Abbildungen der Seite
PDF
EPUB
[blocks in formation]

sq., ch.

Black.

10. Q. Kt. takes Q. Kt. P.
11. K. B. P. one sq.

12. K. Kt. takes P.
13. K. to B. sq.

14. Kt. takes Q. Kt., and has evidently a fine game.

[blocks in formation]

8. Q. Kt. to Q. B. 3d sq., and White has a better position than Black.

DEFENCE,

Black having the first move.

We shall now suppose Black to play the attack different ly from the usual method, White defending.

[blocks in formation]
[blocks in formation]

Your 7th move appears to be a bad one, as you leave your K. B. P. to be taken; Black will, however, have the worst of the game if he take it; for example:

[blocks in formation]

You have the best of the game. If you had taken his Bishop with your Kt., he would have checkmated you with his Queen.

In the second place,

8. K. Kt. takes K. B. P., ch. 8. Kt. takes Kt. 9. K. B. takes Kt. 10. K. B. to Q. Kt. 3d sq. 11. K. to Q. sq.

Black must lose, as you check K. and Q. with Q. B.

9. Q. to K. B. 3d sq. 10. Q. takes K. B. P., ch. 11. Q. takes Kt. P.

threaten his Rook, and also to

Variation, beginning at 5th move of Black.

5. Q. B. to K. Kt. 5th sq.

6. K. B. to Q. Kt. 5th sq.

7. K. B. takes Kt.

8. Castles.

9. Q. B. to Q. 2d sq.

5. Q. to her 2d sq.

6. Q. R. P. one sq.
7. Q. takes B.

8. K. B. P. one sq.
9. K. Kt. to K. 2d sq.

The game is equal; on the 5th move you might have

*See Variation.

played K. Kt. to B. 3d sq., or to K. 2d sq.; but it would have been bad play to have moved K. B. P. one sq.

[blocks in formation]

5. Q. P. two sq.
6. Q. B. P. takes P.
7. Q. P. one sq.

The game is equal.

5. K. P. takes P.

6. K. B. to Q. Kt. 3d sq. 7. Q. Kt. to K. 2d sq. Had you played Q. Kt. to Q. R.

4th sq., on the 7th move, Black would have removed K. B. to Q. 3d sq., threatening to advance Q. Kt. P. on your Knight.

LESSON II.

WALKER'S DEDUCTIONS FROM EXAMINATION OF K. KT.'S OPENING.-GAMES IN ACTUAL PLAY.-LEADING GAME.-GAME I. BETWEEN THE CLUBS OF WESTMINSTER AND PARIS.-GAME II. LA BOURDONNAIS AND M'DONNEL.-GAME III. STANLEY AND ROUSSEAU-GAME IV. WON BY POPERT.-GAME V. WON BY ST. AMANT.-GAME VI. STAUNTON AND ST. AMANT.-GAME VII. CALVI AND KIESERITZKIJ.-GAME VIII. STAUNTON AND HORWITZ.-GAME IX. WON BY JAENISCH.-GAME X. COCHRANE AND POPERT.-GAME XI. ST. AMANT AND COCHRANE. -GAME XII. CLUBS OF BERLIN AND BRESLAU.-GAME XIII. BONCOURT AND KIESERITZKIJ-GAME XIV. STAUNTON AND XV. STANLEY AND ANOTHER STRONG

HORWITZ.GAME

PLAYER.

AFTER an examination of the King's Knight's opening and Giuoco Piano, Walker in his "Art of Chess Play" draws the following deductions :—

Black may safely reply to your move of K. P. 2, with K. P. 2 also, and in answer to your then attacking K. P. with K. Kt. on move 2, should play, as best, Q. Kt. to B. 3d.

Q. Kt. to B. 3d.'

K. P. 2.

Supposing each to have played these two moves, 1. K. P. 2. 2. K. Kt. to B. 3d., and White to proceed to adopt the Giuoco Piano by 3. K. B. to Q. B. 4th, Black's best reply is to play the same move also.

The Giuoco Piano being formed, and White playing on move 4th, Q. B. P. one, the best answer is K. Kt. to B. 3d ; though Q. to K. 2d, may be also risked by Black.

At a further stage of the Giuoco Piano, as set forth in the annexed analysis, when you advance K. P., attacking Kt. at move 6, Black's strongest reply is Q. P. 2.

The best moves which can be adopted by both parties in the Giuoco Piano being given in the following analysis, the safety of the defence therein developed is. perfectly satisfac.

tory. The legitimate result of the regular Giuoco Piano Opening is an equal game.

[blocks in formation]

5. Q. P. two (best)—you may play Q. P. one, to vary the game; but it is so much less attacking than Q. P. two, as to be unworthy of examination here.

5. P. takes P.-To retreat Bishop is too bad to be worth notice. 6. K. P. one (best)-If you retake with P., his Bishop checks, and he presently advances Q. P. 2, breaking your centre Pawns.

6. Q. P. two (best)—If he move Q. to K. 2d, you castle. If he play K. Kt. to Kt. 5th, you do not take K. B. P. with B., checking, as advised by some authors; but as sounder play, you take Q. P. with Q. B. P., and if he retire, B. to Q. Kt. 3d, you then move K. R. P. one, in order to take K. Kt. when he retreats with Q. B. If he play K. Kt. to K. 5th, you answer with B. to Q. 5th. If he now play K. Kt. to K. R. 4th, you take K. B. P. with B., checking.

7. K. B. to Q. Kt. 5th. (best)—If you take Kt. with Pawn, he takes B. with P., and if you then take K. Kt. P. with P., he moves R. to K. Kt. sq., and has the better game.

7. K. Kt. to K. 5th.

If you take P. with P., he checks with B., and comes out with an even game. If you take P. with K. Kt., he may either play Q. B. to Q. 2d, or castle at once, having an even game.*

* Jaenisch advises Q. B. to Q. 2d for 2d player, and carries out the consequences as follows:

White.

8. Kt. takes P.

9. B. takes Kt.

10. Castles.

Black.

8. Q. B. to Q. 2d.

9. B. takes B.

10. Q. B. to Q. 2d with equal game

If at move 9 or 10 White capture Kt. with Kt., 2d player takes K.

B. P., checking.

« ZurückWeiter »