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In this and similar situations, when your adversary' King is already on the last line, endeavour to confine him there; in the present instance, your first move should be Q. to her Kt. 7th sq., afterwards playing her to her 7th sq., or at once moving up King.

The next position will show you that the Queen alone has the power of forcing the adverse King to one of the corners of the board.

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You will observe by the above moves that the Queen be ing able alone to force the King to an angle of the board, you might first effect that, and then bring up your King ir

order to check-mate, but it would take more moves than when the King assists the Queen in compelling the K. to the side of the board. Do not play your Q. nearer the K. than she now is, for if you were on the 10th move to play Q. to K. Kt. 6th, you would stale-mate your adversary.

LESSON VI.

METHOD OF CHECK-MATING WITH BOTH ROOKS.

THIS check-mate is very simple, and may be given without the assistance of the King.

FIRST SITUATION.

BLACK.

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White.

1. K. R. to K. Kt. 2d, check.

2. Q. R. to K. B. 3d sq., check.
3. K. R. to K. Kt. 4th, check.
4. Q. R. to K. B. 5th, check.
5. K. R. to K. Kt. 6th, check.
6. Q. R. to K. B. 7th, check.
7. K. R. to K. Kt. 8th, mate.

Black.

1.

K. to Q. R. 6th.

2. K. to Q. R. 5th. 3. K. to Q. R. 4th. 4. K. to Q. R. 3d. 5. K. to Q. R. 2d. 6. K. to Q. R. sq.

The alternate play of the Rooks, as you will have ob served by the above moves, forces the King to retire towards the last line, where he is ultimately check-mated; he might, however, have given you more trouble had he moved his K. differently. Replace the pieces and suppose him to play as follows:

1. K. R. to K. Kt. 2d, check. 2. Q. R. to K. B. 3d, check. 3. K. R. to K. Kt. 4th, check. 4. Q. R. to K. B. 5th, check.

1. K. to Q. Kt. 6th.
2. K. to Q. B. 5th.
3. K. to Q. 4th.
4. K. to his 3d.

If you were now to play King's Rook as you did before, he would take your Q. Rook; you therefore play the latter away, thus:

5. Q. R. to Q. R. 5th.

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

Still you cannot check with K. Rook at K. Kt. 6th, because he would take it; you therefore play,

6. K. R. to Q. Kt. 4th.

7. K. R. to Q. Kt. 6th, check.

8. Q. R. to its 7th, check.

6.

K. to his 3d.

7. K. to Q. 2d.

8. K. to Q. B. sq.

White cannot check-mate.with King's Rook at adver sary's Q. Kt.'s square, because Black would take it; there. fore,

9. K. R. to Q. Kt. 7th.

10. Q. R. to his 8th, check-mate.

9. K. to Q. sq.

The check-mate may, however, be given in a shorter way; thus,

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4. K. R. to Q. R. 8th, or Q. R. to his sq., check-mating.

Even this is not the shortest method of winning: for example,

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

1. K. to Q. Kt. 7th sq.

2. K. R. to K. Kt. 2d sq., check. 2. K. to Q. B. 8th sq. 3. Q. R. to K. B. sq., check-mate.

It is not, however, always necessary to force the King to one of the sides of the board, the check-mate can be given in the middle of the board, but then it must be with the assistance of your King; for example:

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