ch.
      15. K takes R                  15. Q to Kt 5: ch.
      16. K to R sq.                 16. Q takes Kt: ch.
      17. K to Kt sq.                17. B to R 6, and wins.

      ...                        11. Castles
  12. Kt to B 3                  12. Kt to Kt 3
  13. Kt to K 2                  13. P to Q B 4

White concentrates his forces for an attack on the King's side, whilst
Black, being stronger on the Queen's side, must try to create a diversion
on that side.

  14. Q to Q 2                   14. P to B 3
  15. K to R sq.                     ...

The King's move is necessary, else Black could play 15.... Kt to K 4; 16.
Kt takes Kt, B P takes Kt, and White could not reply 17. P to B 4 (an
essential move for the attack), because Black would then win a piece with
17.... P to B 5; discovering check, and attacking the Bishop at the same
time.

      ...                        15. B to B 2

This Bishop being now comparatively useless at Kt 3, since the White King
has quitted the black diagonal, retires, in order to make room for the
advance of the pawns.

  16. Q R to B sq.               16. R to Kt sq.

To support the advance of the Kt P.

  17. Kt to Kt 3                 17. P to Kt 4
  18. Kt to B 5                  18. P to B 5

    It is an essential point in the defense to prevent White's Knight from
    being posted at K 6. If White is able to {367} accomplish this, his
    attack becomes so powerful that it cannot be withstood. It would,
    therefore, be bad for Black to play, instead of the move given in the
    text, 18.... B takes Kt, because of 19. P takes B, Kt to K 4; 20. B
    takes Kt, B P takes B; 21. Kt to Kt 5, followed by 22. Kt to K 6 (the
    dangerous move just pointed out).

                  Black.
  +---------------------------------------+
  |    | #R | #B | #Q |    | #R | #K |    |
  | #P |    | #B |    |    |    | #P | #P |
  |    |    |    | #P |    | #P | #Kt|    |
  | #Kt| #P |    | ^P |    | ^Kt|    |    |
  |    |    | #P |    | ^P |    |    |    |
  |    |    |    |    |    | ^Kt|    |    |
  | ^P | ^B |    | ^Q | ^B | ^P | ^P | ^P |
  |    |    | ^R |    |    | ^R |    | ^K |
  +---------------------------------------+
                  White.

                  FIG. 9.
     [POSITION AFTER WHITE'S 19TH MOVE.]

  19. B to K 2                       ...

Not 19. B to Kt sq. White wants to keep a pressure upon Black's pawns. The
position is now as shown in Fig 9. Neither side has as yet gained any
marked advantage. {368}

SECOND VARIATION.

Repeat Opening to Black's eighth move inclusive.

      Kt to B 3
   9. -------------
      B to Kt 5[82]

      B to Q Kt 5
  10. --------------
      K to B sq.[83]

      B to K 3
  11. --------
      K Kt to K 2

      P to Q R 4[84]
  12. --------------
      Kt to R 4[85]

      P to Q 5
  13. ---------
      B takes B

      P takes B
  14. ----------
      Kt to Kt 3

      K to R sq.[86]
  15. --------------
      P to K R 3

      Kt to K 2
  16. ----------
      P to Q B 4

  With the better game.

THIRD VARIATION.

Repeat Second Variation up to White's ninth move inclusive.

      ...                            B takes Kt
   9. ---------                  16. ----------
      Kt to R 4                      R takes Kt

      B to Kt 5                      Kt takes R
  10. ----------                 17. ----------
      Kt to Kt 2                     Q takes B

      Kt to Q 5                      Kt to Kt 5
  11. ----------                 18. ----------
      P to K B 3                     K to Kt 3

      B takes P                      Kt to B 3
  12. ---------                  19. ---------
      P takes B                      B to Kt 5

      Kt takes P: ch.                Kt to K 5: ch.
  13. ---------------            20. --------------
      K to B sq.                     K to R 4

      Kt to Kt 5                     Kt takes B
  14. ------------               21. ----------
      Kt to Kt sq.                   Q takes Kt

      Kt(Kt5) takes P: ch.           Even game.
  15. --------------------
      K to Kt 2

{369}

FOURTH VARIATION.

Repeat Third Variation up to Black's tenth move inclusive.

      B takes P: ch.                 Q to R 5
  11. --------------             15. ----------
      K takes B                      P to K R 3

      Kt to Q 5                      Q to Kt 6
  12. ----------                 16. ----------
      R to K sq.                     P takes Kt

      B takes Kt                     Kt to B 6: ch.
  13. ----------                 17. --------------
      R takes B                      K to B sq.

      Kt to Kt 5: ch.                Kt to R 7: ch.
  14. ---------------            18. --------------
      K to Kt sq.                    K to Kt sq.

And White draws by perpetual check.

THE "COMPROMISED" DEFENCE TO THE EVANS GAMBIT.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. B to B 4                    3. B to B 4
   4. P to Q Kt 4                 4. B takes P
   5. P to B 3                    5. B to R 4

By retiring the Bishop to R 4, instead of to B 4 as in the previous
variations, Black reserves the option of adopting either the "Compromised"
or the "Normal" Defence. {370}

   6. P to Q 4                    6. P takes P
   7. Castles                     7. P takes P

The capture of this, the third Pawn, constitutes the "Compromised" Defence,
so called because it was formerly considered that this capture compromised
Black's game.

   8. Q to Kt 3                   8. Q to B 3
   9. P to K 5                    9. Q to Kt 3

    If 9. ... Kt takes P, White would win with 10. R to K sq., P to Q 3.
    11. Kt takes Kt, P takes Kt. 12. Q to R 4, or Kt 5: ch., winning a
    piece.

  10. Kt takes P                 10. K Kt to K 2
  11. B to R 3                   11. Castles
  12. Kt to Q 5                  12. Kt takes Kt
  13. B takes Kt                     ...

    If White were to capture the Rook, the course of the game would
    probably be as follows--

      13. B takes R                  13. Kt to B 5 (!)
      14. Kt to R 4                  14. Q to Kt 5
      15. Q to Kt 3                  15. P to Q 4
      16. Q takes Q                  16. B takes Q

    And White must lose one of the two attacked Bishops.

      ...                        13. P to Q 3
  14. P takes P                  14. P takes P
  15. Q R to Q sq.               15. R to Q sq.
  16. Q to R 4                       ...

Threatening to win a piece with 17. B takes Kt.

      ...                        17. B to Kt 3
  18. B takes Kt                 18. P takes B
  19. Q takes B P                19. R to Kt sq.
  20. R takes P                  20. B to K 3

The only defence, for Queen and Rook are {371} attacked, and he cannot play
20. ... R takes R, because of 21. Q to K 8 mate.

  21. K R to Q sq.

Threatening 22. R takes R: ch., R takes R: 23. R takes R: ch., B takes R;
24. Q to K 8: mate.

      ...                        21. P to K R 3

The position being perfectly even, the game should result in a draw. There
is no danger now for Black to lose a piece, because after 22. R takes R:
ch., R takes R: 23. R takes R: ch., B takes R; 24. Q to K 8: ch., K to R 2,
White cannot play 25. Q takes B, because of 25. ... Q to Kt 8: mate.

SECOND VARIATION.

Repeat the opening from preceding game up to White's 9th move.

      B to Kt 5[87]                  Q takes B
   9. -------------              11. ------------
      Q to Kt 3                      P to B 3[88]

      Kt takes P                     B to B 4
  10. ----------                 12. --------
      B takes Kt                     P to Q 3

                With the better game.

THE EVANS GAMBIT DECLINED.

From the foregoing illustrations of the Evans Gambit, it will be seen that
this opening is exceedingly complicated both for the attack and the
defence. It is safer for Black to _decline_ accepting the gambit, which is
done by playing 4. ... B to {372} Kt 3. The opening is then reduced to a
Giuoco Piano, White having (theoretically speaking) compromised his pawns
on the Queen's side by having advanced them prematurely, which advance may
prove a weakness in the ending.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. B to B 4                    3. B to B 4
   4. P to Q Kt 4                 4. B to Kt 3
   5. P to Q R 4

    The best move. 5. P to Kt 5 is inferior, as shown exhaustively in the
    following variations:--

       5. P to Kt 5                   5. Kt to R 4
       6. Kt takes P                  6. Kt to R 3 (!)
       7. P to Q 4                    7. P to Q 3
       8. B takes Kt                  8. P takes B

    Not 8. ... P takes Kt, because of 9. B takes P, R to K Kt sq.; 10. B
    takes P: ch., K takes B; 11. B takes P, Q to Kt 4; 12. P to Kt 3, B to
    Kt 5; 13. P to B 3, with four pawns for a piece, which is more than an
    equivalent.

       9. Kt takes P                     ...

    Not 9. B takes P: ch., because of 9. ... K to K 2; 10. Q to B 3, R to B
    sq. (!); 11. Kt to Q B 3, B to K 3; 12. Q to B 5, B takes B (if 12. ...
    B takes Q; 13. Kt to Q 5, mate), and wins; or 12. Q to R 5, then P
    takes Kt, and wins.

          ...                         9. Q to B 3
      10. Q to R 5                       ...

    Not 10. Kt takes R, became of 10. ... B takes P; 11. Q to R 5: ch., K
    to K 2; 12. Q to B 7: ch., Q takes Q; 13. B takes Q, B takes R, and
    wins. Equally bad would be 10. P to K 5, P takes P; 11. Kt takes P, Kt
    takes B; 12. Kt takes Kt, B takes P, and wins.

          ...                        10. Castles (quite legal)
      11. Kt takes R P: dble. ch.    11. K to Kt 2
      12. Kt to Kt 4                 12. B takes Kt
      13. Q takes B: ch.             13. K to R sq.
      14. Q to K 2                   14. B takes P, and wins.

{373}

      ...                         5. Q P to R 3

Not 5. ... Kt takes P, which would be met by 6. P to R 5, with a winning
attack. And not 5. ... P to Q R 4, which is inferior to the text move, and
weakens the pawns on the Queen's side for the End game.

   6. Castles                     6. P to Q 3
   7. P to B 3                    7. Kt to B 3
   8. P to Q 3

The position is now equivalent to the Giuoco Piano, except that White has
advanced his Queen's side pawns, which is a slight disadvantage.

THE TWO KNIGHTS' DEFENCE.

Reverting to the opening moves of the Giuoco Piano, in answer to 3. B to B
4, Black may play (instead of 3. ... B to B 4), 3. ... Kt to B 3. This
constitutes the _Two Knights' Defence_. White may continue with 4. P to Q
3, or Kt to B 3, or adopt a more spirited line of play with 4. Kt to Kt 5.
Black's defences being 4. ... P to Q 4. or 4. ... Kt takes P. We append one
or two leading variations:

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. B to B 4                    3. Kt to B 3
   4. Kt to Kt 5                     ...

In the Giuoco Piano, where Black's Knight would be still at Kt sq., this
advance would be bad, because Black could reply 4. ... Kt to R 3, {374}
defending the K B P. Here, however, it is the best move. Black's best
defence is

      ...                         4. P to Q 4
   5. P takes P                   5. Kt. takes P (?)

Not to be recommended. The best move is 5. ... Kt to Q R 4.

   6. Kt takes B P (!)            6. K takes Kt
   7. Q to B 3: ch.               7. K to K 3

{375} In order to defend the Knight, which is twice attacked. 7. ... Q to B
3 would be bad policy, for in such case White would play 8. B takes Kt:
ch., B to K 3; 9. B takes Kt, P takes B; 10. Q takes P, with three Pawns
ahead.

   8. Kt to B 3                   8. Kt to K 2

White attacking the Knight once more, and Black defending it again.

   9. P to Q 4                    9. P to B 3

And we have the position depicted in Fig. 10. Black could not play 9. ... P
takes P, for fear of 10. Q to K 4: ch., winning back the piece.

                  Black.
  +---------------------------------------+
  | #R |    | #B | #Q |    | #B |    | #R |
  | #P | #P |    |    | #Kt|    | #P | #P |
  |    |    | #P |    | #K |    |    |    |
  |    |    |    | #Kt| #P |    |    |    |
  |    |    | ^B | ^P |    |    |    |    |
  |    |    | ^Kt|    |    | ^Q |    |    |
  | ^P | ^P | ^P |    |    | ^P | ^P | ^P |
  | ^R |    | ^B |    | ^K |    |    | ^R |
  +---------------------------------------+
                  White.

                  FIG. 10.
      [POSITION AFTER BLACK'S 9TH MOVE.]

  10. B to K Kt 5                    ...

Pinning the Knight, so as to take off one of the defences of the Kt at Q 4.

      ...                        10. K to Q 2
  11. P takes P                  11. K to K sq.
  12. Castles Q R                12. B to K 3
  13. Kt takes Kt                13. B takes Kt
  14. R takes B                  14. P takes R
  15. B to Kt 5: ch.             15. Kt to B 3
  16. B takes Q                  16. R takes B
  17. P to K 6, and wins.

SECOND VARIATION.

Repeat as far as White's 8th move inclusive.

Should Black play, instead of 8. ... Kt to K 2, 8. ... Kt to Kt 5, the
following variations may ensue:

{376}

   9. Q to K 4                    9. P to Q Kt 4
  10. B to Kt 3                  10. P to B 4
  11. Kt takes P                 11. B to R 3
  12. P to Q R 4                 12. R to B sq.
  13. P to Q 3                   13. B to K 2
  14. Castles                        ...

White threatens now a formidable attack with 15. P to K B 4, to be followed
by attacking the Knight with the Q B P, and so to win back the piece.

      ...                        14. B to Kt 2
  15. P to Q B 3                 15. P to Q R 3

    If 15. ... Kt to R 3, White would win with 16. P to K B 4.

  16. Q to Kt 4: ch.             16. K to B 2
  17. P to K B 4                 17. R to B sq. (best)
  18. P takes P: dis. ch.        18. K to Kt sq.
  19. B to R 6 (!)               19. R takes R: ch.
  20. R takes R                  20. B to B sq.
  21. Kt to Q 6, and wins.

For the immediate threat, 22. Q to K 6: ch., or Kt takes B, is fatal.

THIRD VARIATION.

Repeat the Opening up to Black's 5th move.

{377}

      ...                            Q to K 2
   5. ---------------            14. --------
      Kt to Q R 4[89]                Castles

      B to Kt 5: ch.                 P takes B
   6. --------------             15. ----------
      P to B 3                       R to K sq.

      P takes P                      Castles
   7. ---------                  16. ---------
      P takes P                      R takes P

      B to K 2[90]                   B to K B 4
   8. ------------               17. --------------
      P to K R 3                     Q to Kt 3: ch.

      Kt to K B 3                    Q to B 2
   9. -----------                18. --------------
      P to K 5                       Q takes Q: ch.

      Kt to K 5                      R takes Q
  10. ---------                  19. -------------
      Q to B 2                       R to K 8: ch.

      P to K B 4                     R to B sq.
  11. ----------                 20. --------------
      B to Q 3                       R takes R: ch.

      P to Q 4                       K takes R, &c.
  12. ----------------           21. --------------
      P takes P _e.p._               ...

      B takes P                White has the better pawn
  13. ----------               position on the Queen's side.
      B takes Kt

THE RUY LOPEZ.

This Opening, invented by the Spaniard Ruy Lopez in the sixteenth century,
is still resorted to in tournaments and matches, where caution and safety
are essential. Instead of developing the Bishop to Q B 4 with the intention
of an attack upon Black's weakest point--viz., the K B P, White plays 3. B
to Q Kt 5, threatening 4. B takes Kt, and 5. Kt takes P. In answer to 3. B
to Kt 5, Black may play 3. ... P to Q R 3; 3. ... K Kt to B 3 (best); 3.
... K Kt to K 2 (not so good); 3. ... B to B 4; 3. ... Kt to Q 5 (not to be
recommended); 3. ... P to Q 3 (a safe, but dull defence); 3. ... P to B 4
(risky); and 3. ... P to K Kt 3, the latter involving the development of
the K B to Kt 2.

White's replies are, in answer to 3. ... P to Q R 3; 4. B takes Kt; or 4. B
to R 4. And in answer to 3. ... Kt to B 3; 4. Kt to B 3; 4. P to Q 3; 4. Q
to K 2; 4. P to Q 4, or 4. Castles. {378}

The main defences are 3. ... P to Q R 3, and 3. ... Kt to B 3. The latter
is to be preferred; for to a certain extent the White Bishop is not in such
a favourable position at Kt 5 as at R 4; it should, therefore, not be
driven into a better one.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. B to Kt 5

These moves complete the Ruy Lopez Opening.

      ...                         3. P to Q R 3
   4. B to R 4                       ...

    White could here temporarily win a pawn with 4. B takes Kt, Q P takes
    B, 5. Kt takes P. But 5. ... Q to Q 5 wins it back for Black; it is,
    therefore, useless to exchange the powerful King's Bishop.

      ...                         4. Kt to B 3
   5. P to Q 3                    5. P to Q 3

This is the quietest form of the Lopez and may be adopted with safety.

   6. Kt to B 3                   6. B to Q 2
   7. Castles                     7. B to K 2
   8. P to Q 4                    8. P to Q Kt 4
   9. P takes P                   9. Q Kt takes P
  10. Kt takes Kt                10. P takes Kt
  11. B to Kt 3                  11. Castles
  12. B to Kt 5                  12. P to Q R 4

A good move, as it anticipates White's advance of the Q R P, and thus
renders the Queen's side safe.

  13. B takes Kt                 13. B takes B
  14. P to Q R 4                 14. P to Kt 5

It would be bad to play here 14. ... P takes P, {379} because it not only
would give White an open Rook's file, but also _isolate_ Black's R P and Q
B P, a weakness from which he could not recover against the best play.

Neither side has so far gained any material advantage.

SECOND VARIATION.

Repeat the first five moves on either side.

      P to B 3                       Kt to Kt 3
   6. -----------                 9. -----------
      P to K Kt 3                    P to Q Kt 4

      Q Kt to Q 2                    B to B 2
   7. -----------                10. --------
      B to Kt 2                      P to Q 4

      Kt to B sq.                    Castles
   8. -----------                11. --------
      Castles                        Q to Q 3

                     Even game.

THIRD VARIATION.

Repeat first four moves on either side.

      P to Q 3                       B takes Kt
   5. --------                    9. ------------
      B to B 4                       Kt P takes B

      P to B 3                       Kt takes P
   6. ------------               10. ----------
      Q to K 2 (!)                   Kt takes P

      Castles                        R to K sq.
   7. -------                    11. ----------
      Castles                        P to K B 4

      P to Q 4                       Kt to Q 2
   8. ---------                  12. ---------
      B to Kt 3                      Q to B 3

                     Even game.

FOURTH VARIATION.

Repeat first four moves as above.

      Castles
   5. ----------
      Kt takes P

      P to Q 4
   6. -----------
      P to Q Kt 4

  {380}
      Kt takes P
   7. ---------------
      Kt takes Kt[91]

      P takes Kt
   8. ------------
      P to Q 3[92]

      P takes P
   9. --------------
      Kt takes P[93]

      B to Kt 3
  10. ---------
      B to K 2

      Q to B 3
  11. -------------
      R to Q Kt sq.

Not 11. ... B to Kt 2, because of 12. B takes P ch., Kt takes B; 13. Q
takes B, &c.

About an even game.

At the present day, however, as we have said, the defence of 3. ... P to Q
R 3 is discarded by the best authorities in favour of 3. ... Kt to K B 3.
The game may then proceed as follows:

   4. Castles                     4. Kt takes P
   5. P to Q 4                    5. B to K 2
   6. Q to K 2                    6. Kt to Q 3 (!)
   7. B takes Kt                  7. Kt P takes B (!)

    If 7. ... Q P takes B, White would obtain an advantage by 8. P takes P,
    Kt to B 4; 9. R to Q sq., B to Q 2; 10. P to K 6 (!), P takes P; 11. Kt
    to K 5, Kt to Q 3 (or B to Q 3); 12. Q to R 5; ch., P to Kt 3; 13. Kt
    takes Kt P, and wins.

   8. P takes P                   8. Kt to Kt 2 (!)
   9. Kt to B 3                   9. Kt to B 4
  10. Kt to Q 4                  10. Castles

    The tempting move 10. ... B to R 3, winning the exchange, would be
    unsound, because of White's reply 11. Q to Kt 4, Castles; 12. B to R 6,
    &c.

Another variation proceeds as follows:

{381}

   4. P to Q 4                    4. P takes P
   5. Castles                     5. B to K 2
   6. P to K 5                    6. Kt to K 5
   7. R to K sq.                  7. Kt to B 4
   8. B takes Kt                  8. Q P takes B (!)
   9. Kt takes P                  9. Castles
  10. B to K 3                   10. R to K sq.
  11. Kt to Q B 3                11. Kt to K 3
  12. Kt to B 5                  12. Kt to B sq.
                       Even game.

The remaining Openings, though not less important, we shall be compelled to
deal with more briefly. It must, however, be remembered that it is only the
first three or four moves on either side (or even less) which constitute a
given Opening. All beyond these are optional, though in many instances the
best moves in continuation on either side have been ascertained by careful
analysis, and these are consequently known, among players, as "book" moves.

PHILIDOR'S DEFENCE.

After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the attacked
King's pawn with 2.... P to Q 3, and this constitutes _Philidor's Defence_.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. P to Q 3
   3. P to Q 4                    3. P takes P
   4. Kt takes P                     ...

If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt 5, B
to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B takes Kt.
{382} Q takes B; 9. Q takes Q, P takes Q; 10. Kt to B 3, and Black has two
Bishops against two Knights, and an open Kt and K file for his Rooks, and
consequently the advantage.

      ...                         4. Kt to K B 3
   5. B to Q B 4                  5. B to K 2

Equal game.

SECOND VARIATION.

      P to K 4
   1. --------
      P to K 4

      Kt to K B 3
   2. -----------
      P to Q 3

      B to B 4
   3. --------------
      P to K B 4[94]

      P to Q 4
   4. -----------
      K P takes P

      Kt to Kt 5
   5. -----------
      Kt to K R 3

      Kt takes P
   6. ------------
      Q to K 2[95]

      Q to R 5: ch.
   7. -------------
      K to Q 2

      B to Kt 5
   8. --------------
      Q takes P: ch.

      K to Q 2
   9. ---------
      Q to Kt 5

      Q to Kt 6
  10. ----------
      R takes Kt

      B to Q 5
  11. ------------
      P to B 3[96]

      P to K R 3
  12. --------------
      Winning the Q.

THIRD VARIATION.

Repeat the opening of second variation up to Black's fourth move.

{383}

      ...
   4. -----------
      B P takes P

      Kt takes P
   5. ----------
      P takes Kt

      Q to R 5: ch.
   6. -------------
      K to Q 2

      Q to B 5: ch.
   7. -------------
      K to B 3

      Q takes P (K 4)[97]
   8. -------------------
      P to Q R 3

      P to Q 5: ch.
   9. -------------
      K to Kt 3

      B to K 3: ch.
  10. -------------
      B to B 4[98]

      B takes B: ch.
  11. --------------
      K takes B

      Q to R 5: ch.
   7. -------------
      K to Q 2

      B to Kt 5
   8. --------------
      Q takes P: ch.

      K to Q 2
   9. ---------
      Q to Kt 5

      P to Kt 4: ch.
  12. --------------
      K takes P [99]

      Kt to Q 2
  13. ---------
      Q to B 3

      R to Kt sq.: ch.
  14. ----------------
      K to R 5

      P to Q B 3
  15. ---------------
      P to Q R 4[100]

      B to Kt 5: ch.
  16. --------------
      K to R 6

      Kt to B 4: ch.
  17. --------------
      K takes P

      R to Kt 2: ch.
  18. --------------
      K to R 8

      Castles: checkm.
  19. ----------------

This variation has been selected to illustrate mate being given by
castling.

THREE KNIGHTS' GAME.

The _Three Knights' Game_ is brought about if, after 1. P to K 4, P to K 4;
2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The following is an
example:

{384}

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. Kt to B 3                   3. B to Kt 5
   4. B to Kt 5                   4. K Kt to K 2
   5. P to Q 4                    5. P takes P
   6. Kt takes P                  6. Castles

Even game.

FOUR KNIGHTS' GAME.

If Black moves 3. ... Kt to B 3, the previous moves being the same as in
the Three Knights' Game, it is called the _Four Knights' Game_. It is
convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into a
Double Ruy Lopez, if Black replies 4. ... B to Kt 5.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to Q B 3                 2. Kt to K B 3
   3. Kt to B 3                   3. Kt to B 3
   4. B to Kt 5                   4. B to Kt 5
   5. Castles                     5. Castles
   6. Kt to Q 5                   6. Kt takes Kt
   7. P takes Kt                  7. P to K 5
   8. P takes Kt                  8. P takes Kt
   9. Q takes P

If White had played 9. P takes Q P, Black's best reply would have been 9.
... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies 9. ...
B takes Kt P, with a promising attack.

      ...                         9. Q P takes P
  10. B to K 2                   10. B to Q 3

Even game.

{385}

THE VIENNA OPENING.

If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the _Vienna
Opening_ is the result. The Q Kt does not act immediately, but rather seems
to relinquish the advantage of the first move; but this is only apparently
so. For in all Openings the Q Kt plays an important rôle, and, having this
piece in play, White soon resumes the attack, and with increased vigour in
certain variations.

The defences for Black are--2. ... B to B 4; 2. ... B to Kt 5; 2. ... Kt to
Q B 3; 2. ... Kt to K B 3. The latter yields the most satisfactory results.
2. ... Kt to Q B 3 may lead to the Steinitz Gambit, a difficult game for
both sides; whilst 2. ... B to Kt 5 is the least satisfactory variation of
all.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to Q B 3                 2. Kt to K B 3
   3. P to B 4                    3. P to Q 4 (best)

In this variation it is not advisable to take the offered Gambit pawn,
though Black might have done so if he had played 2. ... Kt to Q B 3 instead
of 2. ... Kt to K B 3.

   4. B P takes P                 4. Kt takes P
   5. Q to B 3                    5. Kt to Q B 3
   6. B to Kt 5                      ...

    If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3
    (best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt
    takes P: ch. &c.

{386}

      ...                         6. Kt takes Kt
   7. Kt P takes Kt (!)           7. B to K 2
   8. P to Q 4                    8. B to K 3
   9. Kt to K 2                   9. Castles
  10. Castles
  With a very good game.

  SECOND VARIATION.                 THIRD VARIATION.

     P to K 4                        P to K 4
  1. --------                     1. --------
     P to K 4                        P to K 4

     Kt to Q B 3                     Kt to Q B 3
  2. -----------                  2. -----------
     B to B 4                        Kt to Q B 3

     P to B 4                        P to K Kt 3
  3. --------                     3. -----------
     P to Q 3                        B to B 4

     Kt to B 3                       B to Kt 2
  4. -----------                  4. ---------
     Kt to K B 3                     P to Q 3

     B to B 4                        Kt to R 4
  5. ---------                    5. ---------
     Kt to B 3                       B to Kt 3

     P to Q 3                        Kt takes B
  6. -----------                  6. ------------
     B to K Kt 5                     R P takes Kt

     Kt to Q R 4                     Kt to K 2
  7. -----------                  7. ---------
     B to Kt 3                       P to B 4

     Kt takes B                      P to Q 3
  8. ------------                 8. ---------
     R P takes Kt                    Kt to B 3

     Even game.                      Even game.

THE STEINITZ GAMBIT.

This gambit is an offshoot of the Vienna Opening. It leads to a very
difficult game, and the student will be well advised to avoid it. It is,
however, desirable that he should know the moves of the Opening. {387}

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to Q B 3                 2. Kt to Q B 3
   3. P to B 4                    3. P takes P
   4. P to Q 4                       ...

This constitutes the Steinitz Gambit. The White King becomes exposed to a
violent attack; but if the attack fails, White is able to exchange pieces,
and so obtain a superior End game, his King (an essential factor in the
ending) being in better play than the Black King.

THE SCOTCH GAME AND SCOTCH GAMBIT.

Next in importance to the Ruy Lopez and the Vienna Opening is the _Scotch_,
an Opening very frequently adopted in matches and tournaments. If after 1.
P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; White plays 3. P to Q 4,
it is called the _Scotch Game_. Black's best move is 3. ... P takes P (not
3. ... Kt takes P), and White can either retake the Pawn or leave it. In
the latter case the Opening becomes the _Scotch Gambit_. The former Opening
is considered sounder than the latter, and for that reason is met with more
frequently nowadays. Formerly, when Gambits generally were more in vogue,
the Scotch Gambit enjoyed corresponding popularity. A few of the most
essential variations of this interesting Opening follow. First, of the
Scotch game.

{388}

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. P to Q 4                    3. P takes P
   4. Kt takes P                  4. Kt to B 3
   5. Kt to Q B 3                 5. B to Kt 5
   6. Kt takes Kt                 6. Kt P takes Kt
   7. Q to Q 4                    7. Q to K 2
   8. P to B 3                    8. P to B 4
   9. Q to K 3                    9. Castles.
                       Even game.

SECOND VARIATION.

Repeat the Opening up to Black's 4th move.

      ...                            P takes B
   4. --------                    8. ---------
      B to B 4                       P to Q 4

      B to K 3                       Kt to B 3
   5. --------                    9. ---------
      Q to B 3                       P takes P

      P to Q B 3                     P to Q 5
   6. -----------                10. ------------
      K Kt to K 2                    Kt to Kt sq.

      Q to Q 2                       Kt takes P
   7. ----------                 11. ----------
      B takes Kt                     ...

                     Even game.

THIRD VARIATION.

Repeat Opening as before.

      ...                            B to K 3
   4. -----------                 7. ---------
      Kt takes Kt                    Q takes Q

      Q takes Kt                     B takes Q
   5. ----------                  8. ---------
      Q to B 3                       ...

      P to K 5
   6. -----------
      Q to Q Kt 3

                     Even game.

{389}

THE SCOTCH GAMBIT.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. Kt to K B 3                 2. Kt to Q B 3
   3. P to Q 4                    3. P takes P
   4. B to Q B 4                     ...

The Pawn not being re-taken, as in the Scotch Game, constitutes the Scotch
Gambit.

      ...                         4. B to B 4
   5. Kt to Kt 5                  5. Kt to R 3

Not 5. ... Kt to K 4, which most beginners are in the habit of playing,
because White would still proceed exactly as after the move given in the
text, and after the exchanges Black would have the K Kt not developed.

   6. Kt takes B P                6. Kt takes Kt
   7. B takes Kt: ch.             7. K takes B
   8. Q to R 5: ch.               8. P to Kt 3
   9. Q takes B                   9. P to Q 4 (best)
  10. P takes P                      ...

    If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt
    5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, &c.

      ...                        10. R to K sq.: ch.
  11. K to Q sq.                     ...

Forming the position shown in Fig. 11.

                  Black.
  +---------------------------------------+
  | #R |    | #B | #Q | #R |    |    |    |
  | #P | #P | #P |    |    | #K |    | #P |
  |    |    | #Kt|    |    |    | #P |    |
  |    |    | ^Q | ^P |    |    |    |    |
  |    |    |    | #P |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^P | ^P | ^P |    |    | ^P | ^P | ^P |
  | ^R | ^Kt| ^B | ^Q |    |    |    | ^R |
  +---------------------------------------+
                  White.

                  FIG. 11.
      [POSITION AFTER WHITE'S 11TH MOVE.]

      ...                        11. R to K 4
  12. P to Q B 4                 12. Q to R 5
  13. Q to R 3                   13. Q takes B P
  14. Q to B 3: ch.              14. Q takes Q
  15. P takes Q                      ...
               Black has the better game.

{390}

SECOND VARIATION.

Repeat the Opening up to White's 6th move.

      Q to R 5                        P to K R 3
   6. --------                     9. ----------
      Q to K 2                        B to Q 2

      Castles                         P to K B 4
   7. ---------                   10. ----------
      Kt to K 4                       Kt to B 3

      B to Kt 3                 And, after Black has castled
   8. ---------                 Q R, he has the better game.
      P to Q 3

{391}

THE DANISH AND CENTRE GAMBITS.

The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, P
takes P. If White continue 3. P to Q B 3, it is called the _Danish Gambit_,
which is rarely played now. The _Centre Gambit_ is a modification of the
Scotch, and similar to it in many of the continuations. 3. Q takes P
constitutes this Gambit. (Strictly speaking, it is not a _Gambit_, the pawn
not being sacrificed.) Latterly the Centre Gambit has been somewhat
neglected.

THE DANISH GAMBIT.

      WHITE.                         BLACK.
   1. P to K                      1. P to K 4
   2. P to Q 4                    2. P takes P
   3. P to Q B                       ...

These moves constitute the Danish Gambit.

      ...                         3. P takes P
   4. B to Q B 4                  4. Kt to K B 3
   5. Kt takes P                  5. B to Kt 5
   6. Kt to K 2                   6. Castles
   7. P to K 5                    7. Kt to K 5

(Or 7. ... P to Q 4, equally good, and leading to a livelier game.)

   8. Castles                     8. Kt takes Kt
   9. P takes Kt                  9. B to B 4

And White is better developed, for the pawn _minus_. Still Black has a
tangible advantage.

THE CENTRE GAMBIT.

{392}

      WHITE.                         BLACK.
   1. P to K 4.                   1. P to K 4
   2. P to Q 4                    2. P takes P
   3. Q takes P                   3. Kt to Q B 3
   4. Q to K 3                       ...

    Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P
    to Q 4, &c., but the text-move is now considered superior to the
    retreat of a developed piece, especially as from K 3 the range of the
    Queen's action on both sides should prove more advantageous to White.

      ...                         4. Kt to B 3
   5. Kt to Q B 3                 5. B to Kt 5

    If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K 4,
    P to Q 4; 7. P takes P _e.p._: ch., B to K 3; 8. P takes P, Q to Q 8:
    ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with
    the better game.

PETROFF'S DEFENCE.

Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of
defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking the
opponent's K P. This mode of defence is sometimes adopted if the second
player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans Gambit. On
the whole it yields a safe defence, although somewhat tame in the majority
of variations.

THE KING'S GAMBITS.

The reader has already had several examples of Gambits, but others still
remain to be described. A pawn is sacrificed in order to get a compensating
advantage in a rapid development of the pieces, and an immediate attack.
Formerly the Gambits were played very frequently, but more perfect
knowledge of the possible defences has caused the less speculative Openings
to be resorted to in preference--a {393} tacit admission that the Gambits
are for the most part hazardous for the first player, though they give rise
to ingenious combinations and interesting positions.

The principal Gambits (apart from the "Evans") are the King's Knight's and
King's Bishop's Gambits. From the former spring other well-known Gambits,
such as the Kieseritzky, Allgaier, Muzio, &c.

THE KING'S KNIGHT'S GAMBIT.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                    ...

This move completes the Gambit.

      ...                         3. P to K Kt 4

This move has a double object. First, it protects the Gambit pawn, which
would be attacked after White's necessary P to Q 4, and then it enables
Black to post his B at Kt 2, which is essential, as in some variations
White might play P to K R 4, when without the B at Kt 2, Black could not
reply P to K R 3, because his Rook would not then be protected, and his
pawns on the King's side would be broken up.

   4. B to B 4                    4. B to Kt 2
   5. P to Q 4                    5. P to Q 3
   6. P to K R 4                  6. P to K R 3

See previous remark. Of course, were Black now to advance the attacked
pawn, he would weaken the Gambit pawn. {394}

   7. P takes P                   7. P takes P
   8. R takes R                   8. B takes R
   9. Q to Q 3                       ...

The intention being to play P to K 5 and Q to R 7, attacking two pieces,
and threatening mate. Black prevents this by--

      ...                         9. Kt to K R 3

White has not as yet gained any marked advantage to compensate for the
sacrificed pawn.

Black's best defence in the King's Knight's Gambit is to play 4. ... P to
Kt 5, thereby forcing White to adopt either the Muzio or the Salvio attack,
in either of which cases Black should get the best of the game, as we
proceed to show.

THE MUZIO GAMBIT.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                 3. P to K Kt 4
   4. B to B 4                    4. P to Kt 5
   5. Castles                        ...

The Knight cannot go back to Kt sq., consequently White must either give it
up or play Kt to K 5, which will be treated in the Salvio Gambit. Leaving
the Knight _en prise_ constitutes the Muzio Gambit.

      ...                         5. P takes Kt

The position is now as represented in Fig. 12.

                  Black.
  +---------------------------------------+
  | #R | #Kt| #B | #Q | #K | #B | #Kt| #R |
  | #P | #P | #P | #P |    | #P |    | #P |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    | ^B |    | ^P | #P |    |    |
  |    |    |    |    |    | #P |    |    |
  | ^P | ^P | ^P | ^P |    |    | ^P | ^P |
  | ^R | ^Kt| ^B | ^Q |    | ^R | ^K |    |
  +---------------------------------------+
                  White.

                  FIG. 12.
     [POSITION AFTER BLACK'S 5TH MOVE.]

   6. Q takes P                   6. Q to B 3
   7. P to K 5                       ...

{395}

This further sacrifice may be regarded as compulsory. White gains time to
develop his pieces, as Black has, after the capture of the K P, both King
and Queen in an exposed position.

      ...                         7. Q takes P
   8. P to Q 3                    8. B to R 3
   9. B to Q 2                       ...

{396}

Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B to B
3, &c. White has gained no material advantage.

SECOND VARIATION.

Reverting to the position after Black's 5th move (Fig. 12), instead of, as
in the preceding variation, 6. Q takes P, let White play--

   6. P to Q 4                       ...

This attack, if not properly met, is extremely embarrassing for Black; but,
against the correct play, it is inferior to the one already given.

      ...                         6. P to Q 4 (best)
   7. B takes P                   7. Q B to Kt 5
   8. R to B 2                    8. P to Q B 3
   9. B to B 4                    9. B to Kt 2
  10. P to B 3                   10. B to R 3
  11. Kt to Q 2                  11. Kt to K 2
  12. Kt takes P                 12. Kt to Kt 3

And Black even without Castling may assume the counter-attack with R to Kt
sq., bringing the Queen into play as soon as feasible.

THE SALVIO GAMBIT.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                 3. P to K Kt 4
   4. B to B 4                    4. P to Kt 5
   5. Kt to K 5                      ...

This move constitutes the Salvio attack. White {397} attacks Black's K B P,
intending to obtain a compensating advantage for being compelled to move
his King without castling.

      ...                         5. Q to R 5: ch.
   6. K to B sq.                  6. Kt to Q B 3
   7. B takes P: ch.              7. K to K 2

Better here, as in most cases, than 7.... K to Q sq., for it keeps an
attack upon the B in case the Kt has to move.

   8. Kt takes Kt: ch.            8. Q P takes Kt
   9. B to Kt 3                   9. Kt to B 3
  10. P to Q 3                   10. Kt to R 4

Black has by far the better position.

THE KIESERITZKY GAMBIT.

Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B 4, P
takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, Black can
play either 4. ... B to Kt 2, thus consolidating his King's pawns, which
are difficult to break up, or 4. ... P to Kt 5, with the consequences shown
in the Muzio and Salvio. To obviate this, White plays now 5. P to K R 4.
Black's Knight's pawn cannot be defended with P to K R 3, the Bishop not
being yet at Kt 2. Therefore Black's best course (B to K 2 not being good)
is 5. ... P to Kt 5, to which White replies 6. Kt to K 5--the Kieseritzky,
or 6. Kt to Kt 5, the Allgaier, to be considered subsequently.

{398}

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                 3. P to K Kt 4
   4. P to K R 4                  4. P to Kt 5
   5. Kt to K 5                   5. B to Kt 2

Black has various defences here, the best being the text-move and 5. ... Kt
to K B 3.

   6. P to Q 4                       ...

    If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt to
    K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better
    game.

      ...                         6. Kt to K B 3
   7. Kt to Q B 3                 7. P to Q 3
   8. Kt to Q 3                   8. Kt to R 4
   9. Kt takes P                  9. Kt to Kt 6
  10. R to R 2                   10. Castles
  11. Q to Q 3                   11. Kt takes B
  12. K takes Kt                 12. Kt to B 3

And Black has a good game.

THE ALLGAIER GAMBIT.

Here, as in the Muzio, a piece is sacrificed for an early and strong
attack. The opening moves are--

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                 3. P to K Kt 4
   4. P to K R 4                  4. P to Kt 5
   5. Kt to Kt 5                     ...

This move involves the sacrifice of the Knight, and constitutes the
Allgaier.

{399}

      ...                         5. P to K R 3
   6. Kt takes K B P              6. K takes Kt
   7. B to B 4: ch.               7. P to Q 4

Black gives up this pawn to free his Bishop and protect the pawn at Kt 5.

   8. B takes P: ch.              8. K to Kt 2
   9. B takes Q Kt P              9. B takes B
  10. Q takes P: ch.             10. K to B 2
  11. Q to R 5: ch.              11. K to K 2
  12. Q to K 5: ch.              12. K to Q 2
  13. Q takes R                  13. Kt to K B 3

    Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt
    2.

  14. P to Q Kt 3                    ...

    To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This
    avoids the immediate danger, but White has no tangible advantage.

An important modification of this is the Allgaier-Thorold, in which White
at move 7 advances the Queen's pawn, instead of at once checking after the
sacrifice of the Knight. The following is an example of this Gambit, and a
probable continuation.

   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. Kt to K B 3                 3. P to K Kt 4
   4. P to K R 4                  4. P to Kt 5
   5. Kt to Kt 5                  5. P to K R 3
   6. Kt takes P                  6. K takes Kt
   7. P to Q 4                    7. P to B 6
   8. B to B 4: ch.               8. P to Q 4
   9. B takes P: ch.              9. K to Kt 2
  10. P takes P                  10. Kt to K B 3

Black has slightly the advantage. {400}

THE CUNNINGHAM GAMBIT.

This should rather be called the Cunningham Defence to the King's Knight's
Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P
takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable than
either the Muzio or the Salvio.

The game may proceed as follows--

      WHITE.                         BLACK.
   4. B to B 4                    4. B to R 5: ch.
   5. K to B sq.                     ...

    This is the best move, which should give the advantage to White. Less
    favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P;
    6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt
    to K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11.
    P to Q 4, K to Kt sq., with a good game for Black.

   5. ...                         5. P to Q 4
   6. B takes P                   6. Kt to K B 3

THE BISHOP'S GAMBIT.

Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes
P; 3. B to B 4. The Bishop being developed at this stage, instead of the
King's Knight, gives the Opening its name. Its special feature is that
White exposes himself to a check, which compels him to move his King, and
thus loses the privilege of castling without gaining such an immediate
attack as in the Salvio. But though White thus gives up the attack
temporarily, he is able to reassume it with intensified vigour, owing to
the exposed position of the Black Queen. The check with the Queen is
therefore now only {401} resorted to in conjunction with 4. ... P to Q 4, a
counter-gambit which furthers Black's development.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P takes P
   3. B to B 4                    3. P to Q 4

Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4.

   4. B takes P                      ...

    Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to
    Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3,
    Castles, with the better game.

      ...                         4. Q to R 5: ch.
   5. K to B sq.                  5. P to K Kt 4
   6. Kt to K B 3                 6. Q to R 4
   7. P to K R 4                     ...

Upon the same principle as in the other Gambits (or, indeed, as in every
strong pawn position), viz., to attempt to break the force of the united
pawns.

      ...                         7. B to Kt 2

SECOND VARIATION.

Reverting to the position after Black's 5th move, White has two other
attacks here--viz., 6. Q to B 3, and 6. P to K Kt 3.

      Q to B 3
   6. ----------
      P to Q B 3

      Q to Q B 3[101]
   7. ---------------
      P to B 3

      B takes Kt
   8. ----------
      R takes B

      Q takes P
   9. ---------
      B to K 2

  {402}
      Q to B 3
  10. ---------
      P to Kt 5

      P to Q 4[102]
  11. -------------
      P to B 6

      B to K 3[103]
  12. -------------
      B to K 3

      Kt to Q 2
  13. ---------
      Kt to Q 2

  With advantage for Black.

THIRD VARIATION.

(First five moves as before.)

      P to K Kt 3                    Kt to K B 3
   6. -----------                11. -------------
      P takes P                      B to R 6: ch.

      K to Kt 2[104]                 K takes B
   7. --------------             12. --------------
      B to Q 3                       P to Kt 5: ch.

      P to K 5                       K to Kt 2
   8. ---------                  13. ---------------
      B takes P                      P takes Kt: ch.

      Q to K sq.                     K takes P
   9. ----------                 14. -----------
      Q to Q 5                       Kt to K B 3

      B takes P: ch.                 And wins.
  10. --------------
      K takes B

Two other continuations for Black should be noted by the student--viz., 3.
... P to K B 4, and 3. ... Kt to K B 3.

FOURTH VARIATION.

{403}

      ...                            P to Q 4
   3. ----------                  7. -----------
      P to K B 4                     Kt to K B 3

      Q to K 2                       Q takes B P
   4. -------------               8. -----------
      Q to R 5: ch.                  Q takes Q

      K to Q sq.                     B takes Q
   5. ----------                  9. ---------
      P takes P                      ...

      Q takes P: ch.                 Even game.
   6. --------------
      B to K 2

FIFTH VARIATION.

      ...                            P to Q 3
   3. -----------                 7. ---------
      Kt to K B 3                    Kt to K 4

      Kt to Q B 3                    B to Kt 3
   4. -----------                 8. ---------
      Kt to B 3                      B to Kt 5

      Kt to B 3                      Q B takes P
   5. ---------                   9. -----------
      B to Kt 5                      ...

      Castles                        Even game.
   6. --------
      P to Q 3

THE GAMBIT DECLINED.

Although, in the majority of Gambits, the defence should obtain, if not an
advantage, at least an even game, some players (fearing to give their
opponent the chance of a sudden and vigorous attack) decline to accept the
Gambit.

There are various modes of refusing the Gambit; the one most frequently
resorted to being by playing B to B 4. The game may proceed as under:

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. B to B 4
   3. Kt to K B 3                 3. P to Q 3
   4. P to B 3                       ...

{404} Intending to establish a centre with 5 P to Q 4.

      ...                         4. B to K Kt 5
   5. B to K 2                       ...

    5. P to K R 3, B takes Kt; 6. Q takes B, may also be played.

      ...                         5. B takes Kt
   6. B takes B                   6. Kt to Q B 3
   7. P to Q Kt 4                 7. B to Kt 3
   8. P to Kt 5                   8. Q Kt to K 2
   9. P to Q 4                       ...

And White has, so far, carried out his plan of establishing a centre. The
position is about even.

The following defence is known as the _Falkbeer Counter-Gambit_, after its
author:

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 4
   2. P to K B 4                  2. P to Q 4
   3. K P takes P                    ...

Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give Black
a winning game.

      ...                         3. P to K 5

Black gives up a pawn for the attack, and a spirited game. It would be
disadvantageous for Black to play 3. ... Q takes P, because White would
then develop his pieces quicker, which it is the object of Black's
counter-gambit to prevent.

   4. B to Kt 5: ch.              4. P to B 3

Both White's and Black's moves are the best available.

   5. P takes P                   5. P takes P

{405}

Black takes with the pawn in order to maintain the attack, for which he
gave up a pawn.

   6. B to B 4                    6. Kt to B 3

    Again the best moves for both sides. Black could not play 6. ... B to Q
    B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt
    3; 9. Q takes B, &c.

CLOSE GAMES.

All games which commence with any other move than 1. P to K 4, or in which
Black replies with any other move than 1. ... P to K 4, are called Close
Games. These Openings are resorted to either by the first player, if he has
to meet an opponent who is well versed in book knowledge, or by the second
player, if he is afraid to trust himself in the wide field of the Open
Games, with all the numerous variations and combinations, which the first
player, knowing what Opening he proposes to adopt, might have prepared.

The Close Games require a considerable knowledge of pawn-play, which is a
specialty, only to be acquired by long experience. In the Open Games the
attack is mostly made with pieces, while in close or irregular games the
pawns are pushed forward, and the pieces are posted behind them in
strategical positions, and only come into action after the dispositions of
the plan of campaign are matured. Any attempt at full treatment at the
Close Games would therefore be out of place in an elementary treatise.

The French Defence and the Sicilian Defence are, however, exceptions. They
are very frequently played. To these, therefore, it will be necessary to
devote special attention. {406}

THE FRENCH DEFENCE.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 3

This move of Black constitutes the _French Defence_. It gives a safe but
dull game, with the exception of a few variations. The game may continue as
follows:

   2. P to Q 4                    2. P to Q 4
   3. P to K 5                    3. P to Q B 4

To prevent the establishment of a centre. It may be taken as a
principle--always try to prevent or break the formation of a centre.

   4. P to Q B 3                  4. Kt to Q B 3
   5. P to K B 4                     ...

In anticipation of Black's probable 5. ... Q to Kt 3, when White would have
to develop his K Kt.

      ...                         5. Q to Kt 3
   6. Kt to B 3                   6. B to Q 2
   7. P to Q Kt 3                    ...

In order to play his Bishop to K 3, which he cannot do now, because the Kt
P would be _en prise_.

      ...                         7. R to B sq.
   8. B to K 3                    8. Kt to R 3
   9. B to Q 3                       ...

To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... Kt
to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., and
then drive the Knight back. {407}

      ...                         9. P takes P
  10. P takes P                  10. Kt to Q Kt 5
  11. P to K R 3                     ...

The White Bishop cannot move, because of Kt to B 7: ch., and if 11.
Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q takes
Kt, B to Kt 4.

      ...                        11. Kt takes B: ch.
  12. Q takes Kt                 12. B to Kt 5: ch.
  13. K to B 2 (or Q Kt to Q 2)      ...

With a very good game for Black.

SECOND VARIATION.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K 3
   2. P to Q 4                    2. P to Q 4
   3. Kt to Q B 3                 3. Kt to K B 3
   4. P to K 5

P to K 5 on White's third move having been found unsatisfactory, the
modified form here given is now fashionable.

      ...                         4. K Kt to Q 2
   5. P to B 4                    5. P to Q B 4

Again the attempt to break the centre.

   6. P takes P                   6. Kt to Q B 3

As the pawn cannot be defended, Black utilises his time by bringing an
additional piece into play.

   7. Kt to B 3                   7. B takes P
   8. B to Q 3                    8. P to B 3

Again an attack upon the centre.

{408}

   9. P takes P                   9. Kt takes P
  10. Q to K 2                   10. Castles
  11. P to Q R 3                 11. P to Q R 3
                The game is so far even.

THE SICILIAN DEFENCE.

      WHITE.                         BLACK.
   1. P to K 4                    1. P to Q B 4

This move of Black constitutes the _Sicilian Defence_, its main object
being to prevent White from establishing a centre.

   2. Kt to Q B 3                 2. Kt to Q B 3

White might also play 2. B to B 4, or 2. Kt to K B 3; the development of
the Q Kt is, however, generally adopted.

   3. Kt to B 3                   3. P to K 3
   4. P to Q 4                    4. P takes P
   5. Kt takes P                  5. Kt to B 3
   6. Kt (Q 4) to Kt 5            6. B to Kt 5
   7. P to K R 3                  7. B takes Kt: ch.
   8. Kt takes B                  8. P to Q 4

Black remains with an isolated Queen's pawn after the exchanges which
follow; but as in most forms of the Sicilian Defence, Black's Queen's pawn
is weak, the position arising from Black's text-move is not inferior to any
other he can obtain.

   9. P takes P                   9. Kt takes P
  10. Kt takes Kt                10. Q takes Kt
  11. Q takes Q                  11. P takes Q
  12. B to K B 4                 12. Castles
  13. Castles                    13. B to K 3
                       Even game.

{409}

THE QUEEN'S GAMBIT.

The _Queen's Gambit_, 1. P to Q 4, P to Q 4; 2. P to Q B 4, P takes P; 3. P
to K 3, or 3. P to K 4, or 3. Kt to K B 3, &c., is rarely played, because
the Gambit pawn cannot, as in the King's Gambit, be defended by Black with
the Knight's pawn; therefore the offered Gambit is usually declined (say,
by 2. ... P to K 3), and the games take the form of close openings. The
Queen's Gambit Declined is a very popular Opening in tournaments.

THE FIANCHETTO.[105]

The Fianchetto takes various form--viz., the _King's Fianchetto_, wherein
White commences with 1. P to K Kt 3, and 2. B to Kt 2; and the _Queen's
Fianchetto_, where White plays 1. P to Q Kt 3, and 2. B to Kt 2; the
_King's Fianchetto Defence_, where Black defends with 1. ... P to K Kt 3,
and 2. ... B to Kt 2; and the _Queen's Fianchetto Defence_, where Black
defends with 1. ... P to Q Kt 3, and 2. ... B to Kt 2. The _Double
Fianchetto_ is where either White or Black develops both Bishops at Kt 2.
The shape of White's development against either Fianchetto defence should
be as under:

{410}

      WHITE.                         BLACK.
   1. P to K 4                    1. P to K Kt 3
   2. P to K B 4                  2. P to K 3
   3. P to Q 4                    3. B to Kt 2
   4. Kt to K B 3                 4. P to Kt 3
   5. P to B 3                    5. B to Kt 2
   6. B to Q 3                    6. Kt to K 2
   7. B to K 3                    7. P to Q 4
   8. P to K 5                    8. Kt to Q 2
   9. Q Kt to Q 2, &c.

All kindred Openings should be treated after this manner--viz., the
opposing player should aim at the formation of a strong centre, so as to
close the diagonal occupied by the Bishop.

THE END GAME.

As before stated, the game of Chess consists of three parts:

The OPENING, _i.e._, the strategical disposition of the forces; the MIDDLE
GAME, _i.e._, the campaign, and the END GAME.

The Middle part of the game commences where the Opening ceases, and here
the player is thrown upon his own resources.

The End Game commences where the Middle Game ceases, and this latter stage
of the game is a study in itself. In the majority of cases the treatment of
the End Game is a matter of intuition. The student may, however, be
assisted by the knowledge of general principles, and by familiarity with
certain standard positions, which frequently occur in practice. Examples of
these positions, and the methods of dealing with them, will be given in the
following pages.

KING AND PAWN AGAINST KING.

{411}

                  Black.
  +---------------------------------------+
  | #R |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | #Q |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    | ^P |    |    |    |    |    | #K |
  |    | ^R |    |    |    |    |    |    |
  |    |    |    |    |    |    | ^Q | ^K |
  +---------------------------------------+
                  White.

                  FIG. 13.
          [BLACK TO MOVE AND DRAW.]

In the majority of games, either one or the other player remains at the
close with a pawn, which has to be queened. Fig. 13 illustrates an ending
in which White is a pawn ahead, and if he had the move, would win with 1. R
to R 2, checkmate. It being, however, Black's turn to move, he is able to
exchange both Queen and Rook, and if he can stop White's pawn from reaching
the 8th square and becoming a Queen, he may draw the game. There {412} is a
simple method of ascertaining this at a glance without calculation (by
means of the imaginary "square" depicted in Fig. 14). Black forces the
exchange of pieces thus:

{413}

      WHITE.                         BLACK.
      ...                         1. Q to B 3: ch.
   2. Q to Kt 2: ch.              2. Q takes Q: ch.
   3. R takes Q                   3. R to R 8: ch.
   4. R to Kt sq.                 4. R takes R: ch.
   5. K takes R                      ...

                  Black.
  +---------------------------------------+
  |    |  +-|----|----|----|----|-+  |    |
  |-------|-----------------------|-------|
  |    |  | |    |    |    |    | |  |    |
  |-------|-----------------------|-------|
  |    |  | |    |    |    |    | |  |    |
  |-------|-----------------------|-------|
  |    |  | |    |    |    |    | |  |    |
  |-------|-----------------------|-------|
  |    |  | |    |    |    |    | |  |    |
  |-------|-----------------------|-------|
  |    | ^P-|----|----|----|----|-+  | #K |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    | ^K |    |
  +---------------------------------------+
                  White.

                  FIG. 14.
          [BLACK TO MOVE AND DRAW.]

Producing the position shown in Fig. 14; and Black draws; for the Black
King can reach the pawn before the White King can approach to defend it.
Consequently White can only advance the pawn; but the Black King will be
able to stop it from queening, for his next move will bring him _within_
{414} _the square_ (indicated above) in which the pawn stands, and in such
case he can always overtake it. Thus--

      WHITE.                         BLACK.
      ...                         5. K to Kt 6
   6. P to Kt 4                   6. K to B 5
   7. P to Kt 5                   7. K to K 4
   8. P to Kt 6                   8. K to Q 3
   9. P to Kt 7                   9. K to B 2

And the pawn is lost. It will be seen that the Black King remains with
every move _within the square_ of the pawn.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    | #K |    |    |    |    |    |    |
  |    |    |    |    |    |    | ^P |    |
  |    |    | ^K |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 15.
          [WHITE TO MOVE AND WIN.]

Fig. 15 illustrates a position in which the pawn can be supported by the
King. Here if White were at once to advance the pawn, the Black King would
move _within the square_ of the pawn and capture it. Therefore the King
must go to protect it.

   1. K to Q 2                    1. K to B 5
   2. K to K 3                    2. K to Q 4
   3. K to B 4                    3. K to K 3
   4. K to Kt 5                   4. K to B 2
   5. K to R 6                    5. K to Kt sq.
   6. P to Kt 4                   6. K to R sq.
   7. P to Kt 5                   7. K to Kt sq.
   8. K to Kt 6                   8. K to R sq.
   9. K to B 7                       ...

If Black had played 8. ... K to B sq., White would have played 9. K to R 7.

      ...                         9. K to R 2
  10. P to Kt 6: ch.

And the pawn cannot be prevented from queening. {415}

KING AND QUEEN AGAINST KING.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    | #K |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^K | ^Q |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 16.

The position being as in Fig. 16, the shortest way to checkmate the Black
King is as given below:

{416}

      WHITE.                         BLACK.
   1. K to Kt 2                   1. K to Q 4
   2. K to B 3                    2. K to K 4
   3. Q to K Kt 6                 3. K to B 5
   4. K to Q 4                    4. K to B 6
   5. Q to Kt 5                   5. K to B 7
   6. Q to Kt 4                   6. K to K 8
   7. K to K 3                    7. K to B 8
   8. Q to Kt 7                      ...

Not 8. Q to Kt 3, because Black would then be stalemate, a contingency
which White must carefully guard against in similar positions.

      ...                         8. K to K 8
   9. Q mates at Kt sq. or R sq.

{417}

TWO ROOKS AND KING AGAINST KING.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    | #K |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^K | ^R | ^R |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 17.

Fig. 17 shows the most unfavourable position for White's two Rooks. The
shortest way to checkmate the Black King is as follows:

{418}

      WHITE.                         BLACK.
   1. R to K sq.                  1. K to Q 5
   2. R (Kt sq.) to Q sq.: ch.    2. K to B 6
   3. R to K 2                    3. K to B
   4. R to B 2: ch.               4. K to Kt 6
   5. R to B 8                    5. K to R 6
   6. R to Q Kt sq.               6. K to R 5
   7. R to R 8, mate.

KING AND ROOK AGAINST KING.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    | #K |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    | ^K |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    | ^R |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 18.

Fig. 18 represents the most unfavourable position for White. The shortest
way to checkmate the Black King is--

      WHITE.                         BLACK.
   1. K to B 4                    1. K to K 5
   2. R to K sq.: ch.             2. K to B 4
   3. K to Q 4                    3. K to B 5
   4. R to B sq.: ch.             4. K to Kt 4
   5. K to K 4                       ...

It will be noticed that the White King always approaches at the distance of
a Knight's move, whilst the Black King moves either on diagonals, or takes
the "opposition" to the White King.

      ...                         5. K to Kt 3
   6. K to K 5                    6. K to Kt 4
   7. R to Kt sq.: ch.            7. K to R 5
   8. K to B 5                    8. K to R 6
   9. K to B 4                    9. K to R 7
  10. R to Kt 3                  10. K to R 8
  11. K to B 3                   11. K to R 7
  12. K to B 2                   12. K to R 8
  13. R to R 3, mate.

N.B.--The Rook can only checkmate on an outer row or file of the board.
{419}

KING AND TWO BISHOPS AGAINST KING.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    | #K | ^B | ^B |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^K |    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 19.
          [WHITE TO MOVE AND WIN.]

To checkmate with two Bishops is comparatively easy. Fig. 19 illustrates
the most unfavourable position for White, and the solution given is the
shortest attainable.

{420}

      WHITE.                         BLACK.
   1. B to Q sq.                  1. K to K 6
   2. K to Kt 2                   2. K to Q 7
   3. B to Q B 2                  3. K to K 6
   4. K to B 3                    4. K to B 6
   5. K to Q 4                    5. K to Kt 5
   6. B to K sq.                  6. K to B 6
   7. B to Q 3                    7. K to B 5
   8. B to K 4                    8. K to Kt 4
   9. K to K 5                    9. K to Kt 5
  10. B to K B 2                 10. K to Kt 4
  11. B to K B 5                 11. K to R 3
  12. K to B 6                   12. K to R 4
  13. B to K 6                   13. K to R 3
  14. B to Kt 4                  14. K to R 2
  15. K to B 7                   15. K to R 3

    White must he careful not to stalemate the Black King. For instance, if
    Black were to play here 15. ... K to R sq., White could not play 16. B
    to K B 5; but must play 16. B to K 3, K to R 2; 17. B to B 5: ch., K to
    R sq.; 18. B to Q 4 mate.

  16. B to K 3: ch.              16. K to R 2
  17. B to B 5: ch.              17. K to R sq.
  18. B to Q 4, checkmate.

KING, BISHOP, AND KNIGHT AGAINST KING.

{421}

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^K |    | #K |    |    |    |    | ^B |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | ^Kt|    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 20.
          [WHITE TO MOVE AND WIN.]

To checkmate with Bishop and Knight is a very difficult process. Checkmate
can only be forced if the Black King is driven to one of the Rook squares
of the same colour as the Bishop. In the position shown in Fig. 20 the
Black King must be driven either to Q R sq., or K R 8. Frequently the
Bishop and Knight are separated from the White King; in that case the Black
King cannot be prevented from moving to a Rook square of the opposite
colour to the Bishop. Then the forces must be brought together to act in
concert with the White King; when, by combined action, the Black King can
be forced on to a corner square of the same colour as White's Bishop, and
checkmated as shown in the appended solution. Mate can be forced in the
most {422} unfavourable position (see Fig. 20) in about thirty or
thirty-one moves.

      WHITE.                         BLACK.
   1. Kt to Kt 3: ch.             1. K to B 3

    If 1. ... K to B 5; then 2. B to Q sq., K to B 6; 3. K to Kt 5, K to Q
    6; 4. K to B 5, K to K 5; 5. B to B 2: ch., K to K 4; 6. Kt to Q 4, K
    to B 3; 7. K to Q 6, K to B 2; 8. Kt to B 3, K to B 3; 9. Kt to K 5, K
    to Kt 2; 10. K to K 6, and the King is gradually forced on to the last
    row.

   2. K to Kt 4                   2. K to Q 4
   3. B to B 3: ch.               3. K to Q 3
   4. Kt to Q 4                   4. K to K 4
   5. K to B 5                    5. K to B 3
   6. K to Q 5                    6. K to B 2
   7. Kt to B 5                   7. K to B 3
   8. Kt to Q 6                   8. K to Kt 3
   9. K to K 5                    9. K to Kt 2
  10. B to K 4                   10. K to Kt sq.
  11. K to B 6                   11. K to R sq.

The King is now on the Rook square of opposite colour to the Bishop, and
must be driven to K R 8, or Q R square, in order to be checkmated.

  12. Kt to B 7: ch.             12. K to Kt sq.
  13. B to B 5                       ...

Purposely losing a move (_coup de repos_); it is immaterial where the
Bishop moves to so long as it remains on the same diagonal, the object
being to force Black to move, without altering White's position.

      ...                        13. K to B sq.
  14. B to R 7                       ...

To prevent the King from returning to Kt sq. if the Kt moves. {423}

      ...                        14. K to K sq.
  15. Kt to K 5                  15. K to Q sq.
  16. B to K 4                   16. K to B 2
  17. Kt to B 4                      ...

The Black King is now gradually forced on to the fatal White corner.

      ...                        17. K to Q 2
  18. K to B 7                   18. K to Q sq.
  19. B to B 6                   19. K to B 2
  20. B to Kt 5                      ...

Not to R 4, because at Kt 5 the Bishop guards the additional square R 6.

      ...                        20. K to Q sq.
  21. K to K 6                   21. K to B sq.
  22. K to Q 6                   22. K to Q sq.
  23. Kt to R 5                  23. K to B sq.
  24. B to Q 7: ch.              24. K to Kt sq.

If 24. ... K to Q sq., then 25. Kt to B 6, checkmate.

  25. K to B 6                   25. K to R 2
  26. Kt to B 4                  26. K to R 3
  27. K to B 7                   27. K to R 2
  28. B to B 8                   28. K to R sq.
  29. Kt to R 5                  29. K to R 2
  30. Kt to B 6: ch.             30. K to R sq.
  31. B to Kt 7, checkmate.

END GAME WITH TWO KNIGHTS.

With two Knights alone no mate can be forced, except through incorrect play
on the part of the defence. Consequently the remaining with two {424}
Knights should be avoided. If the player has the option to change off
pieces, he should keep Bishop and Knight rather than two Knights.

GENERAL OBSERVATIONS.

A good system for the student is to practise one Opening only, attack and
defence alternately, till it is thoroughly well mastered, and so on with
every other Opening. The student should not get into the habit of playing
with one colour only, or he will find himself at a disadvantage when he
cannot have his favourite colour. He must not make a move without carefully
weighing the possible replies. If he finds _a good move_, let him still try
to find a _better one_. When his opponent makes a move, he must try to
discover the object of such move, whether it is immediately menacing, or
only indirectly so. In the first case, a suitable defence must be found; in
the latter case, he may profit by the respite to bring a piece into play.

The first principle is to develop the pieces quickly, and never to commence
an attack with insufficient forces. If a player is able to bring more
pieces into play than his opponent, it is obvious that he must be stronger.
The Opening correctly played is frequently half the battle won.

Avoid useless checks. Avoid useless exchanges. Bear in mind that it is
disadvantageous to be left with two Knights only, as mate cannot be given
with them. If the player has the better game, he should avoid remaining
with a Bishop of different colour from a like piece of his opponent, as
Bishops of different colour frequently lead to a draw. {425}

The student should further accustom himself to an elegant style of
play--viz., strictly to adhere to the laws of the game; never to take back
a move; never to touch a man until he has determined where to move it; and
to move his pieces quietly.

BIBLIOGRAPHY OF CHESS.

The literature of chess is very extensive, but many of the best works would
be practically useless to a beginner, as too advanced for his capabilities.
Any of the works mentioned next below may be studied with advantage by the
learner.

    CHESS[106] (Oval Series). By L. Hoffer. Routledge, 1s.

    COMMON SENSE IN CHESS. By E. Lasker. Bellairs & Co. 2s. 6d. nett.

    CHESS. By R. F. Green. Bell & Sons. 1s.

    THE CHESS-PLAYER'S MENTOR. By F. J. Lee and G. H. D. Gossip. Ward &
    Downey. 1s.

    THE CHESS-PLAYER'S VADE MECUM. By G. H. D. Gossip. Ward & Downey. 1s.

    THE CHESS OPENINGS. By I. Gunsberg. Bell & Sons, 1s.

    THE CHESS-PLAYER'S POCKET BOOK. By James Mortimer. Sampson Low & Co.
    1s.

    SIX PRACTICAL CHESS OPENINGS. Anon. British Chess Company. 6d.

    SIX CHESS LESSONS FOR JUNIOR PLAYERS. By S. Tinsley. British Chess
    Company. 6d.

    FIFTY PAWN PUZZLES. Anon. British Chess Company. 4d.

To more advanced players may be recommended, in addition--

    THE CHESS-PLAYER'S HANDBOOK. By Howard Staunton. Bell & Sons. 5s. {426}

    THE CHESS-PLAYER'S COMPANION. By Howard Staunton. Bell & Sons. 5s.

    MORPHY'S GAMES OF CHESS. By J. Löwenthal. Bell and Sons. 5s.

    CHESS OPENINGS, ANCIENT AND MODERN. By E. Freeborough and C. E. Ranken.
    Kegan Paul & Co. 8s.

    CHESS ENDINGS. By E. Freeborough. Kegan Paul & Co. 7s. 6d.

    SELECT CHESS END-GAMES. By E. Freeborough. Kegan Paul & Co. 1s. 6d.
    nett.

    CHESS STUDIES AND END GAMES. By J. Kling and B. Horwitz. Bell & Sons.
    7s. 6d.

    SYNOPSIS OF THE CHESS OPENINGS. By William Cook. Simpkin, Marshall &
    Co. 4s.

    THE CHESS-PLAYER'S MANUAL. By G. H. D. Gossip. Routledge. 7s. 6d.

    THE PRINCIPLES OF CHESS. By James Mason. Horace Cox. 2s. 6d.

    THE ART OF CHESS. By James Mason. Horace Cox. 5s. nett.

    CHESS OPENINGS. By James Mason. Horace Cox. 2s. net.

    CHESS MASTERPIECES. By H. E. Bird. Dean & Sons. 3s.

    CHESS PRACTICE. By H. E. Bird. Sampson Low & Co. 2s. 6d.

    CHESS NOVELTIES. By H. E. Bird. Warne & Co. 3s. 6d.

    MODERN CHESS BRILLIANCIES. By G. H. D. Gossip. Ward & Downey. 1s.

    THE HASTINGS CHESS TOURNAMENT BOOK (1895). Edited by Horace Cheshire.
    Chatto & Windus. 7s. 6d. net.

{427}

DRAUGHTS.

                      "In friendly contention, the old men
  Laughed at each lucky hit or unsuccessful manoeuvre--
  Laughed when a man was crowned, or a breach was made in the king-row."
                          LONGFELLOW--_Evangeline._

The game of Draughts is played on a board of sixty-four squares of
alternate colours, and with twenty-four pieces, called men (twelve on each
side), also of opposite colours. It is played by two persons; the one
having the twelve black or red pieces is technically said to be playing the
_first side_, and the other, having the twelve white, to be playing the
_second side_. Each player endeavours to confine the pieces of the other in
situations where they cannot be played, or both to capture and fix, so that
_none can be played_; the person whose side is brought to this state loses
the game.

The essential rules of the game are as under--

The board shall be so placed that the bottom corner square on the left hand
shall be black.

The men shall be placed on the black squares.[107]

{428}

The black men shall be placed upon the supposed first twelve squares of the
board; the white upon the last twelve squares.

Each player shall play alternately with black and white men. Lots shall be
cast for the colour at the commencement of a match, _the winner to have the
choice of taking_ black _or_ white.

The first move must _invariably_ be made by the person having the black
men.

At the end of five minutes "Time" may be called; and if the move be not
completed on the expiry of another minute, the game shall be adjudged lost
through improper delay.

When there is only _one way_ of taking one or more pieces, "Time" shall be
called at the end of one minute; and if the move be not completed on the
expiry of another minute, the game shall be adjudged lost through improper
delay.

After the first move has been made, if either player arrange any piece
without giving intimation to his opponent, he shall forfeit the game; but,
if it is his turn to play, he may avoid the penalty by playing that piece,
if possible.

After the pieces have been arranged, if the person whose turn it is to play
_touch_ one, he must either play that piece or forfeit the game. When the
piece is not playable, he is penalised according to the preceding law.

If _any part_ of a playable piece be played over an {429} angle of the
square on which it is stationed, the play must be completed in _that
direction_.

A capturing play, as well as an ordinary one, is completed the moment the
hand is withdrawn from the piece played, even though two or more pieces
should have been taken.

When taking, if a player remove one of his own pieces, he cannot replace
it, but his opponent can either play or insist on his replacing it.

Either player making a false or improper move shall forfeit the game to his
opponent, without another move being made.

The "Huff" or "Blow" is, _before one plays his own piece_, to remove from
the board any of the adverse pieces that might or should have taken. The
"Huff" does not constitute a move.

The player has the power either to _huff_, _compel the take_, or to _let
the piece remain on the board_, as he thinks proper.[108]

When a man first reaches any of the squares on the opposite extreme line of
the board, it becomes a "King." It must be crowned (by placing a man of the
same colour on the top of it) by the opponent, and can afterwards be moved
backwards or forwards as the limits of the board permit.

A Draw is when neither of the players can force a win. When one of the
sides appears stronger than the other, the stronger party may be required
to {430} complete the win, or to show a decided advantage over his opponent
_within forty of his own moves_--counted from the point at which notice was
given--failing in which, he must relinquish the game as a draw.

                  White.
  +---------------------------------------+
  |    | W  |    | W  |    | W  |    | W  |
  | W  |    | W  |    | W  |    | W  |    |
  |    | W  |    | W  |    | W  |    | W  |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | B  |    | B  |    | B  |    | B  |    |
  |    | B  |    | B  |    | B  |    | B  |
  | B  |    | B  |    | B  |    | B  |    |
  +---------------------------------------+
                  Black.

                  FIG. 1.

The above diagram (Fig. 1) shows the board set for play, and Fig. 2 shows
the draught-board numbered for the purpose of recording moves. {431}

                  White.
  +---------------------------------------+
  |    | 32 |    | 31 |    | 30 |    | 29 |
  | 28 |    | 27 |    | 26 |    | 25 |    |
  |    | 24 |    | 23 |    | 22 |    | 21 |
  | 20 |    | 19 |    | 18 |    | 17 |    |
  |    | 16 |    | 15 |    | 14 |    | 13 |
  | 12 |    | 11 |    | 10 |    | 9  |    |
  |    | 8  |    | 7  |    | 6  |    | 5  |
  | 4  |    | 3  |    | 2  |    | 1  |    |
  +---------------------------------------+
                  Black.

                  FIG. 2.

The men being placed as shown in Fig. 1, the game is begun by each player
moving alternately one of his men along the diagonal on which it is
situated. The men can only move forward either to right or left one square
at a time, unless they have attained one of the four squares on the extreme
further side of the board (technically termed the "crown-head"). This done,
they become Kings, and can move either forward or backward. The {432}
pieces take in the direction they move, by leaping over any opposing man
that may be immediately contiguous, provided there be a vacant square
behind it. If several men should be exposed by having open spaces behind
them alternately, they may be all taken at one capture, and the capturing
piece is then placed on the square beyond the last man.

To explain the mode of capturing by a practical illustration, let us begin
by placing the men as for a game. You will perceive that Black, who always
plays first, can only move one of the men placed on 9, 10, 11, or 12;
supposing him, then, to play the man on 11 to 15, and White to answer this
by playing 22 to 18, Black can take the white man on 18 by leaping from 15
to 22, and removing the captured piece from the board. Should Black not
take the man on 18, but make another move--say 12 to 16, for instance--he
is liable to be "huffed"; that is, White may remove the man (that on 15)
with which Black should have taken, off the board for not taking. When one
party "huffs" the other in preference to compelling the take, he does not
replace the piece his opponent moved, but simply removes the man huffed
from the board, and then plays his own move.

GENERAL ADVICE.

It is generally better to keep your men in the middle of the board than to
play them to the side squares, as in the latter case one-half of their
power is curtailed.

When you have once gained an advantage in the number of your pieces, you
increase the proportion by exchanges, but in forcing them you must take
care not to damage your position. Open your game {433} at all times upon a
regular plan; by so doing you will acquire method in both attack and
defence. Accustom yourself to play slowly at first, and, if a beginner,
prefer playing with better players than yourself. Note their methods of
opening a game, and follow them when opportunity presents itself.

If playing against an inferior, it is as well to keep the game complicated;
if with a superior, to simplify it. Avoid scattering your forces; as they
get fewer, concentrate them as much as possible.

Never touch the squares of the board with your fingers; and accustom
yourself to play your move off-hand, when you have once made up your mind.

Do not lose time in studying when you have only one way of taking, but take
quickly.

Pay quite as much attention to the probable plans of your adversary as to
your own.

Remember that the science of the game consists in so moving your pieces at
the commencement as to obtain a position which will compel your adversary
to give his men away. One man ahead with a clear game should be a certain
_win_.

In conclusion, the student is strongly advised to study and master the
theory and practice of the play embraced in the First, Second, Third, and
Fourth Positions (see _post_). These endings, in different forms, are of
very frequent occurrence, and should be thoroughly mastered.

THE NAMES OF THE VARIOUS OPENINGS AND HOW FORMED.

1. The "Ayrshire Lassie" is formed by the first four moves (counting the
play on both sides): 11 to 15, 24 to 20, 8 to 11, 28 to 24. {434}

2. The "Bristol" is formed by the first three moves: 11 to 16, 24 to 20, 16
to 19. It was so named in compliment to the players of that city for
services rendered to the late Andrew Anderson, one of the greatest masters
of the game.

3. The "Cross" is formed by the first two moves: 11 to 15, 23 to 18. It is
so named because the second move is played across the direction of the
first.

4. The "Defiance" is formed by the first four moves: 11 to 15, 23 to 19, 9
to 14, 27 to 23. It is so named because it defies or prevents the formation
of the "Fife" game.

5. The "Dyke" is formed by the first three moves: 11 to 15, 22 to 17, 15 to
19.

6. The "Fife" is formed by the first five moves: 11 to 15, 23 to 19, 9 to
14, 22 to 17, 5 to 9. It has been so called since 1847, when Wyllie,
hailing from Fifeshire, played it against Anderson.

7. The "Glasgow" is formed by the first five moves: 11 to 15, 23 to 19, 8
to 11, 22 to 17, 11 to 16. It has been known by this name since Sinclair,
of Glasgow, played it against Anderson at a match in 1828.

8. The "Laird and Lady" is formed by the first five moves: 11 to 15, 23 to
19, 8 to 11, 22 to 17, 9 to 13. It was so called from its having been the
favourite opening of Laird and Lady Cather Cambusnethan, Lanarkshire.

9. "The Maid of the Mill" is formed by the first five moves: 11 to 15, 22
to 17, 8 to 11, 17 to 13, 15 to 18. It was so named in compliment to a
miller's daughter, who was an excellent player, and partial to this
opening. {435}

10. The "Old Fourteenth" is formed by the first five moves: 11 to 15, 23 to
19, 8 to 11, 22 to 17,4 to 8. It was so named through being familiar to
players as the fourteenth game in Joshua Sturge's _Guide to the Game of
Draughts_, published in 1800, which for many years was the leading
authority on the game.

11. The "Second Double Corner" is formed by the first two moves: 11 to 15,
24 to 19. It is so named because the first move of the _second_ player is
from the one double corner towards the other.

12. The "Single Corner" is formed by the first two moves: 11 to 15, 22 to
18. It is so named from the fact of each of these moves being played from
one single corner towards the other.

13. The "Souter" is formed by the first five moves: 11 to 15, 23 to 19, 9
to 14, 22 to 17, 6 to 9. The game was so named owing to its being the
favourite of an old Paisley shoemaker (_Scotticé_, souter).

14. The "Whilter" is formed by the first five moves: 11 to 15, 23 to 19, 9
to 14, 22 to 17, 7 to 11. "Whilter" or "Wholter," in Scotch, signifies an
overturning, or a change productive of confusion.

15. The "Will-o'-the-Wisp" is formed by the first three moves: 11 to 15, 23
to 19, 9 to 13.

N.B.--The reader should observe, in studying the position following, that
the numbering of the squares always starts from the _black_ side of the
board, whether black occupy the upper or the lower rows. {436}

END GAMES.

TWO KINGS TO ONE.

_Position._

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  | BB |    |    |    |    |    |    |    |
  |    |    |    |    |    | WW |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    | WW |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 3.
         [WHITE TO MOVE AND WIN.]

To win with two Kings against one in the double corner (see Fig. 3) is
often a source of difficulty to the learner, and yet, once known, nothing
is more simple. The following shows how to force the win: {437}

_Solution._

  22.18      1.5       1.5
   5.9      10.6       9.13
  11.15      5.1      10.15
   9.6      14.10     13.17
  18.14      1.5      15.18
   6.1       6.1      17.13
  15.10      5.9      18.22
                     W. wins.

THREE KINGS TO TWO.

This, again, is a state of things of very frequent occurrence, and the
novice, even with the stronger game, may find it somewhat difficult to deal
with.

The proper course for White is either to pin one of Black's men, and then
go for the other, or to force an exchange, so as to be left with two Kings
to one, when the game, as we have seen, is a foregone conclusion. To avoid
this, Black naturally endeavours to reach the two double corners, so as to
have his men as far apart as possible, and to divide the attacking force.
Where Black adopts these tactics the proper play, on the part of White, is
to get his three Kings in a line on the same diagonal as Black's two. Thus,
if Black is at 32 and 5, White must manoeuvre to place his men upon squares
23, 18 and 14. If Black occupies 28 and 1, White must secure 19, 15 and 10.
In this position, however Black may play, he is compelled, on White's next
move, to accept the offer of an exchange. White has then two Kings to one,
and the game is practically at an end. {438}

_Position._

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  | BB |    |    |    |    |    |    |    |
  |    |    |    |    |    | WW |    |    |
  |    |    |    |    | WW |    |    |    |
  |    |    |    | WW |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    | BB |
  |    |    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 4.
          [WHITE TO MOVE AND WIN.]

THE ELEMENTARY POSITIONS.

There are four often recurring situations known as the First, Second,
Third, and Fourth Positions. It is highly desirable that the student should
make himself well acquainted with them. {439}

FIRST POSITION.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    | WW |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    | B  |    |    |    |    |    |
  |    |    |    |    |    | B  |    |    |
  |    |    | W  |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 5.
         [BLACK TO MOVE AND WIN.]

{440} _Solution._

       27.32      6.1      14.18      9.14
        8.11     22.18      9.6       1.5
       32.27      1.6      18.15     14.17
       11.7      18.15     30.25  S--15.10
       27.23      6.1      15.18     17.22
        7.10     15.10      6.10     10.14
       22.26      1.5       5.1      22.25
  V.1--10.6      10.6      25.21      5.1
       26.31      5.1       1.5      25.22
        6.9      14.13     10.6       1.6
       31.26      1.5      18.15     22.25
        9.6       6.1      21.17      6.10
       26.22      5.9       5.1      25.22
        6.10      1.5       6.9      10.15
       23.18      9.13     15.18     22.25
       10.6      10.14     17.13     15.18
       18.14     13.9      18.15     25.21
                                     B. wins.

VARIATION 1.

  30.25      22.18           5.9          15.18
  23.18       1.5           10.15          9.5
  10.6       18.15      V.2--9.5          18.22
  18.14       5.1           15.18         17.14
   6.1       15.10           5.9           1.6
  26.30       1.5            1.5           5.1
  25.21      10.6            9.6           6.2
  30.25       5.1           18.15          1.5
   1.5       14.10          21.17         22.17
  25.22       1.5            5.1          14.9
   5.1        6.1            6.9       B. wins.

VARIATION 2.

   9.14      17.13      Continue as
   1.5        1.5        trunk at
  21.17      14.17          S.
   5.1       15.10       B. wins.

{441}

SECOND POSITION.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    | B  |    |    |
  | BB |    | B  |    |    |    |    |    |
  |    |    |    |    |    | WW |    | W  |
  |  W |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 6.
         [BLACK TO MOVE AND WIN.]

{442}

_Solution._

   5.9      23.18     14.10
  11.15     28.24     19.24
   9.14     18.14     10.15
  15.11     24.19     24.28
  14.18      6.10     15.19
  11.16     19.23     28.32
  18.15     10.15     19.24
  16.20     23.27     32.28
  15.11     15.19     11.16
  20.24     27.32     28.19
   3.7      19.24     16.23
  24.19     32.28     12.8
   7.10     24.27     23.18
  19.23     28.24      8.4
  10.15     27.32     18.14
  23.27     24.28      4.8
  15.19     32.27      6.1
  27.32     28.32      8.11
  19.24     27.24     14.9
  32.28     32.28     13.6
  24.27     24.19      1.10
  28.32     28.32     11.16
  27.31     19.15     10.15
  32.28     32.28     16.20
  31.27     15.10     15.19
  28.32     28.24     B. wins.
  27.23     10.6
  32.28     24.19

{443}

THIRD POSITION.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |  B |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | BB |    | WW |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | BB |    | WW |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  +---------------------------------------+
                  White.

                  FIG. 7.
          [BLACK TO MOVE AND WIN.]

_Solution._

{444}

       13.9        14.18       11.15
       22.18        5.9        25.22
        9.6        10.6        23.27
       18.22        9.13       22.26
        6.1         6.10       27.24
  V.1--22.18       26.31       26.22
       21.25       10.14       24.20
  V.2--18.15       31.27       22.26
        1.6        18.22       20.16
       14.17       27.23       26.22
        6.2   V.3--22.25       16.12
       17.14        2.7        22.26
       25.22       25.22       12.8
       15.10        7.11       26.22
       22.26  V.4--22.25        8.3

VARIATION 1.

       14.18        10.15        26.31
        5.9         30.26        18.22
       18.23        15.19        31.27
        1.6         26.30        21.17
       23.26        19.23        27.31
        6.10        22.26         9.14
       26.30        23.18     B. wins.

VARIATION 2.

       14.17         5.14        25.21
        5.9         30.26        17.22
    A--17.21        14.18        21.17
        9.14     B. wins.        22.6
       18.9           --          1.19
        1.5           A       B. wins.
       21.30        18.15

VARIATION 3.

       14.10         10.14       14.9
       23.19         19.15       15.10
                               B. wins.

{445}

VARIATION 4.

       22.18       22.26       22.26
       23.27       27.24       20.16
       18.22       26.22       26.22
       11.15       24.20       16.12

    B. wins. Very critical, and requires extreme care in forcing the win.

FOURTH POSITION.

                  Black.
  +---------------------------------------+
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  |    |    |    |    |    |    |    |    |
  | B  |    | BB |    | BB |    |    |    |
  |    |    |    |    |    |    |    | BB |
  |    |    | W  |    | WW |    | WW |    |
  +---------------------------------------+
                  White.

                  FIG. 8.
  [BLACK TO MOVE AND     [WHITE TO MOVE AND
        WIN.]                  DRAW.]

{446}

_Solution_.

  Black to move.            White to move.

  28.24   32.27             31.27   22.18
  32.28   24.28             23.19   31.27
  24.20   27.32             27.31   28.24
  28.32   18.22             19.24   27.31
  22.18   31.27             32.27   18.23
  31.27   22.26             24.20   31.26
  23.19   30.23             27.32   Drawn.
  27.31   28.24
  19.24  B. wins.

For further information as to the science of the game, see the article
"Draughts" in _The Book of Card and Table Games_, of which the above
account is an abridgment. The reader desirous of still more minute
information will find it in _The Game of Draughts Simplified_, by Andrew
Andersen. The fifth edition (1887) of this standard work (James Forrester,
2s. 6d.) is edited by Mr. Robert McCulloch, the writer of the
above-mentioned article. Mr. McCulloch has also produced a book of his own,
_The Guide to the Game of Draughts_ (Bryson & Co., Glasgow, 2_s_. 6d.).
These are thoroughly up-to-date publications. We may mention in addition
the _American Draughtplayer_, by H. Spayth, the accepted authority in
America, and two valuable works by Mr. Joseph Gould, _The Problem Book_,
and _Match Games_.

{447}

ROULETTE AS PLAYED AT MONTE CARLO.

BY CAPTAIN BROWNING.

("Slambo" of _The Westminster Gazette_.)

[Illustration: FIG. 1.]

The Roulette table, which is covered with a green padded cloth, and marked
out as shown in Fig. 1, is divided into two portions, the Roulette, or
Wheel as it is commonly called, itself being let into the centre of the
table between these two portions.

Fig. 1 is an illustration of one-half of the table, the other half being
marked in exactly a similar manner. It will be seen that the cloth is
divided into three long columns of figures, marked from 1 to 36. At the
bottom end of these columns there are three spaces, representing all the
numbers in the first, second, and third column respectively. There are
three similar spaces both on the right and on the left, marked 12 D, 12 M,
12 P, indicating the third (_Dernière_), the second (_Milieu_), and first
(_Première_) twelve (_Douzain_) numbers.

On either side of the column of figures are further spaces to mark the
_Rouge_ (or Red numbers); _Impair_ (or odd numbers), _Manque_ (all numbers
from 1 to 18 inclusive) on the one side; and the _Noir_ (or Black numbers),
_Pair_ (or even numbers), and _Passe_ (all {448} numbers from 19 to 36
inclusive) on the other side; at the top of all is the space reserved for
zero.

The Roulette, or Wheel, itself (Fig. 2) consists of a narrow circular ledge
(A. A.) fixed in the table, and sloping downwards. Within this ledge is a
brass cylinder (C. C.), suspended on a pin at its centre, and capable of
being made to revolve by means of a cross-head or handle (H. H.).

The outer edge of the brass cylinder is divided into thirty-seven small
compartments, numbered in irregular order from 1 to 36, and coloured
alternately Red and Black; the 37th compartment being the zero.

The game is played in the following manner. A croupier--styled the
_Tourneur_--calls out, "_Messieurs, faites vos jeux_," when the players
place their stakes on that portion of the cloth which indicates the chance
they wish to play upon. The _tourneur_ then says, "_Les jeux sont fait_,"
and throws a small ivory ball round the inclined ledge (A. A.) in one
direction and turns the cylinder in the opposite direction. When the ball
is coming to rest the croupier calls out, "_Rien ne va plus_," after which
no further stakes can be made. As the ball comes to rest it gradually slips
down the ledge, and finally lodges in one of the compartments in the
cylinder. The number of this compartment is the winning number, and upon
its colour, figure, &c., depend the results played for. It is announced by
the _tourneur_ in this way, "_Onze, noir, impair, et manque_," which means
that number 11, the Black, the uneven, and the _manque_ (numbers 1 to 18)
win. The losing stakes are first raked into the Bank, then the winnings are
paid, after which the _tourneur_ again says, "_Messieurs, faites vos
jeux_," and the game proceeds as before.

[Illustration: FIG. 2.]

{449}

There are no less than eight different methods of staking at Roulette.
Besides the three even chances: Red, Black; _Pair_, _Impair_; _Passe_ or
_Manque_, one single number may be backed. This is called staking _en
plein_. Or two numbers may be coupled (_à cheval_); or three numbers
(_transversale pleine_); or four numbers (_carré_); or six numbers
(_transversale simple_, or _sixaine_). In addition, the first, second, or
third dozens of numbers (_Douzaine Première_, _Milieu_, or _Dernière_), and
the first, second, or third column each of twelve numbers may be staked
upon. The odds offered by the Bank against backing a single number _en
plein_ is 35 to 1, and the odds against the other chances in proportion:
thus against either of two numbers appearing 17 to 1 is paid; against
either of three numbers, 11 to 1; against either of four, 8 to 1, and so
on; while obviously against each dozen, or column, 2 to 1 is paid; the Red,
Black, _Pair_, _Impair_, _Passe_, or _Manque_ being even money chances.

A player wishing to stake on any of the even chances, or the dozens, or the
columns, places his money on the portion of the cloth marked out for that
chance. To back a single number, the stake is placed where that number is
painted on the cloth; to back both of two numbers, the stake is placed _à
cheval_--that is, on the line between these two numbers. To stake on three
numbers with one coin, the amount is placed on the border-line of the
outside number of three numbers. Four numbers are backed when the coin is
so placed that it touches all four numbers, and six numbers are combined in
one bet by placing the stake on the outside of the line dividing these six
numbers. Zero may also be staked upon by placing the coin in the zero area;
also zero, {450} 1, 2, 3 (_quatre premières_), by putting the stake on the
outside of the line dividing zero from 1, 2, 3; or zero coupled with 1 and
2; or 2 and 3 in a similar manner. In the illustration (Fig. 1) an example
is given of staking in all these various ways. It will be noticed that
consecutive numbers on the table can only be staked upon in combination,
not consecutive numbers on the Wheel. Thus to combine the three _voisins_,
or adjacent numbers, 0, 26, 15 on the Wheel, three separate stakes would be
required.

Any two dozens may be combined, or any two columns, by placing the stake on
the line between the two; and the player, when successful, receives
one-half of the amount risked. Also any two even chances, such as _Rouge_
and _Impair_, whose position is adjacent on the cloth, may be combined with
one stake by placing the coin on the dividing line between the two; the
player is paid even money when both events turn up, and he only loses when
neither event appears. But to bet on both _Passe_ and _Noir_ or _Rouge_ and
_Manque_ at the same time, two separate states would be required.

The maximum stake allowed on the even chances is 6000 francs (£240)--on a
single number 180 francs is the highest possible stake; the maximum stakes
on the other chances are in proportion--thus 3000 francs on a dozen or
column, and 720 francs on a _carré_ of four numbers. In each case the
minimum stake is 5 francs, except when two dozens or two columns are
combined with one stake, when at least 10 francs must be risked.

Each table is presided over by two _chefs-de-partie_, who sit on elevated
chairs on either side of the Wheel. There are four croupiers, who sit at
the _Banque_ (one {451} being the _tourneur_), whose duty it is to pay out
the winners and rake in the losings. In addition, there is a croupier
sitting at either end of the table, who looks after the interests both of
the players and of the Bank generally.

There being thirty-seven compartments in the Wheel, and as the odds of 35
to 1 only are paid on the winning number, it follows that on all stakes on
numbers, or combination of numbers, the Bank has one chance in
thirty-seven, or a percentage of slightly under 3 per cent. in its favour.

The percentage in favour of the Bank on all monies staked on the even
chances, however, is only one-half of this amount. On the appearance of
zero, all the money at stake is swept into the Bank, with the exception of
that on zero itself--which is paid at the same rate as any other
number--and the amounts on the even chances--_Rouge_, _Pair_, _Manque_,
&c.: these stakes are placed on the lines on the outside of the table (see
Fig. 1), and are then said to be in prison.

On the next coup, if the stakes happen to be on the winning chance, they
are allowed to be withdrawn by the player. The reader will please notice
that this is theoretically exactly the same thing as if the punter halved
his stake with the Banker, and this he is allowed to do if he chooses.
Should two zeros appear consecutively the stakes are placed still further
over these lines; they are now doubly in prison, and have to be doubly
released therefrom before the player gets his own money back.

Thus it will be seen that, theoretically, once in every thirty-seven spins
the Bank wins _half_ of all money staked on the even chances; on which
chances, consequently, the Bank may be said to have a percentage {452} of
slightly under 1½ per cent. in its favour. This difference in the
percentage in favour of the Bank is either unknown to, or totally
disregarded by, the great majority of punters at Monte Carlo; but the
player, by judicious methods of staking, to a great extent, can despoil the
Bank of its higher percentage. An examination of the illustration (Fig. 1)
will show that the following are Red numbers, viz. 1, 3, 5, 7, 9, 12, 14,
16, 18, 19, 21, 23, 25, 27, 30, 32, 34, and 36. Thus _Impair_ contains 10
Red numbers, and but 8 Black ones. The first column includes 6; the second
column 4; and the third column 8 Red numbers. Thus a player staking on
Black and _Impair_ has no less than twenty-eight numbers in his favour, on
eight of which he wins both his stakes, and on twenty he neither wins nor
loses. Or a punter staking on the third column and Black, is guarded by
twenty-six numbers, on four of which (the four Black numbers in column 3)
he receives 1½ times his stakes, on eight (the eight Red numbers in column
3) he receives ½ times his stakes, and on the remainder he neither wins nor
loses. Similar wagers can of course be made by combining Red and _Pair_, or
the first column and Red, and so on. Now a player wishing to stake on a
great many numbers (which is a very frequent occurrence, and is popularly
known as "plastering the table"), instead of placing his money on the
various _transversales_, _carrés_, and _en pleins_, by which method he
loses all his money if zero appears, should rather stake the equivalent
amount on Black and _Impair_, or Red and _Pair_, which, as explained,
covers twenty-eight numbers. By this method he loses only one-half of his
money if zero appears. Nothing is more usual than to see a player stake _à
cheval_ on two dozens. A more idiotic method {453} of gambling cannot be
conceived. The equivalent amounts (supposing the _douze_ P and the _douze_
M are selected) should be staked on _Manque_, and the _transversale_ of 19
to 24. Now if zero appears half the stake on _Manque_ is saved, but in the
former case the entire stake would be lost!

Many similar instances of good and bad staking could be quoted, but the
average player at Monte Carlo considers the percentage against him to be so
insignificant that it is scarcely worthy of his notice. However, as its
_insignificance_ represents a gain of some hundreds of thousands of pounds
sterling per annum to the Administration, it should be worthy of a passing
thought at any rate.

Nearly every player at Monte Carlo has a system of some sort, generally
played on the even chances. There are, however, systems for playing on
numbers, dozens, &c., but these for the most part are of the most fantastic
and insane order. The writer has actually known a player whose system was
to back thirty-five out of the thirty-six numbers, on the principle that,
having but two numbers against him, he would be very unlucky not to win one
unit per coup!

Hundreds of people play on one particular number after the appearance of
some other particular number, and are confident in themselves that, for
example, 3 always turns up after 25; or 10 after 0. A very favourite stake
is zero _et les quatre premiers_--that is, zero _en plein_, and zero
coupled with 1, 2, 3. Another very general stake is _les voisins de
zéro_--or zero and the numbers on either side of it on the Wheel. This is a
simple bet to make by putting one coin _à cheval_ between 0 and 3, one
between 32 and 35, and one each on 26 and 15. The underlying idea of these
{454} zero bets is that the Bank cheats; that it wants zero to turn up; and
that the _tourneur_ is skilful enough to throw zero when he wishes. A more
ridiculous assumption could not be made--in the first place, because the
_tourneur_ cannot throw the ball even to a particular section of the Wheel,
much less into zero itself; and in the second place, because the gambling
could not possibly be carried out in a more straight-forward manner than it
is by the Administration at Monte Carlo. If the _tourneur_ could throw the
ball into any compartment he chose, he could, through his friends, ruin the
Bank whenever he wished.

If I had space I could tell a story of how M. Blanc offered to give a
certain player a year's practice at spinning the Wheel, and then to allow
him to be his own croupier and stake as he chose. This is a fact; and yet I
have often heard the following class of whispered conversation in the
rooms: "Now's our time--there's a lot of money on the even chances--wait
till the ball is spun and then bet on zero."

Some players back their age, when not too old--an eventuality that can
occur only to the sterner sex. A sweet and blushing maiden of some fifty
summers may be observed always to place her stake on No. 28--"Because it's
my age, my dear, and to-day is my birthday!" Others back the number of