The Chess-Player's Text Book/Chapter 13

This work was published before January 1, 1930, and is in the public domain worldwide because the author died at least 100 years ago.

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CHAPTER IV.

THE KING'S GAMBIT.

THE Italian word "Gambit" was before explained to mean a feint in wrestling by which an adversary is tripped up. It is applied in Chess-playing to those openings of the game in which the first player sacrifices a Pawn for the purpose of more rapidly liberating his Pieces, and gaining an attack. Of all openings the Gambits are the general favourites. They afford so many opportunities for brilliant and daring strategy, and several such infinite and admirable combinations, that their study will always prove a source of advantage and delight.

There are several varieties of Gambits, as the K. Kt.'s Gambit ; the Cunningham Gambit ; the Salvio and Cochrane Gambits ; the Muzio Gambit ; the Algaier Gambit ; the King's Bishop's Gambit ; the Evan's Gambit ; the Lopez Gambit ; and the Queen's Gambit ; but the majority of these are only modifications of the King's Gambit.

GAME I.

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B. s 4th. 2. P. takes K. B. P.[1]
3. K. Kt. to B.'s 3rd. 3. P. to K. Kt.'s 4th (best).

Instead of playing the K. Kt. out at this juncture you may move your K. B. to Q. B.'s 4th. which constitutes the K. B.'s Gambit, for the leading moves of which see Game VI.

If Black, in place of advancing his Kt.'s P. now, should move his K. B. to K.'s 2nd, we get the "Cunningham" Gambit. (See Game II.)

WHITE. BLACK.
4. K. B. to Q. B.'s 4th. 4. B. to K. Kt.'s 2nd.

If. in lieu of 4. B. to Q. B.'s 4th, you play 4. P. to K. R.'s 4th. we have the "Algaier" Gambit. (See Game V.)

Some of the most beautiful varieties of the Gambit spring from this point. If Black, instead of moving his B. to K. Kt.'s 2nd, play 4. P. to K. Kt.'s 5th, it gives rise to the celebrated "Salvio," or "Cochrane," or "Muzio" Gambits, the chief moves of which you will find in Games III and IV.

5. P. to Q.'s 4th. 5. P. to Q.'s 3rd.

You may also play 5. P. to K. R.'s 4th.

6. P. to Q. B.'s 3rd. 6. P. to K. Kt.'s 5th.

This move of Black gives him the best of the game, as you have no option but to retire or sacrifice the Kt.

7. Kt. to his sq. 7. Q. to K. R."s 5th. Ch.
8. K. to B.'s sq. 8. K. B. to K. R.'s 3rd.
9. Q. to her Kt.'s 3rd. 9. Q. to K. R.'s 4th.

And Black will be enabled to develop all his pieces, while most of yours are kept inactive by his advanced Pawns.

GAME II.—THE CUNNINGHAM GAMBIT.

This lively variation should properly be called a defence to the King's Gambit.

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

Black plays thus with the object of checking at the K. R.'s 5th, and compelling you either to move your King (by which you would be prevented Castling), or interpose a Pawn disadvantageously.

WHITE. BLACK.
4. K. B. to Q. B. s 4th. 4. B. to K. R. s 5th. Ch.
5. P. to K. Kt.'s 3rd. 5. P. takes P.

Your safest move is, perhaps. 5. K. to B.'s sq.

6. Castles. 6. P. takes P. Ch.
7. K. to R.'s sq. 7. K. B. to his 3rd.

This is a singular position : and at first sight you will be startled at your deficiency in Pawns. On looking deeper into the game, however, you will find that your pieces are admirably disposed for attack, and that the greatest possible care will be required from Black to parry it.

8. K. Kt to K.'s. 5th. 8. B. takes Kt. (best).
9. Q. to K. R. 5th. 9. Q. to K.'s 2nd (best).

Observe the powerful attack you have got upon his K. B.'s P.

10. R. takes K. B.'s P. 10. Q. to her B.'s 4th.

He moves thus to avoid your winning his Q. by the Discovered Check, and to threaten you with Check-mate.

11. R. to K. B.'s 8th. 11. K. to his 2nd.

Giving Double Ch.

12. P. to Q.'s 4th. 12. Q. takes B.
13. Q. to K.'s 8th. Ch.

And afterwards taking the Bishop, you must win.

GAME III. — THE SALVIO AND COCHRANE GAMBITS.

Like the opening just examined, these are, properly speaking, defences to the King's Gambit, rather than Gambits themselves.

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B.'s 4th. 2. P. takes P.
3. K. Kt. to B.'s 3rd. 3. P. to K.Kt.'s 4th.
4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th.

Upon you it now depends what form the Gambit shall assume. If you Castle at this moment, or play 5. P. to Q.'s 4th, Black can take your Kt., and the Muzio Gambit is formed.

5. K. Kt. to K.'s 5th. 5. Q. to K. R.'s 5th. Ch.

By playing your Kt. to K.'s 5th. you appear to make a formidable attack upon the adverse K. B.'s P., but his counter move of Q. to B.'s 5th compels you to suspend aggressive operations, and look at home.

6. K. to B.'s sq. 6. K. Kt. to K. B.'s 3rd.

Advancing the Kt.'s P. to cover his Check would be fatal to you.

Black's move of 6. K. Kt. to K. B.'s 3rd constitutes the Salvio defence. Salvio also proposed 6. K. Kt. to B.'s 3rd, the consequences of which shall be briefly shown in Variation I. If, instead of either of these moves, he play 6. P. to K. B.'s 6th, the Cochrane defence is produced. (See Variation II.)

7. Q. to K.'s sq. (best.) 7. Q. takes Q. Ch.

If at your 7th move you take the K. B.'s P. with either Kt. or B., you get a bad game.

8. K. takes Q. 8. Kt. takes K. P.
9. B. takes K. B.'s P. Ch. 9. K. to his 2nd.
10. B. to K. R.'s 5th. 10. P. to K. Kt.'s 6th.

You may now play 11. P. to K. R.'s 3rd with a slight advantage in situation.

VARIATION I.

Beginning at Black's 6th move : —

WHITE. BLACK.
6. K. Kt to R.'s 3rd.
This is a better mode of defence than playing the Kt. to B.'s 3rd.
WHITE. BLACK.
7. B. to Q.'s 4th. 7. P. to K. B.'s 6th (best).
8. P. takes P. 8. P. to Q.'s 3rd.
9. Kt. to Q.'s 3rd. 9. P. takes P.

And Black has the better game.

VARIATION II.

Beginning at Black's 6th move :—

THE COCHRANE GAMBIT.

WHITE. BLACK.
6. P. to K. B.'s 6th.


This is the mode of defence which Mr. Cochrane suggested, instead of playing out the K. Kt.

7. P. to Q.'s 4th (best). 7. P. takes K. Kt.'s P. Ch. (best).
8. K. takes P. 8. Q. to K. R.'s 6th. Ch.
9. K. to Kt.'s sq. 9. K. Kt. to R.'s 3rd.

And we prefer Black's game.

GAME IV.—THE MUZIO GAMBIT.

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B.'s 4th. 2. P. takes P.
3. K. Kt. to B.'s 3rd. 3. P. to K. Kt.'s 4th.
4. K. B. to Q. B.'s 4th. 4. P. to K. Kt.'s 5th.
5. Castles. 5. P. takes Kt.

The earliest allusion to this, the most brilliant and animated variation of the K.'s Gambit, is given in Salvio's Treatise, published in 1604.

By the sacrifice of your Kt. you are enabled so rapidly to concentrate your forces on the adverse King that escape from the attack without great loss is hardly practicable. Instead of Castling at the 5th move you may play 5. P. to Q.'s 4th (see Variation I.), or 5. Q. Kt. to B.'s 3rd.

WHITE. BLACK.
6. Q. takes P. 6. Q. to K. B.'s 3rd (best).

Black plays thus to defend the Gambit P., which you cannot take without submitting to an exchange of Queens, a step especially to be avoided, seeing that you have already sacrificed a Piece for the sake of an attack, which is mainly to be sustained by your Queen.

7. P. to K.'s 5th. 7. Q. takes P. (best.)

You sacrifice this P. to enable you presently to attack his Q. with your K.'s Rook.

8. P. to Q.'s 3rd. 8. K. B. to K. R.'s 3rd.

Defending your K. B. and attacking the Gambit Pawn.

9. Q. B. to Q.'s 2nd. 9. K. Kt. to K.'s 2nd.

Your two last moves were preparatory to this one, which you now threaten to follow by R. to K.'s sq., or Q. B. to B.'s 3rd. It is obvious that Black must save his Q. by moving her, or covering his King with some other Piece.

10. Q. Kt. to B.'s 3rd. 10. Q. Kt. to B.'s 3rd.

He may also play 10. P. to Q. B.'s 3rd. with at least equal advantage.

11. Q. R. to K.'s sq. 11. Q. to Q. B.'s 4th. Ch.

You now see the importance of Black's 9th move of Kt. to K.'s 2nd ; but for that he must now have lost his Q. for a Rook.

12. K. to R.'s sq. 12. Q. Kt. to Q.'s 5th.
13. R. takes K. Kt. Ch. 13. K. takes R. (best).
14. Kt. to Q.'s 5th. Ch. 14. K. to Q.'s sq.
15. Q. to K. R.'s 5th. 15. Q. to K. B.'s sq. (best.)
16. Q. to K. R.'s 4th. Ch. 16. P. to K. B.'s 3rd.
17. Q. B. takes double P. 17. B. takes B.
18. R. takes B. 18. Kt. to Q. B.'s 3rd.

If he play 18. P. to Q.'s 3rd, or 18. P. to Q. B.'s 3rd, or 18. Kt. to K.'s 3rd, you can take the K. B.'s P. with your R., and the discovered Ch. must be fatal to him.

WHITE. BLACK.
19. R. takes K. B.'s P. 19. Q. to K.'s sq.
20. R. to B.'s 8th. Dis. Ch. 20. Kt. to K.'s 2nd.
21. Q. takes Kt. Mate.

VARIATION I.

Beginning at White's 5th move :—

WHITE. BLACK.
5. P. to Q.'s 4th. 5. P. takes Kt.

This mode of continuing the attack instead of Castling was for some time thought to be irresistible ; it is not now, however, considered so advantageous as the old move.

6. Q. takes P. 6. P. to Q.'s 4th.

You may get a strong but hazardous attack by Castling here instead of taking the P.

7. K. B. takes Q. P. 7. P. to Q. B.'s 3rd.
8. B. to Q. Kt.'s 3rd. 8. Q. takes Q. P.

Taking the K. B.'s P. with your B., Ch., will give you a powerful attack, but retreating the B. is more to be commended.

9. Q. B. takes P. 9. K. Kt. to B.'s 3rd.

If he play 9. Q. takes Q. Kt.'s P., you reply with 10. Q. to K. R.'s 5th.

10. Q. Kt. to Q.'s 2nd. 10. Q. B. to K. Kt.'s 5th.
11. Q. Kt.'s 3rd. 11. K. Kt. takes P.
12. Q. Kt. takes Kt. 12. Q. takes Kt. Ch.

If you take the B. with your Q., Black may play 12. Q. to K. B.'s 7th, Ch., then 13. Q. takes Kt., Ch., and then, when you take his Q., 14. K. to K. B.'s 7th, &c., winning your Q. in return.

13. K. to Q.'s 2nd.

There is not much difference in the game.

VARIATION II.

Beginning at White's 5th move :—

WHITE. BLACK.
5. Q. Kt. to B.'s 3rd. 5. P. takes Kt.

The move of Q. Kt. to B.'s 3rd, instead of Castling, was first introduced by Mr. M'Donnell ; the object of it is to attack the Q. immediately, if she go to K. B.'s 3rd, and thus deprive Black of the advantage of the usual defence.

6. Q. takes P. 6. P. to Q.'s 4th.
7. B. takes Q.'s P. 7. P. to Q. B.'s 3rd.
8. B. to Q. Kt.'s 3rd. 8. Q. B. to K.'s 3rd.

And Black has not much to apprehend from your attack.

GAME V.—THE ALGAIER GAMBIT.

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B.'s 4th. 2. P. takes P.
3. K. Kt. to B.'s 3rd. 3. P. to K. Kt.'s 4th.
4. P. to K. R.'s 4th. 4. P. to K. Kt.'s 5th (best).

This variation on your 4th move leads to a Gambit introduced by the German writer Algaier, and which, if not properly opposed, gives the first player a forcible attack.

5. Kt. to K. Kt.'s 5th. 5. P. to K. R.'s 3rd.

You may also play 5. Kt. to K.'s 5th, as in Variation I.

6. Kt. takes K. B.'s P. 6. K. takes Kt.
7. Q. takes P. 7. K. Kt. to B.'s 3rd.
8. Q. takes the Gambit P. 8. K. B. to Q.'s 3rd.

This is Black's best move, and it at once gives the advantage into his hands.

9. B. to Q. B.'s 4th. Ch 9. K. to Kt.'s 2nd.
10. Q. to K. B.'s 5th. 10. B. to K. Kt.'s 6th. Ch.

He can afterwards play 11. R. to K. B.'s sq., and have a winning superiority.

VARIATION I.

Beginning at White's 5th move :—

WHITE. BLACK.
5. Kt. to K.'s 5th. 5. P. to K. R.'s 4th (best).

Your present move is a better one than playing the Kt. to his own 5th.

6. K. B. to Q. B.'s 4th. 6. K. Kt. to R.'s 3rd (best).

He may also play 6. K. R. to R.'s 2nd.

7. P. to Q.'s 4th. 7. P. to Q.'s 3rd.
8. Kt. to Q.'s 3rd. 8. P. to K. B.'s 6th.
9. P. to K. Kt.'s 3rd. 9. P. to Q.'s 4th.
10. B. takes Q. P. 10. P. to Q. B.'s 3rd.
11. B. to Q. Kt.'s 3rd. 11. Q. takes Q. P.

Black's game is to be preferred.

GAME V.—THE KING'S BISHOP'S GAMBIT.

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B.'s 4th. 2. P. takes P.
3. K. B. to Q. B.'s 4th. 3. Q. to K. R.'s 5th. Ch.

Your move of the B. to Q. B.'s 4th at this point constitutes the K. B.'s Gambit, one of the most complex and ingenious variations of the King's Gambit known.

Black's best reply at move 3 is to Check with his Queen as he thus forces your K. to move, and deprives you of the right to Castle.

4. K. to B.'s sq. 4. P. to K. Kt.'s 4th (best).
5. Q. Kt. to B.'s 3rd. 5. K. B. to K. Kt.'s 2nd.

For the result of your playing 5. K. Kt. to B.'s 3rd. see Variation I.

6. P. to Q.'s 4th. 6. P. to Q.'s 3rd.

You may also play 6. P. to K. Kt.'s 3rd.

7. P. to K.'s 5th. 7. P. takes P.
8. Q. Kt. to Q.'s 5th. 8. K. to Q.'s sq.

By playing your Kt. to Q.'s 5th. you force him to move his K. or lose the Q. B.'s P.

WHITE. BLACK.
9. P. takes P. 9. Q. B. to Q.'s 2nd.

Taking the P. with his B. would be ruinous to him.

10. K. Kt. to B.'s 3rd. 10. Q. to K. R.'s 4th.
11. Q. B. to Q.'s 2nd. 11. K. Kt. to K.'s 2nd.

Playing your Q. B. to Q.'s 2nd is a highly ingenious move. If, in reply, Black play 11. P. to Q. B.'s 3rd ; 11. P. to K. R.'s 3rd ; or. 11. Q. Kt. to B.'s 3rd, you can obtain a decided advantage in position.

12. Q. B. to his 3rd. 12. K. R. to K.'s sq.
13. Kt. takes Kt. 13. R. takes Kt.
14. Q. to her 5th.

The game is about equal.

VARIATION I.

Beginning at White's 5th move :—

WHITE. BLACK.
5. K. Kt. to B.'s 3rd. 5. Q. to K. R.'s 4th.

Playing the K. Kt. out thus early is not thought to be quite so strong as developing your game on the Q.'s side. If Black, in reply, venture to move his Q. to K. Kt.'s 5th, you can take the K. B. P. with your B., and if he take the B. you gain his Q. by playing Kt. to K.'s 5th. Ch., &c.

6. P. to K. R.'s 4th. 6. K. B. to K. Kt.'s 2nd.
7. K. to Kt.'s sq. 7. B. to Q.'s 5th. Ch.
8. K. to R.'s 2nd. 8. P. to K.'s Kt. Ch.
9. Kt. takes B. 9. P. to Kt.'s 6th. Ch.
10. K. to R.'s 2nd. 10. P. to Q.'s 4th. Dis. Ch.

And Black has by far the better game.

VARIATION II.

Beginning at White's 6th move :—

WHITE. BLACK.
1. P. to K.'s 4th. 1. P. to K.'s 4th.
2. P. to K. B.'s 4th. 2. P. takes P.
WHITE. BLACK.
3. K. B. to Q. B.'s 4th. 3. Q. to K. R.'s 5th. Ch.
4. K. to B.'s sq. 4. P. to K. Kt.'s 4th.
5. Q. Kt. to B.'s 3rd. 5. K. B. to K. Kt.'s 2nd.
6. P. to K. Kt.'s 3rd. 6. P. takes P.

This move of P. to K. Kt.'s 3rd is a daring innovation of Mr. M'Donnell's. It is full of peril, but, if not met by very sound and cautious play, it gives you an overwhelming attack.

7. K. to Kt.'s 2nd. 7. Q. to K. B.'s 3rd.

He retires his Q., fearing she might be lost by your taking the P. with P., and thus opening an attack from your K. R.

8. P. takes P. 8. Q. to K. Kt.'s 3rd.

Black has the better position.

  1. Black may refuse to take the Pawn ; if so, his best more is probably 2. B. to Q. B.'s 4th, or 2. P. to Q.'s 4th, but it usually happens that, by declining the Gambit, the second player subjects himself to a disadvantageous position.