Part 24
If 7. ... Q P takes B, White would obtain an advantage by 8. P takes P, Kt to B 4; 9. R to Q sq., B to Q 2; 10. P to K 6 (!), P takes P; 11. Kt to K 5, Kt to Q 3 (or B to Q 3); 12. Q to R 5; ch., P to Kt 3; 13. Kt takes Kt P, and wins.
8. P takes P 8. Kt to Kt 2 (!) 9. Kt to B 3 9. Kt to B 4 10. Kt to Q 4 10. Castles
The tempting move 10. ... B to R 3, winning the exchange, would be unsound, because of White's reply 11. Q to Kt 4, Castles; 12. B to R 6, &c.
Another variation proceeds as follows:
{381}
4. P to Q 4 4. P takes P 5. Castles 5. B to K 2 6. P to K 5 6. Kt to K 5 7. R to K sq. 7. Kt to B 4 8. B takes Kt 8. Q P takes B (!) 9. Kt takes P 9. Castles 10. B to K 3 10. R to K sq. 11. Kt to Q B 3 11. Kt to K 3 12. Kt to B 5 12. Kt to B sq. Even game.
The remaining Openings, though not less important, we shall be compelled to deal with more briefly. It must, however, be remembered that it is only the first three or four moves on either side (or even less) which constitute a given Opening. All beyond these are optional, though in many instances the best moves in continuation on either side have been ascertained by careful analysis, and these are consequently known, among players, as "book" moves.
PHILIDOR'S DEFENCE.
After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the attacked King's pawn with 2.... P to Q 3, and this constitutes _Philidor's Defence_.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to K B 3 2. P to Q 3 3. P to Q 4 3. P takes P 4. Kt takes P ...
If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt 5, B to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B takes Kt. {382} Q takes B; 9. Q takes Q, P takes Q; 10. Kt to B 3, and Black has two Bishops against two Knights, and an open Kt and K file for his Rooks, and consequently the advantage.
... 4. Kt to K B 3 5. B to Q B 4 5. B to K 2
Equal game.
SECOND VARIATION.
P to K 4 1. -------- P to K 4
Kt to K B 3 2. ----------- P to Q 3
B to B 4 3. -------------- P to K B 4[94]
P to Q 4 4. ----------- K P takes P
Kt to Kt 5 5. ----------- Kt to K R 3
Kt takes P 6. ------------ Q to K 2[95]
Q to R 5: ch. 7. ------------- K to Q 2
B to Kt 5 8. -------------- Q takes P: ch.
K to Q 2 9. --------- Q to Kt 5
Q to Kt 6 10. ---------- R takes Kt
B to Q 5 11. ------------ P to B 3[96]
P to K R 3 12. -------------- Winning the Q.
THIRD VARIATION.
Repeat the opening of second variation up to Black's fourth move.
{383}
... 4. ----------- B P takes P
Kt takes P 5. ---------- P takes Kt
Q to R 5: ch. 6. ------------- K to Q 2
Q to B 5: ch. 7. ------------- K to B 3
Q takes P (K 4)[97] 8. ------------------- P to Q R 3
P to Q 5: ch. 9. ------------- K to Kt 3
B to K 3: ch. 10. ------------- B to B 4[98]
B takes B: ch. 11. -------------- K takes B
Q to R 5: ch. 7. ------------- K to Q 2
B to Kt 5 8. -------------- Q takes P: ch.
K to Q 2 9. --------- Q to Kt 5
P to Kt 4: ch. 12. -------------- K takes P [99]
Kt to Q 2 13. --------- Q to B 3
R to Kt sq.: ch. 14. ---------------- K to R 5
P to Q B 3 15. --------------- P to Q R 4[100]
B to Kt 5: ch. 16. -------------- K to R 6
Kt to B 4: ch. 17. -------------- K takes P
R to Kt 2: ch. 18. -------------- K to R 8
Castles: checkm. 19. ----------------
This variation has been selected to illustrate mate being given by castling.
THREE KNIGHTS' GAME.
The _Three Knights' Game_ is brought about if, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The following is an example:
{384}
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to K B 3 2. Kt to Q B 3 3. Kt to B 3 3. B to Kt 5 4. B to Kt 5 4. K Kt to K 2 5. P to Q 4 5. P takes P 6. Kt takes P 6. Castles
Even game.
FOUR KNIGHTS' GAME.
If Black moves 3. ... Kt to B 3, the previous moves being the same as in the Three Knights' Game, it is called the _Four Knights' Game_. It is convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into a Double Ruy Lopez, if Black replies 4. ... B to Kt 5.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to Q B 3 2. Kt to K B 3 3. Kt to B 3 3. Kt to B 3 4. B to Kt 5 4. B to Kt 5 5. Castles 5. Castles 6. Kt to Q 5 6. Kt takes Kt 7. P takes Kt 7. P to K 5 8. P takes Kt 8. P takes Kt 9. Q takes P
If White had played 9. P takes Q P, Black's best reply would have been 9. ... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies 9. ... B takes Kt P, with a promising attack.
... 9. Q P takes P 10. B to K 2 10. B to Q 3
Even game.
{385}
THE VIENNA OPENING.
If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the _Vienna Opening_ is the result. The Q Kt does not act immediately, but rather seems to relinquish the advantage of the first move; but this is only apparently so. For in all Openings the Q Kt plays an important rĂ´le, and, having this piece in play, White soon resumes the attack, and with increased vigour in certain variations.
The defences for Black are--2. ... B to B 4; 2. ... B to Kt 5; 2. ... Kt to Q B 3; 2. ... Kt to K B 3. The latter yields the most satisfactory results. 2. ... Kt to Q B 3 may lead to the Steinitz Gambit, a difficult game for both sides; whilst 2. ... B to Kt 5 is the least satisfactory variation of all.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to Q B 3 2. Kt to K B 3 3. P to B 4 3. P to Q 4 (best)
In this variation it is not advisable to take the offered Gambit pawn, though Black might have done so if he had played 2. ... Kt to Q B 3 instead of 2. ... Kt to K B 3.
4. B P takes P 4. Kt takes P 5. Q to B 3 5. Kt to Q B 3 6. B to Kt 5 ...
If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3 (best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt takes P: ch. &c.
{386}
... 6. Kt takes Kt 7. Kt P takes Kt (!) 7. B to K 2 8. P to Q 4 8. B to K 3 9. Kt to K 2 9. Castles 10. Castles With a very good game.
SECOND VARIATION. THIRD VARIATION.
P to K 4 P to K 4 1. -------- 1. -------- P to K 4 P to K 4
Kt to Q B 3 Kt to Q B 3 2. ----------- 2. ----------- B to B 4 Kt to Q B 3
P to B 4 P to K Kt 3 3. -------- 3. ----------- P to Q 3 B to B 4
Kt to B 3 B to Kt 2 4. ----------- 4. --------- Kt to K B 3 P to Q 3
B to B 4 Kt to R 4 5. --------- 5. --------- Kt to B 3 B to Kt 3
P to Q 3 Kt takes B 6. ----------- 6. ------------ B to K Kt 5 R P takes Kt
Kt to Q R 4 Kt to K 2 7. ----------- 7. --------- B to Kt 3 P to B 4
Kt takes B P to Q 3 8. ------------ 8. --------- R P takes Kt Kt to B 3
Even game. Even game.
THE STEINITZ GAMBIT.
This gambit is an offshoot of the Vienna Opening. It leads to a very difficult game, and the student will be well advised to avoid it. It is, however, desirable that he should know the moves of the Opening. {387}
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to Q B 3 2. Kt to Q B 3 3. P to B 4 3. P takes P 4. P to Q 4 ...
This constitutes the Steinitz Gambit. The White King becomes exposed to a violent attack; but if the attack fails, White is able to exchange pieces, and so obtain a superior End game, his King (an essential factor in the ending) being in better play than the Black King.
THE SCOTCH GAME AND SCOTCH GAMBIT.
Next in importance to the Ruy Lopez and the Vienna Opening is the _Scotch_, an Opening very frequently adopted in matches and tournaments. If after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; White plays 3. P to Q 4, it is called the _Scotch Game_. Black's best move is 3. ... P takes P (not 3. ... Kt takes P), and White can either retake the Pawn or leave it. In the latter case the Opening becomes the _Scotch Gambit_. The former Opening is considered sounder than the latter, and for that reason is met with more frequently nowadays. Formerly, when Gambits generally were more in vogue, the Scotch Gambit enjoyed corresponding popularity. A few of the most essential variations of this interesting Opening follow. First, of the Scotch game.
{388}
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to K B 3 2. Kt to Q B 3 3. P to Q 4 3. P takes P 4. Kt takes P 4. Kt to B 3 5. Kt to Q B 3 5. B to Kt 5 6. Kt takes Kt 6. Kt P takes Kt 7. Q to Q 4 7. Q to K 2 8. P to B 3 8. P to B 4 9. Q to K 3 9. Castles. Even game.
SECOND VARIATION.
Repeat the Opening up to Black's 4th move.
... P takes B 4. -------- 8. --------- B to B 4 P to Q 4
B to K 3 Kt to B 3 5. -------- 9. --------- Q to B 3 P takes P
P to Q B 3 P to Q 5 6. ----------- 10. ------------ K Kt to K 2 Kt to Kt sq.
Q to Q 2 Kt takes P 7. ---------- 11. ---------- B takes Kt ...
Even game.
THIRD VARIATION.
Repeat Opening as before.
... B to K 3 4. ----------- 7. --------- Kt takes Kt Q takes Q
Q takes Kt B takes Q 5. ---------- 8. --------- Q to B 3 ...
P to K 5 6. ----------- Q to Q Kt 3
Even game.
{389}
THE SCOTCH GAMBIT.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. Kt to K B 3 2. Kt to Q B 3 3. P to Q 4 3. P takes P 4. B to Q B 4 ...
The Pawn not being re-taken, as in the Scotch Game, constitutes the Scotch Gambit.
... 4. B to B 4 5. Kt to Kt 5 5. Kt to R 3
Not 5. ... Kt to K 4, which most beginners are in the habit of playing, because White would still proceed exactly as after the move given in the text, and after the exchanges Black would have the K Kt not developed.
6. Kt takes B P 6. Kt takes Kt 7. B takes Kt: ch. 7. K takes B 8. Q to R 5: ch. 8. P to Kt 3 9. Q takes B 9. P to Q 4 (best) 10. P takes P ...
If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt 5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, &c.
... 10. R to K sq.: ch. 11. K to Q sq. ...
Forming the position shown in Fig. 11.
Black. +---------------------------------------+ | #R | | #B | #Q | #R | | | | |---------------------------------------| | #P | #P | #P | | | #K | | #P | |---------------------------------------| | | | #Kt| | | | #P | | |---------------------------------------| | | | ^Q | ^P | | | | | |---------------------------------------| | | | | #P | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | ^P | ^P | ^P | | | ^P | ^P | ^P | |---------------------------------------| | ^R | ^Kt| ^B | ^Q | | | | ^R | +---------------------------------------+ White.
FIG. 11. [POSITION AFTER WHITE'S 11TH MOVE.]
... 11. R to K 4 12. P to Q B 4 12. Q to R 5 13. Q to R 3 13. Q takes B P 14. Q to B 3: ch. 14. Q takes Q 15. P takes Q ... Black has the better game.
{390}
SECOND VARIATION.
Repeat the Opening up to White's 6th move.
Q to R 5 P to K R 3 6. -------- 9. ---------- Q to K 2 B to Q 2
Castles P to K B 4 7. --------- 10. ---------- Kt to K 4 Kt to B 3
B to Kt 3 And, after Black has castled 8. --------- Q R, he has the better game. P to Q 3
{391}
THE DANISH AND CENTRE GAMBITS.
The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, P takes P. If White continue 3. P to Q B 3, it is called the _Danish Gambit_, which is rarely played now. The _Centre Gambit_ is a modification of the Scotch, and similar to it in many of the continuations. 3. Q takes P constitutes this Gambit. (Strictly speaking, it is not a _Gambit_, the pawn not being sacrificed.) Latterly the Centre Gambit has been somewhat neglected.
THE DANISH GAMBIT.
WHITE. BLACK. 1. P to K 1. P to K 4 2. P to Q 4 2. P takes P 3. P to Q B ...
These moves constitute the Danish Gambit.
... 3. P takes P 4. B to Q B 4 4. Kt to K B 3 5. Kt takes P 5. B to Kt 5 6. Kt to K 2 6. Castles 7. P to K 5 7. Kt to K 5
(Or 7. ... P to Q 4, equally good, and leading to a livelier game.)
8. Castles 8. Kt takes Kt 9. P takes Kt 9. B to B 4
And White is better developed, for the pawn _minus_. Still Black has a tangible advantage.
THE CENTRE GAMBIT.
{392}
WHITE. BLACK. 1. P to K 4. 1. P to K 4 2. P to Q 4 2. P takes P 3. Q takes P 3. Kt to Q B 3 4. Q to K 3 ...
Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P to Q 4, &c., but the text-move is now considered superior to the retreat of a developed piece, especially as from K 3 the range of the Queen's action on both sides should prove more advantageous to White.
... 4. Kt to B 3 5. Kt to Q B 3 5. B to Kt 5
If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K 4, P to Q 4; 7. P takes P _e.p._: ch., B to K 3; 8. P takes P, Q to Q 8: ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with the better game.
PETROFF'S DEFENCE.
Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking the opponent's K P. This mode of defence is sometimes adopted if the second player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans Gambit. On the whole it yields a safe defence, although somewhat tame in the majority of variations.
THE KING'S GAMBITS.
The reader has already had several examples of Gambits, but others still remain to be described. A pawn is sacrificed in order to get a compensating advantage in a rapid development of the pieces, and an immediate attack. Formerly the Gambits were played very frequently, but more perfect knowledge of the possible defences has caused the less speculative Openings to be resorted to in preference--a {393} tacit admission that the Gambits are for the most part hazardous for the first player, though they give rise to ingenious combinations and interesting positions.
The principal Gambits (apart from the "Evans") are the King's Knight's and King's Bishop's Gambits. From the former spring other well-known Gambits, such as the Kieseritzky, Allgaier, Muzio, &c.
THE KING'S KNIGHT'S GAMBIT.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P takes P 3. Kt to K B 3 ...
This move completes the Gambit.
... 3. P to K Kt 4
This move has a double object. First, it protects the Gambit pawn, which would be attacked after White's necessary P to Q 4, and then it enables Black to post his B at Kt 2, which is essential, as in some variations White might play P to K R 4, when without the B at Kt 2, Black could not reply P to K R 3, because his Rook would not then be protected, and his pawns on the King's side would be broken up.
4. B to B 4 4. B to Kt 2 5. P to Q 4 5. P to Q 3 6. P to K R 4 6. P to K R 3
See previous remark. Of course, were Black now to advance the attacked pawn, he would weaken the Gambit pawn. {394}
7. P takes P 7. P takes P 8. R takes R 8. B takes R 9. Q to Q 3 ...
The intention being to play P to K 5 and Q to R 7, attacking two pieces, and threatening mate. Black prevents this by--
... 9. Kt to K R 3
White has not as yet gained any marked advantage to compensate for the sacrificed pawn.
Black's best defence in the King's Knight's Gambit is to play 4. ... P to Kt 5, thereby forcing White to adopt either the Muzio or the Salvio attack, in either of which cases Black should get the best of the game, as we proceed to show.
THE MUZIO GAMBIT.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P takes P 3. Kt to K B 3 3. P to K Kt 4 4. B to B 4 4. P to Kt 5 5. Castles ...
The Knight cannot go back to Kt sq., consequently White must either give it up or play Kt to K 5, which will be treated in the Salvio Gambit. Leaving the Knight _en prise_ constitutes the Muzio Gambit.
... 5. P takes Kt
The position is now as represented in Fig. 12.
Black. +---------------------------------------+ | #R | #Kt| #B | #Q | #K | #B | #Kt| #R | |---------------------------------------| | #P | #P | #P | #P | | #P | | #P | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | ^B | | ^P | #P | | | |---------------------------------------| | | | | | | #P | | | |---------------------------------------| | ^P | ^P | ^P | ^P | | | ^P | ^P | |---------------------------------------| | ^R | ^Kt| ^B | ^Q | | ^R | ^K | | +---------------------------------------+ White.
FIG. 12. [POSITION AFTER BLACK'S 5TH MOVE.]
6. Q takes P 6. Q to B 3 7. P to K 5 ...
{395}
This further sacrifice may be regarded as compulsory. White gains time to develop his pieces, as Black has, after the capture of the K P, both King and Queen in an exposed position.
... 7. Q takes P 8. P to Q 3 8. B to R 3 9. B to Q 2 ...
{396}
Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B to B 3, &c. White has gained no material advantage.
SECOND VARIATION.
Reverting to the position after Black's 5th move (Fig. 12), instead of, as in the preceding variation, 6. Q takes P, let White play--
6. P to Q 4 ...
This attack, if not properly met, is extremely embarrassing for Black; but, against the correct play, it is inferior to the one already given.
... 6. P to Q 4 (best) 7. B takes P 7. Q B to Kt 5 8. R to B 2 8. P to Q B 3 9. B to B 4 9. B to Kt 2 10. P to B 3 10. B to R 3 11. Kt to Q 2 11. Kt to K 2 12. Kt takes P 12. Kt to Kt 3
And Black even without Castling may assume the counter-attack with R to Kt sq., bringing the Queen into play as soon as feasible.
THE SALVIO GAMBIT.
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P takes P 3. Kt to K B 3 3. P to K Kt 4 4. B to B 4 4. P to Kt 5 5. Kt to K 5 ...
This move constitutes the Salvio attack. White {397} attacks Black's K B P, intending to obtain a compensating advantage for being compelled to move his King without castling.
... 5. Q to R 5: ch. 6. K to B sq. 6. Kt to Q B 3 7. B takes P: ch. 7. K to K 2
Better here, as in most cases, than 7.... K to Q sq., for it keeps an attack upon the B in case the Kt has to move.
8. Kt takes Kt: ch. 8. Q P takes Kt 9. B to Kt 3 9. Kt to B 3 10. P to Q 3 10. Kt to R 4
Black has by far the better position.
THE KIESERITZKY GAMBIT.
Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, Black can play either 4. ... B to Kt 2, thus consolidating his King's pawns, which are difficult to break up, or 4. ... P to Kt 5, with the consequences shown in the Muzio and Salvio. To obviate this, White plays now 5. P to K R 4. Black's Knight's pawn cannot be defended with P to K R 3, the Bishop not being yet at Kt 2. Therefore Black's best course (B to K 2 not being good) is 5. ... P to Kt 5, to which White replies 6. Kt to K 5--the Kieseritzky, or 6. Kt to Kt 5, the Allgaier, to be considered subsequently.
{398}
WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P takes P 3. Kt to K B 3 3. P to K Kt 4 4. P to K R 4 4. P to Kt 5 5. Kt to K 5 5. B to Kt 2
Black has various defences here, the best being the text-move and 5. ... Kt to K B 3.
6. P to Q 4 ...
If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt to K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better game.