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This move constitutes the Allgaier Gambit; in the Kieseritzky the Knight is removed to K 5, which is much better.

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This seems rather better than P to K B 4, but in

either case the game is lost.

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This is much stronger than moving the Knight to Kt 5, especially as it allows him a retreat.

Formerly 5. P to K R 4 was always played at this point by Black; it has now been discarded in favour of 5. K Kt to B 3, or 5. B to K Kt 2.

In the first place

This is his strongest move.

5. K Kt to B 3

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If 11. Q Kt to B 3, or 11. Kt × Kt P, he will play

11. Bx K Kt P just the same.

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This defence, the invention of M. Paulsen, is weaker than the last; it is, however, good, as it at once puts White on the defensive, and unless carefully answered gives Black the advantage.

6. P to Q 4

If 6. Kt Kt P, then 6. P to Q 4

7. Q Kt to B 3

6. K Kt to B 3

This is the only move by which you can equalise the game; if 7. Q B× P, then 7. P to Q 3; if 7. Kt x Kt P, then 7. Kt x K P; if 7. B to QB 4, then 7. Castles.

8. Kt to Q 3
9. QBXP
10. Kt to KB 2
11. B to K Kt 5
12. B to K 3

13. R to R 2

7. P to Q 3
8. Castles
9. Q Kt to B3
10. Kt to KR 4
11. P to K B 3
12. Kt to K Kt 6
13. P to KB 4

Even game.

§ 5. The King's Bishop's Gambit.

There is perhaps no opening which has been held in such varying estimation as the Bishop's Gambit. From being considered a brilliant but hazardous débût, it has come to be regarded as perfectly sound and far stronger than the Knight's Gambit. The modern classical defence (3. Q to K R 5 ch), already shaken by Grimm's and Petroff's attacks, was finally overthrown by Mr. Fraser's modification of M'Donnell's attack, and with it fell all the beautiful combinations for which the Gambit was justly celebrated. The defences now in vogue are 3. P to K B 4, 3. P to Q 4, and 3. K Kt to B 3; tame and uninteresting, but recommended by their safety.

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This seemingly strong move is bad, because it consigns the Black Queen to a long inactivity, while you are developing your game in the centre and on the left. For 3 P to K B 4, 3. P to Q 4, and 3. K Kt to B 3, the correct defences, see Games III., IV., and V.

4. K to B sq

4. P to K Kt 4

5. Q Kt to B3

5. Q to K B 3, known as Cozio's attack, is inferior.

6. P to Q 4.

5. B to K Kt 2

M'Donnell's attack, 6. P to K Kt 3, which is your best play, is reserved for Game II.

6. K Kt to K 2

The best move, but a bad one; 6. P to Q 3 leads to several complicated attacks, of which Grimm's is the most formidable, e. g.

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the strongest move, but 10. K Kt x P may be played without

disadvantage.

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