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The power of forking also applies to the Pawn. In this diagram, by playing Q. B. P. two sq., you fork his Kt. and B.: he cannot save both, and must either lose his Kt. by moving away his B., or, by taking the P. lose his B. for a P.

LESSON IX.

GAINING THE OPPOSITION-A KING AND PAWN AGAINST A KING.

BEFORE proceeding to instruct you how to win the game when you have a King and Pawn against your adversary' King, or if you have the King only, how to draw; it will be

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necessary to teach you what is meant by having or gaining the opposition, as it is commonly termed: many a game is lost, which would otherwise be drawn, from not understanding how to gain the opposition with the King, and yet it is not by any means very difficult.

As one King cannot attack the other, it follows, of course, that there must always be at least one square between the two Kings; hence, the following situations will show that he K. has considerable power in preventing the advance of the adverse King, and in cutting him off from the occupation of many squares; for example:

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In this position it is clear that your King prevents the

Black from playing his K. to the second rank, nor can he

ever play to that rank if he have to move first, in which case you are said to have the opposition; but if you were to move first, he would have the opposition, and would be able to play to the second rank; for instance:

Black.

1. K. to Q. sq.

2. K. to Q. B. sq.

3. K. to Q. Kt. sq., &c. or,

1. K. to K. B. sq.

2. K. to K. Kt. sq., &c.

White.

1. K. to Q. 6th sq.

2. K. to Q. B. 6th sq.

3. K. to Q. Kt. 6th sq., &c.

1. K. to K. B. 6th sq.

2. K. to K. Kt. 6th sq., &c.

It is evident that his K. cannot quit the side of the board, because you always oppose him.

White.

1. K. to Q. 6th sq.

or,

1. K. to K. B. 6th sq.

But suppose you begin,

Black.

1. K. to K. B. 2d sq.

1. K. to Q. 2d sq.

Here he is able to quit the side of the board, because you were obliged to give up the opposition, having the first move. If it were an object to the Black to prevent your King from advancing, he would easily do it if you begin, but not so if he begin; for example:

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1. K. to K. B. sq. 1. K. to Q. 7h sq. &c.

The above may be called a close or near opposition; a remote opposition is that in which there are several squares between the two Kings; for example, suppose the black King to be at his square, and the white King at his 4th sq.; here are three squares between the Kings instead of one, and whoever moves first, loses the opposition.

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Here the opposition is still more remote, there being five squares between the two Kings; whoever moves first cannot play his King to any of the squares between white King's Rek's fifth sq., and white Queen's Rook's fifth sq., unless his adversary permit him, neither can of prevent the other

from playing to that line; for example, suppose the White

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equally certain that whatever White may now play, Black

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If you were to play King to B. 2d sq. you would lose the opposition; for example:

2. K to B. 3d sq.

3. K to B. 4th sq.

1. K. to B. 2d sq.

2. K. to B. 3d sq.

It being now your turn to play, you have lost the opposition; instead of playing as above, you ought to have moved as follows, and you would have retained the opposition:

Black.

1. K. to B. 2d sq.

2. K. to Kt. 3d sq.

White.

1. K. to B. 3d sq.

2. K to Kt. 4th sq., &c.

As a general rule, recollect that when the number of quares between the two Kings is even, then he who begins first, gains the opposition; but if the number be add, the first player loses it.

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