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White to move and draw, or Black to move and White to win.*

* This is an error of Carrera; the game is in either case drawn : see the note to the solution of the thirty-seventh situation.

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6. Q. to adv. K. R. second square and checkmates.

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4. R. to adv. Q. R. square and checkmates.

FOURTH SITUATION.

1. Kt. to adv. K. Kt. 2nd sq. 2. Kt. to adv. K. second sq. 3. Kt. to adv. K. R. 4th sq.

1. K. to his fourth square 2. K. to adv. K. fourth sq. 3. K. to his fourth square

4. K. R. to K. third square and checkmates.

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3. R. to adv. Q. B. second square and checkmates.

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