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Remarks on these odds.

If the Black begin with K. P. two squares and K. B. P. two squares, White, as his best move, should play K. P. two squares, if Black take the Pawn he will be ruined by the check of the Queen, therefore the Black must not take the Pawn, but should play K. Kt. to K. B. third square, and if White take the Pawn, Black may play according to the directions given in the next Book. White may also in opposition to the above-mentioned moves begin with Q. B. P. one square, or K. P. one square, and should the Black play Q. P. two squares, or Q. B. P. two squares, White may play Q. P. two squares, to break the adversary's centre; the weakest move for the White after the above two moves of the Black, is Q. P. two squares, because the Black will exchange Pawns and afterwards drive away the Queen with the Knight or Pawn.

If the first two moves of the Black be K. B. P. and Q. B. P. each two squares, which is not bad play; White may begin with K. P. one square, or Q. P. one square, or K. B. P. two squares, or Q. B. P. two squares, all of which are good, but the best are K. B. P. and Q. B. P. two squares, because they prevent the advance of the adverse Pawns, the next move for both parties may be

the Knight to the Bishop's third square. Black must be careful not to begin with K. P. two squares and Q. B. P. two squares, or Q. P. two squares, and K. B. P. two squares, because it does not distress the adversary and rather confines his own pieces.

Hitherto we have supposed the Black to begin the game by moving two Pawns; let us now suppose him to make two moves with a Piece, or a Pawn and a Piece. If the Black begin by playing the same Knight twice, he will play stupidly, for not only will he lose the advantage of the moves, but the adversary will be a still further gainer; for example: suppose the Black play K. Kt. to K. B. third square, and afterwards to Queen's fourth square, or to adversary's King's fourth square, the White will attack it with a Pawn and cause it to remove, and perhaps afterwards be able to drive it away with another Pawn, &c.

Neither is it good play to move the two Knights to the Bishop's third square, because they can do no good there and are rather in the way of the Pawns: if however it be necessary to move two Pieces, then the two Knights should be moved to the Bishop's third square, and the proper move for the White would be Q. P. two squares, and then the Black also Q. P. two squares, and the White afterwards Q. B. to K. B. fourth square; it would not be good play for the Black to move K. P. two squares, after White has moved Q. P. two squares, because White would either take the Pawn or move it on the Knight and would have a good game.

If the Black begin by moving first a Piece and then a Pawn, he should begin with K. Kt. to K. B. third square and then K. P. two squares and not Q. P. two squares, because White could then play Q. P. two squares and prevent the Black Pawns from occupying the centre.

If the first move be a Pawn, and the second a Piece, Black should play K. P. two squares and K. B. to Q. B.

fourth square, or K. Kt. to K. B. third square; or Q. P. two squares and Q. B. to K. B. fourth square.

If the Black begin with K. P. two squares and K. Kt. to K. B. third square, White ought to play Q. B. P. one or two squares, or K. P. one square; if instead the White play Q. P. two squares, Black should take the P. and afterwards play Q. Kt. to Q. B. third square, gaining a move.

If the first two moves of the Black be K. P. two squares and K. B. to Q. B. fourth square, the first move of the White should be K. P. two squares. Finally, if the Black begin with Q. P. two squares and Q. B. to K. B. fourth square, White should play Q. P. two squares.

SECOND BOOK,

ON THE ODDS OF THE MOVE AS SHOWN IN FOUR OPENINGS; THE FIRST CONTAINING ELEVEN GAMES, INCLUDING SIX OF THE KING'S GAMBIT; REMARKS CONCERNING THE GAMBIT, WITH THREE ADDITIONAL GAMES; SIX GAMES OF THE SECOND OPENING, INCLUDING FIVE OF THE QUEEN'S GAMBIT; THREE GAMES OF THE THIRD OPENING; REMARKS RESPECTING THE FOURTH OPENING.

CHAPTER I.

CONTAINING GAMES OF THE FIRST OPENING.

AMONG players of equal or nearly equal force, he who plays first has four methods of beginning the game; the first is, to play K. P. two squares; the second, Q. P. two squares; the third, K. B. P. two squares; and the fourth Q. B. P. two squares; any other opening is not deserving of commendation; the above are made with the view of confining the adversary's Pieces, and giving free room to one's own, which is not obtained by moving any other of the four Pawns.

Of these four openings, we shall treat diffusely, beginning with that of the King's Pawn.

WHITE.

1. K. P. two squares

First Game.

2. K. Kt. to K. B. third sq.

3. K. Kt. takes K. P. 4. Q. checks

5. Q. takes K. P. & checks

BLACK.

1. K. P. two squares

2. K. B. P. one square*
3. K. B. P. takes K. Kt. (A.)
4. K. Kt. P. one square

5. In whatever way the Black

play, White will take K. R. and will easily win; if the Black endeavour to confine the white Queen, it will be labour lost, for it cannot be done.

(A.)

3. Q. to K. second square

4. K. Kt. removes, for if he were to check with the Q., Black would interpose K. Kt. P.; and if White take it with the Knight, Black will take K. P. and afterwards K. Kt. gaining a Piece.

[blocks in formation]

* This is a very bad method of defending the K. P.; he ought to have played Q. Kt. to Q. B. third square.

+ The position is slightly in favour of the White.

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