June 1, 1891.] 



KNOWLEDGE 



119 



7V), fs— AH, 8 ; YZ, .",. 



AB Score Two by Cards and Two by Honours, and 

 YZ Save the Game. 



A's Hand. B's Hand. 



H.-Qu, 4. H.— Kg, Kn, (!, li. 



S.— Qn, 3. S.— Ace, Kn, 2. 



D.— Ace, Qn, Kn, 5, 1, 3. D.— Kg, 0. 



C— Kn, 8, 3. C— Qn, 9, G, 2. 



Y'a Hand. Z's Hand. 



H.— Ace, 10, 5, 2. H.— 9, 8, 7. 



S.— Kg, 10, 9, 6, 5. S.— 8, 7, 4. 



D.— 10, 7. D.— 8, 6, 2. 



C— Ace, Kg. C— 10, 7, 5, 4. 



Remakks. — At trick 7 B argues that lie cannot win the 

 game unless he and A can make two tricks in clubs, or 

 unless A can bring in the diamonds. Neither result is at 

 all probable unless A holds an honour in clubs, and in 

 that case it is clearly better that B should clear the way 

 by loading his queen. B therefore treats his long suit as if 

 it Were a short one, but his tactics are defeated by Y's 

 refusal to draw the trump. It will be found on trial that 

 B would do no better by leading a small club. 



<*0bcs0 Column. 



By C. D. LooocK, B.A.Oxon. 



The Proprietors of this Journal propose to offer a sot of 

 Staunton Chessmen and Box, by way of prize for a 

 Knowi,ed(;e Chess Problem Tournament, in connection 

 with this Column. The Competition will begin with a 

 problem in the July number. Six problems will decide 

 the result, unless a tie should necessitate one or two more 

 contests. The score will be reckoned by points, as 

 follows : — 



Two-move prolilems : — For correct key-movo, 8 points ; 

 variations unnecessary. 



Thrce-movf jimhL'nis : — For correct key-move and sirortd 

 wovtx, 8 points. Tiro jiohits will he dcilucted for e<ich second 

 more oiiiittrd or incoircet. Solutions must be sent in by 

 the 10th of each month. Should a problem admit of a 

 second key-move, two additional points will be awarded for 

 the discovery in the case of two-move problems, and four 

 additional points in the case of three-move problems. 

 The same numher of marks will he, ilcdueted slioulil the claim 

 be incorrect. 



Intending competitors are invited to send for insertion 

 one problem of their own composition, not previously 

 published. 



The composer will score full iiuirks for the solution of 

 his own problem, if inserted ; but if other solvers should 

 lind a second solution, he will score none. 



To CouuK.Ki'oNDENTS ! — ( '. J'. lUiuiahard. Q to R6 will 

 not solve Mr. Mortimer's problem. After 1. . . . Kt to 

 K3, 2. Kt to Ktti, KxKt, there is no mate. Also after 



1. . . . Kt to Ksq, 2. Q to Bh, lilack saves the mate by 



2. . . . Kt to (^lii !, not to mention the check with tho 

 Rook. 



A. J. Luishom. If 1. Q to R6, Kt to K3 ; 2. Q x Kt, 

 R to K2 !, pinning the Queen. 



Solution of Problem [Bij J. H<irtimcr). 1. Q to R7, 

 Kt to K8, 2. Kt to KtC, etc. The other variations are 

 obvious. This is, strange to say, the only problem which 

 Mr. Mortimer has composed. 



PROBLEM. 



Black. 



White. 



White to play, and mate in two moves. 

 (A very easy practice problem.) 



CABLE MATCH. 



Below is given the remainder of our analysis of tho 

 Two Knights" Game. 



Position after Black's 27th Move. 

 M. TSCiriGORTX. 



V,\ MK (11 |.ir,,0. 



