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10. Q. to K. Kt.'s 4th.
11. B. to Q. B.'s 4th (ch.)
12. Q. to K. B.'s 3d.

13. Q Kt. to B.'s 3d.

14. B. to Q.'s 2d.

10. Q. to K. Kt.'s 31.
11. K. to Kt.'s 2d.
12. K. Kt. to B.'s 3d

13. K. B. to Q. Kt.'s 5th.
14. Q. P. one.

Black's game is preferable.

8. Q. takes K. B. P.

8. K. B. to Q.'s 3d (best).

This is Black's best move; it was first given by Horny, a German writer, and it has the effect of utterly paralyzing White's further efforts.

9. B. to Q. B.'s 4th (ch.)

9. K. to Kt.'s 2d (best).

If instead of checking with the B., you play 9. P. to K.'s 5th, Black takes it for nothing, as you cannot capture his B. but at the cost of your Queen. If you move 9. Q. to K. B.'s 2d, he replies with 9. K. to Kt.'s 2d, preparatory to playing R. to K. B.'s sq., and finally, if you move 9. Q. to K. B.'s 3d, he might proceed as follows:

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If you play 10. Q. to B.'s 2d, he replies with 10. R. to K. B.'s sq., and if 10. Q. to B.'s 3d, with 10. Q. Kt. to B.'s 3d, as before.

11. K. to B.'s sq.

11. K. R. to B.'s sq. Black has a winning position.

Variation, beginning at Black's 5th move.

White.

1. K. P. two.

2. K. B. P. two.

3. K. Kt. to B.'s 3d.

4. K. R. P. two.
5. Kt. to Kt.'s 5th.

Black.

1. K. P. two.

2. P. takes P.

3. K. Kt. P. two.

4. P. to K. Kt.'s 5th. 5. K. R. P. two.

When Kt. is played to his 5th, Black's best reply is 5. R. R. P. one; and when it is played, as in the next game, to K.'s 5th, then the proper answering move is 5. K. R. P. two.

The objection to it in the present instance is the difficulty afterwards found in expelling the White Kt. from his threatening position. As was before remarked, Black may also play 5. Q. P. two, the result of which it may be well to show at once. Suppose then

6. P. takes P.

5. Q P. two.

6. Q. takes P.

(Ponziani recommends for Black 6. K. Kt. to B.'s 3d.)

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If he move 9. Kt. to his sq., you reply 10. Q. B. to K.'s 5th.

10. P. to K. Kt.'s 6th.

11. Q. B. takes Kt.

10. Kt. to Q.'s 3d.

11. P. takes B.

12. K. to his 2d.

13. Q. to her R.'s 4th.

12. B. to B.'s 7th (ch.) 13. Castles. Allgaier's move for you is 13. Q. Kt. to B.'s 3d, upon which Black plays 13. Q. to Q. R.'s 4th, and you answer with 14. Q. to her 2d. He appears to have overlooked that Black could then play 14. K. B. to R.'s 3d.

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3. K. Kt. to B.'s 3d.

4. K. R. P. two.

5. Kt. to K.'s 5th.

3. K. Kt. P. two.

4. P. to K. Kt.'s 5th.
5. K. R. P. two (best).

The playing Kt. to K.'s 5th gives you both a safer and more lasting attack than Kt. to Kt.'s 5th, but the advantage gained by this manner of play has been vastly overrated, since Black has at his command a sure defence, from the line of operations developed in the present game.

Black's move of 5. K. R. P. two is the right one; he may, however, play 5. K. Kt. to B.'s 3d, or 5. Q. P. one, without disadvantage. For example; in the first place,—

6. B. to Q. B.'s 4th.

5. K. Kt. to B.'s 3d.
6. Q. to K.'s 2d.

(If you play 6. Q. P. two, he replies with 6. Q. P. one, and if 6. Kt. takes K. Kt. P.,.with 6. Kt. takes K. P., the game being even.)

7. Q. P. two.

8. Kt. takes K. B. P.

7. Q. P. one.
8. Q. takes K. P. (ch.)

(If you take 8. K. B. P. with B. (ch.), Black retires his K. to Q.'s sq.

and has the better game.)

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(Black may also play, with apparent benefit, 8. Q. to K. B.'s 3d, a move lately adopted by the leading players of Pesth.)

9. Q. to K. B.'s 3d.

10. Q Kt. to B.'s 3d.

11. Q. B. to Q.'s 2d.

9. B. to K. Kt.'s 6th. 10. K. Kt. to B.'s 3d.

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The game is about even, but with the move given in the Handbuch" and elsewhere for White's 11th, K. B. to Q's 3d, Black may obtain an advantage, I think, through R. to K. Kt.'s sq., with the view to play Q. B. to K. Kt.'s 5th at the proper moment.

6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3d. Modern authorities concur in pronouncing the move 6. K. Kt. to R.'s 3d inferior to 6. R. to K. R.'s 2d, and the "Handbuch remarks, that after the former, Black must lose the gambit P. We will briefly examine the consequences arising from the defence with the Knight, and subsequently those

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which spring from 6. R. to K. R.'s 2d. (See Game the Third.)

7. Q. P. two.

8. Kt. to Q.'s 3d.

9. K. Kt. P. one.

7. Q. P. one.

8. P. to K. B.'s 6th.

9. P. to Q.'s 4th.

If you play 9. P. takes P., he can move 9. K. B. to K.'s 2d, and on your moving 10. Q. B. to K. Kt.'s 5th, take P. with P., having the advantage.

If

10. B. takes Q. P.

10. Q. B. P. one.

you take 10. Q. P. with K. P., he plays K. Kt. to B.'s 4th. 11. B. to Q. Kt.'s 3d. 11. Q. takes Q. P. He has decidedly the better game.

The ingenious variation at Black's 9th move we owe to Mr. Knight, an amateur of the London circle of chess-players; it appears as effectual in baffling all further attack in this branch of the Allgaier Gambit, as Horny's move of K. B to Q.'s 3d in the former one.

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This is the generally accepted move for Black; and prior to the discovery of Mr. Knight's defence, of which we have seen a sketch in the last game, it was, perhaps with proprie ty, considered preferable to 6. K. Kt. to R.'s 3d.

7. Q. P. two.

When the Rook is moved to his as in this game, you may obtain by playing thus:

7. Kt. takes K. B. P.

8. B. takes R. (ch.)

9. Q. P. two.

7. P. to K. B.'s 6th (best). second to defend the Pawn, a violent but unstable attack

7. R. takes Kt.

8. K. takes B.

9. P. to K. B.'s 6th.

(His best move, for if he play 9. B. to K. R.'s 3d, you castle, with an im

proved situation.)

[blocks in formation]

With due care now Black must win, in spite of the exposed position of his

8. K. Kt. P. one.

King.

8. Q. Kt. to B.'s 3d.

.f, instead of 8. K. Kt. P. one, you take the P., he may first dislodge your Kt. with 8. Q. P. one, and then play K. B. to K.'s 2d.

9. Kt. takes Kt.

9. Q. P. takes Kt.

You may also play 9. Kt. to K. Kt.'s 6th, and proceed as follows:

9. Kt. to K. Kt.'s 6th.

(He might likewise take your Kt.

10. Q. B. P. one.

11. Q. B. to K. Kt.'s 5th.

12. P. to K.'s 5th.

13. B. to Q's 3d.

14. B. takes B.

15. Q. to her 3d.

16. P. takes Kt.

9. B. to K. Kt.'s 2d.

and then move R. to his sq. again.)

10. K. Kt. to B.'s 3d.

11. P. takes Kt.

12. Q. P. two.

13. Q. B. to K. B.'s 4th.

14. P. takes B.

15. Q. to her 2d.

16. B. to K. R.'s sq.

You must lose the advanced P., and Black will then have the superiority,

10. Q. B. to K. B.'s 4th.

11. Q. Kt. to B.'s 3d.

12. P. to Q.'s 5th.

10. Q. to K.'s 2d.

11. Q. B. to K.'s 3d.

12. Castles on Q.'s side.

He has a little better game, but the advantage is not nearly so decisive as in the second game.

LESSON VII.

THE KING'S ROOK'S PAWN GAMBIT.

THIS deviation from the great parent opening consists in White's throwing forward his K. R. Pawn at the third move, instead of playing the K. Kt. to B.'s 3d. The object of this move is to prevent the customary advance of Black's K. Kt. Pawn; but to attain this you sacrifice position, and if properly met, your attack is speedily foiled or turned against you.

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