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White.

4. K. Kt. to B. 3d.

5. Castles.

6. K. Kt. to Kt. 5th.

7. K. to R. sq.

8. Kt. to K. B. 7th.

9. K. B. P. two. (b) Hazardous.

In the second place,

Black.

4. Q. B. P. one (best).
5. Q. to Q. B. 2d.

6. K. B. to Q. B. 4th.
7. K. R. P. one.

8. K. R. to K. B.

9. Q. P. one, and wins.

(c) Not a bad retort under existing circumstances.

(d) This move was not made without due consideration. strength of White's game hinges on maintaining K. P.

The

(e) B. takes P. would have been bad play. This simple retreat of B. effectively protects K. P., which Black cannot take without losing K. R.

(f) Again protecting K. P., which Black cannot capture without losing a piece.

(g) Black's Queen is fatally hampered.

(h) Intending next move to attack Q. with Kt., thus keeping Black in the toils.

(i) A well planned move. If Black take B. with R., Queen

mates in three moves.

By playing over these concluding games attentively, the chess student cannot fail to acquire many new ideas; he will be particularly struck with the superiority of a good position over a force numerically great, but inert.

CLOSING REMARKS ON BISHOP'S OPENING.

Walker, in his "Art of Chess Play," concludes his analysis of the Bishop's Opening with the following remarks: Each party having begun with K. P. two, White can play no better move than K. B. to Q. B. 4th.

White playing K. B. to Q. B. 4th thus on move 2, Black may answer in various forms, of which the best is K. B. to Q. B 4th also.

Both parties having thus moved K. B. to Q. B 4th at move 2, White has no better continuation for his 3d move than Q. B. P. one, to which the soundest answer is Q. to K. 2d, or Q. to K. Kt. 4th. Moving Q. P. one at this point is weak, and K. Kt. to B. 3d decidedly exceptionable for second player. If Black play Q. P. two sq. at this stage, he gets an inferior game, White shaping his reply as in Game XIV. Allgaier's variation in the defence of this opening is a dangerous game for Black.

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White for choice; the isolated Pawn being no disadvan

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12. P. takes B. and White has the strongest position.

LESSON IV.

FIFTEEN PROBLEMS IN TWO MOVES.

The study of Problems forming Ends of Games won : drawn by masterly moves, has always been considered by the best chess players and writers as eminently useful if not absolutely necessary towards forming the finished player. Well constructed problems display the numberless resources of the game; and, what is more important, they habituate the player to calculate several moves in advance. To attain the latter desirable object, the student is earnestly recommended to endeavor to solve the problems from the diagrams alone, and if from the board, "without touching the men," until he is persuaded he has discovered the solution. There can be no doubt, remarks Mr. Lewis, that those who discover the method of winning from the diagram alone, are entitled to the praise of having fairly solved the problem; but the like praise cannot be given to those who, placing the pieces on the board, try first this, then that move, until they have hit on the right one. It must, however, be confessed that the latter method considerably lessens the difficulty. Among these positions will be found many in which the first player not being exposed to an immediate checkmate, it by no means follows that he must give check every move; such positions are more difficult than those in which from the situation of the pieces it is evident the Black must be checked every

move.

In the following problems, many of which have never before appeared on diagrams, it is to be understood that White has always the first move, unless otherwise expressed

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White to move and check-mate in two moves.

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