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You will observe that the principle of drawing this game, consists in preventing the White from quitting the Rook's file, which he can never do without allowing Black to play to the corner.

We shall conclude this lesson with a very improving situation, in which White draws with one Pawn against two, effecting this by strict adherence to the rules we have established for gaining and retaining the opposition.

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In this position, if Black have the move, he will forcedly Queen his K. Kt. P.; but if White have the move, he will draw the game by the following mode of play:

White to move and draw.

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

2. K. to Q. 3d. (b)
3. K. to Q. 4th.
4. K. to K. 3d.

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

6. K. to K. Kt. 3d. (c)

7. K. to Kt. 4th. (d)

1. K. to Q. B. 2d. (a)

2. K. to Q. 3d.
3. K. to K. 2d.

4. K. to K. B. 2d.

5. K. to K. Kt. 2d.

6. K. to K. R. 3d.

(a) If he push P., K. will overtake it.

(b) Had you played K. to Q. 4th sq., he would have won by playing K. to his Q. 3d sq., you being compelled in such case to abandon Q. 4th sq. in order to support P., whereupon by moving K. to Q. B. 4th sq. he forces you to abandon the Pawn, after the capture of which he easily Queens one of his Pawns. At move 2d, you play K. to Q. 3d sq. to gain what may be termed the after-move, reserving thus the faculty of playing K. to Q. 4th sq., only when your adversary plays K. to his Q. 3d. You thus maintain the opposition, constantly moving your K. one square's distance from his, so long as he remains on the same line. Should he retreat, you must be careful not to advance; in such case you also retreat K., advancing when he advances and retreating when he retreats, in readiness thus to occupy at the proper time, the proper square for maintaining the opposition. By any other course of play you would evidently lose.

(c) Had you played K. to K. Kt. 4th, you would have lost the after-move and the opposition, and consequently the game.

(d) As he advances you advance also, and as next move he must forcedly retreat, you will retreat also, thus effectively maintaining the opposition and drawing the game. By following this course of play it is evident you will always be able to play K. to Q. 4th whenever your adversary plays his to his Q. 3d.

As we have said above, this situation is a very instructive and improving one. We advise the young student to examine it attentively in all its bearings, manoeuvring the Kings in different ways, in order to render himself familiar with the principle upon which this and other positions analogous may be drawn.

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LESSON X.

PAWNS AGAINST PAWNS.

In this lesson we shall examine some easy situations of Pawns opposed to Pawns, premising that whenever the position of the Kings is not given, you are to suppose them too far removed from the Pawns to be of any use in playing them, or that they are in such situations that they cannot move without the loss of the game. A King may also be so circumstanced as not to be able to move at all, as in the annexed Second Position.

A Pawn against a Pawn-The two Pawns on the same file and not passed.

FIRST POSITION.

This is a very simple situation, and if neither party had any other piece to move, the game would of course be drawn, as neither Pawn can pass the other, it being immaterial which begins. But if there were other pieces on the board, it may be of great importance who has the move; for example, suppose the situation as follows:

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The winning or drawing the game in this position depends entirely upon who is to begin; if you play first, the game will be drawn; if your adversary, you will win. Suppose then that you begin as follows:

1. Q. R. P. one.

2. Q. R. P. one.

1. Q. R. P. one.

2. Q. R. P. one.

Had you begun with Q. R. P. two sq., Black would have played the same, and the position would be like the present. You are now compelled to move one of the other Pawns; for example,

3. Q. P. one.

4. K. B. P. one.

5. K. P. one.

3. K. takes Q. P.
4. K. to K. 2d sq.
5. K. to K. B. sq.

6. K. P. checks.

6.

K. takes P.

7. P. becomes Q. and checks. 7.

But

K. takes Q., and the game

is drawn, as White is stalemated.

suppose Black begin as follows:

1. Q. R. P. one; if he move

it two squares you move

yours also two squares.

2. Q. R. P. one.
3. K. to Q. 2d sq., or to K.
B. 2d.

1. Q. R. P. one.

2. Q. R. P. one.

3. K. B. P. one, or Q. P. one, and afterwards advances the P. to Queen.

If Black's Q. R. P., instead of being at Q. R. 2d sq., had been at Q. R. 3d sq., you would win whether you begin or not; this is owing to the power your own Q. R. P. has of moving one or two squares, and by this means of gaining the move; if you begin you must play your P. one sq. only; if you be second player you must advance it two squares, and the position will be as above. If, on the other hand, your P. were advanced one sq., and his unmoved, he would draw the game whether he begin or not, because he could gain the move in like manner with his P.

THIRD POSITION.

(See next Diagram.)

In this situation you will win whether you begin or not; this is owing to your King having the power of moving, which his has not; it is, however, by no means indifferent whether you begin with the King or with the P.; if with the latter,

you cannot win the game; for example:

1. Q. R. P. one.

2. If you move the P., his K.

will be stale-mated, and if
you play K. to B. 6th

1. Q. R. P. two.

2. Q. R. P. one.

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