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Next suppose Black has the move, and he will draw:

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5. P. to K's 3rd, or to K's 4th (ch.) 5. K. to K's 4th.

And it is clear that, play as you may, you can only draw the game

The only exception in all the foregoing cases is to be found, as has already been remarked, when the Pawn is upon either of the Rooks' files. In these instances, Black will invariably draw the game when his King can be placed on any part of the file in front of the Pawn, it being quite immaterial at what distance the adverse King and Pawn may be. Even, as in the next example, which is to be found in Ponziani, the player of the single King will draw the game, if he have not the move, against two Pawns in a somewhat similar position. For White being to move, he can only play K. to R's 8th, to which Black must reply by K. to B's sq.; and if White then advance B's Pawn, it will be taken; or if he play R's Pawn, Black returns K. to B's 2nd, and his adversary is stalemated. (See Diagram 11.)

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Two united Pawns, with their King, always win against King alone. Another advantage in having two Pawns thus situated is, that they can always maintain themselves until the arrival of the King to their support, for should one be taken, the other will advance to Queen. In the next position (see Diagram 12), White wins by advancing K. to Kt.'s 5th, then Queening Rook's Pawn, and upon that being taken, playing K. to R's 6th, or B's 6th, having the opposition. It is curious, however, that if White had a Bishop in place of a Pawn, at his R's 7th sq., he could only draw the game, for he could not drive the adverse King from the corner;

and should he sacrifice the Bishop at Kt.'s 8th, he could not afterwards gain the opposition.

Of course, in all ordinary cases, a Pawn, with the support of one of the minor Pieces in addition to the King, must win with ease. Besides the case just mentioned, however, there are one or two important exceptions to this rule, an acquaintance with which will sometimes enable you to save an otherwise desperate game. Of these, the one of most consequence has reference to the Bishop, and may be thus expressed: That if you are left with a Pawn on the Rooks' file, and a Bishop which does not command the 8th square of that file, or, in other words, the square on which your Pawn should go to Queen, you will not be able to win, unless the adverse King can be prevented from getting before the Pawn.

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In this position (see Diagram 13), Black having to play, the game. ill find, can only be drawn. Thus :

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The peculiarity of this latter variation is, that if Black, after the P. is moved, play K. to B's 3rd, you win by B. to K. R's 5th,

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We may conclude this Chapter with two ingenious positions from the excellent German Treatise so often referred to already, (see Book II., page 11,) in which a single King draws the game against Knight and Pawn

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The first of these positions (Diagram 14) strikingly exemplifies an important peculiarity of the Knight, viz., that he can never gain a move. White would now win if Black had to move; but having himself to play, the case is different; for in order to force away the Black King, the Knight must be able to occupy one of the squares commanding King's Bishop's square, or King's Bishop's 2nd square, not giving check, which, (since the moves required by a Knight to reach a given point cannot be altered from an even to an odd number) you will find he can never do. Suppose,

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Diagram 15. Here also it is clear that White cannot win, for the Knight cannot command the Rook's 8th square without leaving the Pawn to be taken, and should the King attempt to support it, you inevitably give stalemate.

CHAPTER II.

ENDINGS of games in which there are Pieces or Pawns on both sides, are of course much more difficult and complicated in their nature than such as have yet been examined. In many cases, indeed, the variations are too numerous to admit of complete demonstration, whilst in others, the result continually changes according to the different parts of the board which the same Pieces may occupy. All that we can attempt here, therefore, is to mention the principal instances, in which the issue is determinate and fixed; and to give as accurate an approximation as possible in those that remain. We need only premise further, that the reader will find a careful study of these peculiar endings of the greatest advantage, not only as regards his acquaintance with the positions actually given, many of which in play may never occur, but still more particularly as to his general knowledge of the powers and range of the various Pieces, and of the methods of most effectually combining and playing them.

QUEEN AGAINST A KNIGHT OR BISHOP.

(In all cases, each party is of course understood to have a King in addition to the Pieces named.)

The Queen wins easily against one of the minor Pieces, except when in such a position that the weaker party, by the sacrifice of the Piece, may force a stalemate. As an example, see Diagram 16.

WHITE.

1. Q. to her 4th (ch.)

2. K. to his 4th.

BLACK.

1. K. to his 3rd.

If he move the Kt. to Q. B's 3rd, you should check with your Q. at her 5th, and then take the Kt.; but if he play

3. Q. to her Kt.'s 6th (ch.)
4. K. to B's 5th.

5. K. to Kt.'s 5th.

6. Q. to her 6th.

7. Q. to K. B's 6th (ch.)

8. Q. to K's 6th.

9. K. to B's 6th.

10. Q to Q. B's 6th.

2. Kt. to K. Kt.'s 3rd.

3. K. to B's 2nd.

4. Kt. to K's 2nd (ch.)

5. Kt. to Q's 4th.
6. Kt. to K's 2nd.

7. K. to his sq.
8. K, to Q's sq.
9. Kt. to Q. B's sq.

And you must win the Kt.

Whenever the Knight is at a distance from the King, you may generally win it in a few moves by a divergent check, or by attacking and confining the Knight; but you must always be careful to prevent your King and Queen being attacked at the same time by the adverse Knight; and to

avoid positions in which Black may draw by giving up his Knight, as in the following (see Diagram 17), where Black having to move, can make & drawn game.

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In the same manner, the Queen easily wins against a Bishop.

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QUEEN AGAINST ROOK.

HERE also, as in the last case, the Queen wins in all general positions, the exceptions being of the same nature as before, viz., being founded on the possibility of making a stalemate,- -an instance of which has been given in the Introduction (see page 33).

Philidor gives this position (see Diagram 18), and the method of play. ing it. Black being already in check, he plays:

WHITE.

2. K. to Q's 6th.

BLACK.

1. K. to Kt.'s 6th.
2. R. to Q. B's 7th.

(Should Black play 2. R. to B's 5th, White's reply is 3. Q. to K's sq and then to advance his King.)

3. K. to Q's 5th.

(To check would be a loss of time.)

4. K. to Q's 4th.

3. K. to Kt.'s 7th.
4. K. to R's 8th.

Inviting White to take the Rook, and thus give stalemate.)

5. K. to Q's 3rd.

6. Q. to K. R's 4th (ch.)

7. K. to B's 3rd.

5. R. to Kt.'s 7th.

6. K. to Kt.'s 8th, or (A.; 7. A, to K. R's 7th.

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