Beadle's Dime Handbooks (no. 10) (1860)
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a 6 ——————$ BEADLE’S Sea 2 pasceammne ALL THE Hawes oF THIS FASCINAM Na6 a bs Tim APPLICATION TO PLAY BY. sina t = Le eA < ps RAT , ‘ a ha . ESS aes 3 i | a [THE BEST OPENINGS; : oP ~ : Sai meh, oe eee OB, . v 14's vt Hea See paige AS Sle a EE) toe Oe av Nee oy ‘ AF } , veg oa hot Png 7 ' — ‘ ALLEY Seat ta” eis ne Mg . re vin J “ 7 We ‘BEADLE ae roe 118 ‘WILLIAM Br. | 4 Ameren heen lott) Nasa ds t ae a tee
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BEADLE’S DIME | HAND-BOOKS HOUSEWIVES AND HOMES. To meet the great want of American housewives and daughters for handbooks at once convenient in size, cheap in price, and thoroughly reliable in matter, the pub- lishers have introduced, thus far, to their lists, the following most useful and avati- able works : I-DIME COOK BOOK ; Or, the Housewife’s Pocket Companion. Embodying what is most Economic, mos Practical, most.Excellent. By Mrs. Vicron. IIl-DIME RECIPE BOOK: A Companion to the Dime Cook Book. A Directory for the Parlor, Nursery, Sick Room, Toilet, Kitchen, Larder, etc. By Mrs. Vicror. ItI-DIME HOUSEWIFE’s MANUAL; Or, How to Keep House and Order s Home; How to Dye, Cleanve and Renovate; How to Cat, Fit and Make Garments ; How to Cultivate Planta and Flowers; How to Care for Birds and Household Pets, etc., etc. A Companion to the Dim **Cook”’ and “ Recipe” Books. 100 pp.12mo. By Mrs. M. V. Vicror. IV—-DIME FAMILY PHYSICIAN, And Manual for the Sick Room. With Family Diseases and their Treatment, Hint on Nursing and Rearing, Children’s Complaints, Physiological Facts, Rules o Health, Recipes for Preparing well-known Curatives, etc., etc., based upon th authority of Drs. Warsex, Donna, Parxsr, and others. Expressly prepare for the Dime series. V-—-DIME DRESSMAKER, And Milliner's Guide. A Complete Manual of the art of Cutting, Fitting, an Making up the Female Wardrobe, with full directions for choice of Material, Di tionary of Technical Terme, etc., etc. By MADAME PULLAN. These works, taken together, constitute a LITTLE LIBRARY, invaluable to ever household. Prepared with extreme care by well-known and well-qualified write each book is as thorongh on its subject as any dollar and a half book offered. Price TEN CENTS each. Sold by all Newsdealers; or sent, post-paid, to any dress, singly or in packages, on receipt of price. Address: BEADLE AND OOMPANY, General Dime Book Publishers, 118 William Street, New Yor
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pues Os cs x ‘ fafons $4) MED x} * oF Chess Instructor ELEMENTS OF THIS FASCINATING GAME: THEIR APPLICATION TO PLAY BY MEANS OF THE BEST. OPENINGS; AND A SERIES OP BRILLIANT GAMES, By MIRON J. HAZELTINE, Esq, TEACHER OF CHESS, CHESS EDITCR OF THE ‘\N;-¥. CLiPPBR,’’.#0, NEW YORK: BEADLE AND COMPANY, No, 141 WILLIAM STREET.
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PREFACE. Brierest of all brief prologues the following -ittle work necessitates, The style of treatment and rela- tive proportion of the parts, are the result of several years of varied Chess editing and.teaching. Ifany one thinks he ¢an exceed” my ‘tifly’ treatise in value, or peauty of appearance,.and can find publishers as far- secing and liberal as mine, he is, certainly, at liberty to “try his hand.” I take great pride and pleasure in being permitted to inscribe my humble effort to advance so noble and worthy a pastime, innocent solace of many a troubled hour, among my young countrymen,— To.FREDERICK Perri, Esg., President of the “ Brooklyn, Chess Club,” who has approved himself for so many years one of the truest, most persevering, and most consistent friends and: promoters of AmERI- CAN CHESS, ; MIRON. Fest-End Chess Club, ) 125 W. 28d St., W. ¥.§ . Entered according to Act of Congress, in She year 1.0, By BEADLE AND COM"ANY, in the Clerk’s Oftice of the District Court of :ye Unite? @. ~@ fer the Southern District of New York.
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CONTENTS. Names—Placing the Chessmen, - - - - «= «= «© « «= & Powers aud Moves of the Chessmen, - - - « + = + 16 Capturing Power of the Chessmen,- - - - - = + +14 Illustrations of the Moves, - - - + = = «= = = = 16 The Technical Terms of Chess, - - - + + = = - 18 Technical Terms Illustrated, - - - - - - = + - 9% The Laws of Chess, - - - - - « «© «© « «© « « © OF Preliminary Games, with Notes, - - - - - = = - 4&0 Checkmate—End-Games, - - + + = = - = « = « 85 How to Queena Pawn, + - - - -+ + = += = « = 89 Maxims and Advice for Chess Students, - - - - - - 42 King’s Bishop’s Opening, - - - - - + = - = - 48 The Ginocd Piano,i- - - = © «© «© © «© « «© = = = §0 Philidor’s Defeact,- - - 2 « « = © © es Se “SQ Petroff’s Defence, - - = © © « « «= © cs « © £§ Ruy Lopez Knight’s Game, - - © - = = «© © = = 55 Scotch Gambit, - - - - -« - «© «© © = © «= © © @ BY Evans. Gumbit, - - = - = © © = © © «© © &© « 69 King’s Bishop’s Gambit, - - - - - - «© + + « + +6] King’s Knight’s Gambit,- - - - - - - + - = = 68 Salvio and Cochrane’s Defences,- - - - - - = - = 64 Muzio Gambit, - - - - ++ -+2+e sss ess 6 Allgaier Gambit, - - - - - = + += = = © © » + 65 Cunningham Gambit, - . - - - - + - + + + = + 66 Queen’s Gumbit, -\- - - + - «= = = «© = = «© © 66 Miscellaneous Openings, - - - - - - + = + + + 67 Illustrative Games,- - + + © + + + « o « «6
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BEADLE’S | DIME CHESS INSTRUCTOR: PART L—LESSON FIRST: INTRODUCTION—NOMENCLATURE—PLACING THE MEN a = On
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6 DIME CHESS INSTRUCTOR. Spacs forbids, and the multitude of thess books that have thus begun would render it bad taste in me, to commence this little work with an abstract dis- quisition on Chess itself, a delightful theme as it is; or upon its history, far back into the stately past as it reaches; or upon its uses and beneficial tendencies, valuable and elevating as they are. Thus, then, I shall presume my readers and students to be ladies and gentlemen of refined tastes, lovers of the pure and. beautiful, already practiced and dehghting in in- tellectual applications, and, what is to my present special purpose, now sitting down with me to learn that_most elegant and_ elevating intellectual pastime ever devised by man to delight his fellows—the game of CuEss, Observe, I say learn it; for you and I, my friend, have not—and thankful should we be that it is so~ that universal, all-soaring genius which affects to see through all mysteries at a glance; to unlock all - knowledge with an “open sesame ;” or, most absurd affectation of all, to pierce as with a beam of light all the arcana of Caissa’s temple by intuition, er even by mere practice. No! we will willingly leave such to go their own ways. Panl Morphy, the first living chess player, is the first living chess student. We have in- tellectual capacities, and a judgment to guide them; and as recreation in some form is as necessary for preserving a perfect balance to the mind, as is enli- vening exercise of the body to its health, we are go ing to learn at least enough of this wondrous amuse- ment to be able to maintain a creditable appearance among the mass of its already somewhat proficient practitioners. -Perchance, if we find ourselves pos: sessed of a peculiar aptitude,for its combinations, if eur leisure admits and no serious duty of life suffers,
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PLACING THE CHESSMEN, 7 we may in the end enter some of the clubs and be- come formidable rivals, and even compeers, of our now first-rates. A Morphy—we may wonder at and ad- mire, but let us not propose to emulate, Acting upon these considerations, and. rfemember- ug always my-extremely limited space, I shall ‘pro- ceed. without ceremony to carry out the object for which we have met, We. now place our board between us, and I set up our. men as in the diagram at the head of, this .chap- ter, You can discover the proper method of placing the board (count its squares, if you wish), observe the figures, and learn the names of the men, almost, at a single glance. You will commence at all the; corners of the board in succession, and, as you proceed in- ward, notice the following order: Rook, Knight, Bishop. . There. are now two vacant squares. ia, each centre, a black and a white one. Place each-Queen upon the square of her own color, the King upon the remaining square on each side; a continuous line of Pawns upon the rank of squares immediately in front of the Pieces (a Pawn should never be spoken of as a Piece), and the men are properly arrayed for, bat- tle. You will repeat this formula till, irrespective of the order in which you pick up the men, you can put every one in its proper place without danger of mistake. NAMES OF THE Pieces AND Pawns. In addition to the names of the chessmen, per 3, they have an additional nomenclature after once ar- rayed in order of battle, as we now have them. The pieces on either King’s wing are now Called King’s Rook, K’s Knight, and K’s Bishop; and the Pawns in front of these pieces are respectively desig- nated as the K's R’s Pawn, K's Kt’s Pawn, and K's
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8 DIM CHESS CYSTRUCTOR. B’s Pawn: | On the Queen’s wing we have—-Q’s Rvdk, Q's Kt, and Q’s Bishop; and in advance of these, the Q’s R’s Pawn, Q's Kv’s Pawn, and Q’s B’s Pawn. Then the King’s and Queen’s; or Royal Pawns, com- plete the list. Having thus taught you the names and positions of all the forces placed at our disposal for playing Chess, I will next show you the naming and number- mg of the squares-of the field on which we are about to mancetivre them, and thts complete the nomencla- sure of all the materiel of this mimic warfare. The réeadiest way by which to explain this subject at once to thé eye and comprehension, is by means of a dia- gvwn, which I here ‘present. Tis Noration or THe. Cuess Boarp. BLACK. QR'Ykt QB Q K KB ER KR Y ” li fa, P Jo Uy Z yj; “a yy “i Mie yyy) I. a ie jo yy) QR QKt — fe = “KB. i K.R WHITE.
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Se a ee NAMES AND NOTATION. Q The squares of! ithe board are considered under. the military terms of Ranks and Files ; the rows of squares crossing ‘the board from: vight :to, left: having: the former, those running: wp and down, or perpendicular to the players; having the latter appellation, The rank next either player, on which his Pieces stand, is called his “Royal Rank,” the next his second) rank, then his third, fourth, &¢.,; to the last of all which. is hig eighth; the’same being, in turn, his, adyersary's Royal, Rank. The ‘adversary; numerates the» whole board in the same way; bis eighth being: your Royal Rank. It thus happens that every squares ofethe “chequered field,” has two names and two numbers, and though this cannot for a moment confuse an apt pupil, yet Lam very farfrom-considering it the best sys- tem that has been devised, but use it as the only one recognized in this country or England. The only perfect “ notation” is that employed by M. Alexandre, ip his great “ Encyclopedie.” The Files: are: named : fromthe: Piecer steudingr at the foot, or first square, of each respectively. If you play the white men, your King’s file will be to the right of the Queen’s, and all his officers, ee at the base of his respective file, form the right wing of your array, and your Queen’s officers,.your. left, files, and wing: If you play the black men,; your King’s is your) left, your Queen’s your right,wing., , The hostile centresy| K and, Q, and in short, alljthe opposing forces. are thus arrayed. in, exact opposition to each other, and every file has the same name.-to, both gom- batants, ) it cent You. will, observe the, figures,at the. sides,of our last diagram-—those,,on, White's right. are (by the. side of his King's Rook's, file, numbering, the squares up ; the next, is Lis K’s.Knight’s file, numbered in the same
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19 DIME CHESS INSTRUCTOR manner, and so on to his Queen's Rook’s file, on his extrome left. Supposing you to be engaged with the black men, then your right hand file is your Queen’s Rook's, you meet your Queen’s before your King’s filé, and so on to your K's R’s, on your extreme left. iE think you will, with a little attentive considera- tion of the°above, and a few minutes’ practice with our board and men, to which I shall now leave you, be able completely to comprehend this our introduc- tory lesson; and for our next sitting, we will exam- ine and learn the simple elementary powers of our Chessmen. LESSON SECOND. THE POWERS AND MOVEMENTS OF THE CHESS FORCES. ea Tue Krve. Ove) The King can move one square only at a time (except in “Castling,” which will be explained here- after), but he can make this m’ve in any direction, forwards, backwards, laterally, or diagonally. He can take any one of the adversary'’s men which stands on an adjoining square to that he occupies, provided such man is left unprotected, and he has the peculiar privilege of being himself exempt from capture. He is not permitted, however, t# move into check, that is,’ or to any square which is guarded by a Piece or Pawn ofthe enemy;-nor can he, under any circum:
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MOVES OF THE CHESSMEN. li stance, be played to an adjaceit square to that on which the rival King is stationéd. Like most of the other Pieces, his power is greatest inthe middle of the board, where, without obstruction, he ‘has’ the choice of eight different squares. wy THE QUEEN. \hy The Queen is by much the most powerful of the forces, She has the advantage of moving as a Rook, in straight lines, forwards, backwards, and sideways, to the extent of the board in all directions, and as a Bishop, diagonally, with the same range. To com- prehend her scope of action, place her alone in the centre of the board; it will then be seen that she has the command of no less than twenty-seven squares, besides the one on which she stands. q =o This capital officer is next in power to the Queen. He moves in a straight line, forwards, backwards, -or sideways having a uniform range, on a clear board, of fourteen squares, exclusive of the one he occupies. THs BrsHor, a ; The Bishop moves diagonally forwards or back- , wards, to the extent of the board It follows, there- , fore, that he travels throughout the game only or squares of the same color as the one Ou which he atands when the game begins, and that éach player
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12 DIME CHESS. INSTRUCTOR. has)a, Bishop running .on white squares, and one on black squares, | When placed on a centre square of a clear board, he will be found to haye a range. of _thir- seen squares. &y Tae Knicnt. EN The aétien of the Knight is peculiar, afd not easy to. describe... _He is the only one of the Pieces which has the priyilege of leaping oyer another man. “The movements of the others are all dependent, on their freedom from, obstruetion, by their oivn and the ene- my’s men. For example, when the forces are duty ranged in order of battke before the commehéement of the game, the Knight is.the only one of the Pieces which can be played before the‘pawns are moved— King, Queen, Bishop, and Rook, are all hemtned fn by the rank of pawns, which they cannot overleap ; but the Knight, having the liberty of springing over the heads of @ther men, cam beybrought into the field at once. “If this case, as his move is one (square in @ straight, line, and, one,in..an oblique direction, if the King’s Knight. were.to begin the game, he nrust be played, either .to King’s Rook’s third, or to King’s Bishop’s..third square;.and if. the Queen’s Knizht commence, he must be moved to Queen’s Rook’s third, or to Queen’s Bishop’s third square. A Dlaék Knight,-situated,as in the a¢companying diagram, which - well illustrates the power of this er- ratic but valusble officer, could leap immediately over the heads of friends or foes, alighting, if unoccupicd, on either of the squares numbered from 1 to 8. Fle changes from. black square to a white one. or vica persa, at every moye. A corner of the board is iis
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PECULIAR, MOVES OF «P. sAND KT. i8 weakest. position, as there he commands -but twe squares, Wy Z Wy yy 5 ie on YA M7, “a Z w Z23 MY Poe Yfyyy Ugly ae F my eo 7 “I he ppt ant YH U ty 3 a, Be, 1 St 7h yy Le 5 Wr “by yy 5 LUA WW a Tue Pawn. & ' Tle, Pawn moves only one square ata time; cand that straight. forward, except in the act of capwaring, when it takes one step diagonally to the right or left file on to the square occupied by themah takun, and continues on that! file. until it ‘captures: another nan. A Pawn is the, only one of the forces which yoes’ out of his direction to capture, and which has not the jad- vantage of movingback wards; but it has ons remark- able privilege, by which on occasions it bevomes, im valuable, wenever tt reaches thé extreme squcre of, the file on which it travels, it 4s invested with tlhe title and assumes the power of any superior Piece, xcept othe King, which the player chooses; From this circamistanes it frequently-happens'that one party; .by skilful. man- agement of his Pawns, contrives; to :have two; and sometimes even three, or more; ‘Queens On the board
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14 DIME Cress INSTRUCTOR. at onte, a combination of force which of Course is ir resistible. Toe Oarronmna Power or THE CressMEN. In general terms, captures at Chess are made by removing the man you take from the board and plac- ing the capturing man on the square you have thus vacated. But there are a few peculiarities in the cap- tures by some of thé forces that. require explanation. Tre Kine captaires any adversary he-finds on a square contiguous tothe one on which he stands— provided always, that the piece or pawn in question is not protected by any of its fellows. Tur QueEEN, Roox, anp BisHor, present no pecu- liarity in capturing; any adversary next in front of them, on any oftheir proper lines of march, is liable to capture, but only the one directly exposed to their line of fire, and’never but oné ‘at one move. Of course it re- sults that, if the man captured is guarded by one of his‘own comrades, the capturing piece is liableto' re- prision ; such reprision, like all captures at Chess, ‘be- ing wholly optional with the player having the op- portunity. These capturing and re-capturing ‘powers extend tothe ranks and files which form the sides of the board, as wellb-as to the interior/ones, Tue Knicut’s capturing power is the same. as his move, The diagram on page 13 will illustrate both. Any adverse piece or pawn on One of the numbered squaresexcept the K., and he would be attacked-— would be liable to capture by our sable Cavalier ; and meén‘on no other squares of the board, as he can never fall short of, or éxceed,; that peculiar leap. Tue Pawn, as has been previously observed, is the only man which captures.in a direction different from bis line of march. He is permitted to move only one
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PAWN. ‘TAKES "PAWN: BN, PASSANT. 15 square forirard at a time;and: is not; allowed to, take any Piece or Pawa which may, impede his onward path on ‘his own files If howeyer, he meet with aay of the adverse foree .on a point diagonal, one step ei- (her to the tightordeft of the,square he occupies, he is at libertyetos capture thatoman,and ,take his place on the next file Thus with the, forces arranged. for tittle as inour first dingram,; the party.to play, first leads off Pawn to King’s fonrth; his,adversary .may. reply if the samé@ manuer, and neither Pawn, can de more than remain an obstruction.to the onward march of the other, but if he answer, instead. with .Pawn_to King's Bishop's 4th, or Pawn to Queen’s 4th, the first player’s*second move may be, if he, chooses, King’s Pawn takes Pawn, # e& he removes the adyerse Pawn from tlie board ‘and puts his own in its. place—one square forward diagonally. But ‘the Pawn-has one very pecutiar capturing power to which I now especially call your attention, TE. oil) WHI YY ty af BLACK. ¥ and wish you 'to master beyond all, danger of misun- derstanding. ~ To avoid a long and ‘after: all, proba bly, obscure series of explanations I shall again resor:
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16 DIM CHESS INSTRUCTOR. t6° the’ crayon. I stppose* you to have the’ Black. mien, and the King’s quarter of the: board to be be- fore you.’ “‘White’s Pawns are uncomfortably, press- ing upon “your quarters, and your encampmeat is) in but poor ‘plight to receive an assault. Your Kirg’s: and Knight's Pawn you cannot move at all; and to move either of the others one step forward inte lose it, Ali! a lucky remembrance to the rescue! » Pawns can go two'squaresat the first move. Sothen, Pawate K's R’s’4th; or, P to K’s B's 4th. But, alas: for. our expectations! To reward ‘White's Pawns for their vigor sus and ‘safe advance-so far towards Qneening, 4 ¢. to their 5th rank, tlieir power is «lready a little inef sased; and they have the: privilege of capturing the pawn on’ either contiguous file that attempts to pass the lines of fire of their little two-gun. battery, precisely the same as though that Pawn had stopped at one square forward, or immediately owitlyin | its range offire. . Wiiether the:advancing: Pawn go one or two steps, the captor,(if. he takes) advances one square diagonally forward.» A player may alwaystry his two-step privilege, even in fuce of atlverse Pawns —but observe, ifthe adversary does not take it for his newt move, he cannot take ‘itgat all in this manner. This process iedbectaleally Called taking a Pawn en passant ; it doesnot in any way. extend to the Pieces. You are ngw, I trust, prepared td, take | an exercise a long way ahead of our previons “One, viz: to prac- -tise the movegof the various pieces. Take your board and one of ‘the Queens: (first one color and then the other) place-her-on~ _— own-squareand make tie_ Salo moves :— 4g toner ie be 8. fob ly lay hér horn, “gto a BPR SS ch wo “or thresomiinutes,
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EXBROISES OM THE MOVES. 12 naming? aloud each time, the square, to. whieh you er will give you an enlarged idea, of the enormous tride and power) of|this, Amazon, of the mimic war, Place a Bishop on Queen’s B’s sq.—now Q's B— and play :— 1. Q. B. to K. R. 6th. 8. Q. B. to Q. R. 8d. . B. to K. B. 8th. 4. Q. B. to his own square. Extend this exercise a little, add the other Bishop; then change your color ,and. repeat the performance, and you will comprehend the elementary scope of these valorous representatives of the ¢hurch’ militant, each, in his: own, peculiar domain—each player having one onthe white, and one on the black half of the board. Now take a Knight, and make him.Q’s Kt. Play: 1. Q. Kt. to Q. 2d. 5.°Q. Kt. to Q. .B. %th. 2. Q. Kt, to K.. 4th, 6. Q. Kt, to pine Bthe 8. Q. Kt. to K. B. 6th, 7. @ Kt. to Q. B 4. 8. Kt. to K. 8th. 8. Q. Kt. home. Add. now a Knight of the other color, and play each, alternately, naming carefully the square’ to which you go in each case. Take a Rook, make him the K’s R., and’ play :— 1. K. R. to his 5th. 4, K, R. to K. Kt. 8th. vk K._R. to K. Kt. 6th, 6. K. It to Q. R. 8th. 3. K. R. to Kt. square. K/R. toQ. R. square. And then home. And'so on ad lid. ; adding several Pieces and Pawns of both colors, and practising’ all the various Captures, Yon now, I believe, comprehend ‘perféctly ‘all T bave taught you; and think, probably, that you will! won be able to play about “as well as aliybody. Never inind “anybody,” we don’t ‘cire for him} sve] soon play well enough to reap tlie full thengitre of en ent we shoul legitimate! ‘seek, even from this ae dei Near ret dition.” a
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18 DIME CHESS INSTRUCTOR. But before we play, I must demand your. earnest attetion to one more preliminary lesson) with which you. must make yourself thoroughly conversant. LESSON THIRD. THE TECHNICAL TERMS OF CHESS. CastiinG.—I liave taught you truly that the King can move only one square ata time, though in any direction—but to this rule there is 'a'single exception, viz:—Castling. This compound and anomalous move is performed thus:—If a player wish to castle on his King’s side, he plays his K’s Rook to the square next the King (K’s B’s sq.) and then passes the King across him to the next, or Kt’s square; if on the Queen's side, the Q’s Rook goes to Q’s square, and the King passes him to the, Q’s, Bishop’s square. The object of this move is, generally, to place the royal Piece in safety, and at the samie time by ug the Rook from the corner square into better play. The conditions under which a ,player is permitted to castle are :—1st. The King must not. be in check 21.—The King must not have moved. 8d.—The Rook must not have moyed. 4th.—The King must not pass over or on to any square attacked by an en- emy’s man, And 5th.—There must be no Piece, ci- vher of his own or the adversary’s, between the King and the Rook, From this it follows that neither King or Rook can capture an adversary, as an adjunct to this opera. tion.
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TECHNICAL TERMS OF CITESS. 19 This is a highly important defensive or precaution- ary Manceuvre in most openings; but not unfrequent- ly may be so employed as to couple with its defen- sive power an attack of great potency—even to forc- jug a speedy checkmate. Cueck anp CHEcKMATE.—The King is said to b m check when he is attacked by any Piece or Pawn, for it being a fundamental law of chess that the King can never be taken, whenever any direct attack upon him is made, he must be warned of his danger by the ery of check, and the player is then compelled either to remove his King owt of check, or parry the check ‘by interposing a man between the King and the at- tacking Piece, or capture the checking man. When he can do none of these three things, he is checkmated, and the ‘game ‘won’ by the other side. When the King is directly attacked by the Piece played, it is a simple check; but when the Piece moved does not itself give’ check, but unmasks anoth- er which does, it is called a discovered check, ~The third species of check is named the #ouble check, where the King: is attacked both by the Piece moved and ‘the one discovered, The fourth description is called perpetual check, a case which arises when a player has two or more squares on which he ean give check, and his opponent ‘can only parry one check by affording an opportunity for another. If the first: player then persists in the repetition of these particular checks, the game must-be abandoned as drawn, DovusLeD Pawn.—When two Pawns of the same color are on the same file, the front one is called a doubled or second Pawn ; and it will sometimes hap- pen that a file may have even a third Pawn upon it, Drawn Game.—When neither party can give *heekmate, the game is drawa. This May arise from
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20 DIME.. CHESS. INSTRUCTOR several causes, as:, ist.—Penpetual check; 24i—Where there is not sufficient force to, effeet a mate, as a King and a Knight only, or « King.and two. Knights, «&c, &c. §d—Where one ,party has force, sufticient, but is ignorant of the proper mode,of, applying it, anil thus fails to checkmate his helpless adversary within the fifty moves prescribed by the 2ist.daw.) 4th. Where both parties persist in repeating the sanie move from fear. of each. other. ...5th.—Where botly »parties are left with the same force. at the end, as a Queen against a Queen, a Rook against .a Rook, and tlie ike, when, except in particular cases, the gameshould be resigned as a drawn .battle,, And 6th-—-When one of the Kings is stwlemated, En Prise.—When a Piece,or Pawan, is| ina: situa- tion to be taken by the enemy, it is: said to be en prise. To put a Piece.en prise; isto play itso that it may, be captured. Toe Excuaner.—When a player gain as'/Rook for a Bishop or a Knight, it is termed -winning the ex- shange. Fatse_ Moyx.—Any illegal move, such as castling when the King has been moved or is.in cheekpmoving a Rook diugonally, ora Bishop like a Knightj:isvealled a false or an. “ impossible” moye, Foou’s Marre.—This is. the ‘simplest of all check- mates, beihg accomplished. injtwo moves in the fol- lowing manner :— WHITE. BLACK, 1. K, Kt. P. to K. Kt’s ie 1. K. P, toyK's 4th, 2. K.'B. P.*to K. B's 4th 2. Q. to K. R's Sth, check. mate. It cannot possibly be given by the first»player. ForceD Movz.—When a .player las one ‘only te- gal moye at command, it is said to -be.a forced-move. Gamuit.—This. word is derived from an Italian
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TECHNICAL TERMS (CONTINUED). 21 phrase in wrestling. . And» signifies aImovement’ by which the adversary;is tripped up. To chess, this,is attempted by the’ first player putting a Pawn en pnise of the enemy early in the game, by which he. is. en- abled more-apidly and effectually to, develope his superior Piecés. “There are several gambits, but. the most important, and one which ineludes many others, is the King’s gambit, commenced as follows i+ BLACK. WHITE. 1..K. P. to. K's dth. 1. .K. P, to. K's “3 2. KB. P. to B’s 4th, 2. P. takes K. B. The Pawn offered by the ,first.player here at, his second move is,called the Gambit Pawn, and when taken by the adversary the opening is_a gambit. The,varieties of the gambits are often designatea by the names of.the-players who invented or first brought them jinto vogue—as the Muzio gambit, the Salvio gambit, the Aligaier gambit, the Lopez gambit, while others obtain their names from the, opening moves,of the first player, as the King’s Bishop’s gam- bit, which begins thus ;— WHITE. BLACK. 1. K. P. to K's 4th. 1. K. P. to K’s 4tn, 2) K. Bu P. to B's dth. 2. K. P. takes ‘P. 8. ,K, B. to Q. B’s 4th. and is so called because the K's Bishop is played out at the 8d move instead of the K’s Knight. ©” There is, also thé Queen's gambit, Of which the Opening moves are :— BLACK: 1. es: P. tog Ye 2 . to Q's 4th, ays Sy 4th, 2. P. takes P. The, gambits are the most brilliant andanimated of al] the openings, full of hair-breadth ’scapes ant peril- ous vicissitudes, but affording aninfinitude 0) teauti- ful and daring combinations.
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22 DIME CHESS INSTRUCTOR. “@rvoco Prano.”"—A solid ad ‘instructive modifi cation of the King’s Knight's game, is of all others the most generally practised by the com tied players. The opening moves are :-— BLACK. WHITE. 1, P. to K’s 4th. 1.. P. to K's 4th. 2. K. Kt. to B’s 3d. - Q. a to B’s 3d. 8. K. B. to Q. B's 4th. B. to'Q. B'si4th. To Intrerpose.—When the King is checked, or any valuable Piece in danger from the attack of an enemy, you are said to interpose a man when you play it between the attacked and attacking Piece. IsoLatepD PAwn.—A Pawn which stands alone, without the support and protection of other Pawns, is termed an @olated Pawn. J’apousE.--A French expression, signifying “I arrange,” or “I replace,” which is used by a player when he touches a man merely to adjust its position on the board, without intending to play it. (See the 7th law.) Mrxnor Preces.—The Bishop and Knight, in con- tradistinction to the Queen and Rook, are ‘called mi- nor Pieces, Tae Opposrrron.—An important mancuyre in playing the King, by which one’ player is enabled to occupy certain key squares, and thus compel the ad- verse King to abandon a favorable position. Ru.e.—This critical point is known by remember ing that, the player who can first. place an odd: num- ber of squares between the hostile Kings wins “the opposition.” It is mainly serviceable in Pawn end- games. PassED PAwn.—A Pawn is said to be a passed cone when the adversary has no Pawns to obstruct its march on the same file, or on either of the next files to the right or left. :
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TECHNICAL TERMS: (CONCWODED). 23 To QuEeEN A PAWN,©OR'TO ADVANCE A PAWN TO QubEN.—When a plaver has contrived to advance a Pawn to the eighth or last square of the: file, it as- sumes the’ rank and power of & Queen, or any other Piece he chooses, and he is then said to have qgucened his Pawn. - (See the 20th law.) Scnuonar’s Mate.—A checkmate occasionally given at the opening of a game by a practised player to one but little tutored in the science, The following are the moves :— BLACK, WHITE. 1. P. to K's 4th. 1. P. to K’s 4th. 2. K. B. to Q: B's 4th. 2. K. B. to Q. B's 4th. 8. Q. to K. R's Sth. 8. P. to Q’sé 4. Q. takes K. B ?., giving checkmate. SMOTHERED Matge.—A checkmate which is some- times given by the Knight when the adverse Kiag is hemmed in, or smothered, by his own forces, SraLemate.—When one party has his King so cir- eumstanced that, not being atthe moment in check, he cannot play him without going into check, and at fhe sume time has no other Piece or Pawn to move instead, he is said to be stalemated, and the.game. is Considered drawn. Position, From Kocu.—Wuite K. at K. R. 5.; Q. at K. Kt 2.; P. at K. Kt. 5.; and P. at K. R, 6th, Biack K. at Q Kt. 8; Q at K. B.sq.; R. at Q Kt. 5.; Kt at K. Kt. 3.; and P at K R, 2d. Wuir®, with the move, pr ws BY forcing STALE MATE, in two moves. My narrow space utterly forbids my illustrating cach of these technicalities by a diagram, but the fol- lowing» beautiful problem by Signor Giambatista Lolli, composed many years since, furnishes # means of illustrating several of cle most important of !hem:
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x oe WY eaten a“ — Yj Y ae BLACK. BLACK £0 PLAY AND, GIVE MATE ty SEVEN MOYES ¢ o ~Y Five “ SOLUTION.»
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TECHNICAL TERMS ILLUSTRATED. 5 ~~ Norms InLusTRatrvE oF SEVERAL TecHnicariries. (a). This move gives check Decanse-when the Queen stops at, the square named one of her new lines of motion falls upon and attacks the White King, and of this fact) he mast be notified aus dibly. Were the White K. any other piece he would now be ex- posed to capture. = : (6) He can neither capture the assailing Q., nor interpose anything to ward off the check; therefore the only oe alternative isto move the Kk. Ifhe go to Q. B. sq., the Q. wi go to her B, 7th, checkmate—as White could not take the.Q., she being guarded by the Kt. ; nor interpose; nor move away— hence the move given, , (c) Check, since the Kt. now brings the K. within the exact range of his lancé; also forks K.and Rook, because he attacks both as you will see. Now observe the power of a check. Black boldly exposes his own Queen to the batteries of a Rook, on this very account; as, were it not for its fatal force, White would win in a hurry by at once taking Queen with the Rook, in her front. Again, Black’s Queen is now pinned: 4. ¢. she is di- rectly in front of hericonsort,, and the only piece that. shields him ed a check from the Rook, so that if it was now her move she could not ¢o away—if shé would; the best alternative would be to;capture hin, : ad) A forced move—because he has no other. e) Discovered check—because the piece moved does nut. give theattack, but uncovers it from a piece.behind. The next three half moves elicit nothing new. (7), A fine example of a double check/ This comprises,a check direct from the Kt,, and one by discovery from the Q. Had Black nothing better iu prospect he could ‘now draw by penpals ual check hy, beeting the Kt, betweep these two. squares ad in finitum. hite’s Kt's P. is not allowed to open fire on the au- dacious Cavalier, because ‘bis monarch must also escape the other check from the Q. (7) .Coming ‘to the -crisi8; she now sacrifices Herself to in sure success to thé general cause. K. cannot take, for the watch ful Kt. guards her} theréfore R. must, to avert the mate h) The coup de grace. Both a checkmate and smothered mate. “The King is dead? ‘he is powerless to capture his victor ; in- terpose; or rup,away, Warte’s Mare tn Frve Moves \s accomplished at the following slashing gait, and wil alse teach you an important lesson:— WHITE, BLACK. 1. Q. R. takes Kt. 1. Q. takes R. 2. Q. takes Q. check. 2. K. to his B. 2d. 8. R. to K. B. sq. * (a 8. K. to his Kt. 3d. 4, ¢ to K. Kt. 3a * 4. K. to R’s file. 5. R. to R's sq., checkmate. () However superior your force, always use it to the best voss.ble advantage,
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26 DIM CHESS INSTRUCTOR. Your studies for this long lesson are now ended; but for future reference, whenever you wish, I will add from Mr. Monroe’s “ Science and Art of Chess,” his summary of the relative value of the chess forces, the best I have ever seen, by way of ScmoLtUuMm. The Queen, at any side square, commands 21. oth- ers: at one sq. from the side, 23: at another advance inward, 25: and at the central 4 squares reaches. her greatest scope of range—27 squares, Of the first class there are 28 positions; of the second, 20; of the third, 12; of the last, 4 We thus get for the average 1456 squares divided by 64, giving 22 3-4 squares as the Q’s average power. . A similar process for all the pieces, adding one-half of the Kt.’s average, thus found, to his result, since his checks have the extra force of not permitting interposition; and 7-8 additional to the Pawn's value, on account of the increments to its force and value as it advances towards, and, occasion- ally, actually becomes a Q—and we arrive at the follow- ing very reliable and satisfactory summary :— Range of Queen, 22 3-4. Range of Bishop. 8 3-4. * “* King, 6 246. “ * Knight, 7 7-8. ** Rook, Id. “ ™ Pawn, 3 1+. This table will serve for your guidance in doubtful eases of exchanging men, when, in addition to the position, you wish to know their intrinsic re)ative value,
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LAWS OF THE GAME, 27 LESSON FOURTH. THE LAWS OF THE GAME OF CHESS. I shall expect you to make yourself thoroughly conversant with the spirit, and, as far as necessary, with the letter of the following Laws. In no case in- dulge in violating these Rules yourself, or permit oth- ers to do so. Heis at once the most accomplished gentleman and chess-player who takes this stand at the outset, in the kindest, yet firmest manner. Over the chess-board is an improper place to introduce mock sentimentalities about politeness; and he who brings them here does it to conceal his ignorance, careless- ness, or want of capacity. I will ascribe no radically worse motive. You are given these Laws to govern you in playing Chess; nail them to your topmast at the outset. Learn, then never infringe them yourself, and resolve that nobody else shall violate them to- wards you—more than once. LAWS OF THE GAME. I.—The chess-board must be so placed, that each player has a white corner square nearest his right hand. Ifthe board have een improperly placed, it must be adjusted, provided four Moves on each side have not been played, but not afterwards. II.—If a Piece or Pawn be misplaced at the beginning of the amé, either player may insist upon the mistake being rectified, wre rer it before playing his fourth move, but not after- warda. Ill,—Should a player, at'the commencement of the game, omit to place all his men on the board, he may correct the Omission before playing his fourth move, but not afterwards. ; Iv.-ite player, nuderstanding to give the odds of a Piece or ‘awn, neglect to remove it from sbemearas hia adversary, after
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28 DIM#@ OMESS! INSTR OOTOR, four moves have been played on each side, has the choice of pro ceeding with, or recommencing the game. V.—When no odds are given, the players must take the first move of each game alternately, drawing lots to determine who shall begin the first game. Ifa game be drawn, the player who began it has the first move of the following one. Vi.—The player who gives the odds has the right of moving first in each game, unless otherwise agreed. Whenever a Pawn : given, it is understood to be always the King’s Bishop's Pawn. Til.—A Piece or Pawnetonehed mustbeplayed, unless at the moment of touching it the player say “J*adoube,” or words to that effect ; but if a Piece or Pawn be displaced or overturned by accident, ii mai be restored to ils place. VIUI.—While a player holds the Piece or Pawn he has touched, he may play it to any other thamthe square he took it from ; but haying quitted it, he cannot recall the move. 1X.—Should a player take one’ of his’ adversary’s Pieces or Pawns, without saying *‘ J ‘adoubes” or words to that effect, his adversary may compel uim to take it; but if it cannot be legally taken, he may oblige him to move thé King{' should His King, however, be so posted that he cannot, be legally moyed, no pen- alty can be inflicted. X.+Should a player move one of his-adversary’s:men, his ans tagonist has the option of.compelling him—Iist, to replace the Picce or Pawn and move his King: 2d, to replace the Piece or Pawavand take jit} 3d, to let the Piece or Pawn remain on the square to which it had been played, as if the move were. cor- reet. XI,—If.a player. take one of his adversary’s men with;one of his own that cannot take it without making a false move, his an- tarouist has the option of compelling him to take it with a Piece or Pawn that can legally take it, or to-move his own Piece or Pawpv which he touched. XIl,—should a player take one of his own’ men with another, his adversary has the option of obliging him to move either. XHUL—If a player maké'a false Move, i. é., play a’ Pieee’ or Pawa,to any, square to which it cannot legally be woyeds his ad, vereary has the choice of three penalties, viz.; Ist, of compel- -ing him to let the Piece or Pawn/‘remain onthe square toowhich he played it; 2d, to move it correctly to another square; 3d, to iE ace the Piece or Pawn and remoye his, King. IV.—Should a player move out of his turn, his adversary may pave ye | whether both moves shall: remain, or the»second be re- racted. XV.—Shonld a player castle unlawfilly in any respect [seo uge 18) ‘his adversary'has the choice of thrde penalties ; viz., st., of insisting that the move remain; 2d, of compelling him to move the King; 3d) of compelling hin to move the Rook, XVI.—Ifa player touch a Piece or Pawn that cannot be meved without leaving the King in check, he must replace the Piece or Pawn and move his King; but if the King cannot be moved, no penalty can be inflicted. XVII.—If a player attack the adverse King without saying “Check,’’ his adversary 1s not obliged'to atvend to it; but ifthe former in’ playing his next move, were to “say: Check,” each
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THD LAWS OF Onnsa 29 player must retract his last move, and he that is unéer check must obviate it. XVITI.—If the King has been in check for several moves, and it cannot be ascertained how it occurred, the player whose King is in check, must retract his last move and free his King from the check; but ifthe moves made subsequent to the check be known, they must be retracted. X1IX.—Should a player say “ check,”’. without giving it, and his adversary, in-consequence, move his King, of touch a Piece or Pawn to interpese, hé may retract’ such move, provided his adversary have not completec his last move. X X—Bvery Pawn which hae reached the eighth or last square of the chess-board, must be immediately exchanged for a Queen oy any other,Piece the player may think fit, eveiy théagh all the Pieces remain on the board. It fullows, therefore, that he have ae oremore Quéens, three or more Rodks, Bishops or Knights, dcr a player remain, at the end of the game, with a Rook and, Bishop against: a Rook? with ‘both Bishops only; with Kuight and Bishop only, &c., he must checkmate his adversa in fifty nroves ofeach side at most, or the game wili be consid- ered as drawn; the fifty mevesseommence from the time the ad- versary gives notice that he will count them, The law. holds — for all other checkmates of Pieces only, such as Queen. or took only, Queen against a Rook, &c. XXIL.—Ifa player agree to cheekmate-wvith a particular Piece or Pawn, or on a particular square, or engaye to force his adver- sary to stalemate or checkmate him, he is not restricted te any number of moves, XXITIL—A stalemate is a drawn game: XXIV.—Ifa player make a false move, castle improperly, &c., &c., the adyersary must take notice of sueh irregularity before he touches a Piece or Pawn, or he will not be allowed-to inflict any penalty. ’ LPF Shoula pe J question arise, respecting which there. is no jaw, or incase of a dispute respecting any law, the players must refer the point to the most skilful, disinterested bystan- ders, and their decision must be considered as conclusive, The above are the standard, recognized Laws of: our princely game, and will for a long time settle all points we can possibly want decided; bat by-and-by, when we get very learned and very critical, we will procure and discuss Mr. Staunton’s most masterly new Code, as set forth in his “Chess Praxis,” with the ablust and most exliaustive commentary upon the subject ever written by a devotee of our gentle god- dess; Caissa; I know you aré now “all anxtety” for our nexs sitting, which will be over our chess-board—but: festina lente, which in every-day-English means—don’t hurry,
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80 DIMM CHESS INSTRUCTOR PSRT IL—LESSON FIFTH PRELIMINARY GAMES, WITH NOTES.~-GRECO. We nave now reached that interesting point of our studies at which ‘we are ready to engage in actual battle. You will take our chess-board, arrange the men in order, and so place it between us that you will enter upon the engagement with the black forces, giving me the white. The game I shall first show you is called the Kine's Brstor’s OPENING. [So named because the first player (Attack) deploys his K.’s B, at the 2d move.] BLACK—STUDENT. WHITE—TEACHER, CER. Pte wath. 1. K. P. to K, 4th, You first play your K. P. thus, becanse, without exposin your K., it liberates éwo pieces, and itself occupies an importan part of the centre of the board. You will now seek out every move of the two pieces (Q. and K. B,) for which this move opens the way, together with the four moves which the Kts. could make without moving a P, at all, and you will be surprised at the amount of unlocking a proceeding in itself so simple has done for you. “No other first move could possibly so mach free your game; and this is the reason it is so generally and peavly preferred. The néxt most eligible Ist move is P. to Q. 4th, but a little examination will show you that your forces are consid. erably less modilized for immediate use than by the present move. Your reasons are also mine, and I can do no better than meet you with the same move. 2K.B.t0Q Be 4th 2K. B. to Q. B. 4th, This is the best possible pions for your K, B., as it attacks my weak point, viz: my K. B. P. It also prevents my immediately advancing Q. P. to Q. 4th, by which I rliould be rapidly acqnir-
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FIRST PRELIMINARY GAME. $1 ing possession of the centre of the board—an important object fer each player to attain, to the exclusion of his adversary. Again your reasons are, the best possille ones for me and i, consequently, make the same move. 3. P. to Q. B. 8d. 3. Q. to K. 2a. This move of yours may be called finessing x little; it is pre- pwatory to making a very attacking move with great additional wower, rather than being in itself very attacking. ..The move al- uded to is P. to Q. 4th, Again, this move of yours opens the way for Q. to her Kt. 3d, should you directly wishte place her there, and it is one of the most formidable squares she cau oc- cupy early in the yaine, and ove from which she often carried overwhelming disaster upon the adversary, Icouid no _ follow your example, as what is strong for you would be weakness itself for me any farther... My move, un- ostentatious as it looks, is as yood a one as T have at command ; and for the moment effectually counteracts your design of play- ing 4. P. to Q. 4th. Ifyou dothat now you will lose a P., thus :—- 4. P. to Q. 4th, and T answer, K. P. takes P.; yon would contin ue with 5. B. P..tukes P.jand [ retort with Q. takes K, P.. .giy- ing check ; and when you evade that in any way you can (If you interpose Q. I take her) retreat my K.B. toQ. Kt. 3d, and have won a P,, besides having considerably disarrayed your game. I might here have*played some inferior, or even ‘posi- tively bad moves, such as Q. tu K. B. 3d; or K, Kt. to B. 3d—this lavt looking especially plausible to inexperienced players ;but my students must learn better—make the move in the text, 4K. KtitoB 3. .4Q P to Ota This is, by far the beat square your K. Kt, cau occupy early in the game; it not only attacks my K. P. but prevents my Q. from oing to your K. R. 4th, a position which often proves very em- So rnesaing to the player thus assailed. This Kt. can oft.n be subseqticitly played with great force to his own 5th squa-e, at- tacking the adverse K. R-P., and K. B. P., and becomes partic ularly potent if this last P, is also attacked by his co-labover, the K. B. Again, he is now in a position to advance upon the cen- tre with great advantage, at the proper moment, I might now have played my K. Kt. to B. 3d, but prefer the move given in order to Open a passage for my Q. B., a warrior I s-all shortly bring upon therfield. 5. K. Castles. (vide p. 18). 5. K. Kt. to B. Bd. You thus play well; placing your K, in safety, and bringing our K. R. into play, It is usually better, even when you have he choice, to castle on the K’s side. Now that you have cas. tled you will be able to advance P. to Q. dth, with advantage. I have played out my K, Kt. for the same reasons, 1n the main, that I gave you for playing yours; and that Ltoo, may be ena bled to castle. I might have played Q. B. to K, Kt. 5th; or Q Kt. to B. 83d—but inthe‘end my move will proye the best,
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DIME CHESS LNSTRUCTOR. 6. Q. 'P. to Q, 4th, 6. K. B. to Q. Kt. Sit. This is right, now. It-wonld, at least, have been as good to have advanced it but one square; ‘for though you for the momert compel my B. to retreat, yet it is not possible against, good play to keep your, two Royal Pawns thus formidably postedin the centre, and when you are compelled to advance or exchange one of them, their power is considerably diminished. I havé made my dest move, though it may not at first seem so, Had I taken ‘your Q. P. with my K. P., you would have wooriass with B. P., equally forcing my B. ‘to retreat; and would then have had your Royal’ Pawns firmly established in the centre, while I hud but one; besides, you could then advance your K, P. upon my Kt., which would still farther improve your game to the detriment of mine, Again, your K. P. ts now safe, for if I now take it with Q., as suggested at move 3d, 1 lose her fora K., only half her value, by your retort of 7. K. R. to K. square. Our positions are now equal. I shall speedily cas- tle, and deploy my pieces in answer to yours.. Your next move may be 7. Q. B. to K, Kt. Sth; or K. B. to Q. 8d The above is, chiefly, from one of the val- uable treatises of Wa. Lewis, Esq. ; the next is from Mr. Gro. WALKER. You will now take the White men and repeat the foregoing attack to my defence, with the Black men. Having done this carefully, you will také the colors alternately and conduct the defence to my attack, till you can give me the whole opening, from both sides, with all the assigned reasons for every move; ‘and, if we are in the “ Wrst-Enp Cuess Cuius,” J awill ask and answer many questions, and explain many points I have not room here to set down. : We will learn one more opening this evening, dif- fering from the one just closed in many respects, yet presenting some points of similarity, Kine’s Knicat’s OPENING. (So called because the Attack at his 2d move plays his K, Kt. to B. 8d.) WMITE—STUDENT, BLACK’ —TEACU ER. 1,.P. to K. 4th. 1. P. to K. 4th
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SECOND PRELIMINARY GAME. Bs Tou already understand why we employ these moves. 2. K, Kt. to B. 8d, 2..Q. Kt. to B. 3d, xon here adopt vigorous and justly popular opening; com- +s ncing a direct, attack from the very outset, and one which re- quires my immediite attention. You will perceive that your at- tack is pom my K, P... Besides, your attack is. so favorable to your natural line of march that, if 1 defend it, your game fs still vrofitably advanced, giving you an excellent .basis‘ou which to rame future schemes for discomfiting me. - My move not only thyyarts*vour Jenrespiate design of winning my K. P., but gives me, also, a forward game anda good base for future operations. 8K. BtoQ B. 4th. 3. KiB to Q. B. ath. These moves you amay re-explain to me, giving doth their force as directly exertedmpon the advérsary,and the scope for after action which they leave each player at home. 4. P, to, Q, B. 3d. 4. K. Kt. to, Bz, 8d. Yon can algo explain to me the force ofthese moves:) Many would prefer, instead of my move,, P. to,.Q..3d ;,but I chaose the one in the text, believing the move sugested would leave yee with greater scope fer crowding, my game,’ ray 2 5. P. to Q. 4th. 5.KP. takes P, - 6... to K. 5th. 6..P. to Q. 4th, 7. K. B. to Q Kt. 5.0 7K. Kt. to K. 6th. The jor variations on these moves ate little less tham in- finite, but my limits Will hot admit of farther annotation, We have played the opening, both in attack and defence, accordin to the best model of what the Italian masters have hamed “ sh, be Piano.’’ Your 7th move might havebeen P. takea'P. en Passant. “'8.K. Kt. takes QP. | 8K. B. takes Kt. Your move is better than taking with B. P. c eI must re-take with my B.—my Q, Kt. is 4. pinned.” Micon om 9. B. P. takes B. 9. Q. B. to Q. 2d. Mr. WALKER pronounces our game “about equal,” but that “your side would rather be taken for choice.”’ By this time, doubtless, you wish to know to what all this tends, and how all this preparation is to be Carried serviceably into the din of actual encounter, and to the final consummation of victory in the cov-
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lar and sound opening. ATTACK. 1. P. to K. 4th: 2, K. Kt. to B. 8d, 8. K. B. toQ. B. 4th. . to K, Kt. 5th, . to K. R. 4th. t. takes Kt. P. to K. R. 5th (ch.) . B. takes Kt. 2d P. 12. K. B. to K. 6th (ch,) 18. Q. to K. 8th (eh.) 14. P. Checkmates. by we by ties of the above game, Grvoco Prano. $4 DIMER CHESS IXSTRUCTOR. eted checkmute, So I will close this very important lesson by at once delighting and instructing you with one of the most entertaining of Greco’s many bDrillian- cies; and I the more readily select this game because its charming denowment arises from a perfectly regu- DEFENCE. © DWF Oo Po to K. 4th. Kt. to B. 8d. P. Q. K, B. to Q. B. 4th. Q. to K. 2d. P. to Q. 3d. K. ' P B K Q B. to Q. Kt. 8a . to K. B. 3d. . to K. Kt. 4th. . P. takes K. Kt . to Q. 2d. . to K. Kt. 2d. 12. K. takes K. B. 13. Covers with any piece, We will here close this lengthy sitting, and I will Ieave you to study what I have brought to your atten- tion, and make your own comments upon the beau-
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CHECKMATE—END-GAMES, 88 LESSON SIXTH. NOW [fO GIVE CHECKMATE—END-GAMES, You here now seen enough of our beautiful science to become very much interested in it. But te make the most rapid as well as intelligent. progress you need to learn a litle more clearly what is meant by giving checkmate; or, perhaps I should rather say, the means by which you may arrive at that so desirable consummation. The opening leads to the middle stages or body of the fight; up to this point you van be instructed. You can learn how to mar- shal your men; to deploy them upon the most fivor- able points and lines for attack or defenee; and can acquire general outlines of systems of manceuvre—but there learning must, comparatively, stop. With a quaint old writer, I can regret the inability to give you rules to prevent mistakes, I conduct you to the fieli—courage, invention, patience, self-reliance, and a persistent steadiness of effort on your own part must conduct the fray. But after a majority of the men have fallen, or any definable class cf positions is attained, your game again becomes the subject of scientific investigation and analysis, indeed more strictly mathematical than the subject of the openings; and you wish to learn how best to rally your broken battalions and concentrate your remaining powers for a final charge which shall give your adversary, whose resources, at least in pas
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— tion, it 1s to be hoped are less than your own, the coup de grace. I cannot here give you a synopsis even of all the various classes of end-games; but you must see that 80 muny copies of the present book are sold that our frind, Mr. Beap.e, will give us another “ Dime Curss Book,” in Which I cah' complete this subject, and perfect you in this , portionof, the gamersorncces- sary to form an accomplished player. A few of .the most cotnmon cases I here present. If you are left with a Queen, or a Pawn that can cértainly go to Q., your victory is easy, as against the adverse King alone, or K. accompanied by some very inferior force. Place’'an illustrative position, as fol- lows:—Butack. K. at Q. B. square: Wnitr. K. at his 6th, and Q: at her Kt. 6th—Wurre can give check- maté in two moves; but must beware of giving stale- mite, ‘In’ the above, the K. to be mated is already on the sidé of the board, were he not he must be driven there. The following position, with a little careful application to general situations, will teach you to do this:—Brack. K. at his 4th: Wutre. K. at Q. R. sq., ahd Q. at Q. Kt. square—Warre can give mate in néne moves! Thus :— WiTE. BLACK. WHITE. BLACK, 1QtoK Kt6 KtoBS5 5BQto Kt5 K to B 7. 2K to Kt2 K. to, bis.4 6.QtoKtd K to his 8 8K to B3 K to BS Tk to his 3 K to B8, and 4K toQ4 K to B6 I léave you a mate in wo, With a Rook against’ a King, the mate is a little harder; and’ will first give you a couple of diigrams illustrating it. I présent but the upper half of the board; and evén make that do double work—the lef half giving’ one}' the right, another position’ Take care'to examine thenr separately.
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CHECKMATE ILLUSTRATED. a7 SD NS N SSS Ne & Wf WHITE, White mates in 2. Black mates in 3, The above will’ slow you clearly the ultimate mat- ing power of the Rook! ‘The first is done thus:— 1. K. to Bi 6th, EK. to B. square; 2. R. to R. 8th., checkmate, The other, a really fine problem, I'shall leave for your discovery. Jf a8 with the’'Q., tlie K. is not on the side of the board he ‘must be driven there. This can be done ir a few moves, but not quite as easily as with that striding Amazon, the Q. Take the«following example. by Ponziani:—W ain, K.-at Q; 5th: Buacr. K. at his R. square, and R. at Q. R. 8th. It will cost you at least fifteen moves to give mate here. I will give you eleven of tliem. BLACK, WHITE. BLACK. WHITE. 1 Rto his 5 K to B5 7Rto O 4 (ch) K to B6 2K to Kt 2 K to Kt5 8 K to his 3 KtoBZ BRtOKRS KtoBs P9RtoB4(ch) Ktokt6 4K toB3 K toQ5 ht oe K to Kt 7 SbRtoK KtS5 KtoQ6 11 Rto Kt4(ch) K to R&, and 6Rto Kkt4 K toQ7 Black mates in four moves, Now give me the following position :—Both Back Bishops, and the King, at home: the WHITE King at
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88 DIME CHESS INSTRUCTOR. his square. .BLack can give mute in fourteen mover Thus :— BLACK WHITE. BLACK, WHITE. 1K BtoR3 K to Q sq. 8K toB6 K home Ly Batch K to his 2 Segoe 3" K to B sq 3 K to his 2 KtoB3 1K BtoQ? K to Kt 8q 4K toB3 K to his 2 i &- to Bee K to B sq 5K BtoBsy KtoB3 12BtoQ6(ch) Kto Ktsq 6K to Kt K to his 2 13 B to 6 (ch) K to Rsq "KtoKt5 K to Q sq 14 Q B gives checkmate, You will observe that the mated K. is on a corner square, he must be on one, or but one sq. removed, at furthest. It is barely possible to force a mate, from any in- different position, with Bishop and Kt., within the prescribed fifty moves—but it is too difficult for us at present, The two Knights, much. less a single one, 9r Bishop, cannot force a checkmate. When the mated King, however, has a Pawn or two with him, two of the minor pieces (even the two Kt’s.) may frequently win in a few moves. See the left hand half of the foliowing diagram. The right ' hand side I will employ to illustrate the victory of Queen over Rook—a common end-game, 2 ae Y aT o Ms BY, Yj Yy es ZB By yf? V4 1. ‘el a Whit mated 'n 6. Black vias ‘in
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QUEENING PAWNS. 89 The first of these positions is won thus :— WHITE. BLACK. WHITE. BLACK. 1Bto Kt4 KtoR2 4K toR6 P to Kt6 2BtoB5(ch) KtoRsq 5BtoQ6 Pto Kt? 8K to Kt6 P to Kt5 6 Kt gives checkmate. The second, is accomplished in this manner :— BLACK. WHITE, BLACK, WHITE, 1 Q to her 4 (ch) K to Kt sq 4Qto A i a K to Kt sq 3G to Rete KtoR2 5 Q K 5 (ch) K to Rsq 8 Q tu her RtoK R2 6QtoRaq(ch) K to kt sq and 7. Q. to her Kt. sq. (ch) wins the R., and speedily mates. If at the 8d move White stops his R, on K. B. 2d, the attack is consummated thus :— te ee RtoKB2 Ptr Shi KtoR2 4QtoR5(ch) KtoKtsq 6 Q to K 3 (ch K to R sq and 7. Q. to K. 8. (ch) wins R. and mates directly. How To QUEEN A Pawn. Of this difficult art I can only give you the merest elements; and, indeed, it would not be profitable now for you to attempt more, Again I will make one di- agram do double duty. WHITE BLACK. a se ene 7 2 BLACK, A Black wins, with If White plays, drawn. W without the move. If Black plays, he loses.
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40 DIME CHK88 INSTRUCTOR. In the first example, if White move, he is forcee to allow Black’s K. to go to K’s 7th, or Kt’s. 7th, and Queen the P. without farther trouble. If Black move, he gains the oppogition by K. to his 6th, or Kt. 6th, and then advancing P. to B. 6th. This would hold equally good if his P. wete any number of squares less advanced; so that he invariably wins, if he can succeed in placing his King on the 6th square of the file occupied by the Pawn, and in front of it; provi- ding, of course, that the single King cannot attack the Pawn, so as to compel a retreat in order to support it. “But if the Pawn ‘be upon either of the Rook’s files, these remarks will not apply—the game would then be drawn. + Recurring to the first, position, placeyour King and Pawn each one square further back, that is, King at B. 5th, and Pawn at B's 4th square. If now you yhave to move you ,win, by, playing King to his 6th as before; but, if White play first he will draw the game, ¢ g..— WHITE. BLACK, WHITE. . BLACK. 1KtoB2 KtoK5 4K to Bsq K to his 6 2K to his 2 PtoBd 5 K home 8K toB2 PtoBé and draws the partie. The~second ‘position I can-now leave to your’ex- amination ; you will soon verify the stipulations ap- pended. Lastly, place the'two Kings at home and give one of them his Pawn on its own proper square. If the K. with the P. have the moye, he wins; if the singlo K., he draws. Jn the jirst place the moves are:—IX, to Q, 2.—to K. 8.—_to K. 4.—to Q. 5.—to K. 5.—to Q. 6. —to K. 6.—and advances P., winning. The single K., of course, doing his best to meet, and stop them. Jn the 2d., K. to his 2.—to his 3.—to his 4.—to Q. 4.—-ta his 4—-and, play as his adversary can, he will draw
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INSTRUCTIVE PROBLEMA 41 From all this is deduced this important Roux :—-If you can~advance the Pawn to its 7th sq., not giving check, you will win; but ifthe Pawn checks at this point, you will only draw. Remember this also:—Two united Fawns, with their King, always win against King alone. Another advantage in havihg two ‘Pais thus situated is, that they can always maintain themselves until the.arrival of the King to their support, for should one be taken, tlie other will Advance to Qteet. Of situations Complicated with Pieces, I have! nde’ room to speak, nor would it bé' profitable’ to ‘you if’ I had; so I will close this; the’ hardest lesson’ yét}” by presenting two problems, whiich I siiall leave for you to decipher. (Kling & Horwitz.) (Geo. Walker.) BLACK. WHITE. YU) Py yy 7 TEU: Af 2 “dsti1ddded Wee hp? as wh Yj ene Uj, White play LWitie! Black | plays draws. SS a — S
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DIME CHESS \NSTRUCTOR, LESSON SEVENTH. MAXIMS AND ADVICE FOR CHESS STUDENTS. By this time, I doubt not, you feel the need of a few. general guiding principles by which to direct your movements on the field, such as may properly be presented here; and you will appreciate and pro- fit by the following, which I sift from the great masa presented by the books. Or tHe Kine.—Though the King, the monarch of the field, is te Piece at whose life and throne all the. efforts.of.Attack and Defence are ultimately di- rected ; and although he “ castle” as a precautionary measure early in the game; yet remember that he ¢ a Piece, and a powerful one, too; and, particularly after the Queens are exchanged, should he be made to compensate for his previous inactivity by being busily engaged. Remember that “the Opposition” won or lost has decided the fate of many a battle. THE Queen.—Do nothing with the Queen that may as well be done by a subordinate. In general, mix her not up in the preliminary skirmishes of the opening; and beware of carrying her too far from the point of actual conflict—even, apparently, to tin something. An adept will often tempt you to do thus that she may be out of the way when he direct- ly assails your King. Never acquire the habit of so falsely estimating her as to refuse exchanging her, when by so doing you can gain a palpable aavantage
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ADVICE REGARDING THE PIECES. 43 Tur Roox.—Like the Queen, this Piece is to be reserved mostly for secondary and decisive combina- tions. When the field is somewhat cleared of lighter troops, strive to double your Rooks, ¢. ¢. to place one before the other on the same file; their potency is now about thatofa Q. To seize the foot of an open file is also good play; and your 7th rank is frequent- ly a powerful position for one of them, particularly when the other is in supporting distance; and doubled on your 7th rank they will sometimes draw, or even win, against great odds. After the Pawn, the Rook is the worst managed part of the array by a majority of amateurs. Study him well. as handled by Morphy, Staunton, and other great mastery, Tue Bisnor.—In most openings the K’s is tempo- rarily more valuable than the Q’s Bishop. If your ad- versary early confronts your K. B., when at Q. B. 4th, with his Q. B., it is generally better to retreat to Q. Kt. 8d. than to exchange with him. Be careful, as a general rule, in an open game, not to move your Q, P. one square before you bring out the King’s Bishop, as by so doing you leave him but K’s 2d sq., on which to move, and there his position is defensive rather than attacking. , If strong in Pawns towards the conclusion of the game, endeavor to get rid of the enemy's Bishops, as they can impede your Pawns more readily than ei- ther the Rooks or Knights. Wlien the other men are exchanged off, and you remain with a Bishop and two or three Pawns, it is often proper to keep your Pawns on squares of a dif- ferent color from those on which your Bishop travels, as he can then prevent the opposing King from ap- ' proaching them, If, however, you have the worst of the game, it is mostly better to keep them on tha
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44 DIME CHESS INSTRUCTOR. same color .as the Bishop, that. he may defund them, Supposing you have Pawns only at the end of a gaine, and the adyersary has a Bishop, it is generally advisable to move the Pawns as soon as possible to squares. of a different color from the diagonals he Moves.on. Two Bishops, At the finish of a game are stronger than two Knights, but one Kt. is generally more use- ful than a. single. Bishop, THE Kxiau, —-A beautiful and favorite officer. His assault ig more subtle than that’ of any other, because he can attack without becoming en prise, and his checks admit of no interposition: Q. Kt to DB. 8d., if prevented from going to'Q. 5th with effect, may go to K,. Kt, 3d, oi, K. 2d, giving a favorite position, especially. i in the “Giuoco Piano,” the object being to go to K, B. 5th, when proper. * A Knight with three or four Pawns, at the end of & game, has an advantage over a Bishop with an _ equal number of Pawns, because he'can leap from white to black and thus attack the Pawns on either colored squares; whereas the Bishop can attack tiem only when they move on squares in his diagonfils, In similar circumstances, however, he is not so useful in. defending as a Bishop or.a Rook; since if forced to -Femiove he ceases to defend, while the B, or R. may retreat and still protect. “Pawss ARE THE Sout op Cxxss.” Without a thorough cotiprehension of the quiet but remarkable. predominance of the Pawns in dlmost every circumstance of the game, it is impossible for any one to attain a high degree of excellence, Tt is generally advantageous for your Pawns to oo
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MAXIMS REGARDING PAWNS. 45 cupy, the middle of the board, because there, they greatly retard the moyements of the opposing forces. The K. P, and.Q. P.,.at their, fourth.squares, are well posted, but it is not casy to maintain them in that pc- silion, and if you are driven to,advance one of them, the power.of both is much diminished. When you haye two Pawns abreast, at their 4th, fur instance, should the adversary attack one of them with a Pawn, it is occasionally. better to ad- vance, it than to take the Payyn, The Pawns, however, should seldom be far ad- vanced, unless they can be properly sustained by the Pieces. Pawns at their fourth squares are therefore wnostly more powerful than at:their sixth. The K, B, P. having no suppoat but that ofthe King, is usually the point to which the first attack is directed, and.more than ordinary care should be taken to preserye it. As. a general rule, it is not advisable to move K. Kt. P. or.Q. Kt. P. early in the game. The former played to K. Kt, 3d, will often allow your adversary to play his Q. B. to your K, R, 3d, a dangerous move when you have castled on King’s 5 tide ler castling , it is generally proper not to moye the Kt’s P, that is before your King, until you are obliged so to do. In a diagonal line of Pawns, strive to preserve the leading one. A passed Pawn is mostly serviceable When gup- ported by another Pawn, A doubled, Pawn is not in all cases a disadvantage, The best is the K. B. P. doubled on ‘the K’s file, be- cause it, strengthens your middle Pawns and opens a file for your K. R “The Pawn being less important than a Piece, it je
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46 DIME CHESS INSTRUCTOR. usually better to defend with it than with a Piece No Piece can interpose to cover the attack of a Pawn, it can therefore frequently check the King with great advantage. Be cautious generally of advancing the Pawns far on either side, till you see on which your opponer) castles; and remember, when approaching the end of a game, where you have Pawns, or even a Pawn, against a minor Piece, that you may win, but that your opponent, except in very rare cases, cannot; and that two Pawns in any situation can protect themselves against the adverse King. GENERAL ADVICE. Play with superior players as often as possible; but always modestly suggest receiving the proper odds. Never play with a known inferior without giving such odds as you think will equalize the contest. Neyer permit your hand to hover over the board, or even approach it, until you have completely decided on your move. Much less will you ever be guilty of handling your men, or touching those of your oppo- nent. Never even offer to take back a move, or allow your opponent to commit so flagrant a transgression, Learn to play indifferently either with the black or white men. Play deliberately, neither very rapidly nor very slowly ; and not too many games at a sitting Never suffer the loss of a game to ruffle your temper, Avoid acquiring a predilection for a particular Picce, and losing bo‘h time and position in trying to prevent exchanges of the fayorite. Avoid all pre- mature attacks, e If subjected to a violent attack, you may often dis- concert your opponent by compelling the exchunge of two or three Pieces.
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GENERAL ADVICE. 47 It is mostly good play to exchange the Pieces off when, you, are superior in powcr, When an exchange of two or more Pieces appears inevitable, look closuly to see whether it is better for you to take first or to compel your opponent to do s0, Beware of snatching hastily a_protfered man, it may be-only given as a bait to catch a more important ad- vantage from you. If at the end; of a game you remain with Pawns against a Knight and find it difficult to evade his re- peated checks, recollect that by placing your King on the same diagonal as the Kt. with but one interven- ing square, that you cannot again be checked under three moves. When you have lost a game which has cost you great attention, it is good practice to play it over af- terwards in private, and endeayor to discover where the error occurred through which your opponent gained his first advantage. This custom will im- prove both your memory and your play. Study carefully, at all points of the game, the art of gaining time upon your adversary. This, among fine players, wins more games than mere physical su- periority. This is the ground-work of all the brill- iant gambits. Beware how you think to play “fine;” many a dead won game is lost by a player attempting to fin- ish it off “in style.” A clumsy win is far better than a brilliant break-down. Never calculate upon your opponent’s overlooking anything; if you are playing even treat him as an equal. When the advantage seems all on your mee, be: ware of concluding that you “win any way.” A single hasty, or weak move may allow your adver
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¢ 48 pom dite ritktoton. saty to turn tHe tables upon you An unheeded P. advanced may win ; or @ lone R. may fores’ a chat grinin Stalemate. hen pfosperity fills the sail, let reason’ guide 'the helm.” Do not too ‘soon despair when fortune goes'ad- verse, Patient application will often dis¢over 9 de fence against an apparently overwhelming attack; but do not annoy a stiperior player’ by ‘continuing a struggle when there isreally no hope for youre sign. An opening to be well constructed, must’ be'made quickly; 4 ¢, the greatest possible ‘nuimiber of pieces must be deployed in the fewest possible moves—and that, too, so that while assailing the enetny they do not retard each other. Ifyou must retreat, learn to ap* preciate the difference between tliat and flight. Study your book not above ‘an hour or two at’a sit ting; but niaster’ little by little’ what ‘your book teaches you, asstred that you Will séori'not only play better Chess, but oftener bé rewarded by victory’ than those }who affect to despise books. Do'not make a task of it—Chess is an amusement; and he who sc progresses with and employs it as to reap'the gréatess amount of pleasure from the game, uses it the most wisely, After our present little book, Mr. Staunton’s unsur- passed and tinsurpassable treatises, on one of which this is modelled, will most deliglit and instruct you. Study for the science, practise for the art of Chess; there is nd “royal road” to‘its! atquisition. I shall now present you with some model exam: plés both of Attack and Defence, in some of the best bf the © Opénings”— —such as you Wilde well first to become convergant With.
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KING'S BISHOP’s OPENING 49 LESSON EIGHTH. THE KING'S’ BISHOP’s OPENING. ATTACK. DEFENCE. 1, P. to K. 4th. 1. P. to K. 4th 2K. B. toQ B. 4th 2 K. Bi to Q B. 4th. 8. K. Kt. to B. 8d. 8. P..to. Qe 8d, (a) 4 P. to Q B. 8d. 4.K. Kt. to B. 84. 5. P. to Q. 4th. 5. K. P. takes P. 6. B. P. takes P. 6: K. B. to Kt. 5th, (ch.} 7. Q. B. to Q.r2d: 7. K. B, takes B. (ch.) 8. Q. Kt. takes B. 8. P. to Q. 4th. 9. K. P. takes P. 9. K. Kt. taked P: 10. Q; to her Kt: 3d. 10. P. to.Q., B, 8d. 11. Castles; K. R. 11. K. Castles. The game is even; but the Attack still’has the ad- vantage of the.moye, his pieces, at present, are in something the better array, and he will be’ able to keep the Defence under some restraint for a little time yet. (a) This. may be..called the most shapely and clas- Bical debut that can bé put upon the board. In all the VaRratrons upon these Openings, I use the nota. tion of the “New York Ciipper,”’ than which nothing can pre. sent a more perfect poten of compact oe tk 1% led with clearness The Chacacters signily:—[-] @ } [+] shack
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50 DIME CHESS INSTRUCTOR, KING'S KNIGHT'S DEFENCE. ITALIAN DEFSNCE. 1PtoK4 PtoK4 IPtoK4 PtoK4 2K B-B4 K Kt-B3 2K B-B4 K B-B4 8K Kt-B3 Kt x KP 8P-Q B38 Q-K Kt4 4P-Q8 K Kt-Q3 4 Q-K B3 Q-K Kt3 5 Kt x KP K Kt x B 5K Kt-K 2 P-Q 3 6K Kt x Kt P-Q4 6P-Q4 K B-Kt 3 1K Ki-K5 K B-Q3 TQP xP QP xP BP-Q4 Castles 8K Kt-his 3 K Kt-B 3 9 Castles P-K B38 9P-K R38 Even game, 10 Kt-K B3 Even game but not as poymular as the tirat THE LOPEZ GAMBIT LEWIS’ COUNTER-GAMBIT. IPtoK4 Ptok4 1PtoK4 PtoK4 2K B-B4 K B-B4 2K B-B4 K B-B4 3 > 2 2 Kt-B 3 3P-QB3 P-Q 4 4P-Q B38 3 4K Bx P K Kt-B3 5P-K B4 t-B 3 (0) 5Q-K B3 Castles 6 K Kt-B3, the we is quite} 6K B-B4 B-Kt & even and exceedingly iti-| 7 Q-her3 -K 2 ard ful. I wish you to practise this| the Attack maintains hig ¥., debut often. though at the expense of a (>) Best, The Defence must} somewhat cramped position, not take K Kt, or B P in this| It gives you a fine, open, ana opening. interesting game, LESSON NINTH. KING’S KNIGHT'S OPENING—GIUOCO PIANO, (if the student especially used either color of the Chessmen ir, studying the previous lesson, I now enjoin him to change and use the other—and so alternate, though all the lessons). ATTACK, DEFENCE, 1. P. to K. 4th. 1. P. to K. 4th. 2. K. Kt. to B. 3d. 2. Q. Kt. to B. 8d. 8. K. B. to Q. B 4th. 3. K. B. to Q. B. 4th. 4. P. to Q. B. 8d. 4. K. Kt. to B. 8d. 5. P. to Q. 4th. 5. K. P. takes P. 6. P. to K. 5th. 6. P. to Q. 4th. 7. K. B. to Q. Kt. 5th. 7. K. Kt. to I. 5th. 8. K. B. takes Kt. (ch.) 8. Kt. P. takes B. 9. B. P. takes P. 9. K. B. to Q: Kt. 8d. 10. K, Castles. 10. Q. B. to K Kt 5th 11. Q B to K. 81. if Costlen And the garas is quite even.
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GIUOUO PIANO. 51 “Without the Royal Opening—no Chess.” ead ing games (as above) I enjoin on you to cominit to memory—they are the most perfect models in Orgss, Variations (as below) I give you chiefly for reference, JMNISCH’ PERFECT GAME. | VARIATION, (Play nine moves as above.) (Play three moves as above.) 10QKttoB38 PtoQB4 4 Castles K KttoB8 1QPx« P K Kt x Kt Boe Fa BP «-F. 12KktP x Kt KBxP 6P-K 5 P-Q 4 13 K Kt-Q4 Castles TR Px Et ¢ x B 14 Castles E- Kt 3 8 K R-K sq + K 3 » 15 P-QR4 -QR4 9 K Kt-his 5 -her 16QB-R3 K R-K sq 09 ee -K B4 I7 P-K B4 P-Q B4 11 P-K Kt4 -Kt 3 (ec) 18 Kt-Q Kt3 Q R3 | 2K Kt x B P x Kt 19 K R-K sq R-Bs | 13K Rx P+ K-hisB2 The game fs even; andthere | 14 Kt-Q5 8, and is nothing in Chess more sci- | Defence has the better game entifically perfect. You will | (a) Brilliant, and very inter do well to lay here the corner | esting. Given us by Herr Max stone of the future edifice, | Lange. , your chess skill, by commit- (6) Best; and very impor. ing to memory, and master- | tant. jng carefully this whole game. (c) Must not take K B 2d P. You will ask me, and with great force, at many points of these openings, both in Attack and De- fence :—“ Why can’t I make this, that, or the other, move?” You can yary the play almost infinitely ; but I give you the best models for you to learn, as such. In selecting them I have been mainly guided by the principle enunciated by that great master, Ercole dcl Rio. “The snares demonstrated by mo can, certainty, have their defences, but can never re- dound in prejudice of him who attempts them.” The mages I would first impress upon your mind are those of correct Chess, Having accomplished so much, we must induce (I have already hinted how) our good friend Mr. BEADLE, to give us another “])ore Cuess Instructor,” wherein we can, build- ing on our present valuable foundation give the most
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52 DIME CHESS INSTRUCTOR. interesting and_important..“Variations” on the best of the. openings. . Meanwhile, the student must bring his, inquiries to the Author, at the “ West-ENp Cress Cus,” aided by the resources of its splendid library ; or, that being impracticable, address him there. He will delight i in assisting you. LESSON TENTH. PHILIDOR’S DEFENCE TO THE K, K1’s OPENING. ATTACK. DEFENCK. 1, P. to K. 4th. 1. P. to K. 4th 2 K. Kt. to B, 8d, 2. P. to. Q, 34. & P. to Q. 4th, 8. K, P. takes P. 4, Q. takes Q. 2d P. 4..Q. B.to Q: 2d 5. Q..B. to K.. B. 4th. 5. Q. Kt. to B. 8d. 6..Q, to her 2d. 6. KB. to K. 2. ”. Q. Kt. to B. 8a. TK Kt to B’8a 8. K. B. to B. 4th. 8. K. Castles. 0) Castles, K. R., and ithe Attack has (a little the freer game, buat no other superiority, are too elaborate for a3 now. See remarks at the close of “Ginoco Riauo.”’ asa perfogt reply. This move is Miso safely met by3s PtoQ B ad. VARIATION. — . PHILIDOR'S COUNTER-GAMBIT, iPtoK4 PtoKk4 1 PtoKA Pto K4 2K Kt-B be 2K Kt-B3 2-93 8 ee 4 (@) K Kt-B3 3 P-Q4 P-K B4 4 Kt KP x Pp 4QP xP BP xP 5Q » Q2dP K B-K 2 5K Kt-his5.. , P-Q 4 6Q Kt-B3 Lae} 6 P-K 6 K Kt-R3 TCasties;QR Q.B-K3, 7 Q Kt-B3 P-Q B 3 and ‘“‘the Defence has a very 8 Kt x RP! Bx K'P vecure ganre,’’ says Boden, 9 Kt x KB K «KiKt who gives the last,moye.as..|.10 Kt_.x KP K Kt-his 5 his own; adding that he has | ti Kt-K Kt 5, with the better now Q'‘Kt to’B3d)K Kt to Q | game.) * 2, and other resources, There are a multitude of In- (¢) Boden’ prefers 3K Bto | teresting variations at thertth, Q Bath, bautgives.K Bto K 2d,, } Sth, aud “Oth moves; but they
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PHILIDOR—PETROFF. HERR LOWENTHAE'S VAR. @ moves as in tea game.) 4K Kt « P oat 5iP-K5 Po 4 (1) 6K BBi5+ QB-Q2 7 PK 6¢d)" QB « B §.K.P xP +,, Kx B2dP 9K Kt x B Q-K sq + 10 Q-K 2 Oe it {1 K x Q $ Sa 8 12 B-K B4 R-Q sq 13. P-Q.B3 P-Q.1k3 J4.K Kt-R 3 K Bt-Be And i Defence has a ygood a) By “The Attack has been thought to have the Dest of it now ;. but the answer, and es- ecially ‘the 9th move of the De- ence, * puts him to rights.” 53 OR, 5TH MOYE OF DEFENCE. (1) (Equally good,! if not preferable.) | Prey ae BtoBéd yd K Kt-K: 2 TK. BK» 2 (¢) Castles 8 Castles Bx Kt 9Q x KB Kt-B3 10Q-K Ba Kt-his 8 11 oe 8 P-Q 5 12:Kt- sq K Kt_x. P 13 P- ~Q 6 4BP xP Kt-Q5, And) gets the better same dl- rect y. (c)’ He says B fo:K Kt 5th is better; but d 8 not coutinue it, to our regret. Al) thisyis ne ip Chess Monthly, Vol. I. Dp. 2-8 (LESSON ELEVENTH, . PETROFF’S DEFENCE TO KT'S OPENING, ATTACK. . to K. 4th, : Kt. to B. 8d. ct. takes K. =: Kt. to B. 8d. FERS to her B. 2d. “Sl 2 ye opoe wr 0 Pe Th oad DEFENCE. 10. P. to K. R. 8d, or » 10." Kt. re B. 8d, with an eyen game; The student wit perceive that in this opening, which pertains solely to the Defence, he is directed to “draw the sword and, throw away the scabbard. Discarding the idéa of dfending your attacked K. P
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54 DIME CHESS INSTRUCTOR. you are taught tliat often in Chess counter-attuck is the best. defence, and in return for his assault upor. your K. P. you boldly retort the same upon his, This is a style of game peculiarly attractive to many temperaments, and hence I present it early in our so ries. Besides, it seems naturally to follow “ Phili- dor’s Defence,” being upon the same move. Immense labor has been bestowed upon this debut ; Cozio knew it, and the proper 8d move, but did not’ at “all ‘appreciate its merits. Petroff’s genius seized upon and elaborated it, The’ following is a final thesis:—“ the two K’s B’s finding themselves cut off on both sides by Q's P’s, the only mode which remains for the Attack to acquire superiority is to ad- vance, at the proper moment, the Q. B. P.” This grafts a sort of Queen’s Gambit upon the opening. FIRST VARIATION. COCHRANE’S ATTACK. (Play 5 1-2 moves as above.) (Play 3 moves as above.) Cos a Kt toB8 4K Ktx BP K x KKt % Castles, dest B-K 2 5K B-B4 + P-Q4 8P-QB4 B-K 3 6 B-Q Kt3 -K 8q 9 K3 B-his 3 7P-Q3 Q B-K83 10BP x P . BxP 8 P-K5 P-Q 5 11 Q Kt-B3 Kt-Kt4 9 a B4 Px P en pas 12QBx Kt KBx«B 10 tx P EES 18K Kt x B x K Kt 11 Q-K B3 + K-his Kt aq 14Q Kt.x B x QKt 122Q x KtP K Kt-Kt 8 15 K R-K 8q + Kt-K 2 13 Kt-Q5 -her B38 16 Q-K 2 her 3.and 14Kt x BP Bx B Attack has the better game. 15 Q x Q, and then Kt x R, Next, brilliant as a gambit. with the better games THIRD VARIATION. ANOTHER VAR., 3D OF ATTA 1PtoK4 PtoK4 BPtcQ4 KPxP 2K Kt-B3 K Kt-B3 4 P-K Kt-K 5, dest $K B-B4 Ktx K P 5K KtxP P-Q 8 dest ean K Kt-B 38 6K PxP K BxP 5K Kt x P P-Q4 7K B-B4 KB-B4 6B-Q Kt 3 K 8 8QB-K 3 Castles 7 P-Q 4, and Mr. Staunton pre-| 9 Castles Q Kt-Q fera the position of the At-) and then to Q Kt, or KB Pr} tack, | as necessary. Even game.
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RUY LOPEZ KNIGHT'S GAME. 55 LESSON TWELFTH. RUY LOPEZ KNIGHT'S GAME. ATTACK, (MORPHY.) . P. to K. 4th. . K. Kt. to B. 8d. one 4. K. B. to Q, R. 4th. 5. P. to Q. 4th, (@) . P. to K.. Sth. . Ki Castles, (0) . K. B. takes Q. Kt. . K. Kt. takes P. 10. K. Kt. takes Kt. 11, Q. to K. 2d. 12. Kt. to Q. B. 8d. 18. Q. Kt. to K. 4th. 14. Q. B. to K. 8d, 15. Q. takes K. B. JI oe . K. B. to Q. Kt. 5th. | DEFENCE, (LOWENTHAL.) 1. P, to K. 4th. 2. Q. Kt. to B. 8d. 8. P. to Q. R. 3d. 4. K. Kt. to B. 3d. 5. K. P. takes P, 6. K. Kt. to K. 5th. 7. K. Kt. to-Q. B. 4th 8. Q. P. takes B. 9. K. Kt. to K. 8d. 10. Q. B. takes Kt. 11. K. B, to Q. B, 4th. 12. Qi to. K. 2d. 13. P.. to K. R. 8d. 14. K. B, takes B. 15. B. to K. B. 4th, and the opening on both sides is excellent and satigs- factory. It was the potency of the attack inaugurated at the 8d move of this Attack that led Lopez, and, partly, afier him, Philidor, to discard defending the K. P. with Q. Kt., and adopt the simpler method of P. ta Q. 3d. Yet, certes, the subtle old prelate never dreamed of a tithe of the enduring pertinacity with which modern analysis has invested this debut, and
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5S DIME CHESS TNSTROCTOR its defence is even more than proportionally difficult, We may at present consider Herr Lowenthal's \De- fence, that inaugurated by and based upon the 8d and 4th moves given above, the best known. (a) If 5. Castles, Defence replies K. B. to K. 2d and if 5. P. toQ. B. 3d, P. to Q. Kt. 4th. (0) If Q. to K. 2d, K. Kt, to Q. B. ath, is the an- ewer. BERLIN DEFENCE. VAR,,.4TH MOVE ATTACK. 1PtoK4 PtoK4 @ moves as in Berlin Defence-) 2K KEBS g Kt-B8 Kt toBs. KBtoKts 38K B-Kt5 'Kt-B3 5 Bx Kt Px B., 4P-Q4 QKtxP 6K KtxP Bx Kt 5K KtxKt K.P x Kt "Kt PxB KtxK P 6 P-K 5 je P-QB3 8 Q-K 2 -her 4 TK Px Kt Q-K 4 + 9P-K B4 astles 8 P-Q B38 Q.x B es Ls os 5 oo 2s Kt PxP 11 Q R-Kt sq Parks 10QxB2dP ~ KR-Kteq 12} Q3 and the paméis,even, 13 Kt-K B38 Q-her B4 and Fine, Chess! The result of | the Defence will succeed in es a vast deal itor ritical research. tablishing an even game. yantiscH’ 1 BEST DEFENCE.’ THE ITALIANS’ DEFENCE. 1PtoK4 «) Ptok 4 eee KBtoBd 2K Kt-B3 et 4PtoQB8 KKt-K2@ 3 K B-Ktd Kt-BS8 5 Castles; best Castles 4 P-Q 3 (@) KB-B4 6P-Q4_ K PxP 5 Castles ag “TBPxP B-QKt3 6K Ktx Kt Bx eras P-Q.R 3 7P-Q B38 B-Q Kt 3 9K B-R4 Q Kt-home’ 8 Q B-Kt 5 P-QB3. 10 P-Q 6) K Kt+his 3 9K B-R4 Hee aS 11QPxP xBP 10 Q Bx Kt ¥Q I2Q Kt-B3, with better game 11 Q Kt-Q 2 Santles, and (2) Mr. Boden here plays Q te the game is € sen. 2d, 2 base a defence upon § Ve Tox Kt is deci® dly weak, Ft K B 8d4but, see. LX Mor- to Q 4th ts we wigor- vs. Lowenthal for a refu- P ous. ala:
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SCOTCH GAMBIT. 67 LESSON THIRTEENTH. SCOTCH GAMBIT We now come toa most important opening, the first great modern off-shoot, in Attack, of the “ Giuoco Piano.” Into its history I have no space to go, suf- fice it to say, it has now a rank as one of our best and most popular openings. ATTACK. DEFENCE, 1. P. to K. 4th. 1. P. to K. 4th. 2. K. Kt. to B. 8a. 2. Q. Kt. to B. 8a. 8. P. to Q: 4th. 8. K. P. takes P. 4K. B. to B 4th. 4. K. B. to B. 4th. 5. P. to Q. B. 3d. 5. K. Kt. to B. 3d. 6. P. to, K. 5th, 6. K, Kt. to K. 5th. , 7, K, B. to Q. Sth. 7. Kt. takes K. B. P. 8. K. takes K. Kt. 8. P, takes P, (dis. ch.) 9. K.,to his Kt. 8d. 9. P, takes Kt. P. 10..Q. .B. takes P. 10. Q. Kt. to K. 2d. 11. Q. to her B. 2d, 11. P. to Q. 3d. 12; K. B. to B 4th. 12, Q. Kt. to Kt. 8d, 13. Q. Kt. to Q. 2d. 13. .P. to Q. B. 8d. 14. Q. Kt. to his 8d. 14, K. B. to Kt. 8d. 15. Q. R. to Q. sq. 15. P to Q. 4th. And the game is even. By a little attentive comparison of this game with the “Giuoco Piano,” you will perceive that at the 6th move the positions become identical; but this ig the only really safe and satisfactory defence to the
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58 DIME CHESS INSTRUCTOR. form the Attack takes at that move. I shall, how- ever, present you with some variations more strictly Within the scope of the gambit itself. FIRST VARIATION. A POPULAR ATTACK. (Play 4 moves as above.) 5K Kttohis5 K Kttoh3 5 Castles PtoQ3 6 KtxK BP K Ktx Kt 6 P-Q B3 2d PxP 7K Bx Kt+ KxKB 7QhtxP Kt-K 2 8Q-K R5+ P-K Kt 3 8k Kt- =~ 5 Q Kt-K4 9 Q-her 5+(a) K-Kt 2, dest 9Q-K R P-K Kt 3 10QxKB ate 10 ¢- KR K B-Q5 11 P-Q Kt 4 Pp P 11 | Bits K Kt-home | 12 Q B-Kt 2, and Defence will 12Q-K R4 P-K R 3, and | find it difficult to save his cen- efence has the best of it. tre Pawns, (a) If, at the 9th move of this last Variation the Attack play Q~ , the Defence replies with P to Q 4th yn to Q 3d as fortuee. ly taught); then if 10Qx P+, Qx Q—tending to the advantage of the Defence: and if 10 Px P, K R to K 8q+; and on Attack going to Q sq, dest, Q to K 4th—all tending, again, to give the efence # victory. COCHRANE'S ATTACK. STAUNTON 8 VARIATION, (Arises if Defence rn, de —) |} (Play 6 moves as in C’s Attack.) 1Ptok4 P ta Castiny tt 3 Y Kt-B3 KeD. 3 5 - Be oe PxP 9K BxB 3P.B 4K $4 4 K B-Kt5+ | 10 Q-her Kt Grher] B sq 56 P-Q B38 Per 11K PxP 6 Ki Px 4 -) R4 12 K Kt-his 5, and rather pre 7 P-K 5 (0) P-G 4 (¢) fers the Attack, 8QxQP Qx«Q ° 9K Bx g K — If6 Castles, ‘then thus :— 10 K Bx Kt+ KtxK . 1B-K B4 Castles Pe eae 7QxBwWdP 12 Castles K R-K 8q § P-Q R38 K B4 13 P-K R 38, the game is even.| 9 p-Q Kt 4 B-O Kt3 (0) The 6th ne poe followed | 49 Q B-Kt 2 K Kt-B 3 up, is what Mr. Cochrane pri- i re ded himself upon, (c) Best ;| “About even,” says Staunton. siys Mr. Staunton, Jvenisch gives 7 K Kt to K 2d, but dis-| I part re “nctantly from an roisses him, at the 17th move, | opening wh.ch has given ug so with a loat game, aaah splen iid Chess,
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EVANS GAMBIT. we LESSON FOURTEENTH. EVANS GAMBIT. ATTACK, (MORFHY.) DEFENCE, (ANDERSSEN.) 1. P. to K. 4th. 1. P. to K. 4th. 2. K. Kt, to B. 8d. 2. Q. Kt. to B. 8d. 8. K. B. to Q. B. 4th. 8. K. B. to Q. B. 4th. 4. P. to Q. Kt. 4th. 4. B. takes Kt. P. 5. P. to Q. B. 8d, 5. K. B. to Q. R. 4th, 6. P. to Q. 4th, 6. K. P. takes P. 7. K. Castles. 7. K. Kt. to B. 8d. 8. P. to K. 5th 8. P. to Q. 4th. 9. K. B. to Kt. 5th. 9. K. Kt. to K. 5th. 10. B. P. takes P. 10. K. Castles, 11. K. B. takes Kt, 11. Kt. P. takes B. 12 Q. to her R. 4th. 12. K. B, to Kt. 8a, 13. Q. takes B. 2d. P. 13. Q. B. to Kt. 5th. 14, Q. B. to Kt. 2a. i4. Q. B. takes Kt. 15. Kt. P. takes B. 15. K. Kt. to his 4th. 16. Q. Kt. to Q. 2d. 16. K. R. to K. sq. And no amount of closet analysis could have produced 3 more perfect defence. The whole battle, ultimately wored by Ilerr A., is one of the finest and most en- luring monuments of modern chess skill. This Opening, the last of the family of the “Piano Games,” is the peculiar pride and boast of the Chess of modern days. On its basis a magnificent monn- ment to Caissa has been reared. The old magnates, trained in classical severity as they were, would have been bewildered at the brilliancy of its ornamentation, se unlike their ideas of true art.
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60 DIME CHESS FIRST VARIATION, (Play 5 moves as above.) 6 Castles. P toQ3 TP-Q 4 K PxP 8 Q-her Kt 3 Q-K 2 9P-K5 ist PxP | 10 K R-K 8q BQ2) | 11 Q B-R3 Q-K B38 12 Kt. K P Castles, Q.R 13 KtxB > PxQBP 14 KteQR Q Kt Kt 15 Qrher BQ, Q Kt-B 3, and Defence has better game:— Der Lasa.'This-appears doubt- ful.—Staunton. 8 (As var. 1st) \toK B38 9BPxP Q Kt 3 10 P-K 5), QPxP 11 Q Px P, ~K Kt 3 12 K Kt-his6 Kt-Q sq, and has’.a confined but safe game, having wona P. MR. FRASER’S ATTACK. INSTRUCTOR. VARIATION FROM WALLER. (Play 4 1-2 moves as above.) GS veer KBtoB4 6 Castles P-Q 3 7 P-Q 4 KPxP 8BPxP K B-Kt 8 9Q B-Kt2 K Kt-B 3 10 Q Kt-Q 2 Castles 1LP-K5 K Kt-K gq 12 Q-her B2 ae 4 13 K B-Kt & ) Kt-K 2 14 K Kt-his 5 B-B 4, 15 K B-Q 3 QBxB 16 Q x6 t o1Q Bt Bet & 17 P-KB4 P-K RB 18 Kt*BP Kx K Kt 19 Q-B 5+ K-Kt sq 20 Q x Kt, and has got back his P; the game is how even. Defence can play his K Ktto B 3, after 5 B to R)4, better than when retreated to B 4th ——~ EVANS GAMBIT EVADED. (8 moves as in Waller’s Var.) | (3 1-2 moves as in leading game) 2Q Kt to BS Bto Kt5| 4.. #0 P to Q4 10 Q-her R 4 B-Q 2 5 K.PxP Ktx Kt P 11 Q-her Kt3 Kr-Ra4 6 KtxKP KtxQ P 2h Bx«BP+ thie B &q TK B-Rt5t P-QBS8 13 Q-her 5 K Kt-B 3 8KtxQ. BP Q-her Kt 3 11 Q-K Ktb Kx KB 9 Q-K 2+ K-B aq,be8t 15 P-K 5 KiKt-his5 | 10K Kt-Kt4 .QBKS 16 Q-K B 4+ K-Kt sq 11 Ktx Kt QO Bx Kt 17 K Kt-his5 K Kt-R3 12 Castles ~K Kt. 3 18 P-K 6 Q B-K. sq 13 P-K Kt 3, has a fine game, YQ Kt-Qb Kt-B3 —_—— 20K R-K sq Q Kt-K 2 If7PtoQt. KBto Kt5 + 21K Kt-B7 ) Kt x Kt 8Q B-Q2 K Bx B+ 22 0-K B3 -K B38 9Q KtxB B-K 8, even, 23 Su KL K. Kt x Kt — 24 Q*Kt P, but will his posi-| 4K Bto Q Kt 3d. wonld seem tion compensate for his two! a eafe evasion, but that \-se— “a time™’—the primaz * ¢ tem, tage sought by the gamz |, ieces? pertinently asks Mr. tautiton, in * Chuss Praxis.”
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KING'S’ BIsHOP’s’ GairBrr. 61 LESSON. FIFTEENTH. “ THE KING'S BISHOP'S’ @AMBIT. ATTACK, DEFENCE. 1. P. to K. 4th. 1.,P.toK. 4th, 2 P.. to K. B. 4thy 2. K. Py takes P, 3. K. B. to Q. B. 4th. 8. Q..to K. R. 5th, (ch) 4. K. to his B. sq, 4° P, to K. Kt. 4th. 5. Q. Kt. to B. 8d. 5. K. Bi to Ke 2d, 6. P. to Q, 4th. 6. P. to Q,. 8d. 7. K. Kt. to B. 8d. 7. Q. to K. R. 4th, 8. P. to K. R, 4th. 8. P. to Ka R. 8d. 9, P. to K. 5th: 9.°Q. to K. Kt, 34, ) 10. Q. to K. 2d. 10. K. to Q. sq. dest, 11. K. B. to Q. 8d. 14. Q. B.-B. 4th. “ 12, K. B. takes B. 12. Q, takes K. B. 13. K. P. takes P. 13, B. P. takes P, 14 RP, takes P. 14. R. P. takes P; 15. K. R. takes R. 15, K. B, takes 'R, id 16. Q Kt to _K. 4th, 16. K. to Q. 2d! . 17. Kt. tikes Kt. P. 17. B. takes Q, P. 18. K; Kt. ‘takes B. 18. Q. takes Q. Kt. 19. Q. to K. 4th, and has the better game. x . We have now come to those most brilliant games and best of all for amusement, the King’s gambits. As Lhave before remarked, these are attacks based wholly upon calculations regarding the value of time at Chess, and no one can ever learn properly to ap- preciate the value of that word in. this connection, who does not attentively study these openings. “The Bishop’s Gambit,” says the Praxis, “now takes rank as a perfectly sound and safe opening, in which, with the very best play, the Defencé cat:not d¢ more than draw the game.
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' 4 : 4 ; 62 DIMB CHESS INSTRUCTOR A SAFE DEFENCE. (Play 3 1-2 moves as above.) betees Kt to B 3(a) 5K KttoB3 OKRS 6 P-Q4 —-K Kt 4 7P-KR4 K B-Kt 2 ‘3 Kt-B 3 Kt x P (0) 9K Kt«Kt xQ+ He Ee BxKt 11RPxP K B-K4 12K R-his 4 K Kt-K2 13Q BxP K Kt-his 3 14QBx«B K Kt xB, and the game is even. (a) This move surrenders the Gambit P—but saves the game. (0) He may also play P to K R3d. A determined attempt to maintain his P in this, unlike most gambits, involves the De- fence ia innumerable hazard GRIMM’S ATTACK EVADED. (Play 6 moves as above.) 7Pto K5(ce) PxP 8 K Kt-B3 5 9P-KR4 10 Ktx Kt P Q ~«Q+ 11Q KtxQ P-K B8 12K Kt-K6 QBxKt 13K BxB K PxP 14 Q BxP Kt-R 3 15 Kt-K B 2 Kt-B 4 16 K B-R3 K Kt-Q 4 17 Q B-Kt 3 Castles, K R, keeps P and has a fine game. (c) Not so good as K Kt to B 3d—see leading game. (d) This is the coup juste which gives him the better game. to Q R 3d was the move given by Von Grimm, followed by Attack with K to of losing the game. | Kt sq. PETROFF’S ATTACK. (6 moves as in leading game.) 7P to K5 () Pk PE 8 Q Kt-Q5 -Q aq 9Q Px B-Q 2(%) 10 K Kt-B3 heay 11 P-K R4 -~-K RB 12 K-his Ktsq Q-K Kt8 13 RPx«P RPxP 144K Rx«R KBxR 15 Ktx Kt P Q«K Kt beg -K B4 17 P-K6 PxP 18 KtxBP -B4+ 19 K-R sq «KB 20 Q-her 6 P-K 4, best 21g sq K PxB 2 Kex QR K Kt-K 2 23 QxQ Kt+, with a good game, at least. (e) If the Defence wish Q B to Kt 5, he can play it_ better now than vs. 5 K Kt to B 3. (f) Q Bto Kt 5, now forms a strong counter-attack. Pe- troff’s invention. Defence has no chance for more than a draw, after this. PETROFF’S ATTACK EVADED. (5 1-2 moves as above.) ” Pgraos. K Kt toK 29) 1K KttoB3 Q@KR4 8P-K R4 LK R3 9 P-K 5, best ~P-K B32 10 K B-K 2(h) Q-K Kt 3 11KB-Q83 PKB4 12 R Px RPxP 1K RxR KBxR 4P-KKt8 Q-KR4 15 Kt PxP Q-R 6+ 16 K-hisB2 P-K Kt5 17 K Kt-home R T+ 18 K-his Bsq_ P-K Kt6 19 Q B-K 3, and has recovered his P, with as geod a game as the Defence. A eure evasion, and 7 P to K Sth would not be as good for the Attack us the one given (A) K to Kt sq now, would allow the answer, P to Kt 5th giving the Defence the best of it, I. should be glad to give ah the * Praxis” contains on this debut
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KING'S KNIGHT'S GAMBIT. 68 LESSON SIXTEENTH. THE KING’S KNIGHT'S GAMBIT. ATTACK. DEFENCE. 1. P. to K. 4th 1. P. to K. 4th. 2. P. to K. B. 4th. 2. K. P. takes P. 8. K. Kt. to B. 3d: 3. P. to K. Kt. 4th, 4. K. B. to B. 4th, 4.K. B. to Kt. 2d. 5. K. Castles, 5. P. to Q. 8d. 6. P. to Q. 4th. 6. P. to K. R. 8d. 7. P. to Q. B. 3d. 7. Q. to K. 2d, dest. 8. P. to K. 5th. 8. Q. P. takes P. 9. K. Kt, takes P. 9. K. B. takes Kt. 10. K. R. to K. sq. 10. Q. B. to K. 8d. 11. K. B. takes B. 11. B. P. takes B. 12. K. R. takes B. | 12.Q. Kt. to B. 8d. 13. K. R. to K. sq. 13. K. Castles. 14. Q. to K. Kt. 4th. 14, Q, R. to K. sq. 15. P. to Q. Kt. 3d. | 15 K. Kt. to B. 3a. Defence has, at least, a good game. This Attack has hitherto been considered superior in solidity to that of all other forms of the King’s Gambit, but after the revelations of our previous les- son, it must at present rank as inferior to that of the King’s Bishop. Much has been written about evading the attack of these gambits by some such move as 2. P. to Q, 4th, or K. B. to B. 4th; buat when a good game is sure to accrue, why seek evasions? The straight forward plan of accepting and defending the P. is best; and the course to which I counsel you.
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64 FINE VARIATION (Play 7 moves as above.) and 6th moyes are played is im- material. ——- = - SALYIO GAMBIT. DIMB OHESS LNSbRUOTOR. ANOTHER VARIATION. (Play 4 moves as above.) i | 8PtoK Kt3 P toK Kt5 5PtoKR4 PtoK R$ 9QBxB2dP KtPxKt 6 P- -Q 4 Pog 3 10 Qx B 3d P Kt-B 3 79 Kt-B 3 P-Q B3 11 Q Kt-Q 2 B-Q2 8RPxP R PxP ‘ 12 Q R-K sq asties 9KReR KBxR } 13 P-K 5 PxP 10 K Kt-K5 Px Kt : 14QP*P —~K Rd, and i -K RS rQ-K B3 has the preferable game, PxP ¢ - 5 2 The order.in.which the 5th 31 -~K 6 getting all the ent tof it, COCHRANE GAMBIT. (3 1-2, moves as above.) 6 ( As Salvio.) P toKB6 A Rare P'to K Kt5 @Kt BRxP- at iy 5K Kt toK.6 QsK R5+ &P-Q4 ig 6 K-B sq Kt-R 3 9 KtxKt P Qt oe f 7P-Q4 P-K B6 10 K-home “Kt x Kt of 8 Q B-B 4(@) |BPxP+ 11 BPxKt K B-K 2 ' 9KxKtP é 12 K R-B sq K B-R5+ 10 Bx K Kt xB 13 K-Q 2 QBxP R 11 K Kt#+Q 3 Q-R 6+ 14 K B-K 2 Kt 4+ te 12 K-his BQ -K 6+ 15 K-home -~R 5+ at 13 K-his B sq ‘P-Kt 6) and 16 K R-B2 BxB i has.a fine attack, 1TQx Kb QBxB Pipe) (a) If Ptake P, the Defence} 18 Kx QB QxK P+, é soon gets even a better game, has a P with even position j i LESSON SEVENTEENTH. 4 MUZIO GAMBIT. Le ATTACK, DEFENCE } 1, P..to K. Ath. 1. Peto K. 4th, ia 2. P. to K. B. 4th, 2. Ki PR) takes 'P, "4 8 KX Kt. to B. 3d. 8. Puto K. Kt. 4th 4, K, B. to B. 4th. 4. Po to K.. Kt. 5th 5. K. Castles. 5. Kt, P. takes Kt, 6. Q. takes. B. 8d. P. 6. Q. to K. B. 3d. | 7. P. to K. 5th. 7. Q. takes K, P, if 8. P. to Q. 8d. 8. K. B: to R. 8d, 9, Q. B. to Q. 2d. 9..K. Kt. to Ki 2d, 10. Q. Kt. to Bodd. 10. P. to. Qi B. 8u. j 11, Q. R. to K. sq, 11. Q. to her B. 4th, (cA)
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MUZIO—ALLGAIER. ATTACK, K. to his R. sq. Q. to K. R. 5th. B. takes Q. P. Kt. takes Q. P. Q. B. to his 8d, R. takes Kt. (¢h.) R. to K. 8th, (ch.) Kt. to B. 6th, * Q. to her B. 5th, (ch.) | K. R. to K. sq. 23. Kt. to Q. 7th, (ch.) 23. Q. takes Kt. (ch.) 24. Q. takes B, then Kt. And we have a magnificent 13 13, 14 15. 16, 17, 18, 19. 20. 21. DEFENCE, 12. P. to Q. 4th. 13. Q. to her 3d. 14. B. P. takes B, 15. Q. Kt, to B. 8d. 16. Q. to K. Kt. 84. K. to his B. sq, | 18. K. takes Q. R. | . K. to his B. sq. . Kt. to K. 2d. | 21. Q. B. to K. 8d. | 22. Q. B. takes Kt. | 23. K. to Kt. sq. P., about even. piece of Chess. Mr. Staunton thinks that in a major rity of cases this Attack may be strength- ened by 12. interposing K. R., instead of retreating. For the splendid article on the “ Defeat of the Muzio Gambit,” by Herr an Kling and Horwitz, see Frere’s FINE VARIATION, (9 1-2 moves as above.) 10. Castles 11 QRtoOK sq er B 4+ 12 K-his R sq Kt-B 8 13QBxP K B-Kt2 14 Q B-K 8 Q 3h. 15K Bx BP+ K-his R sq 16 Q Bx Kt K BxB 17 Q-K 4 Kt-Q B3 Is K R-B5 Kt-Is 4 19 2 R-K B sq P-Q 4 2%) Q-K R4 Ktx KB 2K RxQP Qx KR 22 Q KtxQ K B-Kt 2 23 Kt-K B 6 P-K R38 21 Q-K 4 Kt-K Kt 4 25 O-K Kt 6 K Rx Kt a 9 RxR K BxR xK B+ K-his R 2 28 P-K R 4, and should win, At move 2. the “Handbuch” gives the Attack, K Rx Kt, and an eren game resnits. The above 2ist, e¢ seg., is by Mr. Staunton, elaborately illustra- ted step by atep. * Chess Handbook. ay ALLGAIER GAMBIT. 1PtoK4 P to K4 | 2P-K B4 K-PxP | 3K Kt-B8 pP-K Kt 4 4P-K R4 p-K Ktb 5 K Kt-his 5 P-K a a 6KtxK BP K*eKK 7K B-B4+ P-Q 4, best 8K Bx P+ K-home 9P-Q4 Pp-K B6 /10 Kt PxP K B-K 2 11 Castles P-K Kt 6 I2 P-K B4 P-K R4 | 13 K Bx Kt KRxB |} QxRP+# K-his Bs 15Q-KR6+ KR-KtQ 16 P-Q B38 K BxRP 17 P-K Bb K B-Kt 4 18 Q BxB xQB 19QxQ RxQ 20 Kt-Q 2, and his Pawns look an equivalent for the adverse Piece—eapecially as he wins the P now at his Kt 3d. Next after the Muzio. the | present is the most brilliant }yyame in Chess.
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A MISNAMED ALLGATER. (4 mves as in the genuine,) CK KttoKS PtoKk R4 €K B-B4 K R-his2 7P-Q4 Q-K B3 8 P-Q B38 PQ 8 9K Kt-Q3 kK B-R3 10 P-K 5 QPxP 11Q PxP Q-K 2 12 Castles QxRP 13 K KtxBP x Bx Kt 14K RxB, be still has an at- tack, but the Defence keeps his gambit Pawn. | 2P-K BA 66 DIME CILESS INSTRUC MN. SUNNINGHA @AMBIT. 1PtoK4 3K KI-BS KB-RY 4K B-B4 B- KR* 5 K-B sq, dest K B-his 6 P-K 6 K B-K 4 7P-Q4 P-Q4 8 K B-K2 P-K Kt 4 9P-KR4 P-K Kt5 10 K Kt-R2 P-K R4 i11QBxP KBxR P 12 P-K Kt 3 B-K Kt 4 18 Ktx Kt P, and wins. LESSON EIGHTEENTH. QUEEN’S GAMBIT. ATTACK, 1, P. to. Q. 4th. 2. P. to Q. B. 4th. 3. PR. to K. 8d. 4. K. B. takes P. 5. K. P.takes P. $..Q. Kt. to By 3d. 7. K. Kt. to B. 8a. 3. K. Gastles, d. P. to K. R. 8d. DEFENCE, . P. to Q. 4th. . P, takes P. . to K. 4th. .: 'P. takes P- K. Kt. to B. 8d, K: B. to Q. 8d. . Kt. to B. 8d. K. Castles. 9. P. to K. R. om ge no AW PWS db 8d, and ti? game is even; but the Attack’s P. is well posted, and ‘he still has the move. If Defence tries, to de- fend his P. in this gambit, he is lost, ‘rhe safest course of procedure for the Defence is tu vade the gambit, thus :— L. P. to Q. Ath. 2 P. to Q. B. 4th. 4. Q. Kt. to B. 8d. 4. P. to K. 8d. d. K. Kt. to B. 84. 6. P. to Q. R. 3d P. to Q. Ath. P. to K. 3d. K. Kt. to B. 8d, P. to Q. B. 4th. Q. Kt. to B. 3d. . P. to Q. R. 3d, and el dt ol or =>) * the positions are alike : ahd quite even,
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MISCELLANEOUS... OPENINGS, CENTRE GAMBIT. iPtoK4 PtoK4 2P-Q 4 K PxP 8 K Kt-B 3 K B-Kt 5+ 4Q B-Q2 K B-B4 5Q-B4 Q Kt-B3 6K B-B4 P-Q 3 TP QB2 Q2uPxP 8Q KtxP Q B-K 3 9K BxB BPx«B 10 Q-her Kt 3)» Qsher Bisq 11K Kt-his5 Q Kt-Q5, and Defence has the better game, If Q take Q 2d P, at 38d moye, | Q Kt attacks her, and she goes | home) dést, with the loss of “ a time.” The “Centre Counter-Gam- bit,” is, mutatis mutandis, a very similar game. THE FRENCH DEFENCE. iPtoK4 PtoK8 2P-Q4 P-Q 4 8K PxP K PxP 4K Kt-B38 K Kt-B 8 5 Q B-K 3 Q B-K 3 6K B-Q 3 K B-Q3 % Castles Castles Similar and quite even. The Defence can legitimately look for no superiority from this close game, but it is safe, and with correct play insures a dull eqnality. 67 SICILIAN DEFENCE, 1PtoK4 PtoQ B4 2P-Q 4 BPxP 8K Kt-B3 Q Kt-B3 4K KtxP P-K 8 5 Kt-Q Kt5 P-Q R3 6 Kt-Q 6+ K Bx Kt 7QxKB Q-K 2 8Q -K Kt 3, has the best of it, It is the 5th move of the At- taek that renders this defence futile, But the Defence may play 4.P to K 4th, the vefy sat moves follow,as above, and the Attack has ‘a somewhat less fa- vorable ‘position. If Defence play 2 P to K 8d, Lange gives Attack 3 Q Kt to B 3d, with a gool'game. Once considered safe, if stupid. THE FIANCHETTO, 1iPtoK4 PtoQ@ Kt8 2P-Q 4 Q B-Kt 2 3K B-Q3 P-K 8 4P-KB4 P-Q 4 5 P-K 5 P-Q B4 6P-QB3 K Kt-K 2 | TQB-K3 K Kt-Q B 8 | 8K Kt-B3 K B-K 2 | 9P-QRi Castles | 10QsherB2 PKRS 11 Castles Q Kt-Q 2 12 P-Q Kt 4, “tolerably even ;’ and avery pretty game. I have thus given all the Openings I think it ad. visable to examine in this our first “Dror Cress Iv. STRUCTOR.” If some of them seem dull from their stern correctness, you will find ample relief in the fol- lowing Games, in which weak moves appear, this (Chess) crime being speedily followed by its proper punishment, defeat. with freshness and brilliancy. Thus I still couple instruction For Paul Morphy’s masterpieces, end a splendid collection from the best players, see “Chess Praxis.”
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i ne 7 ' DIME CHESS INSTRUCTOR. PART IIL—GAMES. GAME I,—KING’S BISHOP'S OPENING. M. Legalle, Philidor’s Chess tutor, gives an amateur the odds of Q. R., which remove from the Attack. ATTACK, (LEGALLE.) DEFENCE, (AMATEUR) 1P to K 4th 1 P to K 4th 2K Bto B 4th 2QP to Q3d 8 K Kt to B 8d 8 Q Kt to B 38d 4Q Kt to B 3d 4QB to Kt 5th 5 Kt takes K P 5 Q B takes Q 6 K B takes P (ch) 6 K to his 2d 7 Q Kt mates. GAME II.—CLASSICAL DEFENCE, Attack, (G. Walker.) Defence, (Cochrane.) 1 P to K 4th 1P to K 4th 2K B to B 4th 2K B to B 4th 8 P to Q B 3d 3 Q to K 2d 4K Kt to B 3d 4P to Q 3d 5 P to Q 4th 5 K B to Kt 8d 6 K Castles 6 K Kt to B 8d 7 Q to her 8d 7 K Castles 8 Q Bto Kt 5th 8P to K R8d 9B to K R 4th 9 P to K Kt 4th (a) 10 B to K Kt 8d 10 K P takes P 11 P to K 5th (0) 11 K Ktto R 2a 12 Q to Kt 6th (eh) 12 K to his R sq 13 Q takes R P 18 Q B to K 8a 14 K P takes P 14 B P takes P 15 Q B takes P 15 Q takes Q B 16 Kt takes Kt P, and wins. (a) A dangerous move; laying himself liable to fierce if not fatal attacks, See “Maxims”
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ILLUSURATIVE GAMES. 69 (6) Right; the weakness of the adverse K., owing te his 9th move, is not now to be remedied, GAME IL.—k’s KT’S DEFENCE. Spirited game at ‘‘ the Divan,”’ London. Attack, (Mr. Ford.) Defence, (M. Bouchet.) 1P to K 4th 1P to K 4th 2K B to B 4th 2K Kt to B 3d 8 K Kt to B 3d 8 Kt takes K P 4Q Kt to B 3d (@) 4K Kt takes Kt 5 Q P takes Kt 5 K B to K 2d (0) 6 Kt takes K P 6 K Castles 7Q to K R 5th 7P to Q 4th 8 K B to Q 3d 8 P to k B 4th 9Q Bto B 4th 9 P to Q B 4th (&) 10 P to K Kt 4th 10 K B to Q3d 11 Kt P takes P 11 P to Q B 5th 12 K R to Kt sq (d) 12 BP takes B 13 R takes P (ch) 13 K takes K R 14 K to Q 2d 14 Q B takes P 15 R to Kt sq (ch) 15 K to his R sq 16 B to K Kt 5th 16 K B to K 2d 17 B to K R 6th 17 K B to his 8d 18 Q takes QB 18 Q to her 3d 19 B takes K R 19 Q takes K Kt 20 B to Kt 7 (ch) 20 K B takes B, and the Attack mates in two moves. (a) A move of Herr Horwitz; if not strictly sound it requires careful answering. (6) The only proper move was 5 P to K B 3d; the Defence would then have had a perfectly safe game. (c) This move loses valuable time. Mr. Ford, by his next move and subsequent play, promptly exacts the full penalty. (d) Ingenious—but suppose :— 12PtoB6 PB best 16BBtoK RE Q~«Q dest 13 P-BW -R«P* 17 Kt~xQ+ K-=Ktsq 14Q«R+ K-Rsq 18 RxP+ K-B sq 15 R-Ktsq Q-KBsq 19Kt~B, wins easily,
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Attack, (Mr. 8.) 1 P to K 4th 2K Kt to B 3d 8 K B to B 4th B P to Q 5th (@) Q to her 4th Q Kt to B 3d QB to Kt 5th r 15 Q Kt takes B 16 Q Rto K sq 17,K B to Q 3d 18 Q'to K R 6th 19 QR to K 4th 20 Q.R to K R 4th 21 QR takes Kt game. 70 DIMF CHESS INSTRUCTOR, GAME IV.—GIUOCcO PIANO. Between Prince Ouroussoff and Mr. Schumoff, of Ruesfa, Defence, (Prince O.) 1 P to K 4th 2Q Kt to B 38d 8K B to B 4th 4K Kt to B 38d 5 Kt takes K P 6 K P takes P 10 K a stles 11 PtoK R8d 12 RP takes B 13 Kt to KR 4th (¢) 14 K B takes Kt 15 K Kt to B8d 16 P to Q 3d 17° P to K Kt'8 18 Q to her 2d 19 K Rto K sq 20 Kt to K R 4th 21 Kt P takes R 22 B to R 7th, (ch), and mates next move. (a) Not only drives Q Kt out of play, but is a sericms olistacie to the further development of Prince O's (5) Daring; but Mr, Staunton believes it sound. (c) He appears to have no better resource. If other- wise, the dreaded retort of the Attack’s next move would have been equally fatal. The Attack is consum- mated with Mr, Schunioff’s wonted vigor and ability. i GAME YV.—GIUOCO PIANO, ; Between Lord Lyttleton and Mr, Bigland, y Attack, (Lord L.) 4 1P to K 4th } 2K Ktto B3d Defence, (Mr. B: 1P to f 4th 2Q Kt to B 8d
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TLLUpe NATIVE SAME. ve Attack, (Lord L.) 8K B to B 4th 4P to Q Bd3 5 P to Q 4th 6 B P takes P (a) 7 Q B to Q 2d 8 Q B takes B 9 ( to her Kt 0 Q takes Q Kt 1 K Castles 2 Q Kt to R 3d 3K Rto K sq (c) 14Q Rto Bsq 15 K R to K 5th 16 P to Q 5th (d) 1 1 1 1 Defence, (Mr. B.) 3 K B to B 4th 4K Kt to B 3d 5 K P takes P 6 K B to Kt 5th (ch) 7 Kt takes K P (0) 8 Q Kt takes B 9 P to Q 4th 0 Q P takes B 11 Q to her 4th 12 QB to K 3d 3 Castles QR 14 Kt to Q 3d 15 Q to her B 3d 16 B takes Q P 17 K Kt to Q 4th, and Defence resigns. (2) An opinion seems to be gaining ground among good players that this move is preferable to 6 P to < 5th. (0) Unadvised; he should have taken B (ch), and then have played P to Q 4th. (c) Q Kt to his 5th looks more business-like—but this bas its merits, (d) Neat and conclusive; must win a B at least. GAME VL—PHILIDOR’2 DEFENCE. ATTACK. DEFENCE, 1 P to K 4th 1P to K 4th 2K Kt to B 3d 2P to Q 3d 8K Bto B 4th 8 Q B to Kt 5th (a) 4P to K Rd 4Q B takes Kt 5 Q takes Q B 5 Q to K B 3d 6 Q to her Kt 8d 6 P toQ Kt 8a 7 7K Kt to K 2a 8 8 Q Kt to B 3d Q Kt to R 8d Q Kt to his 5th \ 9 Q to her R 4th 9 Q Kt to B 4th 10 Kt takes Q P (ditch) 10 K to Q sq 11 Qto K 8th, checkmate.—Greco. (a) Modern analysis shows K B to K 2d, to be the proper reply here. This move is positively bad. For
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72 DIMB CHESS INSTRUCTOR. a “modern instance,” see the last game between Mr. . Morphy and Herr Harrwitz. (6) Pto Q B 3d, would not prevent the ad-ance of the hostile Q Kt. N i} a GAME VIL—PETROFF’S DEFENCE, i Between Herren Horwitz and Lowenthal. \4 Attack, (Herr. EL.) Defence, (Herr. L.) Vi 1.P to K 4th 1P to K 4th ae! 2K Kt to B 3d 2K Kt to B 3d vie 8 Q Kt to B 3d 8 Q Kt to B 3d 4K B to Kt 5th 4K B to B 4th i 5 K B takes Kt 5 Q P takes B f 6 Castles (a) 6 Q to her 3d t 7P to Q 3d 7PtoK R3d aa 8 P to K R 3d 8 P to K Kt 4th ! 9 K Kt to R 2d 9 K Rto Kt sq 10 Q B to K 8d 10 P to K Kt 5th 11 R P takes P 11 Kt takes Kt 2d P 12 Q to K B 3d 12 Kt takes Kt (0) 13 K takes K Kt 13 Q B to Kt 5th 14 Q to Kt 3 (c) 14 K Castles 15 Q B takes B 15 Q takes Q B 16 P to K B3d 16 Q B to Q 2d 17 Q to K B 2d 17 Q to K 2d 18 Q takes R P (@) 18 Q to R 5th (ch) r 19 K to Kt sq 19 KR takes P (ch) iM 20 K tahes K R 20 Q It mates. \ nf Mr. Staunton suggests as preferable 10 Kt to Q 4th. (v0) All this assault, from the 8th move forward, is brilliantly conceived, and consummated with uncoim- mon spirit and vivacity. (c) Very hazardous; but Herr H. delights in getting } into such dangers, to show in what a manner little less than marvellous he can extricate himself. (d) Quite characteristic of this brilliant but incau- tious player. ‘This heedless capture, throws his game at once away.
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ILLUSTRATIVE GAMES, GAME VIIL.—RUY LOPEZ KNIGHT'S GAME, Between Herren Anderssen and Suhle, Attack, (Herr A.) 1P to K 4th 2K Kt to B38d 8K Bto Kt 5th 4P to Q 4th 5 K Castles 6 K Kt takes P 7 Kt to K B 5th 8 Q Kt to B 3d 9Q to K Rdth 10 Q B to Kt 5th 11 Kt takes Kt P Defence, (Herr 8.) 1P to K 4th 2Q Kt to B 3d 3 K Kt to K 2d 6K Bto K 2d 7 K Castles 8K Bto B 4th 9P to Q 3d 10 Q to K sq 11 K takes Kt 12 Q to R 6th (ch), and wins, GAME IX.—SCOTCH GAMBIT. Between Messrs. F. Perrin, President of the Brooklyn Chess Club, and Theo. M. Brown. Attack, (Perrin.) 1 P to K 4th 2K Ktto B3 3 P to Q 4th 4K Bto B 4th 6 K Castles 6 P to Q B 3d 7 Q Kt takes P 8Q Kt to Q 5th 9 K P takes Kt y to R 5th (ch) xt to B Gth (ch) Q to K R 4th 7 BP takes B 18 Q to her 4th 19 P to K Kt 4th 20 P takes P (ch) 0 1] 2P 3 Q B to K 3d 4 € 51 6 Defence, (Brown.) 1P to K 4th 2 Q Kt to B 3d 3 K P takes P 4K Bto B 4th 5 P to Q 3d 6 Q 2d P takes P TK Kt to K 2d 8 K Kt takes Kt 9Q Ktto K 2d 10 P to K R38a 11 K Bto Kt 8d 12 P to QR 4th 13 Pto K B 4th 14 Pto K Kt 3d 15 K to his B 2d 16 K B takes B 17 P to K Kt 4th 18 K to Kt 3d 19K RtoBs 20 Q Kt takes P
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74 DIME CHESS INSTRUCTOR. Attack, (Perrin.) Defence, (Brown.) 21 K Bto Q 3d 21 Q takes K Kt SAO BERR 2 P to K 4th 23 Q Kt to K 6 a ~ 9 ene) 24 Be : Pee 25 K P takes 25. Kt takes 26 B takes B (ch) 26 K takes KB 27 R takes Kt (ch) 27 K to his 4th 2PtoK BT 28 R to K B sq, and the Defence wins. An instructive opening, and an admirable piece of chess. The Defence, takes his gambit) P. (a thing we always advise) defends it stubbornly, wins another when he can, does not forget that his K, is a piece, re- ceives and repels his antagonist’s assaults with self-re- liant firmness, and gives no useless checks. GAME X.—SCOTCH GAMBIT, Brilliant dash won by Mr. D. Julien, of oue of the strongest players in New York. Attack, (Julien.) Defence, (Mr. ——) 1 P to K 4th 1 P to K 4th 2K Kt to B 8d 2Q Kt to B38d 8 P to Q 4th 3 K P takes P 4K BtoB 4th 4B to Kt 5th (ch) 5 P to Q B&d 6 K Castles 7 Q B takes P (a) 5 +a P takes P 6 4 8 Pio K 5th 8 9 0 1 2 ( B 2d P takes P K B home, dest P to Q3d Q P takes P Q takes Q (8) Kx to his 2d K takes K B 9 K Rto K sq 10 K Kt takes P 1 11 B takes B P (ch) 1 12 Kt to Kt 6th (ch 1 13 Kt takes R, mate. (a) The bocks agree that the Attack ought now te win. The ::st capture of the Defence gives him bound hand and foot tothe enemy. “I did it just for an ex periment, to see What would come of it,” said he in my hearing,
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ILLUSTRATIVE GAMES. 75 (b) Hei is not only “seeing,” but feeling “what would come of it,” to a tune he little anticipate d. A more en- tertaining ‘mate in actual play would be difficultto find. GAME XI.—GIUOCO PIANO, Played at the “Morphy Chess Rooms,”* between Messrs, Michwlis and Leonard. Attack, (Micheelis.) Defence, (Leonar<.) 1P to K 4th 1P to K 4th 2K Kt to B 3d 2Q Kt to B 3d 83 K Bto B 4th 8K BtoB 4th 4P to Q B3d 4K Kt to B 3d 5 P to Q 4th 5 K P takes P 6 P to K 5th 6 P to Q 4th 7PtoQ Kt 4th (@ 7 Q Ist P takes B 8 Kt P takes B 8K Kt to K 5th 9 B Ist P takes P 9 Q to her 4th 10QBtoK3a * 10 Q B to Kt 5th 11 P to K R3d 11 Q B to R 4th 12 Q Kt to R 3d 12 Castles, Q R 13 Q Kt to B 2d 13 K Kt to B 6th 14 Q to her 2d dest 14 Q B takes Kt 15 Q takes K Kt 15 B takes Kt P 16 K R to Kt.sq 16. B to his 6th (0) 17.Q Kt to his 4th 17 Q Kt takes Kt 18Q takes Q Kt 18 Kk Rto K sq 19 Q to her R 4th 19 R takes K P 20 Q P takes R 20 Q to her 6th, and the Defence miates directly. (a) This game was played just before the examina, tions of the above novelty appeared. (}) The termination is an exquisite piece of Chess, (*) The most popular Chess resort, in New York. GAME XII_—SsCOTCH GAMBIT. Mesers. Pindar & Beaver vs. Herr Anderssen. Attack, (P. & B.) Defence, (Herr A.) 1P to K 4th 1 P to K 4th 2K Ktto B3d 2 Q Kt to B 8d
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DIME CHESS INSTRUCTOR. Attack, (P. & B.) Defence, (Herr A.} 8 P to Q 4th 3 K P takes P 4K Bto B 4th 4K Bto B 4th 5 K Kt to his 5th 5 K Kt to R 8d 6 Q to R 5th (a) 6 Q to K 2d 7 K Castles 7P to Q 3d i) 8PtoK Rd 8 Q Kt to K 4th 1 9 B to Q Kt 3d 9 Q B to Q 2d if 10 P to K B 4th 10 Q B to Kt 4th if | 11 B P takes Kt 11 B takes K R 12 Kt to K 6th (0) 12Q Bto K 7th 18 Kt takes Kt P (ch) 13 K to Q 2d ; 14 P to K 6th (ch) 14 K to QB 3d i 15 Q takes K Kt 15 Q Rto K Bsq 4 16 B to Q 5th (ch) 16 K to Kt 3d 17 P to Q Kt 4th, and Herr A. resigned. (a) This departure from the customary plan of oper- ations, which is to take K B P with Kt or B (see “Popular Attack,” in openings) demands the greatest possible care on the part of the Defence, or he is sure to fall into mischief. (0) The coup juste ; a terrible poser, GAME XIIL—EVANS GAMBIT. Mr. Staunton gives his Q. R. 4] Attack, (Mr. 8.) Defence, (Mr. 'T.) 1P to K 4th 1 P to K 4th 2K Kt to B3d 2Q Kt to B 8d 3 K B to B 4th 3K Bto B 4th 4P to Q Kt 4th 4 B takes Kt P 5PwQB3 5 Bto Q R 4th 6 IX Castles 6K Kt to B 3d 7P to Q 4th 7 Kt takes K P 8K Rto K sq 8 Kt to Q 38d (a) 9Q Bto Kt 5th 9 P to K B 3d (0) 10 Q P takes P 10 Kt takes K B (e) 11 P takes P (dis ch) 11 K to his B 2d 12 Q to her 5th (ch) 12 K to Kt 8d, and Mr. 8. maies by force in three moves. (a) Der Lasa recommends this as dest, but seems to have overlooked the rejoinder; after which, with equal
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ILLUSTRATIVE GAMES 7 forces ad equal players, there is little doubt the At tack si. ald win. (>) 1. 2 subsequent game the Defence played :— 7 <.+ soe QKttoK2 12BxBP P*xB(2) 10 KtxK P P-K B8(1) 18 Kt-Kt 6+ Ktx 11 Q-R5+ K-B sq dest 14 Q mates (1) Castling seems of no avail, as the Attack might then take K B P with Kt, and surely win. (2) If Q to K sq, Bx Kt+, and wins. (c) Do what he will the game is lost, ¢. 0. cece P*QB 12 Q to her 5 QtoKB8 11 Px Kt dis+K-B sq 13 Kt*P, and wins. GAME XIV.—ALLGAIER GAMBIT. Between Mr. Staunton and Von der Lasa, at Brussels. Attack, (V. der L.) Defence, (Staunton.) 1P to K 4th 1P to K 4th 2PtoK B4th 2K P takes P 8 K Kt to B 8d 8 P to K Kt 4th 4P to K R4th 4PtoK Kt 5th 5 K Kt to K 5th 5 K Kt to B 8d 6K B to B 4th 6 P to Q 4th, (a) 7 K P takes P 7K Bto Q 8d 8 P to Q 4th 8 Kt to R 4th (0) 9 Kt takes Kt P 9 Kt to his 6th 10 K R to Kt sq 10 Q takes R P 11 K Kt to B 2d 11 Q to K 2d (eh) 12 K Bto K 2d eS K Castles 13. Q Kt to B dd 3K R to K sq 14 K Kt to Rsq id Kt takes B, and the attack will be mated directly. (a) This, followed by Kt to. K R 4th, pre sently, was a novelty when the game was played and appears bet- tor than Q to Kt 2d. (4) The main point of this Defence to this powerful fambit; the advantage of position seems altogether with she Defence. This splendid dash was “rattled off in a canter.” *
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DIM® CHESS INSTRUCTOR. GAME XV.—ALLGAIBR GAMBIT, The Author gives a favorite student theQ RK, pene rm - as « LB 1" 1 H 4 Attack, (Author.) 1P to K 4th 2P to K B 4th 8 K Kt to B3d AP to K R 4th 5 K Kt to K 5th 6K B to B 4th 7P to Q 4th 8 Q B takes P 9 B takes K 2d P 10 Q B to B 4th 11 K Castles 12 P to Q 5th 13 K to his R sq 14 Q P takes B 15 B takes Q BP 16 Q Kt to B 3d 17 Q.Kt to Q Sth 18 Q takes R P (ch) 19 K. Rto B 3d 20 Kt takes BP 21 Kt takes. Q (dis ch) 22 R takes P (c/) 23.R to B 8a, (ch) 24 B to Q bth (ch) 25 R takes K B Defence, (Studeni,) 1P to K 4th 2K P takes P to K Kt 4th to K Kt 5th to K R 4th Kt to R 8d to Q 3d P takes Kt to K B 8d to K 2d B to K 3d to B 4th (ch) takes K B takes K ist P 15 Kk Bto K 2d 16 Q to her B 5th 17 P to K Kt 6th 18 K to his B sq 19 Q to K Kt 5th 20 Q takes Q 21 K to Kt sq 22 K to B sq 23 K B to his 8d 24 K to his sq 25 K Kt to his 5th eS et Se Cer OS NY 26 Kt to, Kt 7 (ch), and wins. GAME XVI.—KING’S GAMBIT ACCEPTED. The distinguished winner presented thia brilliant dash to the Author when Co-Ed. * Chess Monthly.’* (Remove Attack’s Q.R.) Attack, (Judge Meek.) 1 P to K 4th 2Pto K B 4th 8 K Kt to B 3c 4 Q Kt to B3d 5 Q Kt takes P 6 Q to K 2d 7 Kt to K B 6th, mate e Defence, (Amateur.) 1PtoK 4th 2K P takes P 3 P to Q 4th 4( P takes P 5Q Bto Kt 5th 6 Q B takes Kr.
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ILLUSTRATIVEGAMEB, vs] GAME XVIL—TWO KNIGHTS’ DEFENCE, D. Eugene Delmar gives Q. R., at “* Morphy Chess Rooms,” Attack, (Mr. Delmar.) Defence, (Amateur.) 1 P to K 4th 2K Kt to B3d 8 K B to B 4th 4K Kt to his 5th 5 B takes B P (ch) 6 P to Q 3d (a) 7K B to Q 5th 8 Kt to K B 7th 9 Q B gives mate. 1 P to K 4th 2 Q Kt to B 8d 8 K Kt to B 8d 4 Kt takes P 5 K to his 2d 6 Kt to Q B 4th 7Q to K sq 8K R to Kt sq (a) If Defence reply 6 Kt takes Kt, Attack wins Q GAME XVIII.—KING’S KT’S OPENING. Otho E, Michelis gives Q. R., at ‘‘ Morphy Chess Rooms.” Attack, (Mr. M.) 1 P to K 4th 2K Kt.to B 3d 8 Kt takes K P 4P to Q) {th 5 P to .Q Kt 3d 6Q Bto R3d 7K Ktto B 8d 8 K B.to Q 3d 9 K Castles 10 K Rto K sq 11 K B takes P Defence, (Mr. 8.) 1 P to K 4th * 2K B to B 4th 3 Q to K 2d 4K Bto Kt 3d 5 P to Q 3d 6 Q to her sq 7QBto Kt 5th 8 P to Q 4th 9K Kt to B 3d 10 Q P takes P 11 Q B takes Kt 12 B to QB 6th, checkmate. GAME XIX.—SICILIAN DEFENCE, Between Dr. Raphael & H,P. Montgomery. Attack, (Dr. I) 1 P to K 4th 2P to K B 4th 8K Kt to B 38d 4K Bto B 4th Defence, (Mr. M.) 1P to Q B 4th 2P to K 4th 3 Q Kt to B38d 4P to Q Bd
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DIME CHESS INSTRUCTOR. Attack, (Dr. R.) Defence, (Mr. M.) 5 P to Q 8d 5 Q Bto Kt 5th 6 K Castles 6 Q Kt to Q 5th 7 K B takes P (ch) 7 K to his 2d B P takes P 8 B takes Kt Q B to Kt 5th (ch) 9 K to Q2d P to K 6th (ch) 10 K to Q B 8d QB takes Q 11QB takes Q B to K 8th, mate. (Magnificent!) 8 9 0 1 2 GAME XX.—KING’S KNIGHT’S GAMBIT. J.B. Smith, Esq., of Norfolk, Va., plays ‘ blindfolded. Attack, (Mr. Smith.) Defence, (Mr, T.) 1 P to K 4th 1 P to K 4th. 2P to K B 4th 2K P takes P 8 K Kt to B 8d 3P to K Kt 4th 4K B to B 4th 4K Bto Kt 2d 5 P to Q 4th 5 P to Q 8d (a) 6 K Castles 6 K Kt to K 2d 7 B takes B P (ch) 7K takes K B 8 Kt takes Kt P (ch) 8 K to his Kt s 9 Q to K R 5th 9 K Kt to his 8¢ 10 K R takes P 10 K B takes P (ch) 11 K to his R sq 11 Q Kt to Q 2d 12 K Kt to B 7th 12 Q Kt to B 8d 13 Kt to R 6th (ch) 13 K to Kt 2d 14 Q to K Kt 5th 14 Q Kt takes P. 15 R to B 7th, mate. (a) Book to here; his next move shouid be P to K R 8d; but we'll forgive him for the sake of the enter. taining victory of the “ blindfold” player.
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Ready Friday, April 12. BEADLE’S DIME SONG BOOK No. 19. This number will contain, among other much sought for songs, the fol-. lowing choice copyrights, which no other song book is permitted to use : “DEAR FATHER, COME DOWN WITH THE STAMPS,” ’ ‘Meet me in the Lane, Love,” “ Bother the Flies,” ‘* Cot in the Corner,” |] Never Forget Thee, Dear Mary,” “As You Like it Skirt,” “ There's no Time like the Old Time,” “‘ The Old Family Clock,” “‘ Little Lizzie Lee,” “ Good-by, Sweetheart, Good-by,” “‘ Is that Croquet ?” “I Come, my Child, I Come,” (reply to “ Come Home, Father,”) “I’m a Twin,” “I Loved Him at First Sight,” “The Dutch Barber,” “ Independent Girl,” “Isn’t it Provok- ing?” ‘Come Home, Mother,” ‘‘ The Birth of Green Erin,” “ The Hole in the Garden Wall,” etc., etc., being a collection of nearly SIXTY POPULAR SONGS, Sung at Kelly and Leon’s Opera House and San Francisco Minstrels, New 2 York, Hooley’s Minstrels, Brooklyn, Carncross’, Philadelphia, and at the popular con¢erts of Mad’lle Parepa, Sig, Brignoli, Mrs. Howard Paul, Mrs, John Wood, the Hutchinson Family, ete., ete. Ready Friday, April 19. BEADLE’S DIME STANDARD SPEAKER (Speaker Series No. 7.) ; Containing a large number of choice selections from Our best oratorical and autorial efforts never before given to the public in popular form, and com- prising some of the very latest and most effective efforts of Henry Ward Beecher, Bishop Simpson, I, DeWitt Talmage, Rev. Dr, Willitts, John G, Saxe, Rev. Dr. Adams, Thomas Francis Meagher, Anna E. Dickinson, Ed- ward Everett, The Fat Contributor, Theodore 8. Cuyler, Judge Pitkin, Horace Birney, etc., ete, ‘ : ga The above books: willbe sold by newsdealers generally; or sent, zid, to any address, on receipt of price—TEN CENTS EACH, BEADLE AND COMPANY, Publishers, 118 William St., N. X. post-pe
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. DIME SCHOOL SERIES. BEADLE AND Company have now on their lists the following highly desirable and | attractive books, prepared expressly for schools, families, etc., viz. : SPHEAKERS. Dime American Speaker, [Speaker Series No. 1. Dime National Speaker,’ | s No. 2.] Dime Patriotic Speaker, | i No. 8.) Dime Comic Speaker, No. 4.] Dime. Elocutionist, - No, 5.] Dime Humorous Speaker, " No. 6.] These books are replete with clioice pieces for the School-room, the Exhibition. for Homes, etc, They are drawn from rretu sources, and contain some of the choicest oratory of the times. DIALOGUES. Dime Dialogues, Number One. Dime Dialogues, Number Two. Dime Dialogues, Number Three. Dime Dialogues, Number Four. Dime Dialogues, Number Five. These volumes have been prepared with especial reference to their anuilability in di school-rooms, They. are adapted to schools with or without the firniture of a stage, and introduce a range of characters suited to scholars of ‘every grade, both male and female, It is fair to assume that no volumes yet offered to schools, at any price, contuin 80 many absolutely available and useful dialogues and minor dramas. serious and comic. Dime School Melodist, (Music and Words.) This is adapted to schools of all grades and scholars of all ages. It contains thé music and words of a great many poptilay and beautiful melodies, with a prelimi nary chapter on musical instruction especially rdapied to children. The M BLODIST will be found very desirable and available, Price but Tew Cenrs.each. Each book contains from 80 to 100 pages. For sale by all Newsdealers ; or will be sent sinely ar in packages by mail, post-paid, on re ceipt.of price, Special terms made to Teachers. ee" Catalogues of Beadle’s Dime Publications sent free on application, BEADLE & COMPANY, General Dime Book Publishers, 118 William Street, N, Y.