833 



CHESS. 



CHESS. 



MB. TOLFRET. 



34. K. to K. B. 



35. Q. to K. 2. 



36. K. takes R. 



37. P. to K. 6. 



38. K. to K. R. 



39. K. to K. R. 2. 



THE AUTOMATON. 



34. Q. to Q. R. 3 (ch.) 



35. K. R. to K. Kt. 8 (ch.) 



36. Q. takes Q. 



37. R. to K. Kt. (ch.) 



38. Q. to K. B. 6 (ch.) 



39. Q. mates. 



The following game at the same odds will show how a skilful 

 player takes advantage of them. In setting up the men remove the 

 K. B. P. from the second player's side of the board. 



MR. BUCKLE. M. KIESERITZKIJ. 



1. P. to K. 4. 



2. P. to Q. 4. 



3. P. to Q. 5. 



4. Q. B. to K. Kt. 5. 



5. B. takes Kt. 



6. Q. checks. 



7. K. Kt. to K. B. ?,. 



8. P. to Q. 6. 



9. P. takes P. 



10. Q. Kt. to Q. 2. 



11. K. B. checks. 



12. Q. to K. B. 5. 



13. Castles Q. R. 



14. B. takes B. (ch.) 



15. Q. Kt. to Q. B. 4. 



16. Q. R. to Q. 5. 



17. Q. to K. R. 5 (ch.) 



18. Q. R. takes K. B. 



19. R. to Q. 



20. Kt. to Q. 6 (ch.) 



21. Kt. takes Q. R. 



22. Q. to R. 6 (ch.) 



23. R. to Q. 8 (ch.) 



24. Q. to R. 5 (ch.) 



25. Q. takes K. R. P. (ch.) 



26. Q.toR. 5(ch.) 



27. R. takes Kt. 



28. Kt. to K. R. 4. 



29. Q. takes R. (ch ) 



30. Kt. takes Q. 



31.' P. queens and wins. 



1. Kt. to Q. B. 3. 



2. P. to K 4. 



3. Q. Kt. to K. 2. 



4. K. Kt. to K. B. 3. 



5. P. takes B. 



6. Kt. to K. Kt. 3. 



7. Q. to K. 2. 



8. Q. to K. B. 2. 



9. K. B. to Q. B. 4. 



10. P. to Q. 3. 



11. Q. B. to Q. 2. 



12. K. R. to K. B. 



13. P. to Q. R. 3. 



14. Q. takes B. 



15. Q. R. to Q. B. 



16. K. Kt. to K. 2. 



17. R. to K. B. 2. 



18. P. takes R. 



19. Q. to K. 3. 



20. K. to B. 



21. Kt. takes Kt. 



22. R. to Kt. 2. 



23. K. to B. 2. 



24. R. to Kt. 3. 



25. R. to Kt. 2. 



26. R. to Kt. 3. 



27. Q. takes R. 



28. Q. to K. Kt. 



29. Q. takes Q. 



30. K. takes Kt. 



The neit two games are at the odds of the pawn and two moves, so 

 that in each case the K. B. P., of the second player must be removed 

 from the board. 



MR. 



1. P. to K. 4. 



2. P. to Q. 4. 



3. K. B. to Q. 3. 



4. P. to Q. 5. 



r>. P. to Q. B. 4. 



i. K. P. takes P. 



7. Q. Kt. to B. 3. 



8. K. Kt. toK. 2. 



9. Castles. 



10. P. to K. B. 4. 



11. P. to K. R. 3. 



12. K. Kt. to Kt. 3. 



13. Q. to Q. B. 2. 



14. Q. Kt. to K. 4. 

 16. Q. Kt. takes Kt. 



16. B. takes K. R. P. 



17. K. toR. 



18. Kt. to K. 2. 



19. P. to Kt. 3. 



20. Kt. takes K. B. 



21. K. to Kt. 

 22. K. takes B. 

 28, K. B. to Q. 3. 



24. K. B. to K. 4. 



25. Q. to K. Kt. 2. 



26. B. takes R. 



27. K. to Kt. 



28. R. to K. B. 



29. K. to R. 



30. R. to K. B. 3. 



31. Resigns. 



MB. MEDLFT. 



1. P. to K. 4. 



2. P. to Q. 4. 



3. K. B. to Q. 3. 



4. P. to K. 5. 



5. P. to K. R. 4. 



AKT AND SCI. CIV. VOL. IT. 



Mn. BTAUBTOK. 



_ 



2! P. to K. 3. 



3. P. to Q. B. 4. 



4. P. to Q. 3. 



5. K. P. takes Q. P. 

 0. K. Kt. to B. 3. 



7. K. B. to K. 2. 



8. Castles. 



9. Q. Kt. to Q. 2. 



10. K. Kt. to Kt. 5. 



11. K. Kt. to K. R. 3. 



12. Q. Kt. to K. B. 3. 



13. K. to R. 



14. P. to Q. R. 3. 



15. K. B. takes Kt. 



16. B. to Q. 5. (ch.) 



17. Q. toK. R. 5. 



18. B. takes K. R. P. 



19. Q. to K. Kt. 5. 



20. B. takes R. 



21. Q. takes Kt. P. (ch.) 



22. Q. B. P. takes Kt. 



23. Kt. to K. Kt. 5. 



24. Q. R. to K. 



25. R. takes K. B. P. (cli ) 

 20. Q. takes B. (ch.) 



27. R. takes B. 



28. Q. to K. 6 (ch.) 



29. Kt. to K. B. 3. 



30. R. to K. R. 5 (ch.) 



MB. HARRWIT;;. 



2. P. to K. 3. 



3. P. to Q. B. 4. 



4. P. to K. Kt. 3. 



5. P. takes Q. P. 



MR. MEDLEY. 



6. P. to K. B. 4. 



7. P. to K. R. 5. 



8. Q. to K. Kt. 4. 



9. K. Kt. to B. 3. 



10. K. Kt. to Kt. 5 (ch.) 



11. P. takes P. 



12. Kt. takes K. R. P. 



13. P. takes Kt. 



14. Q. to K. Kt. 3. 



15. Q. takes Kt. 



16. Q. B. to K. Kt. 5. 



17. B. to K. B. 6. 



18. B. takes B. 



19. R. to K. R. 3. 



20. Q. Kt. to Q. 2. 



21. R. to K. B. 3 (ch.) 



22. Kt. to K. B. 6. 



23. Q. Kt. to K. B. 



24. Castles. 



25. K. to Q. Kt. 



26. Kt. takes K. P. 



27. Q. takes P. -(eh.) 



28. Q. takes P. (ch.) 



29. Mates in three moves. 



MR. HARRWITZ. 



6. K. Kt. to K. 2. 



7. K. B. to K. Kt. 2. 



8. K. to B. 2. 



9. Q. Kt. to B. 3. 



10. K. to Kt. 



11. K. Kt takes P. 



12. Q. Kt. takes K. P. 



13. Kt. takes P. 



14. Kt. takes B. (ch.) 



15. P. to Q. 4. 



16. Q. to K. 



17. Q. to K. B. 2. 



18. Q. takes B. 



19. K. to K. B. 2. 



20. P. to K. 4. 



21. K. to K. 2. 



22. R to R. 8 (ch.) 



23. Q. takes K. Kt. P. 



24. Q. to.K. Kt. 4. (ch.) 



25. P. to K. 5. 



26. P. takes Kt. 



27. K. to Q. 2. 



28. K. to Q. B. 3. 



Consultation and Correspondence Games. There are not only many 

 other kinds of openings and descriptions of odds which might be 

 illustrated did space permit, but we might also give specimens of con- 

 sultation games, in which a number of players divide themselves into 

 two committees, each with a board and men in different parts of the 

 room, and the best move is discussed before it is made ; the pieces, 

 however, are not allowed to be touched before the move is decided on. 

 A first-rate player will sometimes play against a whole club in con- 

 sultation. Consultation games have been played between the clubs of 

 two distant towns, the moves being transmitted by means of the 

 electric telegraph. Then there are correspondence games, in which the 

 moves are sent through the post. In this case the pieces are allowed 

 to be moved in order to decide on the best move. Games of this kind 

 are long and tedious, and may last some years, as in the contest 

 between the clubs of London and Paris, London and Edinburgh, &c. 



Ends of Games, It frequently happens that after playing some time 

 there are only one or two pieces or pawns left on the board, and it is 

 then a question whether either player have mating-power. Should 

 one player be left with his K. and Q., against his adversary's K., he can 

 win easily. Such is also the case with K. and R. against K., only the 

 mate requires a larger number of moves. The K. and two Bs. against 

 K. also win. The K. B. and Kt. against K. can win, but the mate is 

 difficult. The K. and two Kts. against K. usually make a drawn game. 

 The K .and two Rs. against K. and R. win, by forcing an exchange of 

 rooks. K. and Q. against K. and R. usually win, but the weaker force 

 can sometimes produce a stale-mate. K. and Q. against K. and two 

 Kts., or two Bs., or Kt. and B., or R. and Kt., or R. and B. usually 

 win. K., two Bs., and Kt. against K. and R., win. K. and R. against 

 K. and B. usually make a draw. K. and R. against K. and Kt. , also 

 usually draw. K. and R. and B. against K. and R., is a doubtful case, 

 but .this, as well as some of the above, depend upon position. 



Towards the end of the game the kings become useful pieces, and 

 may act with great effect. The fate of a game often depends on being 

 able to take what is called the opposition, that is, to place your king 

 opposite to the adverse king, either on a file or a diagonal, so as to 



Diagram 11. 



BLACK. 



have an odd number of squares between them : you thus gain the 

 opposition or the move. This may be illustrated by a few examples. 



3 B 



