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convince you that in the most apparently hopeless situations of the game there is often a latent resource, if we will only have the patience to search it out. By taking the Bishop, Black has left your King, who is not in check, no move without going into check, and as you have neither Piece nor Pawn besides to play, you are stalemated, and the game is DRAWN.

If thoroughly acquainted with the information contained in the preceding Chapters, you may now proceed to the consideration of the openings; before you do this, however, it is necessary to apprise you that without a great abridgment of the notation adopted in the foregoing game, it would be impossible to compress within the limits of this work one-third of the variations which are required to be given. The folowing abbreviations will therefore be used throughout the remainder of our HANDBOOK:

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The word "square" is only used to distinguish the first row of squares on which the superior Pieces stand at the commencement-thus, we say, Kt. to K's 2nd, and omit the word square; but if the Kt. were played to K's first square or R's first square, the move would be described not as Kt. to K's or R's first square, but "Kt. to K's or R's square."

END OF BOOK L

The following are the specific appellations given to the most important varieties of attack and defence which are included under the generic denomination of the KING'S KNIGHT'S OPENING.

THE DAMIANO GAMBIT:

P. to K's 4th.

1.

P. to K's 4th.

PHILIDOR'S

P. to K's 4th.

1.

P. to K's 4th.

PETROFF'S

P. to K's 4th.

1.

P. to K's 4th.

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THE COUNTER GAMBIT IN THE KNIGHT'S OPENING :

P. to K's 4th.

1.

P. to K's 4th.

K. Kt. to B's 3rd.

2.

P. to K. B's 4th.

THE GIUOCO PIANO:

P. to K's 4th.

K. Kt. to B's 3rd.

1.

2.

3.

" to K's 4th.

Q. Kt. to B's 3rd.

K. B. to Q. B's 4th
K. B. to Q. B's 4th.

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K. B. to Q. R's 4th.

1.

2.

3.

P. to K's 4th.

Q. Kt. to B's 3rd.

K. B. to Q. B's 4th.

P. to Q. Kt.'s 4th.

4.

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THE QUEEN'S PAWN'S GAME, OR SCOTCH GAMBIT:

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Your second move gives the name to this opening, which is one of the most popular and instructive of all the various methods of commencing the game. The Kt., it will be observed, at once attacks the adverse Pawn, and the defence, recommended by the best authors and the leading players of Europe, is for Black to reply 2. Q's Kt. to B's 3rd. He has, however, many other ways of playing, and as the examination of these comparatively simple variations will serve to prepare you for the more complex and elaborate combinations of the best defences, it will be advisable to consider them previously. In the first place, then, Black may sustain his Pawn by playing

1. P. to K. B's 3rd. 2. K's B. to Q's 3rd. 3. Q. to K. B's 3rd.

4. P. to Q's 3rd.

or, in the second place, he may leave it unprotected, and play-

5. K's Kt. to B's 3rd.

6. K's B. to Q. B's 4th.

7. P. to K. B's 4th.

8. P. to Q's 4th.

He has thus eight different modes of play at his command, besides the move of Q's Kt. to B's 3rd, in answer to your second move of K's Kt. to B's 3rd. Each of these will form the subject of a separate game.

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After this capture of the Knight, Black's game is hopeless His best move is 3. Q. to K's 2nd, as will be shown here. after.

4. Q. to K. R's 5th (ch.)

4. P. to K. Kt.'s 3rd. This is his best move; if instead of it he play K. to his 2nd, you obtain a speedy victory; thus,—

5. Q. takes K's P. (ch.)
6. B. to Q. B's 4th (ch.)
7. B. takes Q's P. (ch.)
8. P. to K. R's 4th.
9. P. to K. R's 5th (ch.)
10. P. to Q's 4th (dis. ch.)
11. P. takes P. (in passing,
dis. ch.)

4. K. to his 2nd.
5. K. to B's 2nd.
6. P. to Q's 4th (best)
7. K. to Kt.'s 3rd.
8. K's B. to Q's 3rd.
K. to R's 3rd.

9.

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He had better have returned with his Q. to K's 2nd again.

9. Q. takes Kt.

10. K's B. to Q. B's 4th.

9. Q. takes Q. Kt.'s P.

10.

K's B. to Q. Kt.'s 5th (cn.) Here, too, it would have been prudent for him to check with the Q., and then bring her to the succour of the King.

*This move occurs in the old work of Damiano, who gives some ingenious variations on it. Lopez, and later authors, have hence entitled t "Damiano's Gambit."

+ Better than taking the Kt. with Q., on account of Black's check, with 's B. at K. Kt.'s 5th, by which he would draw the game.

12. K. to his 2nd.

11. Q's Kt. to Q's 2nd.

you give mate in two moves.

and

11. Q. takes R. (ch.) 12. Q. takes K's R.,

The foregoing variations are dependent on Black's taking the Kt., which is very bad play. circumstances, is 3. Q. to K's

example:

WHITE.

1. P. to K's 4th.

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

3. K's Kt. takes P.

4. K's Kt. to B's 3rd (best)

His proper move, under the as in the following

2nd,

BLACK.

1. P. to K's 4th.

2. P. to K. B's 3rd.

3. Q. to K's 2nd.

4. P. to Q's 4th.

It would be bad play to check with your Q. at K. R's 5th after his Love of 3. Q. to K's 2nd, because he would interpose the K. Kt.'s P., and if you took this Pawn with your Knight, he might first take K's P. (ch.), with his Queen, and hen capture your Knight with her.

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This mode of defending the Pawn is highly objectionable, because it imprisons both the Queen's Pawn and Bishop.

3. B. to Q. B's 4th.

4. P. to Q's 4th.

3. K's Kt. to B's 3rd. 4. Q's Kt to B's 3rd.

If he take the K's P. with the Kt., you must win a Piece; for example,―

5. P. takes P.

4. Kt. takes K's P.

5. B. to Q. B's 4th.

6. Q. to her 5th.

6. B. takes K. B's P. (ch.'

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