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B The queen takes the queen.

27. W The queen's rook retakes the queen.

B The king's rook at its bishop's 3d square. 28. W The king at his 2d square.

B The queen's rook's pawn two steps.

29. W The queen's rook at the black king's 3d quare B The rook's pawn one move.

30. W The rook takes the pawn.

B The rook's pawn one move.

31. W The king's rook at its queen's rook's sq B The rook's pawn one move.

32. W The rook at its king's 3d square.

B The king's rook at its bishop's 3d square.

33. WV The king at his queen's 3d square. B The rook gives check.

34. W The king at his 4th square. B The rook takes the rook.

35. W The king retakes the rook.

B The rook at its queen's rook's 3d square. 36. W The king at his queen's 4th square. B The king at his bishop's 2d square.

37. W The king at his queen's bishop's 3d square B The rook gives check.

e.

38. W The king at his queen's knight's 4th square B The rook takes the pawn.

39. W The rook takes the pawn.

B The king at his 2d square.

40. W The queen's bishop's pawn one step.

B The king's knight's pawn two steps.

41. W The rook at the black queen's rook's 2d square B The king at his queen's square.

42. W The king at his black queens knight's 4th

square.

B The knight's pawn one more.

43. W The king at the black queen's bishop's 3d

square.

B The rook gives check.

44. W The pawn covers the check

B The pawn takes the pawn.

45. W The pawn retakes the pawn.

B The king at his home.

46. W The rook at the black king's knight's 2d

square.

B The rook at its 3d square.

47. W The king at the black queen's bishop's 2d square, and afterward pushing his pawn, will win the game.

SIXTH BACK GAME,

From the tenth move of the Queen's Gambit.

10. W The king's bishop's pawn takes the pawn.
B The knight takes the king's pawn.
11. W The knight retakes the knight.
B The queen gives check.

12. W The knight at his king's knight's 3d square,
B The queen's bishop at the white king's knight's
4th square.

13. W The king's bishop at his king's 2d square. a
B The queen takes the rook's pawn.

14. W The king's rook at its bishop's square. b
B The queen takes the knight and gives check.
15. W The king at his queen's 2d square.

B The queen's knight at his queen's 2d square. 16. W The rook takes the rook. c

B The rook retakes the rook.

17. W The queen at her king's square.

B The rook at the white king's bishop's 2d square, and wins the game.

a Any thing you could have played could not save a piece.

b If in lieu of playing your rook you had played your king, the adversary had won sooner, by playing only his rook at your king's bishop's second square.

c Had you taken his bishop, he would have given you check with his queen at your queen's third square, and mate by taking your rook the following move.

Trick of covering the sixty four Squares of the Board by the Knight at as many Moves.

Place the knight on No. 8, and move it in the following order :--23, 40, 55, 61, 51, 57, 42, 25, 10, 4, 14, 24, 9, 56, 62, 52, 58, 41, 26, 9, 3, 13, 7, 22, 32, 47, 64, 54, 60, 50, 33, 18, 1, 11, 5, 15, 21, 6, 16, 31, 48, 63, 53, 59, 49, 34, 17, 2, 12, 27, 44, 38, 28, 43, 37, 20, 35, 45, 30, 36, 19, 29, and 46.

Two Persians had engaged in such deep play, that the whole fortune of one of them was won by his opponent. He who played the white was the ruined man; and, made desperate by his loss, offered his favourite wife as his last stake. The game was carried on until he would have been check-mated by his adversary's next move. The lady, who had observed the game from a window above, cried out to her husband in a voice of despair, "to sacrifice his castle and save his wife."-Situation of the game: White K. 40. C. 49. B. 37. P. 18 and 19.-Black K. 2. Q. 15. C. 7 and 50. White C. to 1+. Black K. 1*. White P. to 11, giving check-mate.

This mark* denotes that a piece is taken, and this † denotes the King to be in check.

THE GAME OF GOFF, OR GOLF.

GOLF, a celebrated Scotch game, almost peculiar to The club hat country, is played with balls and clubs. is taper, terminating the part that strikes the ball, which is faced with horn, and loaded with lead. But of this there are six sorts used by good players, viz. the common club, used when the ball lies on the ground; the scraper and half scraper, when in long grass; the spoon when in a hollow; the heavy iron club, when it lies deep among stones or mud; and the light iron ditto, when on the surface of chingle or sandy ground.

The balls are much smaller than those used at cricket, and much harder; they are made of horse leather, and stuffed with feathers in a peculiar manner, and then boiled.

The ground may be circular, triangular, or semicircular. The number of holes are not limited; that depends always on what the length of the ground will admit. The coinmon distance between one hole and another is about a quarter of a mile, which begins and terminates every game: and he who gets his ball in by the fewest number of strokes is the victor.

Two, four, six, eight, or any number may play toge ther; but what is called the good game never exceeds four; that number being allowed to afford best diversion, and not so liable to confusion as six, eight, ten, or twelve might be.

The more rising or uneven the ground is, it requires the greater nicety or skill in the players; on that account the preference is always given to it by proficients. When playing with the wind, light balls are used; and heavy ones against it.

At the beginning of each game the ball is allowed to be elevated to whatever height the player chooses, for the convenience of striking; but not afterward.

This is done by means of sand or clay, called a teeing.

The balls which are played off at the beginning of the game cannot be changed until the next hole is won, even if they should happen to burst.

When it happens that a ball is lost, that hole is lost to the party.

If a ball should be stopped accidentally the player is allowed his stroke again.

Suppose four are to play the game, A and B against C and D; each party having a ball, they proceed thus:

A strikes off first, C next; and perhaps does not drive his ball above half the distance A did, on which account D, his partner, next strikes it, which is called one more, to get it as forward as that of their adversaries, or as much beyond it as possible; if this is done, then B strikes A's ball, which is called playing the like, or equal of their opponents. But if C and D, by their ball being in an awkward situation, should be unable, by playing one more, to get it as far as A's, they are to play in turn, two, three, or as many more until that is accomplished, before B strikes his partner's ball; which he calls one to two, or one to three, or as many strokes as they required to get to the same distance as A did by his once playing. The ball is struck alternately, if the parties are equal, or nearly so.

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