Hoyle's Games Modernized

Part 25

Chapter 253,740 wordsPublic domain

... 6. Kt to K B 3 7. Kt to Q B 3 7. P to Q 3 8. Kt to Q 3 8. Kt to R 4 9. Kt takes P 9. Kt to Kt 6 10. R to R 2 10. Castles 11. Q to Q 3 11. Kt takes B 12. K takes Kt 12. Kt to B 3

And Black has a good game.

THE ALLGAIER GAMBIT.

Here, as in the Muzio, a piece is sacrificed for an early and strong attack. The opening moves are--

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 Kt 5 ...

This move involves the sacrifice of the Knight, and constitutes the Allgaier.

{399}

... 5. P to K R 3 6. Kt takes K B P 6. K takes Kt 7. B to B 4: ch. 7. P to Q 4

Black gives up this pawn to free his Bishop and protect the pawn at Kt 5.

8. B takes P: ch. 8. K to Kt 2 9. B takes Q Kt P 9. B takes B 10. Q takes P: ch. 10. K to B 2 11. Q to R 5: ch. 11. K to K 2 12. Q to K 5: ch. 12. K to Q 2 13. Q takes R 13. Kt to K B 3

Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt 2.

14. P to Q Kt 3 ...

To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This avoids the immediate danger, but White has no tangible advantage.

An important modification of this is the Allgaier-Thorold, in which White at move 7 advances the Queen's pawn, instead of at once checking after the sacrifice of the Knight. The following is an example of this Gambit, and a probable continuation.

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 Kt 5 5. P to K R 3 6. Kt takes P 6. K takes Kt 7. P to Q 4 7. P to B 6 8. B to B 4: ch. 8. P to Q 4 9. B takes P: ch. 9. K to Kt 2 10. P takes P 10. Kt to K B 3

Black has slightly the advantage. {400}

THE CUNNINGHAM GAMBIT.

This should rather be called the Cunningham Defence to the King's Knight's Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable than either the Muzio or the Salvio.

The game may proceed as follows--

WHITE. BLACK. 4. B to B 4 4. B to R 5: ch. 5. K to B sq. ...

This is the best move, which should give the advantage to White. Less favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P; 6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt to K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11. P to Q 4, K to Kt sq., with a good game for Black.

5. ... 5. P to Q 4 6. B takes P 6. Kt to K B 3

THE BISHOP'S GAMBIT.

Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. B to B 4. The Bishop being developed at this stage, instead of the King's Knight, gives the Opening its name. Its special feature is that White exposes himself to a check, which compels him to move his King, and thus loses the privilege of castling without gaining such an immediate attack as in the Salvio. But though White thus gives up the attack temporarily, he is able to reassume it with intensified vigour, owing to the exposed position of the Black Queen. The check with the Queen is therefore now only {401} resorted to in conjunction with 4. ... P to Q 4, a counter-gambit which furthers Black's development.

WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P takes P 3. B to B 4 3. P to Q 4

Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4.

4. B takes P ...

Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3, Castles, with the better game.

... 4. Q to R 5: ch. 5. K to B sq. 5. P to K Kt 4 6. Kt to K B 3 6. Q to R 4 7. P to K R 4 ...

Upon the same principle as in the other Gambits (or, indeed, as in every strong pawn position), viz., to attempt to break the force of the united pawns.

... 7. B to Kt 2

SECOND VARIATION.

Reverting to the position after Black's 5th move, White has two other attacks here--viz., 6. Q to B 3, and 6. P to K Kt 3.

Q to B 3 6. ---------- P to Q B 3

Q to Q B 3[101] 7. --------------- P to B 3

B takes Kt 8. ---------- R takes B

Q takes P 9. --------- B to K 2

{402} Q to B 3 10. --------- P to Kt 5

P to Q 4[102] 11. ------------- P to B 6

B to K 3[103] 12. ------------- B to K 3

Kt to Q 2 13. --------- Kt to Q 2

With advantage for Black.

THIRD VARIATION.

(First five moves as before.)

P to K Kt 3 Kt to K B 3 6. ----------- 11. ------------- P takes P B to R 6: ch.

K to Kt 2[104] K takes B 7. -------------- 12. -------------- B to Q 3 P to Kt 5: ch.

P to K 5 K to Kt 2 8. --------- 13. --------------- B takes P P takes Kt: ch.

Q to K sq. K takes P 9. ---------- 14. ----------- Q to Q 5 Kt to K B 3

B takes P: ch. And wins. 10. -------------- K takes B

Two other continuations for Black should be noted by the student--viz., 3. ... P to K B 4, and 3. ... Kt to K B 3.

FOURTH VARIATION.

{403}

... P to Q 4 3. ---------- 7. ----------- P to K B 4 Kt to K B 3

Q to K 2 Q takes B P 4. ------------- 8. ----------- Q to R 5: ch. Q takes Q

K to Q sq. B takes Q 5. ---------- 9. --------- P takes P ...

Q takes P: ch. Even game. 6. -------------- B to K 2

FIFTH VARIATION.

... P to Q 3 3. ----------- 7. --------- Kt to K B 3 Kt to K 4

Kt to Q B 3 B to Kt 3 4. ----------- 8. --------- Kt to B 3 B to Kt 5

Kt to B 3 Q B takes P 5. --------- 9. ----------- B to Kt 5 ...

Castles Even game. 6. -------- P to Q 3

THE GAMBIT DECLINED.

Although, in the majority of Gambits, the defence should obtain, if not an advantage, at least an even game, some players (fearing to give their opponent the chance of a sudden and vigorous attack) decline to accept the Gambit.

There are various modes of refusing the Gambit; the one most frequently resorted to being by playing B to B 4. The game may proceed as under:

WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. B to B 4 3. Kt to K B 3 3. P to Q 3 4. P to B 3 ...

{404} Intending to establish a centre with 5 P to Q 4.

... 4. B to K Kt 5 5. B to K 2 ...

5. P to K R 3, B takes Kt; 6. Q takes B, may also be played.

... 5. B takes Kt 6. B takes B 6. Kt to Q B 3 7. P to Q Kt 4 7. B to Kt 3 8. P to Kt 5 8. Q Kt to K 2 9. P to Q 4 ...

And White has, so far, carried out his plan of establishing a centre. The position is about even.

The following defence is known as the _Falkbeer Counter-Gambit_, after its author:

WHITE. BLACK. 1. P to K 4 1. P to K 4 2. P to K B 4 2. P to Q 4 3. K P takes P ...

Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give Black a winning game.

... 3. P to K 5

Black gives up a pawn for the attack, and a spirited game. It would be disadvantageous for Black to play 3. ... Q takes P, because White would then develop his pieces quicker, which it is the object of Black's counter-gambit to prevent.

4. B to Kt 5: ch. 4. P to B 3

Both White's and Black's moves are the best available.

5. P takes P 5. P takes P

{405}

Black takes with the pawn in order to maintain the attack, for which he gave up a pawn.

6. B to B 4 6. Kt to B 3

Again the best moves for both sides. Black could not play 6. ... B to Q B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt 3; 9. Q takes B, &c.

CLOSE GAMES.

All games which commence with any other move than 1. P to K 4, or in which Black replies with any other move than 1. ... P to K 4, are called Close Games. These Openings are resorted to either by the first player, if he has to meet an opponent who is well versed in book knowledge, or by the second player, if he is afraid to trust himself in the wide field of the Open Games, with all the numerous variations and combinations, which the first player, knowing what Opening he proposes to adopt, might have prepared.

The Close Games require a considerable knowledge of pawn-play, which is a specialty, only to be acquired by long experience. In the Open Games the attack is mostly made with pieces, while in close or irregular games the pawns are pushed forward, and the pieces are posted behind them in strategical positions, and only come into action after the dispositions of the plan of campaign are matured. Any attempt at full treatment at the Close Games would therefore be out of place in an elementary treatise.

The French Defence and the Sicilian Defence are, however, exceptions. They are very frequently played. To these, therefore, it will be necessary to devote special attention. {406}

THE FRENCH DEFENCE.

WHITE. BLACK. 1. P to K 4 1. P to K 3

This move of Black constitutes the _French Defence_. It gives a safe but dull game, with the exception of a few variations. The game may continue as follows:

2. P to Q 4 2. P to Q 4 3. P to K 5 3. P to Q B 4

To prevent the establishment of a centre. It may be taken as a principle--always try to prevent or break the formation of a centre.

4. P to Q B 3 4. Kt to Q B 3 5. P to K B 4 ...

In anticipation of Black's probable 5. ... Q to Kt 3, when White would have to develop his K Kt.

... 5. Q to Kt 3 6. Kt to B 3 6. B to Q 2 7. P to Q Kt 3 ...

In order to play his Bishop to K 3, which he cannot do now, because the Kt P would be _en prise_.

... 7. R to B sq. 8. B to K 3 8. Kt to R 3 9. B to Q 3 ...

To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... Kt to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., and then drive the Knight back. {407}

... 9. P takes P 10. P takes P 10. Kt to Q Kt 5 11. P to K R 3 ...

The White Bishop cannot move, because of Kt to B 7: ch., and if 11. Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q takes Kt, B to Kt 4.

... 11. Kt takes B: ch. 12. Q takes Kt 12. B to Kt 5: ch. 13. K to B 2 (or Q Kt to Q 2) ...

With a very good game for Black.

SECOND VARIATION.

WHITE. BLACK. 1. P to K 4 1. P to K 3 2. P to Q 4 2. P to Q 4 3. Kt to Q B 3 3. Kt to K B 3 4. P to K 5

P to K 5 on White's third move having been found unsatisfactory, the modified form here given is now fashionable.

... 4. K Kt to Q 2 5. P to B 4 5. P to Q B 4

Again the attempt to break the centre.

6. P takes P 6. Kt to Q B 3

As the pawn cannot be defended, Black utilises his time by bringing an additional piece into play.

7. Kt to B 3 7. B takes P 8. B to Q 3 8. P to B 3

Again an attack upon the centre.

{408}

9. P takes P 9. Kt takes P 10. Q to K 2 10. Castles 11. P to Q R 3 11. P to Q R 3 The game is so far even.

THE SICILIAN DEFENCE.

WHITE. BLACK. 1. P to K 4 1. P to Q B 4

This move of Black constitutes the _Sicilian Defence_, its main object being to prevent White from establishing a centre.

2. Kt to Q B 3 2. Kt to Q B 3

White might also play 2. B to B 4, or 2. Kt to K B 3; the development of the Q Kt is, however, generally adopted.

3. Kt to B 3 3. P to K 3 4. P to Q 4 4. P takes P 5. Kt takes P 5. Kt to B 3 6. Kt (Q 4) to Kt 5 6. B to Kt 5 7. P to K R 3 7. B takes Kt: ch. 8. Kt takes B 8. P to Q 4

Black remains with an isolated Queen's pawn after the exchanges which follow; but as in most forms of the Sicilian Defence, Black's Queen's pawn is weak, the position arising from Black's text-move is not inferior to any other he can obtain.

9. P takes P 9. Kt takes P 10. Kt takes Kt 10. Q takes Kt 11. Q takes Q 11. P takes Q 12. B to K B 4 12. Castles 13. Castles 13. B to K 3 Even game.

{409}

THE QUEEN'S GAMBIT.

The _Queen's Gambit_, 1. P to Q 4, P to Q 4; 2. P to Q B 4, P takes P; 3. P to K 3, or 3. P to K 4, or 3. Kt to K B 3, &c., is rarely played, because the Gambit pawn cannot, as in the King's Gambit, be defended by Black with the Knight's pawn; therefore the offered Gambit is usually declined (say, by 2. ... P to K 3), and the games take the form of close openings. The Queen's Gambit Declined is a very popular Opening in tournaments.

THE FIANCHETTO.[105]

The Fianchetto takes various form--viz., the _King's Fianchetto_, wherein White commences with 1. P to K Kt 3, and 2. B to Kt 2; and the _Queen's Fianchetto_, where White plays 1. P to Q Kt 3, and 2. B to Kt 2; the _King's Fianchetto Defence_, where Black defends with 1. ... P to K Kt 3, and 2. ... B to Kt 2; and the _Queen's Fianchetto Defence_, where Black defends with 1. ... P to Q Kt 3, and 2. ... B to Kt 2. The _Double Fianchetto_ is where either White or Black develops both Bishops at Kt 2. The shape of White's development against either Fianchetto defence should be as under:

{410}

WHITE. BLACK. 1. P to K 4 1. P to K Kt 3 2. P to K B 4 2. P to K 3 3. P to Q 4 3. B to Kt 2 4. Kt to K B 3 4. P to Kt 3 5. P to B 3 5. B to Kt 2 6. B to Q 3 6. Kt to K 2 7. B to K 3 7. P to Q 4 8. P to K 5 8. Kt to Q 2 9. Q Kt to Q 2, &c.

All kindred Openings should be treated after this manner--viz., the opposing player should aim at the formation of a strong centre, so as to close the diagonal occupied by the Bishop.

THE END GAME.

As before stated, the game of Chess consists of three parts:

The OPENING, _i.e._, the strategical disposition of the forces; the MIDDLE GAME, _i.e._, the campaign, and the END GAME.

The Middle part of the game commences where the Opening ceases, and here the player is thrown upon his own resources.

The End Game commences where the Middle Game ceases, and this latter stage of the game is a study in itself. In the majority of cases the treatment of the End Game is a matter of intuition. The student may, however, be assisted by the knowledge of general principles, and by familiarity with certain standard positions, which frequently occur in practice. Examples of these positions, and the methods of dealing with them, will be given in the following pages.

KING AND PAWN AGAINST KING.

{411}

Black. +---------------------------------------+ | #R | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | #Q | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | ^P | | | | | | #K | |---------------------------------------| | | ^R | | | | | | | |---------------------------------------| | | | | | | | ^Q | ^K | +---------------------------------------+ White.

FIG. 13. [BLACK TO MOVE AND DRAW.]

In the majority of games, either one or the other player remains at the close with a pawn, which has to be queened. Fig. 13 illustrates an ending in which White is a pawn ahead, and if he had the move, would win with 1. R to R 2, checkmate. It being, however, Black's turn to move, he is able to exchange both Queen and Rook, and if he can stop White's pawn from reaching the 8th square and becoming a Queen, he may draw the game. There {412} is a simple method of ascertaining this at a glance without calculation (by means of the imaginary "square" depicted in Fig. 14). Black forces the exchange of pieces thus:

{413}

WHITE. BLACK. ... 1. Q to B 3: ch. 2. Q to Kt 2: ch. 2. Q takes Q: ch. 3. R takes Q 3. R to R 8: ch. 4. R to Kt sq. 4. R takes R: ch. 5. K takes R ...

Black. +---------------------------------------+ | | +-|----|----|----|----|-+ | | |-------|-----------------------|-------| | | | | | | | | | | | |-------|-----------------------|-------| | | | | | | | | | | | |-------|-----------------------|-------| | | | | | | | | | | | |-------|-----------------------|-------| | | | | | | | | | | | |-------|-----------------------|-------| | | ^P-|----|----|----|----|-+ | #K | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | ^K | | +---------------------------------------+ White.

FIG. 14. [BLACK TO MOVE AND DRAW.]

Producing the position shown in Fig. 14; and Black draws; for the Black King can reach the pawn before the White King can approach to defend it. Consequently White can only advance the pawn; but the Black King will be able to stop it from queening, for his next move will bring him _within_ {414} _the square_ (indicated above) in which the pawn stands, and in such case he can always overtake it. Thus--

WHITE. BLACK. ... 5. K to Kt 6 6. P to Kt 4 6. K to B 5 7. P to Kt 5 7. K to K 4 8. P to Kt 6 8. K to Q 3 9. P to Kt 7 9. K to B 2

And the pawn is lost. It will be seen that the Black King remains with every move _within the square_ of the pawn.

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | #K | | | | | | | |---------------------------------------| | | | | | | | ^P | | |---------------------------------------| | | | ^K | | | | | | +---------------------------------------+ White.

FIG. 15. [WHITE TO MOVE AND WIN.]

Fig. 15 illustrates a position in which the pawn can be supported by the King. Here if White were at once to advance the pawn, the Black King would move _within the square_ of the pawn and capture it. Therefore the King must go to protect it.

1. K to Q 2 1. K to B 5 2. K to K 3 2. K to Q 4 3. K to B 4 3. K to K 3 4. K to Kt 5 4. K to B 2 5. K to R 6 5. K to Kt sq. 6. P to Kt 4 6. K to R sq. 7. P to Kt 5 7. K to Kt sq. 8. K to Kt 6 8. K to R sq. 9. K to B 7 ...

If Black had played 8. ... K to B sq., White would have played 9. K to R 7.

... 9. K to R 2 10. P to Kt 6: ch.

And the pawn cannot be prevented from queening. {415}

KING AND QUEEN AGAINST KING.

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | #K | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | ^K | ^Q | | | | | | | +---------------------------------------+ White.

FIG. 16.

The position being as in Fig. 16, the shortest way to checkmate the Black King is as given below:

{416}

WHITE. BLACK. 1. K to Kt 2 1. K to Q 4 2. K to B 3 2. K to K 4 3. Q to K Kt 6 3. K to B 5 4. K to Q 4 4. K to B 6 5. Q to Kt 5 5. K to B 7 6. Q to Kt 4 6. K to K 8 7. K to K 3 7. K to B 8 8. Q to Kt 7 ...

Not 8. Q to Kt 3, because Black would then be stalemate, a contingency which White must carefully guard against in similar positions.

... 8. K to K 8 9. Q mates at Kt sq. or R sq.

{417}

TWO ROOKS AND KING AGAINST KING.