282 



» KNOWLEDGE ♦ 



LKov. 2, 1883. 



usual into the spirit of a game, by analytically explaining every 

 move. 



1. P to K4 



There are also other ways of opening a game besides P to K4, 

 as, for example, KKtto KB3 or P to Q4, P to QB4, P to KB4, &c. 

 P to K-i is the more general, and usually leads to an open game, 

 most suitable for beginners. The other first moves enumerated 

 mostly lead to close games, requiring a close reasoning and a subtlety 

 jn play suitable to more advanced players. 



1. P to K4. 



P to K3, called the French defence, may also be played, but it 

 likewise leads to a close game. The main object in a game is to 

 capture the King ; this is facilitated by captm-ing your opponent's 

 pieces, to do which you must occupy the most favourable positions 

 for attack. P to K4r besides commanding two centre squares, 

 favours the development of the pieces, a very important point. It 

 liberates the Queen and Bishop. 



2. KKt to KB3. 



It is always a gain of time to develop a piece by attacking one of 

 your opponent's pieces, in this case the King's Pawn. Black must 

 defend this, which gives time for another developing move. The 

 King's Knight and King's Bishop are played early in the game to 

 enable castling, which brings the King into safety by being more 

 out of the reach of the hostile pieces, therewith also giving more 

 freedom for attack. 



2. QKt to QB3 

 Protects the King's Pawn by bringing a piece into play. This 

 move is decidedly better than to defend the King's Pawn by (a) 

 P to Q3; this prevents the King's Bishop from getting into good 

 play, and therefore retards castling, which is unfavourable to the 

 development of Black's game. (6) P to KB3 is not good, as a rule, 

 early in the game, as the Queen has command of the square on 

 KRS. For instance, if Black plavs 2. P to KB3, White can sacri- 

 fice the Knight with 3. Kt takes KP ; if Black then replies 3. BP 

 takes Kt, White will play 4. Q to KR5 check, 4. P to Kt3. 5. Q 

 takes KP check, 5. K to 'B2, G. Q takes KR, winning, (c) 2. B to 

 Q3 is very bad, because it blocks the Queen's Pawn, and thus pre- 

 vents the Queen's Bishop from coming into play, besides restrict- 

 ing the action of the King's Bishop. 2. Q to K2 blocks the King's 

 Bishop, and 2. Q to KB3 is not good, because it is advisable to 

 develop the minor pieces before bringing the Queen into play. 

 2. KKt to KB3 is also possible, for although it does not defend the 

 King's Pawn, it is a counter attack on the White King's Pawn ; but 

 this leads to a complicated game. 



3. KB to QB4. 



The King's Bishop's Pawn is weak, as it is only defended by the 

 King, and may also be attacked by Kt to Kto, Q to B3, &c. 



3. KB to QB4. 



The best move. If, for example, 3. KKt to B3, which con- 

 stitutes the two Knights' Defence, instead of KB to QB4, then 

 '\\^bite can at once attack the King's Bishop's Pawn by playing 

 KKt to KtD. The Pawn can only be defended with some incon- 

 venience by Black, who has to play P to Q4, and temporarily 

 abandon the Queen's Pawn in defence of the KBP. 



4. P to QB3. 



Threatening to play P to Q4, and obtain a commanding position 

 with his two centre Pawns, besides shutting otf the Black Bishop 

 from the weak spot on KB7. This continuation is called the Giuoco 

 Piano. Other good continuations are either 4. Castles, or 

 4. PtoQ3. 



4. KKt to KB3. 

 This is recognised as the best defence in this position, as it 



attacks the White King's Pawn. It is better than 4. P to Q3, to 

 which White could reply with 5. P to Q4, attacking the King's 

 Bishop, and threatening to play KKt to Kt5. 4. Q to K2 is also 

 less favourable to the development of Black's game. 



5. KKt to Kt5. 



At attacking move, but, as Black is enabled to Castle, the move 

 ought not to avail against good play. 



5. Castles. 

 The best move to defend the King's Bishop's Pawn. 



6. P to Q3. 



Defending his King's Pawn against the Black Knight, in case the 

 White Knight on Kt5 should be compelled to retire, and also 

 liberating his Queen's Bishop. 



6. P to KK3. 



With the intention of forcing the White Knight to retire, in 

 which case, of coarse. White's move of 5. KKt to Kt5 would merely 

 have been time wasted. 



7. P to KR4. 



White abandons the Knight, as he hopes to be compensated for the 

 sacrifice by obtaining command of the Rook's file for his Queen, sup- 

 ported by the Rook, by playing Q to R5, which would threaten mate. 



7. P takes Kt. 



A very injudicious capture. Black here ought to play 7. P to Q3, 

 instead of P takes Kt, for, after 7. P to Q3, it would be safe for 

 Black to play 8. P takes Kt, for Black would immediately follow 

 this up by 9. QB to KKt5, attacking the Queen and preventing her 

 from playing to the desired spot on QR5. Of course, if Black plays 

 7. P to Q3, White can retire his Knight from Kt5, but Black would 

 remain with a superior development. 



8. P takes P. 



Attacking the Knight and threatening Q to R5. 



8. KKt to KE2. 



This allows the dangerous move of Q to Ro to be played. Black 

 would have done better for the present if he had played P to KKt3, 

 abandoning the Knight at once, but preventing the fatal Q to R5. 



9. Q to E5. 

 Threatening Q takes Kt mate. 



9. KR to K sq. 



This makes room for the King. Black had nothing else to defend 

 the mate ; the KBP, of course, cannot move, as it is pinned by the 

 white Bishop. 



10. Q takes BP check. 



As will be seen, this move brings about a, pretty mate in three 

 moves, and is, therefore, superior to Q takes Kt, in which case the 

 mate wotdd be delayed. 



10. K to R sq. 



11. R takes Kt check. 11. K takes R. 



12. Q to R5 mate. 



[P. 235] — I was much pleased with the paper on the influence of 

 mind over mind in chess play. In my opinion, a very slow player 

 frequently throws his opponent into a kind of stupor or somnolent 

 state, in which he is really almost unconscious of the move he is 

 making — oftentimes a very bad one indeed — a surprise to himself 

 and every one else. — John. 



ANSWERS TO CORRESPONDENTS. 

 *«* Please address Chess Editor, 



Alpha. — A Pawn cannot take a piece en passant. 



G. R. M. — ilr. Cook, Birmingham Chess Club. 



H. Twinner. — Game received, with thanks. 



Walter Waring. — Problem received, with thanks; will be 

 examined. 



Correct solutions received. — Problem 102, Henry Bristow, M. T. 

 Hooton. 



All the Tourney Problems have been correctly solved by W. and 

 Clarence. Good solvers think them below the average of good 

 Tom-ney Problems. 



Correction. — In the Two-mover Emu the Kt on White K sq is a 

 Black Knight. 



Contents op No. 104. 



PAGB 

 A Naturalist's Tear. Cfaestnats 



Fall. Bt Grant Allen 251 



How 1 Get Strong 252 



The Chemistry of Cookery. XXI. 



By W. Matt'iea Williams 253 



The Morality of Happiness. By 



Thomas Foster 251 



The Fisheries Exhibition. VIII. 



By John Ernest Ady 255 



The'Snn's Distance. By Professor 



E.S. BaU, LL.D 257 



PAGS 



Nights with a Three-Inch Tele- 

 scope. (Illua.) 258 



Sea Anemones. VII.— The Para- 

 site. {lUu!.) By T. Kimber ... 259 



Tricycles in 18S3 260 



The Face of the Sky. By F.E.A.S. 2«1 

 Correspondence : The Bam Owl— 

 Palffiolithic Man — Property of 



Numbers, &e 261 



Oar Whist Colanm 265 



Oar Chess Coianm 266 



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