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50
THE CHESS-PLAYER'S

same thing holds good in whatever part of the board they may be. On this account you have ample leisure to bring up your King to their support ; but although the game is then won to a certainty by correct play, great care you will find is required to prevent its slipping through your fingers. Suppose you begin :—

WHITE. BLACK.
1. K. to his R.'s 2nd. 1. K. to his R.'s sq.
(If he move elsewhere, you may obviously Queen the Rook's Pawn at once.)
2. K. to his R.'s 3rd. 2. K. to his Kt.'s 2nd.
3. K. to his R.'s 4th. 3. K. to his R.'s sq.
4. K. to Kt.'s 5th. 4. K. to his Kt.'s 2nd.
5. P. to K. R.'s 8th. Becoming Queen. Ch.
(This is the only way to win; by any other play you will be liable to give Black Stale-mate.)
5. K. takes Q.
6. K. to R.'s 6th. 6. K. to his Kt.'s sq.
7. P. to K. Kt.'s 7th. 7. K. to his B.'s 2nd.
8. K. to his R.'s 7th.
("Queening" the Pawn next move, and then winning with ease.)
4. K. to his Kt.'s 2nd.

When the two Pawns are widely apart the instances are very rare in which the single King can prevent one or other going to Queen : and even when the two appear within his reach, as in the following situation (see Diagram No. 18), by good play the Pawn can be made to win.

At first view you would think it impossible, with the White King so distant, to save the Pawns : but a little examination will show you that in reality these two Pawns, though separated, as effectually protect each other as the united ones in the preceding Diagram. A few moves will place this beyond doubt :—

WHITE. BLACK.
1. K. to Q. Kt.'s 3rd.
(It is quite indifferent which party moves first.)
1. K. to his B.'s 4th.
(If he move to attack either of the Pawns, the other can march on safely ; the move given is, therefore, as good as any other.