WHITE. 5. Q. P. one square 6. K. B. P. two squares 7. K. B. P. one square BLACK. 5. Q. Kt. to K. second sq. 8. K. Kt. P. two squares, crowding the adversary's game. (A.) 7. Q. B. takes P. 6. P. takes K. B. P. The player of the White must observe that the best method of beginning is to play K. P. two squares; the best move for the Black is Q. P. one square; the proper move then for the White is Q. P. two squares, and the next move of the Black should be K. Kt. to K. B. third square. The same opening is also good at the odds of the Pawn and move. Second Game. White gives the Q. Kt. and receives the K. B. P. and the move. WHITE. 1. K. P. two squares BLACK. 1. K. P. one square CHAPTER III. ON THE ODDS OF A KNIGHT FOR THE KING'S BISHOP'S PAWN AND THE MOVE. First Game. White gives the Q. Knight, and receives the K. B. Pawn and the move. 3. Must not play K. P. because Black would take with his Pawn, and gain a Pawn whether the Queens be exchanged or not,* therefore, K. B. to Q. third square 3. K. P. two squares 4. Must not take the Pawn, because it would strengthen his adversary's game, who would take it with Q. P., but plays WHITE. 5. Q. P. one square 6. K. B. P. two squares 7. K. B. P. one square BLACK. 5. Q. Kt. to K. second sq. 8. K. Kt. P. two squares, crowding the adversary's game. (A.) 7. Q. B. takes P. 6. P. takes K. B. P. The player of the White must observe that the best method of beginning is to play K. P. two squares; the best move for the Black is Q. P. one square ; the proper move then for the White is Q. P. two squares, and the next move of the Black should be K. Kt. to K. B. third square. The same opening is also good at the odds of the Pawn and move. Second Game. White gives the Q. Kt. and receives the K. B. P. and the move. WHITE. 1. K. P. two squares square and checks BLACK. 1. K. P. one square 5. Q. to adv. K. fourth sq. and checks 5. Q. to K. second square, forcing the exchange of Queens.* (A.) 3. K. P. one square 3. Q. B. P. two squares, and has a good game. * This is an exceptionable opening in giving the Pawn and move; for example: 1. K. P. two squares 2. Q. P. two squares 3. Q. to adv. K.R. fourth sq. & checks 6. K. P. takes Q. P. 1. K. P. one square 2. Q. P. two squares 3. K. Kt. P. one square 4. K. Kt. to K. B. third square 5. K. B. to K. second square, or to K. Kt. second square 6. If the Q. take the Pawn, he will lose a piece by White taking K. Kt. with Q. B.; Black must therefore lose a Pawn at the least. CHAPTER IV. ON THE ODDS OF A KNIGHT AND THE MOVE, for the K. B. PAWN. First Game. White gives the Q. Kt. and the move for the K. B.P. BLACK. 1. K. P. two squares 2. Q. Kt. to Q. B. third sq. 3. Q. P. two squares WHITE. 1. K. P. two squares 2. Q. B. P. one square 3. K. B. to adv. Q. Kt. fourth square 4. K. Kt. to K. B. third square, and has a good defensive game. If Black on the fourth move, instead of K. Kt. to K. B. third square, should take K. P. with Q. P., White must give check with Q. at adv. K. R. fourth square, and then take K. P. with the Queen. Suppose White on the fourth move to play as follows: 4. K. P. takes Q. P. (A.) 5. Q. takes K. P. &c. |