Page:The chess-player's text book.djvu/119

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TEXT BOOK.
106

VARIATION I.

Beginning at White's 6th move :—

WHITE. BLACK.
6. P. to K.'s 5th. 6. P. to Q.'s 4th.

In Black's situation, it is not uncommon for players to move 6. Q. to K.'s 2nd. When that is done you may Castle safely.

7. K. B. to Q. Kt.'s 5th. 7. K. Kt. to K.'s 5th.
8. B. takes Q. Kt. Ch. 8. P. takes B.
9. P. takes P. 8. B. to Q. Kt.'s 3rd.
(Better for him than Checking with the Bishop.)
10. Castles. 10. Q. B. to K. Kt.'s 5th.
11. Q. B. to K.'s 3rd. 11. Castles.

The game is about equal for both.

GAME III. — THE SCOTCH GAMBIT.

WHITE. BLACK.
1. P. to K's 4th. 1. P. to K's 4th.
2. K.'s Kt. to B.'s 3rd. 2. Q.'s Kt. to B.'s 3rd.
3. P. to Q.'s 4th. 3. Kt. takes P.

This is. without exception, one of the most instructive and entertaining games known, and we regret that our limits will admit only of a very meagre sketch of its almost infinite varieties. The reader, however, will find a copious analysis of this charming opening in the work so often referred to, pages 154-182.

After the advance of your P. to Q.'s 4th, Black is obliged to take it, or have a bad position : but he may take either with the Kt. or P. The consequences of his capturing Pawn with Pawn are shown in Game IV.

4. Kt. takes Kt. 4. P. takes Kt.

You can also take the K.'s P. with your Kt., and obtain a slight superiority of position.

5. Q. takes P. 5. Kt. to K.'s 2nd.