Jan. 20, 1882.] 



• KNOWLEDGE ♦ 



259 



©uv VLWmt Column. 



By "Five of Clubs." 



TUE LKAD (Continued). 

 ADiiEKorji TO Plain- Snx Leaiw. 



THE leads considered in tlie last two numbers were suppose 1 to 

 be either original lends from long or strong suits, or forced 

 lis with no knowledge of your partner's strength in the suit led. 

 !■ that in every case of a forced lend from a short suit, where 

 1 have reason to believe that your partner has strength in the 

 lit, the highest is played, so that from Ace two others you lead 

 Ai'c in this case, following with the next highest. Similarly, from 

 King two others you play King, then next highest ; from Quoen 

 two others, Cjiieon, then next highest; from Knave two othcr.s, 

 Knave, then next highest. This last is the constant lead from 

 Knave two others (as from ten two others, you play ten, then next 

 iiost) : when your partner has not indicated strength, there is 

 I'' use in leading lowest from Aco two others. King two others, 

 i^'ueen two others ; bnt manifestly keeping back the Knave or 

 : (with two others) can be of no use to you, while playing it 

 y help yonr partner. 



TuE Lead in Trimps. 



We do not propose to consider here the important question 

 ii;iortant in whist-play, at any rate) when to lead trumps, but 

 1 It card is to bo led when it has boon decided to open the trump 



Tlie lead in trumps differs in one important respect from the lead 

 in ])lain suits, — there is' no fear that a good card will be lost if kept 

 '•ack, by being trumped. "Wo can, therefore, play with safety n 

 liting game; indeed, it is often advantageous to do so, because so 

 ; h often depends on winning the last ronnd ia trumps.* Another 

 1 rence between tmmp cards and others arises from the circum- 

 nre that yon need not so carefully indicate your strength by 

 ying an obviously winning card; for there is no possibilit}' of 

 ir partner hurting yon by trumping a card which ho may mistake 

 : a losing one. The chief variations of the tramp lead from ii 

 I I in plain suits depend on these considerations— principally on 



former. 

 I'hns. in trumps, from Ace. King, and not more than five others, 

 smallest should be played ; this ensures the numerical command 

 [ rumps, if you have five others, and is the best way towards 

 lUtuining it if you have less than five. Besides, by this course 

 v)U give your paitner a good chance of winning the first trick. Of 

 ruirse, if you have six small ones besides .\ce and King, you have 

 '-■ numerical command, even if all the remaining trum[)s arc in 

 liand ; you therefore play King, then Ace. 

 \:;ain,from .\ce, King. Queen alone in plain suits, you lead King, 

 n Queen. In trumps, having no fear that Queen will be lost, 

 1 lead Queen first, then King. So with Ace, King, Queen, Knave. 

 1 lead King first in plaiH suits; in trumps you lead the lowest of 

 ' frequence, the Knave. 



Au'ain, in plain suits from Ace and four or more others, not 

 iuding King, yon lead Ace, because of the risk that in the 

 md round it might bo trumped. Having no such fear in the 

 nip suit, you lead the sm.allest, unless you have more than six 

 ill ones, in which case, being sui'e of the numerical command, 

 ; i.u lead Ace. 



In trumps from King, Qneen, and two or more small ones, the 

 ' ivest is led, instead of the King, as in plain suits ; but with more 

 ■ m five small ones, begin with King. 



-^ome trump lca«ls differ from plain suit leads and ordinary tmmp 



1 -J, on account of the trnmp card being of a particular value. 



lis-, from Ace, Knave, ten and nine, the nine would be led in 



lin suits : so, also, nine would be led in trumps, unless (Jueen is 



;„rned up on the left, when Ace should be played. Again, from 



King, Knave, two or more small ones, the lowest is led in plain 



suits, and ordinarily in trum])S ; bnt if ton is turned up to the right, 



the Knave is led. In trumps, from Knave, ten, eight, ^vilh one or 



moro small ones, lead the lowest, as in plain suits, unless nine is 



temcd np on yotu- right, when lead Knave. 



• We do not mean simply having the last winning tmmp, for 

 this may be left in and the opponents' strong suits yet played out 

 to the bitter end ; but winning the last ronnd of trumps, so as to bo 

 able to bring in a strong suit either of your own or yonr partner'.". 



©ur C!k£!5 Column. 



Problkm Xo. 11 (Fvom American Chess Nuts). 



Bj E. B. Cook. 



Black. 



: m I 



■ ®- i_M 

 ">^ ' 'ml 



whitb. 

 "VVliite to play aud mate i 



TWO KNIGUTS' DEFENCE {Continued). 

 A NOTHER interesting form of this opening is where Black, on 

 -^^ his fourth move, plays Kt. takes K.P. In most cases strong 

 players will adopt this move with good effect against a weaker 

 opponent. As it is chiefly our wish to instruct the student, we shall 

 show him in full all the variations resulting disadvantageously, so 

 that he mijht avoid them, at the same time also giving him the 

 good replies for adoption. 



, P. to K.4. „ Kt. to K.B.3. „ B. to B.4. 



P. to K.4. 

 Kt. to Kt.5. 



Kt. to Q.B.3. 



Kt. to K.B.3. 



4. — 



Kt. takes K.P. 



White has three modes of continuing, viz., Kt. takes K.B.P. or 

 Kt. takes Kt. , or B. takes P. ch . (best). Of those only the last move 

 can be recommended, for if 



, Kt. takes K.B.P. 



■ Q. to R.5. 

 Q . to K.2. 



■ kt. to Q..5. 

 P. to K.Kt.3. 



■ KT7tak'c7QTr 

 P. takes Q. 



■ Kt. to Q.5. 

 P . to Q.3. 



■ kt. to Q.3. 



Kt. takes Kt.ch. 



■ B. takes Kt. 



a Castles. 



or 6. 



B. to B.4. 



''Kt. takes B.P. 

 g B. toB.7.ch. 



'K. tok.27 

 Q R takes Kt.ch. 



'Q. takes R.ch. 

 -„ K to R.sq. 



■ BTto Q. 3. 



j.(;P._t0KKt^3^__ 



kt. takes Kt.P. 

 ^ B.P. takes Kt. 

 ' ■ Q. to K.SxhT 

 g Q. to K.2. 



Q. takes B.oh. 



In all these cases Black obtains a decisive superiority. 5. 



Q. toR.5 

 wins in any case, as the attack obtained thereby is very strong. 



If 5 Kt. takes Kt . , 



■p. to Q.4. 

 and the game is even 

 J, r B. takes P.ch. (best) 



P P. toJJ.3. _ 



Kt. to K.B.3. 

 - B. to Q.Kt.3 . 



■p. toQ.4. 

 g P. to K.B.4. 



ij. toK.kt.5. 

 J, Q. to Q.2._ 

 ' ■ K. to Q.2. 



Castles. 



B. takes P. 

 ' Q. takes B. 



„ Kt. takes Kt 

 orU. 



K. takes B. 

 „ Q. to B.3.ch. 



■ k. to k.sq. 

 a P. to Q.4. 



Q. K t. to B.3. 

 ■ Q. to Q7i 



10.. 



P. to Q.4. 



jj Kt. to Kt..5. 



Q. to B.3. 



10 Q- ^^ ^^ P- 



■ Kt. takes P. 



B. to K.3. 

 10 P- to Q-3. 

 B.toQ.B.i. 



It will be recognised that Black incurs the disadvantage of 

 playing his K. to K.2., on account of the strong centre which he 

 afterwards threatens to obtain, which, as second player, he could 

 not get in the ordinary course. In all the three variations 

 given above. White has no advantage, but Black has a great 

 many chances of getting the better game. In the first varia- 

 tion the game is about even, although Black will have to 

 take some care. We can best show the very attacking 

 nature of the opening in spite of the unfavourable position of 

 Blat^k's King (which, as we have before said, is compensated by his 



