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7.

Wh. The Rook checks at the Q. B. sq.
Bl. The King at his R. 2d sq.

8.

Wh. The Rook checks at the bl. K. R. sq.
Bl. The King at his Kt. 3d sq.

9.

Wh. The Rook checks at the bl. K. Kt. sq. and takes the bl. Rook for nothing.

SECOND VARIATION.

5.

Wh. The Bishop at his K. Kt. 3d sq.
Bl. The Rook at the wh. K. B. 3d sq.

6.

Wh. The Bishop at the bl. Q. 3d sq.
Bl. The Rook checks at the wh. K. 3d sq.

7.

Wh. The Bishop covers the check.
Bl. The Rook at the wh. K. B. 3d sq.

8.

Wh. The Rook checks at the bl. K. 2d sq.
Bl. The King at his Q. sq.

9.

Wh. The Rook at the bl. Q. Kt. 2d sq.

and

gives mate the following move, at the bl. Q. Kt. sq.

SEQUEL to the SECOND VARIATION. 8..

Wh. The Rook checks at the bl. K. 2d sq. Bl. The King at his B. sq.

9.

Wh. The Rook at the bl. Q. B. 2d sq.
Bl. The King at his Kt. sq.

10.

Wh. The Rook checks at the bl. K. Kt. 2d. Bl. The King at his B. sq.,

11.

Wh. The Rook at his K. Kt. 4th sq.

Bl. The King at his

sq.

12.

Wh. The Bishop at his K. B. 4th and wins.

THIRD VARIATION.

7.

Wh. The Rook at its Q. B. 4th sq.
Bl. The King at his B. sq.

8.

Wh. The Bishop at the bl. K. 4th sq.
Bl. The King at his Kt. sq.

9.

Wh. The Rook at its K. R. 4th sq.

and gives

mate the following move, at the bl.

K. R. sq.

311

PHILIDOR'S LEGACY,

Referred to at Page 50.

SITUATIONS.

White. The King at his Q. Kt. sq.
The Queen at her B. 4th sq.
A Knight at the bl. K. R. 3d sq.
The 3 Pawns of the Q. B. Q. Kt.
and Q. R. at their proper places.

Black. The King at his R. sq.

The K. Rook at the wh. K. Kt. 3d
The Q. Rook at his proper sq.

sq.

The two Pawns of the K. R. and K.
Kt. at their proper places.

The White begins, and may speedily win.
The Learner will find an explanation and a
few remarks hereon, in page 313,

312

OBSERVATIONS

ON THE

CONCLUSIONS OF GAMES,

Shewing what may Win or give Checkmate, and what not. THESE MAY WIN, &c.

1. A single Pawn, if his King be before him. 2. Two Pawns against one in general, especially if an exchange, one for one, can be prevented.

3. A Pawn and any Piece whatsoever, except a Pawn on a Rook's file, with a Bishop going on a different colour to the corner house of that file: see Rule H. 5.

4. Two Bishops.

5. A Bishop and a Knight.

6. A Rook and a Bishop against a Rook. 7. A Queen against a Bishop and a Knight. THESE CANNOT WIN, &c.

1. A single Pawn, if the adverse King be before it, and continue on the same file ; see Rule H. 8.

2. Two Knights.

THESE CAUSE A DRAWN GAME.

1. A Rook against a Knight.

2. A Rook against a Bishop; see Rule H. 6.

3. A Rook and a Knight against a Rook. 4. A Rook and a Bishop against a Queen. 5. A Rook and a Knight against a Queen. 6. A Rook against a Bishop and 2 Pawns. 7. A Rook against a Knight and 2 Pawns; because in this and the preceding case the Rook cannot be prevented being sacrificed for the two Pawns.

8. A Queen against a Rook and 2 Pawns.

ELUCIDATION

OF

PHILIDOR'S LEGACY, Page 311.

The White gives checkmate at two moves: 1st, The Queen at the bl. K. Kt. sq. and upon her being taken by the Rook, (the King cannot take her for the Knight,) 2d, The Knight at the bl. K. B. 2d. giving smothered mate.

X

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