November 1, 1890.1 



KNOWLEDGE 



•261 



Thick 6. 

 A 



YZ, 3. 



Tricks— AB, 2 ; YZ, 4. 



Tricks - 



Notes. — Tm/i- 5. — Y grasps the situation aud gives Z a 

 ruff. Trick 6. — If A B are two by honours and B has the 

 best si^ade, the game is still lost unless Y can make three 

 tricks in hearts aud clubs. Z therefore leads a heart in 

 case Y wants to finesse. 



Trirks—AB, 4 ; 

 Trick 10. 

 A 



YZ, 4. 



Tricks— AB, 4 ; YZ, .->, 



Y makes the remaining tricks, and 



Y Z ^\1N THE GAME. 



A's Hand. 



D.— Kg, Kn, 10. 

 C— Qn, Kn. 7, :-5. 

 H.— Kg, 9, 8. 



S.— Ace, Kg, 3. 



Y's Hand. 



D.— Ace, 9, 6, 5, 3. 

 C— Ace, 10. 

 H.— Ace, Qn. 

 S.— Kn, 9, 4, 2. 



B's Hand. 



D.— Qn, 2, 



C— Kg, 9, 8. 

 H.— Kn, 6, 5. 

 S.— Qn, 1.0, 8, 7, 5. 



Z's Hand. 



D.— 8, 7, 4. 

 C— 6, 5, 4, 2. 

 H.— 10, 7, 4, 3, 2. 

 S.— 0. 



ItfiiKiikfi. — It is very difficult to lay down general rules 

 as to the degree of strength required to justify a call for 

 trumps. In no part of the game is the personal equation 

 of players more manifest. Amongst really good players 

 there would probably be some diversity of opinion as to 

 whether Y was strong enough to call. However, the 

 knowledge of Y's hand that Z obtained at the end of the 

 third trick enabled him to see that if Y had not two 

 honours, or more than live trumps, the game was certainly 

 lost, unless Y had the winning spade, or ho himself could 

 make another ruff. Z therefore acted on this hypothesis. 



If Y had been uncertain whether Z had another trump, 

 it would have been too risky to lead a spade, as he thereby 

 lost the chance that 15 might finally be comiielled to lead 

 spades up to his second-best guarded. 



G. Shaw. — The ponally for a revoke can only be claimed at the 

 end of the hand. 



Cljtss Column. 



(CoXDUCTElJ UY I. GUNSBERG. 



THE STEINITZ GAMBIT. 



By G. H. D. Gossip. 



White. Black. 



1. P to K4 1. P to K4 



2. Kt to QB:l 2. Kt to QB3 



3. Pto B4 3. PxP 



4. P to Q 4 4. Q to R5 eh 



5. K to K2 5. P to Q4 or (A) 

 (). PxP 6. Q toK2ch 



7. K to B2 7. Q to K5 ch 



8. Pto Kt3 8 PxPch 



9. K to Kt2 H. Kt X P 



10. PxP 10. Qto Kto 



11. QtoKsqch 11. KtoQsq 



Zukertort played B to K2 at this stage in the last game of his 

 match with Steinitz, but soon got into difficulties and lost. 



12. B to Q3 12. P to KE;t4 



Black. 



These moves occur in a game between Steel and Blackburne. 

 13. Kt to K4 ! best 



Here Mr. Steel played 13. Q to K3, .and lost. Had he, however, 

 played the move I suggested above as best, he would speedily have 

 gained an irresistible attack ; for suppose now 



13. P to KB3 ! best 



(If 13. B to K2, 14. Q to B3 &c. : or if 13. P to KR3, 14. BxP 

 ch, &c.). 



14 Q to B3 ! beat 

 This is much stronger than Q to B2, the move suggested by the 

 Chess Editor of the Aiistmldsiun. 



14. Kt to B4 



15. BxP 15. PxB 



If 15. B to K2, 16. B to KB4, &c.; or if 15. B to Kt2, 16. B to KB4, 

 White having in either case a vastly superior game. If 15. B to ^3, 

 16. BxP ch, KtxB or (a); 17. QxKt ch, K to Q2 : 18. QxR, 

 winning easily. 



(o) 16. K to Q2 ; (if 16. K to Ksq, White has a certain road to 

 victory by 17.KtxBch, PxKt; IS. B to QKt5 ch with a winning 

 position); 17. B to QKt5 ch, P to B3 ; 18. PxP ch, again winning 

 easily. 



16. Qx R aud White wins 



The moves, therefore, of 11. K to Qsq and 12. P to KKt4 for the 

 defence, introduced by Blackburne in this form of the Steinitz Gam- 

 bit, are therefore unsound, aud the defence of 6. Q to K2 ch, 7. Q to 

 R5 ch, reconmiended by MaeDonnell and Duffy, and considered best by 

 the Editor of the Hook of the L<milon Tourminunl (1883). is inferior, 

 as the subjoined analysis (approved by Hevr Csank. of Vienna) will 

 show. Repeating the ordinary moves in the Steinitz Gambit. 



WlUTK. 



1. P to K4 



2. Kt to QB3 



3. P to B4 



4. P to Q4 



5. K to K2 



6. P X P 



7. K to B2 



8. P to Kt3 



9. K to Kt2 ! (best) 

 10. Q to Ksq ch ! (best) 



Black. 



1. P to K4 



2. Kt to QB3 



3. PxP 



4. Q to R5 ch 



5. P to Q4 



6. Q to K2 ch 



7. Q to R5 ch 



8. PxP 



9. B to Q3 ! (best) 

 10. QKt to K2 ! (best) 



