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44. B. to K. 6th sq. giving 44. K. takes B.

check.

45. K. P. to queen, and wins.

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FOURTH GAME (from Walker.)

White giving the odds of the Knight, which must be

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15. K. R. takes Q. B.-check- 15. Q. takes R.

ing.

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16. K. Kt. to his 5th sq. 16. K. retires to his Kt. sq.

checking.

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The black king cannot move to his bishop's square on account of the white bishop, and at his rook's square he would be equally checked by the white queen; yet if we look at the position of the game at the previous move, we shall see that he had no other resource than to retire to his knight's square, and decide his fate by throwing himself, as it were, into the check-mate prepared for him:-he could not move to his own second square, or to his bishop's square, on account of the white bishop, or to his knight's third square on account of the white queen.

This is believed to be the strongest game that can be played; giving the odds of the knight. The attack is carried forward in a style of elegant mastership, rarely equalled, and the learner will do well to study it in all its points. Every move has its object and its consequences; and by pushing the different modes of play which occasionally offer, and observing their effects upon the game, the superior tactics here displayed must be observed, and the importance of the particular aims and ends be advantageously impressed upon the mind of the student. As the game is developed, the brilliancy of the attack is apparent in every move, and illustrates in a forcible manner, the power of advantageous position over numerical superiority. Although possessed of a greater number of pieces, Black had lost the game at the thirteenth move, those open to him affording but a choice of evils, facilitating or retarding his certain fate.

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