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If you were to play King to B. 5th sq., he would draw the game by opposing your King at B. 2d sq.; therefore,

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A King and either of the Rook's Pawns cannot win if the adversary's King can be played to the corner towards which he Pawn is proceeding; for example,

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White to move.

1. K. to B. 5th sq.

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The easiest way of drawing this game is, to play the King to and from the corner, for whether the Pawn check or not, on reaching the 7th sq. the game will be drawn ; therefore:

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If you advance the Pawn, Black will be stale-mated; if you play any other move, he will repeat the above

moves.

It occasionally happens that the King can draw the game against a Rook's Pawn, even though he cannot reach the corner; for example:

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If you play King to Kt. 3d sq., he will play K. to Kt. sq., and afterwards

to Rook's sq., &c.; and if

6. K. to B. 2d sq. 7. K. to B. sq., mated.

5. K. to R. 8th sq.

6. P. one sq. and White is stale

You will observe that the principle of drawing this game, consists in preventing the White from quitting the Rook's file, which he can never do without allowing Black to play to the corner.

We shall conclude this lesson with a very improving situation, in which White draws with one Pawn against two, effecting this by strict adherence to the rules we have estabished for gaining and retaining the opposition.

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In this position, if Black have the move, he will forcedly Queen his K. Kt. P.; but if White have the move, he will draw the game by the following mode of play:

White to move and draw.

1. K. to Q. B. 3d.

2. K. to Q. 3d. (b)
3. K. to Q. 4th.
4. K. to K. 3d.

5. K. to K. B. 3d.

6. K. to K. Kt. 3d. (c)

1. K. to Q. B. 2d. (a)

2. K. to Q. 3d.
3. K. to K. 2d.
4. K. to K. B. 2d.
5. K. to K. Kt. 2d.

6. K. to K. R. 3d.

7. K. to Kt. 4th. (d)

(a) If he push P., K. will overtake it.

(b) Had you played K. to Q. 4th sq., he would have won by play. Ing K. to his Q. 3d sq., you being compelled in such case to abandon Q. 4th sq. in order to support P., whereupon by moving K. to Q. B. 4th sq. he forces you to abandon the Pawn, after the capture of which he easily Queens one of his Pawns. At move 2d, you play K. to Q. 3d sq. to gain what may be termed the after-move, reserving thus the faculty of playing K. to Q. 4th sq., only when your adversary plays K. to his Q. 3d. You thus maintain the opposition, constantly moving your K. one square's distance from his, so long as he remains on the same line. Should he retreat, you must be careful not to advance; in such case you also retreat K., advancing when he advances and retreating when he retreats, in readiness thus to occupy at the proper time, the proper square for maintaining the opposition. By any other course of play you would evidently lose.

(c) Had you played K. to K. Kt. 4th, you would have lost the after-move and the opposition, and consequently the game.

(d) As he advances you advance also, and as next move he must forcedly retreat, you will retreat also, thus effectively maintaining the opposition and drawing the game. By following this course of play it is evident you will always be able to play K. to Q. 4th whenever your adversary plays his to his Q. 3d.

As we have said above, this situation is a very instructive and improving one. We advise the young student to examine it attentively in all its bearings, manoeuvring the Kings in different ways, in order to render himself familiar with the Įrinciple upon which this and other positions analogous may be drawn

DODO

LESSON X.

PAWNS AGAINST PAWNS.

In this lesson we shall examine some easy situations of Pawns opposed to Pawns, premising that whenever the posi tion of the Kings is not given, you are to suppose them too far removed from the Pawns to be of any use in playing them, or that they are in such situations that they cannot move without the loss of the game. A King may also be so circumstanced as not to be able to move at all, as in the annexed Second Position.

A Pawn against a Pawn-The two Pawns on the same file and not passed.

FIRST POSITION.

This is a very simple situation, and if neither party had any other piece to move, the game would of course be drawn, as neither Pawn can pass the other, it being immaterial which begins. But if there were other pieces on the board, it may be of great importance who has the move; for example, suppose the situation as follows:

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