STEP BY STEP
■by
MARSHALL
CHESS STEP BY STEP
CHESS STEP BY STEP
BY
FRANK J. MARSHALL
•' r
Chess Champion of the United States
AND
J. C. H. MACBETH
Author of “Common Sense in Auction Bridge,”
“ Marconi Dictionary,” “ Cryptography,”
“The Marconi International Code,” etc.
NEW YORK
E. P. DUTTON & COMPANY
681 Fifth Avenue
Copyright, 1924
By E. P. DUTTON & COMPANY
All rightt reserved
\335R.
First Printing . . July, 1924
Second Printing . . April, 1927
734, i
M 35 c
Printed vn the United States of America
Dedicated by
FRANK J. MARSHALL
To three loyal friends and generous supporters of Chess:
ARTHUR WILLIAMS
WILLIAM J. A. BECK
EDWIN A. DIMMOCK
and
Dedicated by
J. C. H. MACBETH
To his Fellow Rotarians—their moves in the Game of
Life are always good.
CONTENTS
CHAPTER PAGE
A Biographical Note on the Authors by
Hermann Helms. ix
I. Introductory. i
II. Chessmen and Chess Terminology. 5
III. Chess Notation. 27
IV. How to give Checkmate—Fool’s Mate—
Scholar’s Mate. 36
V. The Principles of Chess. 46
VI. Synopsis of the Openings. 58
VII. Odds at Chess. 74
VIII. The Strategy of the Middle Game. 89
IX. The Strategy of the End Game. 109
X. Chess Coups and Stratagems. 142
XI. Sundry Features of Chess. 155
XII. Selection of Openings. 169
XIII. Illustrative Games.242
vii
\
A BIOGRAPHICAL NOTE ON THE
AUTHORS
By Hermann Helms
Editor of The American Chess Bulletin
Frank James Marshall, the American Chess
Champion, was born in New York in 1877. He
was taught the moves by his father when he was
ten years old, and only five years later he won the
championship of the Montreal Club. When he
was eighteen he succeeded in winning the champion¬
ship of the Brooklyn Chess Club
In 1899 he took part for the first time in the cable
matches between the United States and Great
Britain, and had the satisfaction of obtaining a draw.
It was in the same year that he competed in the
International Tournament for Minor Masters held
in London, and, although the entrants included such
formidable antagonists as Marco and Mieses, he
gained the premier place.
In the following year (1900), Marshall made his
debut in his first International Tournament of major
importance, and considerably astonished the Chess
world by defeating the first prize winner, Dr.E. Lasker,
in the only game he lost in the tournament. He
was also successful in his game with his distinguished
fellow-countryman, Pillsbury, who won the second
prize.
Since then Marshall has participated in practically
every International Tournament of any importance,
IX
X A BIOGRAPHICAL NOTE ON THE AUTHORS
and, as will be seen from the following list of his
performances, he has achieved the remarkable feat
of having gone through eight important contests
without losing a single game. This is a record
which, to the best of my belief, has not been equalled,
or even approached by any living master.
1899— London (Minor Masters) . . . 1st.
1900— Paris.3d.
1903— Vienna.2d.
1904— Monte Carlo.3d.
1904—Monte Carlo (Rice).1st and 2d. (Tie)
1904—Monte Carlo (Salta).1st.
1904—Cambridge Springs.1st. (No losses)
1904— St. Louis.1st. (No losses)
1905— Scheveningen.1st.
1905— Barmen.3d.
1906— Nuremberg.1st. (No losses)
1907— Lodz.2d.
1907— Paris.1st and 2d. (Tie)
1908— Dusseldorf.1st. (No losses)
1911— New York.1st. (No losses)
1912— Postyen ..3d.
1912— Buda Pesth.istand2d. (Tie.no
losses)
1913— New York.2d. (No losses)
1913—Havana.1st.
1913— New York.1st.
1914— Petrograd (Section 1) .... 4th and 5th. (Tie)
1914—Petrograd (Section 2) .... 5th.
1920—American Chess Congress . . . 1st.
1923— Lake Hopatcong.1st and 2d. (Tie, no
losses)
1924— New York.4th.
For some reason or other, for which it is extremely
difficult to find a satisfactory explanation, good
tournament players are seldom good match players,
and vice versa. Marshall seems to be tempera-
A BIOGRAPHICAL NOTE ON THE AUTHORS xi
mentally unable to do himself justice in match play.
In the course of the last twenty years he has played
eight important matches, of which he lost three—
to Dr. E. Lasker, Tarrasch and Capablanca, while
he won from Dura, Mieses, Showaiter, Janowski
and Edward Lasker. In none of these matches,
whether he won or lost, did Marshall give convincing
evidence of that audacity and brilliance which have
made him such a formidable opponent in tourna¬
ments and ranked him with the world’s greatest
Chess Masters, past and present. As a simul¬
taneous player, however, Marshall is undoubtedly
the outstanding figure among those masters who
specialize in these exhibitions. On several occasions
he has encountered over a hundred opponents at
once, while in January, 1922, he established a world’s
record by playing 156 games simultaneously in the
National Club at Montreal. This colossal contest
only required the surprisingly short period of 7
hours and 50 minutes, in which time Marshall won
129, drew 21 and lost only 6 games.
One of the most remarkable features of this great
achievement was, that on his return to New York,
Marshall was able to replay 154 out the 156
games he had played.
The literature of Chess has been greatly enriched
by Marshall, not only by the works he has written
himself but by his many sparkling innovations,
especially in the “Queen’s Gambit Declined,” and
all the analytical books which have been published
during the last fifteen years are full of quotations from
the games of this great master.
This country owes a debt of gratitude to Marshall,
as, but for him, America would have been practically
xii A BIOGRAPHICAL NOTE ON THE AUTHORS
unrepresented in International Chess for the last
fifteen years, and it is not difficult to imagine the
more or less good natured criticism we would have been
subjected to, if we had not had at least one native
born Master to uphold the Stars and Stripes when it
came to a question of participating in the most
intellectual but least remunerative of all games.
It is gratifying to know that for once at least
a “prophet has honor in his own country,” as, in
addition to many tangible expressions of esteem
which have been presented to Marshall at various
times in recognition of his great services to American
Chess, a group of his admirers, under the leadership
of Mr. Alrick H. Man, and Mr. Charles Kelly,
recently purchased a handsome building in New
York, in which is housed the Marshall Chess Club,
which enjoys the distinction of being the only
Chess Club in this country whose premises are
owned by its members.
I am sure that I voice the sentiments of Chess
Players in this and every other country, when I
express the hope that Marshall may long be spared
to enjoy this magnificent and permanent evidence
of appreciation of his great achievements and his
devotion to the best interests of the Royal Game.
* * * *
J. C. H. Macbeth was born in Scotland, and
educated at Aberdeen University. He inherited a
taste for Chess, as both his father and grandfather
were good players, and while in his early twenties
he won the championship of the Aberdeen Chess
Club for three years in succession. He was invited
to take part in the great match between England
A BIOGRAPHICAL NOTE ON THE AUTHORS xiii
and Scotland in 1903, and justified his selection by
winning both his games.
For several years he was one of the leading figures
in Scottish Chess circles and, had his other activities
permitted him to devote more time to the game,
he would undoubtedly have attained a prominent
position in the front rank of celebrated players.
Mr. Macbeth is a great traveler, and has visited
practically every part of the world. For the last
ten years he has been engaged almost exclusively
in literary work, as the result of which he has an
international reputation as a Code and Cipher
expert, and his works on Cryptography and allied
matters are widely known. He possesses to an
unusual degree the rare gift of explanation—that is,
of being able to write clearly and simply on recondite
subjects. In one of his most recent books, Common
Sense in Auction Bridge, he has given convincing
proof of his ability to utilize his explanatory and
analytical powers for the benefit of those who enjoy
this scientific game, and I regard it as a most
fortunate circumstance that he has collaborated with
Mr. Marshall in the interests of those who aspire
to become good Chess players.
The happy combination of a great master with a
literary amateur has resulted in Chess Step by
Step, which will receive a whole-hearted welcome
wherever English is understood. This book is not
only authoritative but is extremely lucid and easy
to understand, and will materially assist in the
realization of the ever-increasing and widespread
desire to acquire, without too much mental stress,
a sound knowledge of the oldest, best, and probably
most difficult of all games.
CHESS STEP BY STEP
CHESS STEP BY STEP
CHAPTER I
INTRODUCTORY
Origin of Chess—Its Great Antiquity—The Litera¬
ture of Chess—Celebrated Men Who have Played
Chess—Why Everyone should Learn Chess
Authorities differ as to the place of origin of Chess,
and this is scarcely surprising in view of the fact that
this greatest of indoor pastimes is known to be at
least 5000 years old. Of one thing, however, there is
no doubt, and that is, that Chess was first played in
the Orient, and although the various investigators
advance claims in favor of China, India, and Persia
as being the birthplace of Chess, there is no satis¬
factory evidence to justify the honour being given to
any one of these countries. The philological evidence
inclines us to lean toward Persia, as “Checkmate”
bears a striking similarity to the Persian “Shah Mat,”
which literally means “the King is dead.”
There is an enormous bibliography of Chess;
practically every country in the world has Chess
literature in its own language, and the treatises and
books on the Royal Game must run into many
thousands. Murray, in his great work, A History of
2 CHESS STEP BY STEP
Chess, has made extracts from nearly three hundred
books written in ten Oriental and European languages.
The first book to be published in Europe was
written in Latin by Jacobus de Cessolis, and is sup¬
posed to have been printed about 1275. In this work
he makes reference to a treatise which was written
about 150 years previously. This book was translated
into all the contemporary European languages, and
ultimately, in 1474, William Caxton translated it into
English from the French edition. It was, therefore,
the first book to be printed in England, which must
surely be regarded as a striking tribute to the wonder¬
ful popularity of Chess in these early days.
In every age Chess has been the favorite pastime
of the leaders of thought in all civilized countries.
Shakespeare makes several references to Chess, and
Sir Walter Raleigh declared that he would like to die
on the day he was unable to play Chess. Goethe refers
to Chess as “the touchstone of the human brain.”
To mention only a few of the eminent men who loved
the game, we find Voltaire, Benjamin Franklin,
Bulwer-Lytton, Buckle, Tennyson, and Napoleon.
While skill at Chess does not necessarily denote
exceptional intellectual powers in other directions,
there is no doubt that the game is not adapted for
those of inferior mentality. It is essentially a game
for those who , have, at least, average intelligence,
and who desire to maintain their mental powers at a
high state of efficiency.
Chess should be regarded not only as an intellectual
form of relaxation and recreation, but as an extremely
refined form of mental gymnastics. In the same way
that we continually exercise our bodies so as to keep
ourselves physically fit, so should we exercise our
INTRODUCTORY 3
minds in order to keep ourselves mentally fit. Mod¬
ern science has irrefutably demonstrated that the
mind controls the body, and those who engage in
physical contests, such as boxing, fencing, and foot¬
ball, find that they derive great benefit from training
their minds as well as their bodies. Chess fulfils all
the requirements of mental training to an extraor¬
dinary degree, as it teaches alertness, foresight, con¬
centration, caution, contemplation, introspection, pru¬
dence and circumspection. It also cultivates patience
and sound judgment, and surely all or any of the
foregoing qualities are essential to the welfare of
everyone, no matter what may be his avocation or
profession.
Another good reason for learning how to play Chess
is, that it is not only the most cosmopolitan of all
games, but it is the most democratic. A Chess player
is welcome in every part of the world, regardless of his
social or financial status, and the only question asked
a visitor to any Chess Club in the world is, what
strength of player he would like to meet.
Another good reason for learning Chess is, that
it is unique in one respect: no good game is ever lost.
Chess is the most simply recorded of all games, and
it is safe <to say that there is no part of the world in
which some student is not deriving pleasure and
instruction from playing over again the marvellous
brilliancies of Morphy. Many people have learned
Chess, not for the purpose of playing with others,
but in order that they may enjoy the performances
of the great exponents of the game in matches and
tournaments.
Another reason for the pre-eminence of Chess is
that, unlike almost all other indoor pastimes, the
4 CHESS STEP BY STEP
element of chance or luck does not arise. Practically,
all card games are governed to a great extent by luck,
and they also require a monetary stake to enhance
the interest of the players; but Chess, which is a pure
contest of wits, one mind against another with exactly
equal forces on both sides, does not require any
financial consideration to make it attractive.
If the reader finds the foregoing reasons sufficiently
cogent, and decides to begin to study Chess seriously,
we should advise him to bear in mind the motto
of the medical profession, “ Festina lente,” which,
literally translated, means “Hasten slowly.” Chess
is both an easy and a difficult game. It is quite easy
to learn the moves, and to attain a certain proficiency,
but it is very difficult to reach the top rank of players.
This fact, however, need not deter anyone from taking
up Chess. We have never noticed that because only
a limited number of players attain great distinction
at Golf, the great body of amateurs enjoy their game
any the less on that account, and the same is true
of many other games. The reader may rest assured
that as soon as he is able to play even a little, he will
always find opponents of his own strength, with whom
he can pleasurably and profitably pass away many
hours.
We have often heard the argument advanced,
“Chess is too like hard work,” but this is the purest
sophistry, born of indolence. The great rank and
file of Chess players all over the world are men who
work hard with their brains and who yet find relaxa¬
tion and benefit from a change of mental effort, and
a great psychologist has stated that in his experience
Chess players maintain their intellectual forces longer
and more unimpaired than those who do not play.
CHAPTER II
CHESSMEN AND CHESS TERMINOLOGY
The Board—The Pieces, and Their Moves—Com¬
parative Value of the Pieces—Definition of Chess
Terms
The Board
Chess is played on a Board of 64 squares, colored
alternately white and black, as shown in Diagram 1.
Diagram i
BLACK
WHITE
5
6 CHESS STEP BY STEP
The players sit at opposite sides of the board, and
there must always be a white square at the right hand
of each player.
The Pieces
At the beginning of a game, each player has exactly
equal forces, consisting of a King and a Queen, two
Bishops, two Knights, two Rooks, and eight Pawns,
and these are arranged as shown in Diagram 2.
It should be noted that the Queens, on either side,
should always be placed on squares of their own
color. Thus, in Diagram 2, it will be seen that the
White Queen is on a white square, and the Black
Queen on a black square. This may be briefly
memorized as “the Queen on her color.”
Diagram 2
BLACK
WHITE
CHESSMEN AND CHESS TERMINOLOGY 7
The Moves of the Pieces
The King
The King moves one square at a time, either
diagonally, vertically (backward or forward), and
horizontally. Thus in Diagram 3, it will be seen the
King can move to any of the adjoining marked
squares. Linder certain conditions, the King can
move two squares, as is explained later on under
“ Castling.”
Diagram 3
BLACK
The Queen
The Queen moves in exactly the same way as the
King, with the important exception that it can move
8 CHESS STEP BY STEP
any number of squares, provided there are no inter¬
vening pieces. In Diagram 4 it will be seen that the
Queen can move to any of the 25 marked squares.
Diagram 4
BLACK
WHITE
The Bishop
It will be seen in Diagram 2 that each side has two
Bishops, who occupy white and black squares respect¬
ively The Bishop moves along the diagonals, and
can never go on to another color of square than his
original one. In Diagram 5 it will be seen that the
Bishop can move to any one of the 13 marked white
squares.
CHESSMEN AND CHESS TERMINOLOGY 0
Diagram $
BLACK
WHITS
The Knight
The movement of the Knight is rather more com¬
plicated than that of the other pieces, but with the
aid of the following Diagram, the student should have
no difficulty in mastering it.
It should first be noted that the Knight always
moves to a square of a different color from the one it
occupies. Thus in Diagram 6A it will be seen that the
Knight, which is stationed on a white square, always
moves to a black one. The move may be described
as a rectangular one, as the Knight goes over one
square diagonally and then comes to rest at the
furthest-away corner of a rectangle. In each of the
10 CHESS STEP BY STEP
Diagram 6
BLACK
WHITE
A B
possible moves illustrated in the Diagram, it will
be seen that the square to which the Knight moves
forms a rectangle of six squares, counting from the one
occupied by the Knight. Two of these rectangles
are shown by black lines in the Diagram.
The Knight is the only piece which has the right to
jump over pieces of his own color or over the opposing
pieces. This privilege is shown in Diagram 6B.
The Rook
The Rook moves along vertical or horizontal
columns, or forward and backward and sideways.
CHESSMEN AND CHESS TERMINOLOGY 11
Thus, in Diagram 7, it will be seen that the Rook can
move to any one of the 14 marked squares.
Diagram 7
BLACK
WHITE
The Pawn
The Pawn is the only piece which must always move
forward. This it does one square at a time, with the
exception of the first time it is moved, when it may be
pushed forward one or two squares at the option of
the player. Thus, in Diagram 8, the Pawn, which
is shown in its original position, can be moved to
either of the two marked squares.
12 CHESS STEP BY STEP
The Pawn has a very important privilege, which is
similar to that of a man at Checkers or Draughts,
which becomes a King when it reaches the last row.
When a Pawn reaches the 8th rank, it may be ex¬
changed for any other piece, with the exception of a
Diagram 8
BLACK
WHITE
King, or of another Pawn. In other words, it must
be promoted for a piece of higher value. When a
Pawn reaches the 8th rank it may be promoted to
a Queen, even although there may be another Queen
on the board. The Queen is the piece usually selected,
but, as will be shown later on, it may sometimes be
necessary to choose another piece.
CHESSMEN AND CHESS TERMINOLOGY 13
Captures
In Checkers all captures are made by jumping over
the man or King which is taken, but in Chess the
capturing piece remains at rest on the square occupied
by the captured piece. Thus, in Diagram 9, the White
Diagram 9
BLACK
WHITE
Knight which takes the Black Bishop, remains on
the square occupied by the Bishop. All the pieces,
with the exception of the Pawn, capture in exactly
the same way as they move. The Pawn, however,
which moves forward, captures sideways. Thus, in
Diagram 10, the White Pawn may capture either the
14 CHESS STEP BY STEP
Black Knight or the Pawn. Pawns can take only
when the opposing pieces or Pawns are adjoining, as
shown in the Diagram.
Diagram io
BLACK
About six hundred years ago, the Pawn could
move only one square even at the first move, but it
was felt that the game would be improved by giving
it the right of going forward two squares, for the
purpose of giving quicker development. This addi¬
tional privilege was acknowledged by all Chess players
to be a great improvement, but it was thought that
it was rather unfair that a Pawn, which had reached
the fifth rank, as shown in Diagram n, should lose its
CHESSMEN AND CHESS TERMINOLOGY 15
right of capturing the Black Pawn if it moved forward
two squares. It was agreed, therefore, that if a
Pawn reached the 5th rank, and an opposing Pawn
passed it, this Pawn could be captured just as it
could have been had the old arrangement been in
force. If, therefore, the Black Pawn in Diagram 11
Diagram ii
BLACK
be moved forward two squares, the White Pawn at
the 5th rank may capture it, and then occupy the
marked square. The proviso was made, however,
that this capture, which is known as “taking in
passing” or “en passant,” must be made immediately
after the opposing Pawn has moved two squares,
otherwise the privilege is lost.
16 CHESS STEP BY STEP
Value of the Pieces
Now that the reader is conversant with the dif¬
ferent pieces and their various moves, the time has
arrived to consider their comparative values. It is
almost impossible to give a mathematically accurate
valuation, but it is quite sufficient for our purpose to
accept the following approximation. Taking the
Pawn as a unit, the Queen is worth io Pawns, the Rook
5 Pawns, the Bishop or Knight each 3! Pawns.
No valuation is placed on the King, as he is, so to
speak, invaluable, since he is never captured; but as
a fighting unit, which he becomes in many games,
he is probably worth 2\ Pawns. These comparative
values must be borne in mind by the student, so
that he will avoid the loss of material by allowing a
piece to be exchanged for one of less value.
Terms Used in Chess
It is now necessary for the student to consider and
become familiar with the principal terms used in the
game.
Checkmate
We have seen that the King is never captured, and
the object of both players is to put the opposing King
in such a position that he cannot move without being
taken. When this is arrived at, we have what is
known as Checkmate, which is usually shortened to
CHESSMEN AND CHESS TERMINOLOGY 17
“Mate.” Diagram 12 illustrates the termination of
a game by Checkmate.
Diagram 12
BLACK
WHITE
In Diagram 12 it will be seen that the King cannot
move away from the Queen, nor can it take it, as the
Queen is supported by the Bishop, and, of course, the
King is not allowed to put himself in a position where
he can be taken.
Check
When any piece is brought to bear on an opponent’s
King, it is usual to say “Check,” which is an abbre-
18 CHESS STEP BY STEP
viation for “I attack your King.” When a King is
Checked, he must move to a square which is not
attacked by an adverse piece, capture the attacking
piece, or interpose another piece. If he cannot do
one or other of these as has been shown above, he is
Checkmated. In Diagram 13 two of the alternative
Diagram 13
BLACK
avenues of escape are shown: in “A” the King
moves out of Check, in “ B ” he captures the attacking
piece which is unsupported. In Diagram 14 he
interposes a defending piece, by placing the Bishop
between the Rook and the King.
CHESSMEN AND CHESS TERMINOLOGY 19
Diagram 14
BLACK
WHITE
Doubled Pawn
When two Pawns occupy the same file as in Dia¬
gram 14, they are said to be “doubled.” It does
not matter how many squares may intervene.
Isolated Pawn
When the Pawns on either side of a Pawn have been
captured, the remaining one is said to be “isolated.”
A pawn is very much stronger when it has one of its
fellows to support it. It is undesirable to have to
support a Pawn with a piece, and as the term “iso¬
lated” indicates, when a Pawn is by itself it is a
source of weakness.
20 CHESS STEP BY STEP
Passed Pawn
Whan a Pawn has passed through or beyond the
opposing Pawns, it is called a “Passed Pawn.”
This is illustrated in Diagram 15. A Passed Pawn
is very dangerous to the opponent, as it requires a
superior force to stop it from reaching the Eighth
Square and being promoted, and many games are
won by this means.
Diagram 15
BLACK
WHITE
The Pawn marked -f 13 a passed Pawn
En Prise
A piece is said to be “en prise” when it is on a
square where it may be captured by one of the
opponent’s pieces.
CHESSMEN AND CHESS TERMINOLOGY 21
Gambit
This is an Italian word which denotes a small
advantage yielded at the beginning, in the hope
of winning it back with interest at a later stage in the
contest. In Chess it usually means sacrificing a Pawn
in the opening in order to obtain a rapid development.
Pinning
A piece is said to be pinned, when it is in front of a
more, valuable one, when it is attacked by an opposing
piece. Thus, in Diagram 16, we have two examples
Diagram 16
BLACK
A B
of pinning. In “A” the Queen is pinned by the Rook,
as it cannot move away from the front of the King.
It could, of course, take the Rook, but then in its
22 CHESS STEP BY STEP
turn it would be captured by the Pawn. In 16B,
the Knight is pinned by the Bishop. If it moved,
it is obvious that the Queen would be taken by the
Bishop.
The Exchange
The Knight and Bishop are usually referred to as
“minor pieces” because, as we have seen, they are not
so powerful as the Queen or Rook. If a White
Bishop is able to take a Black Rook, and in its turn is
taken, White is said to have won the exchange, and
conversely, Black, has lost the exchange.
The Fork
This is the term used to denote a move by either a
Pawn or a piece, which simultaneously attacks two
Diagram 17
WHITE
B A
CHESSMEN AND CHESS TERMINOLOGY 23
opposing pieces. Thus, in Diagram 17 A, the White
Pawn has been moved two squares and has attacked
the Knight and Bishop. Then, in Diagram 17 B, we
have an example of the most dangerous form of fork,
when the King is one of the pieces attacked. He
must move out of Check, after which White will win
the Black Rook.
Interpose
To interpose means playing a Pawn or a piece in
front of the King when it is attacked by an opposing
piece. Diagram 14 showed the interposition of a
Bishop, when the King was attacked by a Rook.
Sacrifice
This means giving up a Pawn or a piece for the
purpose of developing an attack, or what amounts to
practically the same thing—breaking down the op¬
ponent’s defence. There are many instances in which
even the Queen is sacrificed in order to obtain a
winning attack.
Drawn Game
A Draw at Chess may be brought about in a
variety of ways. The simplest of these is when there
is not sufficient material left to effect a Mate. Thus,
when the forces are reduced to the opposing Kings
alone, a Checkmate is impossible and the game is
Drawn. A King and a Knight, or a King and a
Bishop against a solitary King cannot win.
A Draw may also be brought about by repetition
of moves. This occurs in certain positions when
24 CHESS STEP BY STEP
neither side dares to compromise his position by
varying his moves. An example of this will be
given at a later stage under the section devoted to
End Games. Another form of Drawn game is the
Stalemate, which is arrived at when a King is not
actually attacked, but cannot move without getting
into Check. An example of this will also be found
under “End Games.” A Draw may be agreed upon
by two players at any stage of the game, when the
conditions are such that a win for either side is
unlikely, and examples of this will be given at a later
stage.
X
Forced Move
A move is said to be forced, when it is the only one
that can be made to save an immediate or impending
Checkmate. The King need not necessarily be in
Check to bring about a forced move; the position
may be such, that unless a certain move be made
the game is lost. Generally, but not invariably, a
forced move is the only one available.
Castling
This is the term used to describe an important move
which may be made once in a game, under certain
conditions, by the King in combination with a Rook.
Provided that neither the King nor the Rook has been
previously moved, that the King is not in Check, or
has not to pass over a square which is attacked or
commanded by an opposing piece, he may move
either two squares to the right or two squares to the
left, and at the same time the Rook may, as it were,
CHESSMEN AND CHESS TERMINOLOGY 25
jump over him and come to rest at his other side.
When this is done in combination with the King’s
Rook, this is described as Castling on the King’s side,
or if with the Queen’s Rook, as Castling on the Queen’s
side. Diagrams 18 and 19 show the position before
and after both these operations.
Diagram 18
BLACK
WHITE
First Move
In Chess, the player who has the White pieces
always moves first, with certain exceptions which will
be explained at a later stage. When commencing a
game, it is usual for one of the players to take a White
and a Black Pawn in either hand, and, after “shuf¬
fling” them, invite his opponent to select a hand,
and he takes the pieces of the color he has chosen.
26 CHESS STEP BY STEP
In subsequent games, unless by special arrangement,
the pieces are changed, each player having White in
his turn.
King’s Side and Queen’s Side
The reader will frequently come across the expres¬
sions, “King’s side” and “Queen’s side.” In Dia¬
gram 19 there is a line drawn between the two sides
of the board, which indicates the division.
Diagram 19
BLACK
WHITE
Queen’s Side King’s Side
CHAPTER III
CHESS NOTATION
Algebraic Notation—Philidor System—Discovered
Check—Double Check
The time has now arrived for the reader to become
conversant with the manner in which games are
noted and recorded. There are two forms of Nota¬
tion which are used for this purpose. The first is
what is known as the Algebraic Notation, which
denominates each square with a letter and a number.
This notation is mainly used in Germany and Austria.
The system invented by Philidor is used in all
English- and Spanish-speaking countries, and also in
France, and has the advantage of being more easily
mastered, as it is much more descriptive. In the
Algebraic system the nomenclature of the different
squares is purely arbitrary, and must be committed
to memory, while the Philidor system is devised on
the plan of indicating each square by the names of the
pieces which occupy them at the beginning of a game.
Thus, the square on which the King stands when
the pieces are set up for a game is called the King’s
Square, or King’s i, and the square immediately in
front of him as King’s 2 and so on. In order to make
the notation as brief as possible the initial letter of the
various pieces is used to indicate them. Thus:
27
28 CHESS STEP BY STEP
The King is represented by K
The Queen by Q
The Bishop by B
The Knight by Kt
The Rook by R
The Pawn by P
As there are two Bishops, two Knights, etc., and
eight Pawns, the method of distinguishing them is to
divide the board, as it were, into two sides, the King’s
side and the Queen’s side. The Bishop at the right
hand of the King is called the King’s Bishop, con¬
tracted into K B, and similarly the Rook at his
right is described as K R. The Pawn in front of the
King is called the King’s Pawn (K P) and that in front
of the King’s Bishop is called King’s Bishop’s Pawn
which is contracted to K B P. Thus, it will be seen
that all the pieces and Pawns are briefly and descrip¬
tively notated. This brings us to consideration of the
different squares, which are indicated in the same
abbreviated and descriptive manner.
In the same way as we have just seen that the square
which the King occupies at the commencement of a
game is designated King’s Square, so are all the
squares in the same rank notated. Thus, we have
King’s Bishop’s Square, shortened to K B Sq or K Bi;
or Queen’s Rook’s Square abbreviated to Q Ri or
Q R Sq, and this holds good throughout the game,
even if the various pieces which give their names to the
squares have been moved away from them. The
fact that the King moves from his original square
does not mean that the new square he stands on is
to be called the King’s Square. Diagram 20 shows
all the pieces with their respective names, along with
CHESS NOTATION 29
their respective Pawns. The other squares are counted
from the first square of the King and Queen and their
respective pieces. Thus, four squares from King’s
Diagram 20
BLACK
QR QKt QB Q K KB KKt KR
QR QKt QB Q K KB KKt KR
WHITE
Square is called K D4, and the move of the King’s
Pawn two squares is written:
P - K4
which means: “ Pawn to King’s fourth square,”
and similarly, if the Queen’s Bishop’s Pawn is ad¬
vanced two squares, the notation is:
p - QB4
signifying “ Pawn to Queen’s Bishop’s fourth square.”
It must be clearly understood that both the White and
30 CHESS STEP BY STEP
Black pieces have their individual names and squares.
Thus, King’s Square for White is King’s Eighth
Square from the Black side, and so on. The following
Diagram shows that each square has two notations,
according to whether it is being considered from
White’s side or from Black’s side.
Diagram 21
20V1S
WHITE
The notation is generally made as brief and con¬
cise as possible, always keeping in mind the necessity
for clarity. For instance, after both sides have made
the move P-K4, and we have to record White’s
second move of K B-Q B4, this is contracted to
B-B4, because obviously the Queen’s Bishop cannot
move and it is therefore unnecessary to specify the
particular Bishop, then the only square at the
CHESS NOTATION 31
fourth rank on which it can be placed is Queen’s
Bishop’s 4, so that we do not require to state it.
If, at the second move, instead of moving the
Bishop, White decides to move one of the Knights,
as either of them can legally move, it now becomes
necessary to make it clear which one is to be brought
out. Suppose we are going to record King’s Knight
to King’s Bishop’s 3. This may be contracted
either by Kt-K B3 or K Kt-B3. In the first case,
it is clear that the only Knight which can be moved
to K B3 is the King’s Knight, and in the second the
only B3 to which the King’s Knight can go is the
King’s Bishop’s.
It sometimes happens, however, that both the piece
and the square must be given in full, as in the follow¬
ing position. Both the King’s Rook and the Queen’s
Diagram 22
BLACK
QKti white
32 CHESS STEP BY STEP
Rook can go to one of the Knight’s squares, so that
it would not be enough to say, Q R-Kti, as this
would leave a doubt as to which of the Knight’s
squares was intended. If the Queen’s Rook is to be
moved to Queen’s Knight’s Square, it would be
written Q R-Q Kti.
When a piece is captured, this is indicated by X.
Thus Pawn takes Pawn is written:
P X P
When the opposing King is Checked, this is in¬
dicated by “ch.”
Thus in the following Diagram when the Rook is
moved to King’s Square, giving Check to the Black
King, the move is recorded: R-Ki ch.
Diagram 23
BLACK
The operation of Castling is sometimes recorded
by 0-0 to indicate Castling with the King’s Rook,
CHESS NOTATION S3
and O—O—O with the Queen’s Rook. More usually,
it is simply written: Castles (K) or Castles (Q), as
the case may be. If the Queen’s Rook had been
moved or if there were a piece between it and the
King, Castling with the Queen’s Rook would be
impossible, so the move would be shortened to
Castles, as in either case there could be no doubt as to
which Rook was intended.
In some sets of Chessmen there is a crown stamped
on the King’s Rook and the King’s Knight to dis¬
tinguish them easily when the game is in an advanced
stage, but most writers, when there is a fear of
ambiguity, make a move like the following absolutely
clear, by indicating the square from which the piece
is to be moved. Thus, in the following Diagram
the move White is to make is King’s Knight takes
Diagram 24
BLACK
WHITE
34 CHESS STEP BY STEP
Pawn. As it is apparent that either Knight can take
the Pawn, the move would be written Kt (B3)xP,
which, of course, leaves no doubt as to which of the
Knights is to make the capture.
It sometimes happens that a King may be put into
Check by moving an opposing piece which is protect¬
ing him from another piece. This is known as
“Discovered Check” and is generally written:
“dis. ch.” In Diagram 25 we have an example
of a Discovered Check which will ensue, when White
removes his K B which discovers the Rook.
Diagram 25
BLACK
WHITE
Closely allied to Discovered Check is “Double
Check” which occurs when the piece that is being
moved to give a Discovered Check also gives Check.
CHESS NOTATION 35
This is generally written “Dble ch.” and an ex¬
ample of the Double Check is given in the following
Diagram. White has moved his Knight, which was
covering the White Bishop, so that the Black King is
in Check from both the Knight and the Bishop.
Diagram 26
BLACK
WHITE
CHAPTER IV
CHECKMATE
How to Give Checkmate—Fool’s Mate—Scholar’s
Mate
Illustrative Game
Those readers who play Checkers or Draughts
know that the game is won by the process of exter-
Diagram 27
BLACK
mination of the opposing forces. This is, to a certain
extent the case in Chess, and many games are won
36
CHECKMATE 37
by a series of exchanges, leaving one side with suf¬
ficient material to give the requisite Checkmate, but,
unlike Checkers, a game of Chess may be terminated
without the capture of a single piece. One of the
oldest and most elementary examples of this is what
is known as “Fool’s Mate” which is brought about
as follows:
White Move Black
P - K B3 i P - K4
P — K Kt4 2 Q - R5 Mate
It will be demonstrated later, that White has
violated the principles which govern correct play,
as his two moves do nothing to secure development,
or to protect his all-important King.
Scholar’s Mate
This is another old example of the early termination
of a game, which has been experienced by beginners
all over the world:
White Black
P - k4 1 P - K4
B - B4 2 B - B4
Q - R5 3 Kt - K
Q X B P Mate 4
At Black’s third move, he apparently thinks that
it is sound policy to attack the White Queen and the
King’s Pawn, and at the same time develop a piece,
but, of course, he overlooks the threatened Mate,
which can easily be averted by Q-K2 as his 3d move.
38 CHESS STEP BY STEP
Diagram 28
BLACK
WHITE
Illustrative Game
The following simple game is meant to give the
reader a preliminary glimpse of the elementary
principles of the game, after which we shall go more
fully in to them, as it is only by acquiring a sound
knowledge of the fundamental principles of Chess
Strategy and Tactics, that the student can obtain
any degree of skill, or even hope to be able to enjoy
and appreciate the games played by the great masters.
The reader should set up the pieces, and play them
with the White side nearest to himself.
White Black
P - K4 1 P - K4
CHECKMATE 39
This is one of the best and most widely practised
methods of beginning a game. Until some of the
Pawns are moved, it is obvious that the pieces on both
sides have no scope for action.
By playing P-K4 it will be seen that White at once
opens up a diagonal for his Queen and King’s Bishop.
There are four available squares to which the Queen
can go, and five for the Bishop, but, of course, it
would not be wise for White to play B-R6, as then
Black’s Queen’s Knight or Knight’s Pawn could
take it.
Kt - K B3 2 Kt - Q B3
White, at Move 2, develops his King’s Knight, and
at the same time attacks Black’s King’s Pawn.
This move also greatly increases the Knight’s field
of action, and brings it within closer range of the
opposing King.
Black, by his 2d move, achieves a double object.
He not only develops a piece, but he also defends his
King’s Pawn which has been attacked by White.
B - B4 3 B - B4
White, at Move 3, now develops his King’s Bishop,
which attacks Black’s King’s Bishop’s Pawn, which
is at present protected only by the King. This move
also accomplishes another very important form. of
development, as now he is able to Castle and bring
his King’s Rook into action.
Black has nothing to fear at present, from the
40 CHESS STEP BY STEP
attack on his King’s Bishop’s Pawn, so he plays B-B4
for the same reasons as White.
Castles 4 Kt — K B3
White, by Castling, lodges his King in a safe posi¬
tion, and at the same time places his Rook on a square
where it in the meantime supports the King’s Bishop’s
pawn, and will soon be able to secure an extended
field for action.
As White has not directly attacked any of Black’s
pieces, the latter contents himself with a developing
move, which it will be seen also attacks White’s
King’s Pawn and prepares for Castling.
Kt - B3 5 Castles
White’s 5th move serves the double purpose of
developing a piece, and defends his King’s Pawn
which was attacked by Black at his 4th move.
Black’s 5th move is also a developing one as ex¬
plained at White’s 4th move.
P - Q3 6 P - Q3
This move further strengthens the defence of the
King’s Pawn in addition to opening up a diagonal
for the Queen’s Bishop. The same applies to Black’s
move.
B - K Kts 7 P-KR3
CHECKMATE 41
Diagram 29
BLACK
WHITE
After Black’s 7th move, P-KR3
The reader should now carefully compare the posi¬
tion of the pieces on his board with the above Diagram,
which shows the situation after seven moves have
been made on either side.
White’s 7th move is a strong one, as in addition to
bringing another piece into active operation, it pins
Black’s Knight.
Black, not liking the pin, drives the Bishop away.
B - R4 8 P - K Kt.4
White is unwilling to forego the pinning of the
Knight, so retreats his Bishop on the same diagonal.
42 CHESS STEP BY STEP
Black’s 8th move is of doubtful wisdom, as although
it achieves its immediate object by relieving the
pin, it leaves a hole in his defence of his all-important
King, as will soon be seen.
Kt X Kt P 9 P X Kt
Here we have an excellent example of a sacrifice in
order to obtain an attack. White gives up a Knight
for two Pawns, but he has greatly exposed the position
of the Black King.
B X Kt P io B - K3
The reader should observe two little points in the
notation of White’s 9th and 10th moves. The
Knight’s Pawn is specified at 9, because it is clear
that the Knight could also have taken the King’s
Pawn, and at Move 10 the King’s Bishop could have
taken Black’s King’s Bishop’s Pawn, Knight’s Pawn
is again specified. The reader should also note that
this last capture was formerly a Rook’s Pawn, but
when a Pawn takes, and goes on to another file, it
always receives the name of the new file.
Black’s 10th move was practically compulsory, as
it is the only way to prevent the threatened move of
the White Knight to Q5, which would probably cost
Black the loss of his King’s Knight, which is now
pinned again.
K - Ri 11 K - Kt2
CHECKMATE 43
Diagram 30
BLACK
WHITE
After Black’s nth move K~Kt2
White’s nth move is very instructive. The reader
at this stage should study the result of BxB as
White’s nth move instead of the one in the text,
when he will see that Black’s reply PxB would
uncover the Rook at K Bi thereby protecting the
pinned Kt, and also the Pawn which would then be
at K3 prevents White playing Kt-Q5-; Now restore
the pieces as in the Diagram, and consider the reason
for White’s moving his King to Ri. Pie wants to
play P-B4 and clear the K B file for his Rook, but
he cannot do this at present as he would put his
King into Check from the Black K B, and the sim¬
plest way is to move the King out of range.
Black anticipates the forthcoming onslaught, and
44 CHESS STEP BY STEP
moves his King to allow him to bring his Rook into
play.
Q — Q2 12 R - Ri
Before pushing on the B P, White further strength¬
ens the attack by his 12th move, which threatens to
win the exchange by B-R6 ch.
Black avoids this by moving his Rook to Ri.
P - B4 13 P X P
Black here misses an opportunity of extricating him¬
self from all his troubles, by moving his K Kt to Kt5
which not only threatens Mate next move (RxP
Mate) but would enable him to defend strongly his
still compromised King by P-B3, after White had
parried the threatened Mate by P-K R3.
RxP 14 B - Q5
White’s 14th move is stronger than QxP, because
he threatens to win the Queen by BxKt ch. This
compels Black to move his Bishop to support the
pinned Knight.
Q R - K Bi 15 Q - K2
Here White brings another piece into play, and
increases the pressure on the sorely harassed Knight.
Black again has a better move at his disposal in
R-R4 but his position is now very difficult.
P - K5 16 B x P
CHECKMATE 45
This is a pretty move on White’s part, as not only
does he sacrifice a Pawn in order to bring another
piece to the attack, but he forecasts his willingness
to make a further sacrifice of the exchange.
Black’s move is forced.
Kt - K4 17 B X R
White now moves his Kt to the square made ready
for him by White’s 16th move.
Black tries to relieve the pressure by taking the Rook.
R X B 18 R - R3
Here again the move in the text is stronger than
QxB just as at Move 14.
Black tries to support the Kt, but this move brings
about his speedy downfall.
B X R ch. 19 K X B
The rest of the story speaks for itself.
R - R4 Dble ch. 20 K - Kt2
Q - R6 ch. 21 K - Kti
Q — R8 Mate 22
CHAPTER V
THE PRINCIPLES OF CHESS
Fundamental Principles—Analogy between Chess
and War—Opening Tactics—Development
The reader now understands the names of the
various pieces and their respective functions, and the
next step is to endeavour to grasp the fundamental
principles which govern the game.
After ten moves have been made on both sides, the
mathematicians tell us that the possible number of
moves which might have been made at that point is
represented by 17, followed by 30 ciphers. At the
20th move, the number of variations jumps to 1,
followed by more than 5000 noughts. Even in these
days of astronomical figures with which we have
become familiar, owing to the gyrations of the mark,
the foregoing numerical possibilities are beyond
human comprehension. The reader need not be
alarmed, however, as although these figures show the
immense and endless number of variations of Chess,
which is one of its most fascinating features; in actual
practice, the number of possible good moves comes
well within the scope of the average mind, as these
moves are all governed by certain fundamental prin-
46
THE PRINCIPLES OF CHESS 47
ciples, which have been formulated from thousands
of years of experience.
Chess a War Game
War has always been used as an analogy to Chess,
and justly so, as the manoeuvres of opponents at
Chess bear a very close resemblance to the tactics
employed on the battlefield by contesting generals,
and the main principles are so similar, that it is helpful
and advantageous to compare and contrast Chess
with War.
The reader may say at this point, “But I am not a
soldier and I do not understand military tactics.”
One does not, however, require to be a soldier in order
to be able to comprehend certain facts with regard
to war, as many of these are self-evident. We all
know, for instance, that when opposing enemy forces
are exactly equal, those which are best led will win—
that if there is delay in bringing up reinforcements
to some critical position, that position will be lost;
that attacks to be successful must be carried out
with complete harmony and co-ordination between the
units of the attacking forces; and that Time is a
factor of the utmost importance in the execution of
any important military operation; and also that
material must not be sacrificed without some impor¬
tant return in the way of improved position.
With these few salient facts in mind, we feel sure
that readers will find it beneficial in their efforts to
make progress in Chess, to consider themselves as
being generals in charge of important military
operations.
48 CHESS STEP BY STEP
In war one of the first problems of a general is to
obtain accurate information with regard to the
strength of the enemy forces, but this is unnecessary
in Chess as the opposing forces are exactly equal.
A general’s next consideration is to find out how he
can concentrate his available strength on a location
where it will exercise the greatest pressure on the
enemy, within the shortest possible period. In Chess
this is also the first problem of the player—the
selection of the best sphere of action, and then how
to deploy his different pieces to that field with the
least possible expenditure of time.
Time in Chess
In Chess, Time is represented by the number of
moves any piece requires to reach a suitable sphere
of action. Assuming that White decides that Q B4
is a good position for his King’s Bishop, there is, of
course, nothing to prevent him playing as follows:
White Black
P - K4 1 P - K4
B - K2 2 Kt - Q B3
B - Q3 3 Kt - B3
B - B4 4 B — B4
Now it is clear that White has taken three moves
to do what could have been done in one move, so that
he has “lost time.” Inspection of the following
Diagram will show that while White has one solitary
piece in action Black has developed three pieces,
which gives him an obvious advantage in position.
THE PRINCIPLES OF CHESS 49
Diagram 31
BLACK
WHITE
From the foregoing simple example, we have no
difficulty in evolving a principle, which, if followed
out, will prevent loss of time, and this may be briefly
expressed: Never move a piece twice in the opening.
Sphere of Action
This is rather more difficult for the learner to under¬
stand, as it is apparent that several moves must be
made on both sides before a definite object for attack
presents itself. The primary object of the player is,
of course, to drive the opposing King to a position
where he can be Mated, but in the early stages the
ultimate location of the enemy King is unknown.
He may Castle on his own side or on the Queen’s
50 CHESS STEP BY STEP
side, and in many games he does not move from his
original square. This fact makes it apparent that
the early moves, generally termed “the Opening,”
should not be directed toward an immediate onslaught
on the opposing King as he stands on King’s Square.
In selecting a sphere of action therefore, the efforts
of the player should be directed to placing his pieces
on a coign of vantage, from which they can rapidly
be brought to bear on any weak spot which may
develop in the enemy’s ranks.
The opponent, however, is presumably trying to
develop on the same lines, and all moves must be
made with a due regard to those of the enemy. In
selecting the sphere of action, therefore, it is necessary
to keep in view the desirability of placing obstacles
in the way of the development by the other side.
A simple example of this policy is seen after both
sides play P-K4 and then White plays Kt-K B3.
A glance at the board shows that this move prevents
Black from playing Q-R5 or Q-Kt4.
Consideration of the foregoing enables us to
formulate another principle:
In selecting a Sphere of Action, always move the
pieces where they will command the greatest number of
squares, have the greatest freedom of action, where they
cannot be readily attacked or driven away, and where
they will restrict or delay the opponent's development.
The following is an example of the dire results that
ensue from violating these principles.
White Black
P - K4 1 P - K4
Q Kt - b3 2 Q Kt - B3
Q - R5 3 Kt - B3
THE PRINCIPLES OF CHESS 51
White’s 3d move is very bad as is demonstrated by
Black’s reply, which, it will be seen, not only develops
his Kt but gains a move by driving away the Q.
Q - B5 4 P-Q4
Here Black has made a very powerful developing
move, as he not only attacks the Q but opens up a
diagonal for his Q B.
Q - B3 5 Kt - Q5
White moved to Q—B3 to protect his K P, which it
will be noticed is twice attacked, but Black again
attacks the Q at the same time threatening KtXP ch.,
forking the K and R.
Q - Q3 6 p x p
White is reluctant to give up the P and his move still
protects it and at the same time averts the capture
of his Q B P. By his 6th move Black prepares the
way for further development and attack.
Kt x P 7 B - K B4
Here Black develops another piece, and by pinning
the Kt compels White to make an obstructive move,
52 CHESS STEP BY STEP
occupying as he does at his next move, the natural
square for his K Kt.
P - K B3 8 Kt X Kt
_ Now it will be seen that White is paying dearly for
his violation of Chess principles. No matter what he
plays, his game is hopelessly lost.
P X Kt 9 Q - R5 ch.
Diagram 32
WHITE
Now whatever White plays, he must lose a piece
without any compensating advantage.
THE PRINCIPLES OF CHESS 53
Conservation of Material
Another question which is continually presenting
itself is when a piece is attacked, whether to retreat
it, or capture the attacking pieqe. It, of course, goes
without saying that in the majority of cases it is
inadvisable to give up a piece of greater value than the
one captured. It will be remembered that each piece
has a certain value, taking the Pawns as the unit.
Both sides start a game with a total of 42 units made
up as follows.
Queen. 10
2 Rooks. 10
2 Knights. 7
2 Bishops. 7
8 Pawns. 8
42
Now suppose that White wins the exchange, and
that Black loses a Rook for a Bishop, he is i| units
minus, the Rook being worth 5 and the Bishop 3§.
This leaves the balance 37 to 35^ in favour of White,
which does not appear to be a very serious disparity.
But suppose that the forces are gradually changed
off, and White remains with a Rook and 2 Pawns
against a Bishop and 2 Pawns, the odds are. now
7 5§ which in most cases would decide the issue.
Again, if a Pawn is lost early in a game, it is plain
that the difference in units is 42 to 41, but when the
game advances and all the pieces are changed o
and most of the Pawns, the odds may become 2 to 1.
It is evident, therefore, that the utmost care must
54 CHESS STEP BY STEP
be taken of even the lowest units of material, as the
loss of even a Pawn may be sufficient to decide a game.
Now let us consider a simple example of the advis¬
ability of retreat or capture. Suppose that the follow¬
ing moves have been made:
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - Kts 3 P - Q R3
White has now to consider whether to retreat his
Bishop or to capture the Knight. As Black’s 3d
move is not a developing one, there is no question of
loss of time in retreating the Bishop to R4. Again
most masters consider that owing to its greater
freedom of action a Bishop is slightly stronger than a
Knight in the earlier part of a game. White, there¬
fore, is not violating any principle by moving his
Bishop to R4, and is in fact conserving material by
retaining as long as possible his far-reaching Bishop.
This gives us sufficient data to formulate another
principle:
Exchanges of pieces should he made only when there
is no outright loss of material, or when time would he
lost by retreat.
The Initiative
Every move at Chess should have a clear and
definite object—it should either develop a piece, pre¬
pare for the development of a piece, make a capture,
protect or support a piece already developed, or
THE PRINCIPLES OF CHESS 55
retreat a threatened piece provided the retreat does
not violate any of the foregoing principles.
The player who has the first move has the Initia¬
tive, inasmuch as he is always a move ahead of his
opponent, and this slight advantage, between players
of equal strength, is generally sufficient to decide the
issue in his favour.
Marking time—that is, making moves without any
definite object, is almost certain to result in defeat.
It is nearly always very poor strategy to make a
waiting move with the sole object of ascertaining
where the enemy is going to strike. Most authorities
on Chess agree that the best defence is attack, or
counter-attack, always provided that the attack, is
reasonably sound and directed in accordance with
the principles we have just discussed. The action of a
French King, who “marched his army up a hill, and
marched them down again’’ has been the subject of
mirth and ridicule for centuries, and beginners at
Chess must try to avoid following the bad example
in generalship exhibited by this celebrated monarch.
The player having the White pieces should always
do his utmost to maintain at least the advantage of
having the first move, or, in other words, he must
strive at all costs to preserve the initiative.
General Principles
We have seen that it is a bad thing to lose time,
but it may sometimes be preferable to do this rather
than to get into a bad position, on the principle of
choosing the lesser of two evils..
Most beginners have trouble in the management, of
their Pawns, the reason being that they fail to realize
that a bad Pawn move cannot be retracted. We
56 CHESS STEP BY STEP
know that the Pawns always move forward, and
although a bad move with a piece will, as a rule,
result only in a loss of time; an indiscreet Pawn move
nearly always loses position. When there is a choice
in the capture of opposing Pawns, the principle is to
take the one nearer the centre. Thus in the following
position, the Pawn at White’s Q4 should be taken.
Diagram 33
BLACK
Black plays PXQP
Always take care, when deciding to protect a piece
which is attacked, that the piece moved to its support
cannot be dislodged. Thus, in the following position,
if White moves his Knight to the support of his
threatened Bishop, he will lose a piece, as Black can
attack the supporting Kt with a Pawn, by moving
P-Q Kt3.
THE PRINCIPLES OF CHESS 57
Diagram 34
BLACK
WHITE
Black wins a piece by P —QKt3.
Always pay strict attention to the moves made by
the opponent. There is a golden rule in Golf, Keep
your eye on the ball,” and probably the nearest
approach to this invaluable golf maxim that can be
adapted to Chess, is for a player to say to himself
after every move made by his opponent, What does
he threaten?” There are very few even advanced
players who have not got into trouble through tem¬
porary forgetfulness of this most important maxim,
and we cannot too strongly impress on our readers the
necessity for always, and as a matter of course, after
every move made by the enemy, asking themselves
emphatically—not mechanically—“What does he
threaten?”
CHAPTER VI
SYNOPSIS OF THE OPENINGS
King’s Pawn Openings—Queen’s Pawn Openings
—Irregular Openings
There are large numbers of different ways of
beginning games at Chess, and it is desirable—in
fact, almost essential—that those readers who desire
to make progress in the game should be conversant
with the principal Openings. It is neither necessary
nor even advisable for the reader to attempt to
memorize the following synopsis of the more com¬
monly used Openings, but it is interesting to be able
to recognize the names of the various Openings, and
beginners should select a few of these from time to
time and play them with friends. This will not only
assist them to varying their style agreeably, but will
help them to become less dependent on knowledge
acquired from books.
It will be seen that many of the Openings are named
after their inventors, such as the Ruy Lopez and
Evans Gambit, while others again are named after the
countries where they were first played and studied,
such as the Danish Gambit and French Defence.
There are two main branches of Openings—those
which follow i. P-K4 and those which result from
1. P-Q4..
The King’s Pawn Openings are much more nu-
58
SYNOrSIS OF THE OPENINGS 59
merous than those of the Queen’s Pawn, and for con¬
venience we shall divide them into three classes:
1. When the King’s Knight is played to K B3 as
the 2d move.
2. When the King’s Bishop’s Pawn is played to
B4 as the 2d move.
3. Miscellaneous.
King’s Pawn Openings
Class 1
The Giuoco Piano
This is one of the oldest of the European Openings,
and was principally played in Italy, hence the Italian
name, which literally translated means “the quiet
game.”
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - B4 3 B - B4
One of the safest continuation for beginners is 4. P-Q3,
followed shortly by Castling.
The Ruy Lopez
This Opening is named after its inventor, who was
a Spanish Bishop. It was introduced about the
middle of the sixteenth century, and has engaged more
attention and been more fully analyzed than any
other opening. It leads to a persistent and enduring
attack, and many masters have claimed to have dis¬
covered a valid defence, but up to the present they
have failed to stand the acid test of actual practice.
60 CHESS STEP BY STEP
Steinitz, who was the world’s champion for thirty
years, devoted an enormous amount of time to work¬
ing out a sound defence, but although he changed his
tactics on several occasions, he did not succeed in
finding the long-sought-for solution. Dr. E. Lasker,
who succeeded Steinitz as the world’s champion, pro¬
pounded what he declared to be a perfect defence,
but shortly after he had published it in his Common
Sense in Chess, he made the statement in Paris that he
did not know of any valid defence to the Ruy Lopez.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - Kt5 3
Here White’s 3d move constitutes the Ruy Lopez,
and at present the most commonly used reply is for
Black to play either P-Q R3 or Kt-B3 for his 3d
move.
The Petroff Defence
This also is an old Opening, and is named after a
celebrated Russian player. It is sometimes described
as the “Russian Defence.” The reader will observe
that in this case it is the play of Black at the 2d
move which constitutes the opening. The Petroff is
largely practised by players who do not wish to sub¬
mit themselves to the powerful attack of the Ruy
Lopez. The most usual continuation for White is
either P-Q4 or KtXP.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - K B3
SYNOPSIS OF THE OPENINGS 61
The Two Knights’ Defence
The name of this Opening is self-descriptive. It is a
variation of the Giuoco Piano, and has been in vogue
for more than 300 years.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - B4 3 Kt - B3
White usually continues with 4. P-Q4 or Kt-Kt5.
The Ponziani Game
This is sometimes called “ Staunton’s Opening” or
the “English Game,” as it is more extensively used in
England than in any other country.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
P - Q B3 3
The most usual continuation for Black is either
3. P-Q4 or Kt-B3.
The Evans Gambit
This is a variation of the Giuoco Piano and was
invented by an English naval officer Captain Evans
nearly a hundred years ago. This Opening has pro¬
duced finer and more brilliant Chess than almost any
other, and has always been a prime favourite with
players who cultivate the attacking style. It is
62 CHESS STEP BY STEP
seldom played in important matches or tournaments,
as most players decline to accept the Gambit, and
present analysis tends to prove that Black obtains
the better game by declining to take the proffered
Pawn.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - K B3
B - B4 3 B - B4
P - Q Kt4 4 B X P
The object of White’s 4th move is to be able to play
5. P-B3, which attacks Black’s Bishop and enables
White to follow up with P-Q4, establish a strong
centre, and secure an extremely powerful attack,
which Black in the great majority of cases is unable
to meet successfully.
The Scotch Gambit
This Opening did not originate in Scotland, as the
name would imply, but it is so called because it was
used by the Scottish team in a match between Edin¬
burgh and London nearly a century ago.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
P - Q4 3 P X P
B - B4 4
If at Move 4 White plays KtxP, the opening is called
the Scotch Game.
SYNOPSIS OF THE OPENINGS 63
The Philidor Defence
This Opening takes its name from Philidor, a famous
French player. It has enjoyed a somewhat cyclical
popularity. It was largely played from 1750 to 1870,
when it fell into disfavour, as it was thought to be too
defensive. In recent years, however, it has been
receiving a great deal of attention, and later analysis
of this defence will, in all probability, result in its
being restored to at least some of its old-time popu¬
larity.
White Black
P - K4 1 P - K4
Kt -KB3 2 P - Q3
White’s usual continuation is P-Q4, which many
masters consider to give him a won game, but as we
have previously seen, even the greatest authorities
see reason for changing their minds.
King’s Pawn Openings
Class 2
The King’s Knight’s Gambit
To the student, White’s 2d move, P-K B4, will
appear to be somewhat peculiar, but as he progresses
he will have no difficulty in understanding that it
leads to some of the most beautiful and intricate com¬
binations. Blackburne, the great English master,
advises all young players to practise this debut at
every opportunity, as it affords the greatest scope for
ingenuity and leads to most entertaining Chess. He
64 CHESS STEP BY STEP
also says, “that when the novice can play P-K B4
with an idea in his head of what is to follow, he has
begun to understand Chess.”
White Black
P - K4 1 P - K4
P -KB4 2 P x P
Kt - K B3 3
The usual continuation of this opening is:
*
3 P - K Kt4
B - B4 4 B — Kt2
Castles 5 P - Q3
P - Q4 6 P -KR3
Now although White is minus the gambit Pawn, he
has an excellent development, with abundant oppor¬
tunities for a winning attack.
The Cunningham Gambit
In this Opening, Black tempts White to sacrifice
no fewer than three pawns. This counter-attack
leads to most entertaining skirmishes, and always
gives rise to instructive Chess.
White Black
P - K4 1 P - K4
P - K B4 2 P x P
Kt - K B3 3 B - K2
B - B4 4 B - R5 ch.
P - K Kt3 5 P X P
Castles 6 P x P ch.
K - Ri 7
SYNOPSIS OF THE OPENINGS 65
The position is an extraordinary one, as shown in the
following Diagram, but although White’s King seems
to be in a somewhat precarious situation, he has
abundant opportunities for attack. Theoretically
perhaps, he should lose, but in actual practice White
frequently wins in this position.
Diagram 35
BLACK
WHITE
The Kieseritzky Gambit
This is an interesting offshoot of the King’s Gambit,
and was extensively played in the sixteenth century.
Here we have another Opening which is supposed to
be unsound theoretically, but in practice the chances
would appear to favour White.
66 CHESS STEP BY STEP
White Black
P - K4 1 P - K4
P - K B4 2 P X p
Kt - K B3 3 P - K Kt4
P - KR4 4 P - Kt5
Kt - K5 5
Should White at the 5th move play Kt-Kt5, Black
wins the Kt by playing P-KR3, and then, as it has no
escape, White sacrifices it for the K B P. This is
called the Allgaier Gambit.
The Muzio Gambit
This is one of the most brilliant of all the Openings,
and has afforded some of the brightest and most
sparkling games in the history of Chess. White at
his 5th move sacrifices a piece to gain time and to
secure a most formidable attack. The theorists are
practically unanimous in declaring that this sacrifice
is unsound, but in the Gambit Tournament (Vienna,
1903) the attack proved successful in a great majority
of cases.
White Black
P - K4 1 P - K4
P-KB4 2 P X P
Kt - K B3 3 P - K Kt4
B - B4 4 P - Kt5
Castles 5 P X Kt
Q x P 6
If White, at Move 5, instead of Castling, plays
Kt-K5, we have what is known as the Salvio Gambit.
SYNOPSIS OF THE OPENINGS 67
The King’s Bishop’s Gambit
This has always been considered as one of the most
beautiful, as well as one of the most ingenious of the
Gambits. In this opening White not only sacrifices
a Pawn, but also surrenders his right to Castle, and
furthermore gives up the attack for a few moves, only
to resume it again with renewed intensity.
White Black
P - K4 1 P - K4
P - KB4 2 P X P
B - B4 3 Q - R5 ch.
K - Bi 4
White will be compensated for his inability to Castle
and loss of time, when he plays Kt-K B3 thereby not
only developing his Knight but driving away the
Black Queen, which, for several moves will be a target
for White’s minor pieces, thereby materially aug¬
menting his attack.
The King’s Gambit Declined
The following are the two most commonly used
forms of declining the King’s Gambit, either of which
may be employed advantageously by Black.
White Black
P - K4 1 P - K4
P -KB4 2 B — B4
Kt - K B3 3 P - Q3
White Black
P - K4 1 P - K4
P - K B4 2 P - Q4
P X Q P 3 P - K5
68 CHESS STEP BY STEP
This is known as the Falkbeer Counter-Gambit,
which is considered by many leading players to give
Black the better game.
Miscellaneous Openings after P-K4
Perhaps the most important Opening in this sec¬
tion is where White plays for his second move
Q KT-B3. This is usually styled the Vienna Opening,
and is comparatively recent, having been introduced
in the nineteenth century. If Black replies with
Q Kt-B3, White usually plays for his 3d move
P-K B4 converting the game into a Gambit with a
strong and enduring attack. Black’s best reply
however is ... 2. K Kt— B3, which gives him the better
game if White then essays a Gambit variation.
Vienna Opening
White Black
P - K4 1 P - k4
Q Kt - B3 2 K Kt - B3
Where Black plays O K4-B3, two very interesting
Gambits may follow, from which very spirited and
brilliant Chess may result.
The Hampe-Allgaier Gambit
White Black
P - K4 1 P - K4
2 Q Kt - B3
3 P X P
Kt - K B3 4 P - K Kt4
P - kr4 5
SYNOPSIS OF THE OPENINGS 69
The Pierce Gambit
White Black
P - K4 1 P -K4
Q Kt - B3 2 Q Kt - B3
P - B4 3 P X P
Kt - K B3 4 P - K Kt4
P - Q4 5
The King’s Bishop’s Opening
White Black
P - k4 1 P - K4
B - B4 2
This is a very old form of Opening, but is now very
seldom encountered, as, at the best, it generally
resolves itself into a variation of the Giuco Piano.
The French Defence
This Opening dates back to the fifteenth century
and has been the subject of acute controversy ever
since. It probably owes its inception to the fact that
the Ruy Lopez was deemed so formidable, that some
means must be tried to avoid that dangerous attack.
Many writers consider that the French Defence leads
to a safe but dull game, but more recent analysis
seems to indicate that White has excellent prospects
for attack.
White Black
P - K4 1 P - K3
P - Q4 2 P - Q4
to CHESS STEP BY STEP
White now has the choice of three continuations,
P-K5, PxP, or Q Kt-B3.
The Caro-Kann Defence
This is also a safe defence, although it usually leads
to rather a dull and featureless game.
White Black
P - K4 1 P-QB3
P - Q4 2 P - Q4
The Sicilian Defence
“The Sicilian,” as it is usually termed, is the only
one of the so-called “close defences” which has been
played to any extent by masters in important tourna¬
ments. It has at least one definite objective, inas¬
much as it tends to prevent White establishing a
strong centre.
White Black
P - K4 1 P - Q B4
Q Kt - B3 2 P - K3
The Fianchetto
This is a form of defence which is rarely used by
good players, but is frequently practised by amateurs
who wish to get off the beaten track.
White Black
P - K4 1 P - Q Kt3
SYNOPSIS OF THE OPENINGS 71
This is called the Queen’s Fianchetto, and if Black
plays P-K Kt3, it is styled the King’s Fianchetto.
This is followed by B-Kt2 according to which Pawn
is moved first.
Queen’s Pawn Openings
Broadly speaking, the Queen’s Pawn Openings may
be divided into two classes, consisting of the Queen’s
Gambit, and the Queen’s Gambit Declined. The
Gambit is seldom accepted in tournament or match
play, and attention is almost exclusively concentrated
on the variations that follow from declining the
Gambit.
Queen’s Gambit
White Black
P - Q4 i P - Q4
P-QB4 2 PxP
White usually continues with Kt-K B3 or P-K3.
Black cannot maintain the Pawn, and any attempt to
do so will land him in trouble
Queen’s Gambit Declined
White Black
P - Q4 i P - Q4
P-QB4 2 P - k3
Kt - Q B3 3 Kt - K B3
B - Kt5 4 B - K2
72 CHESS STEP BY STEP
The Dutch Defence
This is sometimes called the Hollandish Defence,
and might be described as a Queen’s Side Sicilian.
White Black
P - Q4 i P - K B4
White can either play P-QB4 or P-K4 as his second
move. The latter was favoured by Dr. E. Lasker,
as it leads to a strong attack, and has made this
defence unpopular.
Irregular Openings
We have always regarded the expression “irregular”
as somewhat of a misnomer, when applied to any form
of opening at Chess. The usual definition of “irreg¬
ular” is “contrary to rule” and there is certainly no
rule in Chess which forbids players from opening in
any way that pleases them. The proper classification
would probably be “unusual,” but with this protest
we shall acquiesce in the customary description.
The English Opening
White Black
P - QB4 1 P - K4
From’s Gambit
White Black
P-KB4 1 P - k4
P X P 2 p - Q3
P X P 3 B X P
SYNOPSIS OF THE OPENINGS 73
Zukertort’s Opening
White Black
Kt - K B3 1 P - O4
P - Q4 2 P - K3
This is frequently by a transposition moves
converted into a Queen’s Gambit Declined.
CHAPTER VII
ODDS AT CHESS
The Pion Coiffe—Odds of the Queen—Odds in
Clubs—Odds of the Rook or Knight—Odds of
Pawn and Two Moves—Odds of Pawn and Move
When readers begin to engage in friendly contests,
they are sure to find that some of their opponents are
stronger than they are, and when this disparity
exists there are certain recognized forms of odds
which are yielded by the superior player in order to
secure a certain degree of equality.
Beginners should never hesitate to accept odds
when they are proffered. We have frequently met
students who for some reason, which is difficult to
understand, refuse to take odds. This refusal is
quite unjustifiable, as a weak player does not afford
any amusement to a strong player, unless there has
been some attempt to narrow the gulf between them
which would, of course, tend to make the game more
interesting. When a player wins three consecutive
games at odds, he should then decrease the handicap,
and then when he again succeeds in winning three
games in succession he is ready to accept a further
reduction in the odds. The converse of this, of course,
holds good, and if he loses three consecutive games,
he should increase the odds.
74
ODDS AT CHESS 75
The Pion Coiffe
This is, for practical purposes, the maximum handi¬
cap which is given at Chess. It is also known as
the “Capped Pawn.” The giver of the odds marks a
certain Pawn with which he undertakes to give Check¬
mate. Should the receiver of these odds capture
the Pawn, or give Mate in the usual way he wins the
game, and he also has this advantage—the Capped
Pawn cannot be promoted.
The recipient of the odds of the Capped Pawn should
direct his efforts towards the capture of the handicap
Pawn, but he must not forget to take into consider¬
ation that his opponent is a much stronger player, and
is not likely to give him this opportunity. However,
while he is guarding the Pawn, he is bound to violate
some of the principles of development with which the
student is already conversant, and thereby give him
scope for attack in other directions. It is practically
impossible to lay down any maxims that will be of
material assistance to beginners—practice and experi¬
ence will be of more value than any advice that we can
give.
The Odds of the Queen
Strong players frequently give the odds of the
Queen to beginners, and even to those who have
played a good deal of Chess, and very often succeed
in winning despite this enormous handicap. This
generally happens because the recipient of the odds
indulges in premature and usually ill-advised attacks.
The best policy for the beginner to adopt is to develop
his pieces, endeavour to ward off the attack which he
is sure to have to encounter, and judiciously exchange
pieces, thereby increasing the odds in his favour.
76 CHESS STEP BY STEP
Odds in Clubs
The odds of the Pion Coiffe and the Queen are
scarcely ever used in classifying players in Clubs, but
are usually given in friendly games. The method of
classification which is in general use in Clubs is as
follows:
Scratch
Class i—Pawn and Move
Class 2—Pawn and Two Moves
Class 3—Knight
Class 4—Rook
This means that the Scratch player would give the
odds of a Knight to a player in Class 3 and so on.
Similarly, if a Class 1 player has a match with say
a player in Class 2, he would give the lower-class
player Pawn and Move, and a member of Class 2
would give Pawn and Two Moves to a member of
Class 4. When a member of a Chess Club receives his
rating, he is then always in a position to play upon
fairly level terms with his fellow-members, irrespective
of their strength. Well-managed Clubs always
arrange for numerous tournaments, which not only
afford excellent practice, but give the lower-class
players the opportunity of demonstrating that they
are entitled to be promoted into a higher class.
Odds of the Rook or Knight
The player who gives a piece has always the right
to move first in Club play, but occasionally in friendly
contests he foregoes this right. The player who
receives the odds should be careful to avoid accepting
Gambits, which lay him open to strenuous attacks
which may be successfully driven home before the
absence of the piece has time to be felt.
ODDS AT CHESS 77
In our opinion when an inexperienced player
receives a Rook or a Knight, his best reply to P-K4 by
White is P-Q4. This at once deprives White of
the chance of playing any of the Gambits which are
so dangerous to the beginner. In friendly games,
however, the beginner should bravely accept all
Gambits, as he will gain valuable experience not only
in the art of defence, but he will ultimately derive
benefit from seeing how his stronger opponent de¬
velops his attack.
The piece usually removed is the Queen’s Rook or
the Queen’s Knight, but this is at the option of the
player who yields the odds.
The following moves illustrate the lines upon which
Black should develop when he is in receipt of odds :
Remove White’s Queen’s Knight
White Black
P - K4 1 P - Q4
P X P 2 Q x P
P - Q4 3 Q Kt - B3
B - K3 4 Kt - B3
p - qb4 5 Q - Qi
B - K2 6 P - K3
Black has now got a good development. He
threatens to play B-Kt5 ch.; which will either result
in a judicious exchange of Bishops, or cause White to
retard his development by moving his King. If at
his 7th move he plays P-Q R3 to parry the threatened
Check, Black should play P-Q Kt3 and then post his
Queen’s Bishop at Kt2. Similarly, if White moves
P-B5, Black should play P-Q Kt3 and later Kt-Q4
where it will be very strongly posted, and White has
no promising avenues for directing a severe attack.
78 CHESS STEP BY STEP
Although the policy of exchanges is mostly in favour
of Black, he must be careful to avoid giving open files
for White’s Rooks when so doing. Neither is there
any virtue in an exchange that enables White to
develop another piece, which obviously leaves the
balance of development in his favour.
Odds of Pawn and Two Moves
In this game Black always removes his King’s
Bishop’s Pawn. These odds are most instructive
for White, as they afford him the opportunity of
practising attack within a circumscribed area, where
he has a great positional advantage.
The attack, however, must be conducted on sound
principles, as the slightest deviation from these will
result in the superior player completely turning the
tables on the recipient of the odds.
We think that the best way for the student to grasp
the possibilities at his disposal is to study carefully
the following examples, which demonstrate some of
the many difficulties with which the defence is faced.
Remove Black’s King’s Bishop’s Pawn
White Black
p - K4 1
P - Q4 2 P k3
-
B - Q3 3 Kt - K ]
p - k5 4 Kt Q4
-
Q - R5 ch. 5 P Kt3
-
B X P ch. 6 P X B
Q X P ch. , 7 K K2
-
B — Kt5 ch. 8 Kt B3 -
B X Kt Mate 9
ODDS AT CHESS 79
The above example clearly proves that Black can¬
not play K Kt—B3 at his 3d move, and the following
one shows that he cannot profitably play the Kt to K2.
White Black
P - K4 1 .
P - Q4 2 P - K3
B — O3 3 Kt - K2 ?
B - K Kts 4 P - Kt3
P - KR4 5 B - Kt2
P - k5 6
Now if Black adopts the somewhat desperate policy
of Castling, P-R5 will win another Pawn for White
and give him a very strong attack. If Black plays
P-Q3, 7- P-KB4 followed by P-R5.
It is unlikely that Black will ever play as in the fore¬
going, but it is necessary that the student should con¬
sider the possibilities that follow such a move, so
that he will gradually understand the real value of
the odds he is receiving. Let us now consider the
best line to adopt after Black plays P-Q4 instead of
bringing out his Knight.
Remove Black’s King’s Bishop’s Pawn
White Black
P - K4
P - Q4 2 P - K3
B - Q3 3 P - Q4
P - k5 4 P - K Kt3
P - kr4 5 B - Kt2
B - K Kts 6 Q - Q2
P - R5 7
80 CHESS STEP BY STEP
Here again White must win a Pawn, with a superior
position, for if
7 P X P
Q X P ch. 8 K - Bi
B X P 9
Another form of defence sometimes played is
White Biack
P - K4
P - Q4 2 P - Q3
B - Q3 3 P - K4
P X P 4 Kt - Q B3
Black cannot play PxP on account of Q-R-5 ch.,
etc.
B - Q Kt5 5 B - Q2
P - K B4 6
White can maintain the second P4wn, with the
better position.
Many authorities consider that the best line of
defence for Black is as follows.
White Black
P - K4
P - Q4 2 P - K3
B - Q3 3 P -QB4
P - Q5 4 P - K Kt3
ODDS AT CHESS 81
If at Move 4 Black plays PxP, then Q-R5 ch.
P - KR4 5 B - Kt2
P - R5 6 Kt -KR3
P X Kt P 7 PxP
P - K5 8 Kt - B4
R x R ch. 9 B x R
Q ~ Kt4 10 K - B2
K Kt - B3 11
Black now has a very difficult game to play.
When receiving the odds of Pawn and Two Moves,
White will find that Black is sure to try all sorts of
expedients to overcome the difficulties with which he is
faced, and it would be impossible even to attempt to
analyze the many ingenious schemes that the giver
of the odds is obliged to try. Familiarity with the
positions already given, and the following examples,
should be sufficient, however, to give the student the
confidence that he must have in order to deal suc¬
cessfully with the various efforts that Black will make
to wriggle out of bad positions.
Remove Black’s King’s Bishop’s Pawn
White Black
P - k4 1
P - Q4 2 P - Q3
B - Q3 3 B - K3
P - KB4 4 P -QB3
Kt - K B3 5 P - K Kt3
Kt - Kt5 6 B - Q2
P - b5 7 P - KR3
Kt - K6 8 B x Kt
P X B 9 B - Kt2
P - k5 10 Q -Kt3
B x P ch. 11
82 CHESS STEP BY STEP
And White has a fine game for after the Black
King moves, Castles will win at least a piece.
White Black
P - k4 I
P - Q4 2 P - qb4
Q - R-5 ch. 3 P - Kt3
Not PxP because Black will recover the Pawn with
Q-R4 ch.
Q xP 4 Q Kt - B3
Q - B4 5 p - k3
Kt - Q B3 6 B - Kt5
White’s 6th move is to delay P-Q4, and Black
counters by pinning the Kt.
Kt - B3 7 P - Q4
PxP 8 PxP
Q -Kt3 9 Kt - B3
For White to play at his 9th, Q-K2 ch. would be a
waste of time, besides shutting in the all-important
King’s Bishop.
B - Q Kt5 10 Castles
Castles 11 B x Kt
P X B 12 Kt - K5
B x Kt 13 P X B
ODDS AT CHESS 83
The exchanges are naturally in White’s favour on
account of his numerical superiority.
R - Ki 14 K - Ri
B - K3
It cannot be said that Black has any compensa¬
tion for his two Pawns down.
Remove Black’s King’s Pawn
White Black
P - K4 1 .
P - Q4 2 Q Kt - B3
B - Q3 3 P - Q4
Black cannot play KtxP as then Q—R 5 ch., etc.
P - k5 4 B - K3
Kt - K B3 5 Q - Q2
P - B3 6 Castles (Q)
P - Q Kt4 7 B - Kt5
P - QR4 8
White has now a most promising attack on the
Queen’s side.
Odds of Pawn and Move
In order to take advantage of the lowest odds given
in Chess, the student must proceed on exactly the
same lines as indicated under the section devoted
to the consideration of the odds of Pawn and Two
Moves. The handicap is, of course, substantially
84 CHESS STEP BY STEP
less in the case of Pawn and Move, but the student is
presumed to have made sufficient progress to justify
promotion to a higher class, and to be therefore better
able to take advantage of even such slight odds as
those of Pawn and Move. Steady development and
the avoidance of premature attack constitute the best
policy for White.
The following examples show the best lines of play
for the recipient of the odds of Pawn and Move.
Remove Black’s King’s Bishop’s Pawn
White Black
P - K4 1 P - K Kt3
P - KR4 2 B — Kt2
P - R5 3 P - K4
B - B4 4 Kt - K B 3
Kt - Q B3 5 P - Q3
P - Q3 6 Kt - B3
B - K Kt5 7 P-KR3
B x Kt 8
Now if Black takes the Bishop with the Queen,
White continues Kt-Q 5, or if he takes with the
Bishop, PxP gives White a fine game.
White Black
P - K4 1 Kt - Q B3
P -Q4 2 P - Q4
P - k5 3 B - B4
It is always better for White to advance the King’s
Pawn in positions like this when Black plays to
ODDS AT CHESS 85
Queen’s 4, instead of taking the Pawn, as it retards
Black’s development.
B - Q Kt5 4 Q - Q2
Kt - K2 5 Castles (Q)
Castles 6 P - Q R3
B - Q3 7 B X B
Q X B 8 P - K3
P - QB3 9 K Kt - K2
And now White has a good position with a promising
Queen’s side attack in prospect.
White Black
P - K4 1 Kt - K R3
P - Q4 2 Kt - B2
P - QB4 3 P - K3
B-B4 looks good for White’s 3d move, but the one
in the text is probably more in accordance with the
principle of establishing a powerful centre.
Kt - Q B3 4 P - B4
Attempting to break up White’s centre.
P - Q5 5 P - Q3
P - B4 6 Kt - R3
Kt - B3 7 P - Q R3
P - QR3 8 B - Kt2
Q - B2 9
86 CHESS STEP BY STEP
And Black’s prospects are not rosy.
White Black
P - K4 1 P - k3
P - Q4 2 P - Q4
Q - R5 ch. 3 P - Kt3
Q - K5 4 Kt - B3
P X P 5 B - Q3
It is obvious that Black at his 5th move cannot
play QxP because of QxKt, and that the King’s
Pawn and King’s Knight are both pinned.
Q - K2 6 Kt x P
P-QB4 7 Kt - K B3
B - Kts 8
White has the better game.
White Black
P - K4 1 P - Q3
P - Q4 2 Kt - K B3
Kt - Q B3 3 Kt - B3
P - Q5 4 Kt - K4
P-KB4 5 Kt - B2
Kt - B3 6 P - k4
P XP en passant 7 B x P
P - B5 8 B - Q2
B - Q B4 9
White has the better game.
Black frequently offers another Pawn in order to
obtain a more rapid development than is possible with
ODDS AT CHESS 87
the foregoing methods, but White should not oblige
him by accepting the proffered Pawn, as taking it
opens up great possibilities for attack by Black, and
as he is presumably the stronger player, the handicap
of two Pawns will be more than compensated for by
the opportunities for driving home a successful attack.
White can get the better game by ignoring the gift,
by playing the ordinary moves used in the “Sicilian
Defence,” when the advantage of the Pawn and the
hole at Black’s K B2 should give him a fine game.
Remove Black’s King’s Bishop’s Pawn
White Black
P - K4 1 P - Q B4
Q - R5 ch.? 2 P - Kt3
Q X P 3 Kt - Q B3
Q - B4 (best) 4 P - K4
Kt - K B3 5 Kt - B3
Kt - B3 6 B - Kt2
P — K Kt3 (best) 7 Q -K2
Although Black is minus two Pawns, he has a good
development, and will gain another move when White
has to play his Queen to K2.
White Black
P - K4 1 P - QB4
Kt — Q B3 (best) 2 Kt -QB3
Kt - B3 3 P - k3
P - Q4 4 P X P
Kt X P 5 p - Q R3 ?
88 CHESS STEP BY STEP
It is difficult to find a better move for Black.
Kt x Kt 6 Kt P x Kt
B - Q3 7 P - Q3
P - K5 8 P - K Kt3
P X P 9
White has the superior game.
Should Black at his 7th move play P-Q4 instead
P-Q3, White should continue as follows.
P X P 8 B P x P
Q - R5 ch. 9 K - Q2
B - KB4 10 Kt - B3
Q -K5 11 B - K2
Castles (Q) 12 K - Ki
White can now institute a powerful attack beginning
with P-K Kt4.
CHAPTER VIII
THE STRATEGY OF THE MIDDLE GAME
Learning Chess Like Learning a Language—Some
Principles to be Observed in the Opening—Seeking
Weak Spots in Opponent’s Position—Some
Examples of Winning Attacks on Weak Spots
The intelligent reader may enquire: “Why am I
supposed to study Middle Game Strategy, while I
have only a very slender knowledge of the Openings?”
The reply to this question is, that learning Chess is
somewhat similar to learning a language. We all
know that children acquire a certain vocabulary of
their native tongue before they begin to delve into
the mysteries of grammar and syntax, and, as a mat¬
ter of fact, a considerable proportion of people of all
nationalities are content to go through life without
troubling themselves to learn the laws and principles
which govern their language. In Chess, knowledge
of the moves and how to play under certain given
conditions is equivalent to acquiring a vocabulary in
a language, and the syntax may be said to be the
study and analysis of the Openings, which we have
therefore reserved for a later stage, by which time
the student will be better equipped for the task of
making himself conversant with the subtleties and
beauties of the many and complex variations in the
different Openings.
89
90 CHESS STEP BY STEP
Some Opening Principles
For the purpose of study and analysis, a game of
Chess is divided into three phases—the Opening, the
Middle Game, and the End Game.
The Opening consists of the first six or eight moves,
when both sides endeavour to develop their forces
into the sphere of action where they will exercise the
greatest power against the opponent’s defences. By
this time the reader will be in a position to under¬
stand the following principles with regard to the
Opening—principles which experience has proved
cannot be deviated from with impunity.
Avoid Moving a Piece Twice During the
Opening.
This means that when you have developed a piece,
it should not be moved again until the other pieces
have been developed. If a piece has been attacked,
it must, of course, be moved, but this is not a violation
of the rule, as the opponent in all probability has
departed from principle in attacking your piece,
which will ultimately prove to be advantageous to you.
It is Better to Develop the Knights before
Their Respective Bishops.
This principle does not mean that both Knights
should be developed before bringing out a Bishop,
but that it is advisable to play say the King’s Knight
before the King’s Bishop, and similarly on the Queen’s
side.
The following is an example of the consequences
that may ensue by violating the foregoing principles.
THE STRATEGY OF THE MIDDLE GAME 91
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
B - B4 3 B - Kt5
Here Black has violated principle by playing the
Bishop instead of the Knight.
Kt - B3 4 Kt - Q B3
Castles 5 Kt — Q5
Black has again played contrary to principle, in
moving the Knight twice during the Opening.
Kt x K P 6 P x Kt best
Diagram 36
BLACK
WHITE
92 CHESS STEP BY STEP
If at his 6th move Black plays BxQ, White gives
Mate in two moves: BxP ch., and Knight Mates.
The move in the text leaves him a Pawn minus and
an inferior position.
It is Better to Develop Both Knights before
the Queen's Bishop.
Do Not Develop Exclusively on One Side.
As a Rule Do Not Play a Piece beyond
Your Own Side of the Board in the Opening.
This last principle means that you should not play
a piece beyond its 4th square, until by development
you have the other pieces ready to back up any incur¬
sions the piece may make into enemy territory. In
some forms of Opening, however, this principle is dis¬
regarded, notably in the Ruy Lopez, but in that case,
it is attacking an important piece which the opponent
is supposed to require for his defence.
If You have Castled Do Not Permit the
Opponent to Open a File on Your King.
Avoid Pinning the Opponent's King's
Knight before He has Castled, Especially
When You Have Yourself Castled on the
King's Side.
Avoid Making Exchanges which Develop
Another Piece for the Opponent.
It might be thought that the wisdom of this last
principle was self-evident, but many beginners con¬
stantly disregard it. If, however, the piece which is
developed by the capture is the Queen, compensation
for the loss of balance in the development of the forces
may be obtained by attacking the adverse Queen,
THE STRATEGY OF THE MIDDLE GAME 93
which should not, as a rule, be brought too early into
actipn.
Avoid Exchanging Bishops for Knights
Early in the Game.
We have seen that in the early stages of a game the
Bishops have a longer range than the Knights, so it is
clearly advisable to keep them in the field as long
as possible. The disparity between the two pieces
gradually tapers off as the game progresses, until in
the End Game the Knight is frequently more powerful
than the Bishop because its action is not limited to
one colour of square as is that of the Bishop.
Avoid Premature Attacks.
It is probable that more games are lost by beginners
through disregard of this principle than from any
other cause. An attack should never be launched
until there is sufficient force in the field to carry it to a
successful conclusion, and a premature attack almost
inevitably recoils on the head of the attacker. The
following is a classic example of the result of violation
of some of the foregoing principles, and the position
brought about may be reached in a number of differ¬
ent ways.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B — B 4 3 Kt - B3
Castles 4 B - B4
P - Q3 5 P - Q3
B - K Kt5 6 P - kr3
94 CHESS STEP BY STEP
White’s 6th move clearly violates the principle of
avoiding the pin of the adverse King’s Knight before
Castling, and after he himself has Castled on the
King’s side. If instead of retreating the Bishop
after Black’s 6th move, he takes the Knight, it is
evident that he will violate another principle, for
after PxB, Black will have an open file for his Rook,
bearing directly on White’s King.
B - R4 7 P - IC Kt4
B - Kt3 8 P -KR4
Diagram 37
BLACK
WHITE
Position after Black’s 8th move.
White’s game is now as good as lost. He is threat¬
ened with the loss of his Bishop by P-R5, and if he
plays P-K R3 to make an opening for it, P-Kt5 by
THE STRATEGY OF THE MIDDLE GAME 95
White will perforce open a file for Black’s menacing
and powerful King’s Rook.
Kt X Kt P 9 P - R5
With all his forces ready for an onslaught on the
White King, Black ignores the threat of KtXP, attack¬
ing his Queen.
Kt x B P io P x B
Kt x Q ii B - K Kt5
Q - Q2 12 Kt - Q5
Now play as he may, White cannot escape from
disaster.
Kt - B3 13 Kt - B6 ch.
P X Kt 14 B X P
Black Mates in a move or two.
White cannot escape the consequences of his ill-
advised Opening by playing as his 13th move P-K R3,
as Black’s reply will be 13. Kt-K7 ch., 14. K-Ri,
then White plays RxP ch., and after PxR, B-B6
Mates.
If, instead of moving his King, White at Move 14 in
this variation plays QxKt, BxQ will leave Black
a piece to the good with a winning position.
Seeking Weak Spot in Opponent’s Position
Suppose that both sides have developed their game
without disregarding any of the foregoing principles,
and that the stage of the Middle Game has been
reached, sooner or later one of the players makes a
doubtful move which weakens his position, and suc¬
cess in Chess, in a great measure, depends upon the
ability of the opponent to detect this weakness, and
then take full advantage of it.
It is only by experience derived from assiduous
96 CHESS STEP BY STEP
practice and observation that players acquire the
knowledge which is requisite to enable them accu¬
rately to gauge a weakness in the opponent’s position,
and the only assistance we can render is to give some
examples, taken from games actually played, and
demonstrate the weak points in the positions, and how
advantage was taken of them. In order that the
reader may derive the greatest possible benefit from
these examples, he should always set up the pieces
from the various diagrams, and, before consulting
the text, endeavour to find out whether White or
Black has the better position, what weakness exists,
and finally how to direct the attack on that weakness.
It will be practically useless merely to set up the posi¬
tion and then proceed right away to play the moves
that are given.
Diagram 38
BLACK
WHITE
THE STRATEGY OF THE MIDDLE GAME 97
This position was reached in a game between
Johner and Marshall at the International Tourna¬
ment at Poestyen, in 1912. A cursory examination
might lead to the conclusion that as White has a
Pawn to the good, and Black’s Q B P is weak and
unsupported, the position is favourable to White,
but White cannot play RxP without losing the game.
White Black
RxP 1 Kt - K7 ch.
K — R2 (best) 2 Q - B5 ch.
P - Kt3 3 Kt X P
It is clear that White’s position is hopeless.
There is, however, a great weakness in White’s
position, inasmuch as he is defending his Bishop with
his Queen, which, with all the open files at his dis¬
posal, is a fine target for Black’s Rooks. The follow¬
ing moves indicate how swiftly and inexorably Black
availed himself of this weakness.
White Black
K - R2 1 R (Bi) - Qi
Q - K4 2 R - Ki
Q - Q5 3 R - K4
Resigns 4
White resigns, because if he plays Q Q7 to protect
his Bishop, Black will play R-K2 again attacking the
Queen and the Bishop is lost.
The foregoing is an excellent example of the danger
of supporting a minor piece with the Queen.
This position was reached in a game between Mar¬
shall and Mieses at Berlin in 1909. Black’s last move
was K R-Q Bi.
98 CHESS STEP BY STEP
Diagram 39
BLACK
WHITE
Here Black’s Queen’s Pawn is very weak, in addi¬
tion to which it blocks the diagonal for his Bishop at
Kt2.^ There is also a hole in his Queen’s side. His
King’s side is practically undefended, while White
has his Queen and Bishop bearing directly on it. The
following moves show how promptly White availed
himself of the weakness in Black’s Queen’s side.
White Black
Kt - Kts 1 Q _ q2
R X R ch. 2 B x R
Black must take the Rook with his Bishop, and not
with the Rook, or he would lose the Pawn at Q R2 bv
THE STRATEGY OF THE MIDDLE GAME 99
R - Bi 3 Kt - B3
Q - KR4 4 P - Kt3
Q - B6 5 Kt - Kt5
R - B7 6 Q - K3
Q - Q8 ch. 7 K - Kt2
Kt - Q6 8 B - Kt2
Kt x K B P 9 Resigns
If at his 9th move Black plays RxQ, White replies
io. KtxR dis. ch., and after the King moves or the
Queen intervenes, KtxQ and remains a pawn to the
good, plus the exchange and a winning position.
Diagram 40
BLACK
WHITE
After White’s 9th move, KtXKBP
The following position occurred in a game between
Marshall and Marco, at the International Tournament
in Paris, 1900.
100 CHESS STEP BY STEP
Black has just played Kt—QB3.
Diagram 41
BLACK
Here Black has a superiority in force, having a
Pawn to the good, but it is clear that his Bishop and
Knight are too far away to be of any service in defend¬
ing his King. He has also a hole at his K B3 and
K R3.
White, although minus a Pawn, has a powerful
open file for his King’s Rook, and his pieces are all
well placed and co-ordinated for an overwhelming
attack on the Black King. Black, by his last move,
has developed his Knight, and also prepared for
K R-Ri.
Black had apparently reckoned that he had an
avenue of escape for his King at K B3, but the fol¬
lowing moves show how White frustrated his hope of
THE STRATEGY OF THE MIDDLE GAME 101
bringing his King into safety on his Queen’s side
via K B3.
White Black
P - B4 1 Q -k3
Q - R6 ch. 2 K - B3
Q - Kts ch. 3 K - Kt2
P - B5 4 Q - k4
P - B6 ch. 5 Q X P
Now White has forced Black to seal the square,
KB3, and so Mates in two.
Q — R6 ch. 6 K — Kti
Q - R7 Mate 7
The following position occurred in a game between
Marshall and Janowski at the International Tourna¬
ment, Havana, in 1913
Diagram 42
BLACK
WHITS
102 CHESS STEP BY STEP
In this game, Black sacrificed a Pawn for the sake
of development, and has a strong position. The
attack on the White Q P, however, is more apparent
than real, for if he were to take with the Knight,
RxR would win a piece. If KtxBP, then Q-Kt4.
If Black had played QxQP, then White after QxQ
would win the Kt by P-B4. There is, however, one
weakness in Black’s position, and that is, that White
can attack his Queen and then advance his Q P with
telling effect as the following moves indicate.
Wliite Black
R - K4 1 Q - Kt3
Black cannot play QxP, because after the exchange
of Queen, P-K B4 by White would win the Knight.
P - Q4 2 R - K Bi
Black’s last move is forced, for if he does not move
this Rook, Q-B3 would win the Knight.
Q - B3 3 Kt - b3
Now the Knight must move, since White’s Queen is
no longer pinned.
P - Q5 4 Kt - K4
White’s centre Pawns are now extremely powerful,
and the Pawn ahead begins to assert its influence.
P " b5 5 Q - R3
Black is obliged to play his Queen to this unprom¬
ising-looking position, for if he instead were to play
Q-Kt4, then R-Q Kt4 would win at least another
Pawn.
B - Bi 6 P - Q Kt4
THE STRATEGY OF THE MIDDLE GAME 103
Black’s last move is also forced, as it is the only
one that will save the Queen.
P X P e. p. 7 Q - Kt2
Black could not play QxP, for then R-Q Kt4
would win the Queen.
P x BP ch. 8 QxP
R-Q Kt4 ch. 9 Resigns
Because if he plays K-Bi, then B-R6 ch. will win
the Queen at least.
The following position occurred in a Game between
Marshall and an amateur.
Diagram 43
BLACK
WHITE
104 CHESS STEP BY STEP
Black has obtained a very bad position. His
Knight is very badly posted, and it is clear that it
would require at least four moves to reach a square
where he would be useful for the defence of his King.
The following moves show how White took advan¬
tage of Black’s being practically a piece down:
White Black
Kt - Kts 1 P - Kt3
Kt x RP 2 K X Kt
B - B6 3 B - Q2
R - B4 4
Now Black can only avert the threatened Mate in
two, by playing Q XB, which, of course, is hopeless.
Preparing for End Game
In the foregoing examples all the games have
been terminated by direct assault, and the player with
the superior position has taken advantage of the
weakness of his opponent’s position, to institute a
successful attack. There are many cases, however, in
which the positions in the Middle Game do not permit
of any such assault, and then the efforts of the players
have to be concentrated on obtaining some minute
advantages, such as the gain of a Pawn, or the secur¬
ing of a stronger Pawn position, by having a greater
number of united Pawns on one side, or forcing a
Doubled Pawn for the opponent, or a Passed Pawn
for oneself.
A Passed Pawn is always a valuable asset, espe¬
cially if it has another Pawn supporting it, and will
always be a source of anxiety to the other side.
Every effort should be made to secure this advantage,
and conversely, to prevent the opponent from obtain-
THE STRATEGY OF THE MIDDLE GAME 105
ing it. Even the greatest players have been known
to err in this respect, and we have a striking instance
of this in one of the games played in the World’s
Championship Match between Steinitz and Lasker.
In the following position the forces are exactly
equal, and with Bishops of the same colour a Draw
seemed to be in sight, but Steinitz, who conducted
the Black forces, made a bad move which gave White
the advantage at once.
Diagram 44
BLACK
WHITE
White Black
1 P - K B4 ?
P - K B 4 2 B-Q3
P - K5 3
Now White has a powerful Passed Pawn at his
King’s 5, supported by another Pawn, and the com-
106 CHESS STEP BY STEP
plexion of the whole game has been altered. An even
position has developed into one enormously in favour
of White.
We have already seen that the utmost caution
should be exercised in moving Pawns. A bad move
with a piece may be overcome, at the expense of lost
time, but a bad move with a Pawn can never be cor¬
rected. Beginners are particularly apt to be care¬
less in the handling of their Pawns, and they are not
likely to make much progress in Chess until they
realize the vital importance of conducting the Middle
Game in such a way that they will not compromise
the End Game. Players should always endeavour
to avoid bringing about a Pawn position such as is
seen in the following Diagram.
Diagram 45
BLACK
WHITE
THE STRATEGY OF THE MIDDLE GAME 107
Here the Pawn at K B2 is very badly placed. It
cannot be played to K B4 without giving White a
Passed Pawn, and, on account of its inability to move
forward, is sometimes spoken of as a “Backward
Pawn.” It is always a source of weakness, as it is
an easy target for the opposing pieces, since it is
evident that it can never obtain any support from
either of its neighbouring Pawns.
Doubled Pawns are nearly always weak on account
of their inability to support each other. The follow¬
ing Diagram is an instance of this weakness. Black
Diagram 46
BLACK
here requires both his King and his Bishop to defend
the Pawn at his Bishop’s 5* while the White King
pn a square of a different colour from the Bishop can
stop the advance of both Pawns, leaving the Knight
108 CHESS STEP BY STEP
free to support the onward march of the White Pawns.
It follows, therefore, that players should be on the
alert to avoid Doubled Pawns, unless they receive
adequate compensation at the time of doubling.
In concluding our remarks on the Middle Game,
we should like to impress on our readers the great
necessity for the exercise of the utmost caution and
discretion in all matters relating to Pawns. In about
half the cases, the Middle Game is the prelude to the
End Game, and when this stage is reached it is very
mortifying to find that an ill-considered Pawn move
may cause the loss of a well-contested game. At the
time this bad move was made, it probably appeared
as if it would have no bearing on the End Game, and
this is, of course, the reason why so many of these
mistakes occur. Most beginners are apt to be more
careful in the manipulation of their pieces than of
their Pawns during a game, because they are more
valuable, but they should never forget that a Bishop
or a Knight never changes its value, while a Pawn
may be promoted to a Queen; and they should also
bear constantly in mind that intelligent Pawn manip¬
ulation denotes the highest degree of skill at Chess.
CHAPTER IX
THE STRATEGY OF THE END GAME
Mating Force—Counting Moves—Drawn Game—
Stalemate—Queen and King vs. King—Rook
and King vs. King—Two Bishops and King vs.
King—Bishop, Knight, and King vs. King—Queen
vs. Rook and Bishop—Queen vs. Two Bishops—
The Opposition—General Principles of Pawn
Endings
Mating Force
Towards the latter part of the Middle Game the
player must keep in view the question of reserving
sufficient force to effect a Checkmate. Many players
have suddenly discovered, after years of play, that
Mate cannot be forced with a King and two Knights
against a solitary King. The Mate may be given, if
the player with the King is foolish enough to allow it,
as shown in the following Diagram.
In the following position, if Black plays K-Ri, White
can Mate him next move by playing Kt-B7, but if
Black avoids the corner, and plays K—Bi, he can lose
only by his own fault. We have thought it advisable
to give this example, because some writers have con¬
tended that “two Knights alone cannot Mate,” and
with this in mind, some players have been caught
109
110 CHESS STEP BY STEP
off their guard, and have had to endure the mortifica¬
tion of finding themselves Mated.
Diagram 47
BLACK
Counting Moves
At any stage of the End Game, when there is a
disparity of pieces, the player having the inferior
force may call upon his opponent to Mate him in
fifty moves. For instance, if White has King and
Queen, and Black Rook and Queen, the latter may
demand that White Mate him in fifty moves. Should
White fail to effect the required Mate within the
stipulated number of moves, the game is Drawn.
In the event of any piece being captured by either
side, the counting would have to be resumed from the
stage where the capture is made. Thus, if White
has King, Queen, and Pawn, against Black’s King,
THE STRATEGY OF THE END GAME 111
Rook, and Pawn, and Black has demanded that
the moves be counted, if either side captured a Pawn,
the counting would have to commence again.
Drawn Game
In the End Game, the player with the superior force
must always keep in view the possibility that his
opponent may obtain a Draw, and conversely, the
player with the inferior force should always be on the
alert to stave off defeat by Drawing. There are four
different methods by which a Draw may be arrived at.
We have seen that if the player with the superior
force does not give Mate within fifty moves after
beging. called upon to do so by his opponent, the
game is Drawn. A game may also be Drawn by
repetition of moves, as in the following position.
Diagram 48
BLACK
WHITE
112 CHESS STEP BY STEP
White Black
1 K - Q3
K - K4 2 K - K3
K - Q4 3 K - Q3
K - K4 4 K - K3
K - Q4 5 K - Q3
K - K4 6 K - K3
Drawn by repetition of moves. Should either
player try to win, he will almost certainly lose.
A game may also be Drawn by Perpetual Check,
which is, of course, on the same lines as a repetition
of moves. In this position, although White has a
Bishop and a Pawn to the good, Black Draws by
Q-B8 ch., and after White goes to R.2 (his only move),
Q-B5 ch. and White has no alternative but to return
to Ri, as obviously P-Kt3 would result in his being
Mated in two moves, so the game is drawn.
Diagram 49
BLACK
WHITE
THE STRATEGY OF THE END GAME 113
Stalemate
The fourth method of Drawing is what is termed
“Stalemate,” which is brought about when the King,
not being actually in Check, cannot move without
going into Check, and the game therefore terminates
in a Draw.
One of the simplest forms of Stalemate is shown
in the following Diagram. Here White has carelessly
played Q-Q Kt6 which does not give Check, and
leaves the Black King without a move. With almost
any other move White must win easily.
Diagram 50
BLACK
The above is an instance where Stalemate is arrived
at through the fault of the player with the superior
force, but sometimes positions arise where the player
with the inferior force, by skilful play, can compel
a Stalemate, examples of which will be given later.
114 CHESS STEP BY STEP
Queen and King vs. King
This is one of the simplest Mates, and should always
be given under ten moves. In the following position,
which is as favourable to Black as such a position can
be, the Mate is effected as follows:
Diagram 51
BLACK
Q - b5 1 K - Kti
K - Kt2 2 K - Kt2
K - B3 3 K - R3
K - K4 4 K - Kt2
K - Q5 5 K - R3
Q - Kt4 6 K - R2
If White at Move 6 had played K-B6, he would
have Stalemated Black.
K - B6 7 K - Ri
Q — Kt7 Mate 8
THE STRATEGY OF THE END GAME 115
The principle of this Mate is to control as much
as possible the moves of the Black King, always
taking care to give him at least one move so as to
avoid Stalemate.
Rook and King vs. King
This Mate is also quite easy, although many
beginners find it somewhat troublesome, principally,
we think, on account of their predeliction for giving
useless Checks. It is seldom necessary to give Check
until the final Checkmate is administered.
The principle to be followed in giving this Mate
is to drive the opponent’s King to any of the four
side-lines, and then bring up the King to the corre¬
sponding third line, as shown in the folloAving example:
Diagram 52
BLACK
WHITE
116 CHESS STEP BY STEP
White Black
R - Ki i K - Q5
K - Kt2 2 K - Q6
K - b3 3 K - Q5
R - k3 4 K - Q4
R - K4 5 K - b4
K - K3 6 K - Q4
K - Q3 7 K - b4
R - Q4 8 K - b3
K - b4 9 K - Kt3
R — Q6 ch. IO K - Kt2
K - Q5 ii K - B2
K - b5 12 K - Kt2
R - B6 13 K - R2
R - Kt6 14 K - Ri
K - B6 15 K - R2
K - b7 16 K - Ri
R — R6 Mate
Two Bishops and King vs. King
This is a comparatively easy Mate, but it should
be practised, so that the student may familiarize
himself with the power of two Bishops. The principle
is to drive the adverse King into a corner, taking care
to leave him a free adjacent square, and then bring
up the King to his sixth rank, if the other King is at
his King’s Rook Square or his Queen’s Rook’s Square,
and correspondingly if he has gone to K R8 or Q R8.
The Mate should be given in any position under
twenty moves. The following position is typical.
THE STRATEGY OF THE END GAME 117
Diagram 53
BLACK
B - B5 1 K - Kti
This waiting move is always necessary for White.
K - Kt6 2 K - Ri
Another waiting move.
B - Kt7 ch. 3 K - Kti
B — Q6 Mate ‘4
Bishop, Knight, and King vs. King
This is the most difficult Mate in Chess, and many
strong players have found themselves unable to bring
it about within the stipulated fifty moves, even
though they understood the theory of the Mate and
the principles which govern it. It is with some
hesitation that we include this Mate, but it affords
118 CHESS STEP BY STEP
such excellent practice to try to give it within fifty
moves, that we strongly advise the reader not to be
deterred by its difficulty, and to try, whenever he can
obtain the assistance of an obliging friend, to work
it out.
The Mate may be given by either the Bishop or the
Knight, but it is essential to drive the adverse King
to a corner of the same colour of square as that of the
Bishop. Some writers recommend that the King and
Bishop should be used almost exclusively in the
attempt to drive the King to the requisite corner,
and then bring up the Knight to assist in giving
Mate, but although this is certainly admirable prac¬
tice in “control,” it is probable that in many instances
it will involve loss of valuable time. We give here
an example of the Mate by both Bishop and Knight.
Diagram 54
BLACK
WHITE
THE STRATEGY OF THE END GAME 119
White Black
Kt - B5 1 K - Qi
Kt - Kt7 ch. 2 K - Bi
K - B6 3 K - Kti
K - Kt6 4 K - Bi
B - K6 ch. 5 K - Kti
B - B5 6 K - Ri
White’s 6th move is a waiting one, on similar lines
to the Mate with two Bishops. Kt4 or Q7 would do
equally well.
Kt - B5 7 K - Kti
Kt - R6 ch. 8 K - Ri
B — K4 Mate 9
Diagram 55
BLACK
WHITE
120 CHESS STEP BY STEP
White Black
Kt — Kt7 ch. i K - R3
K - B6 2 K - R2
B - b4 3 K - Kti
K - Kt6 4 K - Bi
B - Q6 ch. 5 K - Kti
Kt - R5 6 K - Ri
B - B8 7 K - Kti
B - R6 8 K - Ri
B — Kt7 ch. 9 K - Kti
Kt — B6 Mate 10
The reader must not imagine that it is easy to force
the Black King into either of the positions shown in
the preceding Diagrams, but the moves indicated will
serve to show the lines upon which the Mate is given.
It might be argued that it is scarcely worth while
devoting time to the practice and study of this Mate,
but, as a little experience will speedily demonstrate,
this ending requires so much foresight and ability to
look ahead, and has so many positional features, the
mastery of which will be of incalculable value to the
student in End Game play, that no player will have
any cause to regret time and trouble taken in making
himself conversant with the principles at least, of this
difficult ending.
Queen vs. Rook and Bishop
This is also a difficult ending, and despite the
superior mobility of the Queen and its forking powers,
it will win only under certain favourable conditions.
The Black King must be forced to one of the end- or
side-lines, and White must be able to bring his King to
the sixth rank or Bishop’s files as the case may be.
THE STRATEGY OF THE END GAME 121
The following position is one where the Queen can
force a win.
Diagram 56
WHITE
White Black
Q - R5 I B — B4 (best)
Q — R8 ch. 2 R - Bi
Q - Q5 ch. 3
And White must win.
From the foregoing example it is evident that Black
should avoid being driven from the centre of the
board, and, of course, in moving the minor pieces,
he must always be on the alert to avoid a Check
from the Queen which will at the same time fork one
of his pieces.
The same principle applies in the Ending if Black
has a Knight instead of a Bishop.
122 CHESS STEP BY STEP
Queen vs. Two Bishops
The Queen, as a rule, can only Draw against two
Bishops, provided that Black is careful to keep his
Bishops close together in the middle of the board
and can bring his King to the protection of either of
them when attacked. In the following position,
Black has separated his Bishops and allowed his King
to be driven to the edge of the board.
Diagram 57
BLACK
WHITE
White Black
Q - K7 ch. 1 K - Ri
Q — K8 ch. 2 B - Kti
K - Kt6 3 B - Kt2
Q — R4 ch. 4
And Mates next move if Black plays B-R2 or in two
moves if he plays B-R3.
THE STRATEGY OF THE END GAME 123
The principles are the same if the Queen is playing
against Bishop and Knight, or against two Knights.
The minor pieces, as a rule, can draw against the
Queen, if their King is not driven away from the
centre.
Pawn Endings
We now come to the consideration of one of the most
interesting, and, it must be admitted, most complex
features of Chess—the End Game where the pre¬
dominating factor in the decision is the ability of one
side to push a Pawn to the 8th row, and promote it
to a superior piece, which in the majority of cases is a
Queen, although, as will be shown later, it is some¬
times necessary to select a piece of lower value. A
Pawn Ending abounds with subtle and beautiful situa¬
tions, and when this stage of the game is reached,
the player will speedily realize the benefit of having
adhered to the principles governing the Opening and
Middle Game which have been set forth in previous
chapters.
Small inferiorities of position, which seemed so
unimportant and trifling in the Middle Game, now
become mountains of difficulty, and will generally
determine the final result.
Many good players have not the patience to study
Pawn play, with the result that they remain per¬
manently in a lower Class than their skill in the
Opening and Middle Game would entitle them to
attain.
We cannot too earnestly counsel those of our
readers who are anxious to become proficient in
Chess, to devote all the time they possibly can to the
study of Pawn play in the Ending. If they put it off,
124 CHESS STEP BY STEP
the chances are that they will never again find the time
nor have the inclination to improve their knowledge
of the vitally important End Game. Every hour
spent in this study will inevitably mean games won
that would otherwise have been lost. When a player
is known to be deficient in his End Game, his
opponents, of course, play accordingly, take no
chances in the Middle Game, but wait patiently for
the time to arrive when their superior knowledge of
Pawn play will turn the tide of victory in their favour.
If our readers had heard as often as we have, the
Captains of teams whispering to certain of the mem¬
bers of their side, “He is poor at the End Game,”
they would realize the significance of defective Pawn
play, and make up their minds here and now that it
will not be their fault if an opposing team Captain
is able to make this statement about them.
The Opposition
During the Middle Game, the King is practically a
passive spectator and has very little defensive value,
and his offensive power is nil; but after the Queens
and minor pieces are removed from the scene of
action, the character of the King is entirely changed,
and he becomes formidable both in attack and defence.
One of his greatest assets is his ability to control the
action of the adverse King, and this is known as the
“Opposition,” which is approximately what is known
in Checkers as “having the move.” A thorough
understanding of the Opposition is absolutely neces¬
sary for the correct manipulation of the Pawns in the
End Game, and the student should not pass from this
section until he has grasped the full significance of this
most important feature.
THE STRATEGY OF THE END GAME 125
There are two forms of Opposition: the Close
(sometimes termed Direct) and the Distant; and
these again may be subdivided into three classes:
Frontal, Lateral, and Diagonal. In the following
Diagram, Position “A” shows the Close Frontal,
“B” the Close Lateral, and “C” the Close Diagonal
Opposition.
Diagram 58
BLACK
B
A player is said to have secured the Opposition, if
by his last move he is able to place an odd number of
squares between his King and that of his adversary.
In the following position, White, by moving his King
to Q B3, places an odd number of squares between
the two Kings. Now he can prevent the Black King
from crossing the half-way line between the two sides
of the board, as the following moves show:
126 CHESS STEP BY STEP
White Black
K - B3 1 K - Q3
K - Q4 2 K - K3
K - K4 3 K - B3
K - B4 4
Diagram 59
BLACK
It is apparent that as long as White can maintain
the Opposition, the action of the Black King is
entirely controlled.
The student should note how, after each move made
by Black, the White King has the option of moving
forward, which is generally termed “passing.”
Set the two Kings in the same position again, and
we shall vary Black’s moves, and again demonstrate
that by adhering to the principle of placing an odd
number of squares between the two Kings with his
last move, White still succeeds in maintaining the
Opposition.
THE STRATEGY OF THE END GAME 127
White Black
K - B3 1 K - Kt3
K - Kt4 2 K — B2 l
K - B5 3 K - Qi
K - Q6 4
It should be noted that the move which secures the
Opposition always results in the King’s being on the
same colour of square, and from this we deduce the
principle that when the Kings are on squares of
the same colour, with an odd number of squares be¬
tween them, the one having to move first must lose
the Opposition.
It occasionally happens that it is necessary to
secure the Opposition when the Kings are far apart,
as in the following Diagram.
Diagram 6o
BLACK
WHITE
128 CHESS STEP BY STEP
The following principle makes it just as easy to
secure and hold the Distant Opposition as we have
seen with the Close Opposition.
The player who moves his King on to a square of the
same colour as that of the adverse King, with an
odd number of ranks between the lines which form the
rectangle on which they stand, wins the Opposition.
In the above Diagram, White will win the Opposi¬
tion by playing K-K4, which, it will be seen, complies
with the foregoing principle, because now the Kings
are on squares of the same colour, and there are three
(an odd number) ranks between the lines on which
they stand. It is interesting to note in this position
that although White has the Opposition, if black re¬
mains in the last rank, he can prevent the White King
from crossing the middle line of the board.
White Black
K - K4 1 K - Qi
Now if White plays K-Q5 or K-B5, Black at once
takes the Opposition by K-Q2, or if again White
plays K-K5, Black plays K-K2, winning the Opposi¬
tion, so that White must play either K-Q4 or K-B4.
K - B4 2 K - Ki
K - Kt4 3 K - Bi
K - R4 4 K - Kti
K - Kt4 5
The foregoing is, of course, an extreme case, for
with Pawns on the board, which is essential before the
question of the Opposition arises, the conditions
would be altered, but we have given it so that the
student may thoroughly grasp the principles which
govern the seizing and holding of the Opposition.
THE STRATEGY OF THE END GAME 129
These examples make it clear that the Opposition
is entirely a question of who has to move first. When¬
ever the Kings are in Opposition, the player who has
to move first loses it, but when there are Pawns on
the board which are free to move, it necessarily follows
that the player who has a spare Pawn move can
regain the Opposition by utilizing this move.
In the following position, White having to move
gives Black the Opposition if he moves his King,
but White has a spare move at his disposal which
gives him the Opposition, since it is clear that Black
must then move his King
Diagram 6i
BLACK
White Black
P - R3 1 K - K2
K - K5 2 K - B2
130 CHESS STEP BY STEP
White has now obtained the Opposition, which, in
this instance, means winning the game.
K - Q6 3 K - Bi
White, by his 3d move, temporarily gives Black the
Opposition, but this does not help him, as he is unable
to go to Kt3 on account of White’s Kt P.
K - K6 4 K - Kt2
K - K7 5 K - Kti
K - B6 6 K - R2
K - B7 7
White now wins the Black Pawns and will soon
Queen one of his Pawns.
If White had not the spare move at his disposal,
the game would have resulted in a Draw. The
student should verify this by setting up the position
again, with the White Pawn at R3 instead of R2.
White must then move his King, enabling Black to
seize the Opposition, which he can always maintain.
General Principles of Pawn Endings
Superior force does not always prevail in Pawn
Endings. Position is one of the most vital factors,
and cases are frequent when the side with a decided
inferiority of Pawns is able to secure a Draw, or even
win. In the following position, for instance, although
White has only two Pawns to Black’s four, he wins
on account of his superior position. Black dare not
move his King, as it is clear that if he does, the
Pawn at R6 will Queen, so he is compelled to move
one of the three Pawns on his 5th rank. With correct
play on White’s part, the Pawns all fall, and this
THE STRATEGY OF THE END GAME 131
example is a good illustration of the defensive power
of the King.
Diagram 62
WHITE
White Black
K - Kti 1 P - Kt6
K — Kt2 2
Now if Black advances either the R P or BP,
White captures it and the remaining two Pawns will
also fall.
The same thing happens if Black begins by advanc¬
ing his R P or B P instead of the Kt P.
White Black
K - Kti 1 P — R6
K - R2 2 P — B6
K - Kt3 3
132 CHESS STEP BY STEP
It is clear that White again will capture all three
Pawns, and then Black is under the unpleasant
necessity of moving his King with immediate fatal
result.
When there is only one Pawn on the board, and its
King has not reached its 6th rank, it cannot Queen
unless its King is able to play two squares in front of it.
Ignorance of this principle and its application has lost
many games, so that the student will do well to
master it.
Diagram 63
BLACK
In this position White will win either with or
without the move. It will be seen that his King is
two squares in front of his Pawn, and, as he has a
spare move with the Pawn at his disposal, he can
at any time secure the Opposition.
THE STRATEGY OF THE END GAME 133
White Black
i K - B2
P - B4 2 K - Qi
K - Q6 3 K - Bi
White’s 2d move enabled him to obtain the Oppo¬
sition at his 3d move.
K - B6 4 K-Kti
K - Q7 5
Now the Pawn cannot be stopped.
Now alter the above position by placing the Pawn
at B4 instead of at B3 and Black will be able to
secure a Draw.
White Black
1 K - B2
K - Q5 2 K - Q2
p - b5 3 K - B2
P - B6 4 K - Bi
K - Q6 5 K - Qi
P — B7 ch. 6 K - Bi
White must either give up the Pawn or give Stale¬
mate, a Draw in either case.
A Pawn cannot win, if it reaches its 7th rank
with a Check, unless its King is on its 7th rank.
We have just seen an example of this principle when
White at his 6th move Checked, his King being at
Q6. It is clear from the following Diagram, that
134 CHESS STEP BY STEP
had White’s King been at Q Kt7 the Pawn would
Qpeen.
Diagram 64
BLACK
White Black
P - B7 ch. 1 K - Q2
P — B8 Queens ch. 2
The student should bear in mind that the Pawns on
the Knight’s files are generally more powerful than
those on any other, because it is more difficult for the
opposing King to restrain them. A Pawn on the
Rook’s file is the weakest of all, and can never be
Queened if the adversary’s King can get in front of it.
The following positions show the advantage to the
side that is equipped with a knowledge of the fore-
THE STRATEGY OF THE END GAME 135
going principles, and also incidentally demonstrate
how the additional power of the Knight’s Pawn
requires the exercise of great care on the part of its
possessor to avoid Stalemate or Drawing positions.
Diagram 65
BLACK
WHITE
White Black
P - B6 1 K - Kti
This was not White’s best move as we shall see
presently. Black sees that if he takes the Pawn,
after White plays KxP, the Knight’s Pawn will
reach its 7th rank without a Check, so that he must
lose; therefore, he plays as above.
P — B7 ch. 2 K — Bi
136 CHESS STEP BY STEP
Now even if White sacrifices his Bishop’s Pawn,
he has no means of getting round to try to attack
Black’s Knight’s Pawn.
It will not help White to play K-Q7 as his 2d move,
since Black will simply play K-Ri, and the result is
again a Draw. If, however, White is conversant
with the principles governing Pawn play, he will
have been able to work this out also, and will seek
for a better move. What can he do that will restrict
Black and at the same time enable him to attain a
position favourable to Queening one of his Pawns?
As we have suggested before, the student should
always try to find out the right moves before con¬
sulting the text.
White Black
K - K7 1 K - Kti
It is evident that Black’s move is forced.
K - Q7 2 K - Ri
Again Black has no alternative. White now has to
give Black a legal move, so as to avoid the Stalemate;
therefore, he advances the Pawn, which, of course,
must be taken, and then White is able to comply
with principle and give Check with his Pawn on the
7th rank, with his King also at the same rank.
P - B6 3 P x P
K - B7 4 P - B4
And the Pawn Queens and Mates on the following
move.
THE STRATEGY OF THE END GAME 137
Caution Requisite in Promoting Pawns
Although in the great majority of cases, when a
Pawn reaches its 8th rank it is promoted to a Queen,
many positions arise in which this cannot be done.
One of the simplest of these is shown in the following
Diagram.
Diagram 66
BLACK
WHITE
In this position if the player were incautiously to
Queen his Pawn, he would leave Black without a move,
and suffer the mortification of having to submit to a
Draw. He can win easily by either promoting the
Pawn to a Rook, and Mate next move or by merely
138 CHESS STEP BY STEP
playing K-Q7 when after Black has moved, he can
safely Queen. The following position occurred in a
game between two amateurs:
Diagram 67
BLACK
WHITE
White imprudently played P-K8 making it a Queen,
overlooking in the excitement of the moment the
fact that Black Mated him next move by playing
Q-Q R3- Had he taken time to reflect, he would
have seen that by promoting the Pawn to a Knight,
he would have forked the Black King and Queen
and won with ease.
Giving Up a Pawn to Ensure a Draw
Many players, especially those who have not taken
the trouble to study Pawn play, frequently lose
THE STRATEGY OF THE END GAME 139
games by making efforts to maintain a Pawn which
is of no use to them. The following is a classic
example of this type of ending:
Diagram 68
BLACK
White Black
K - K6 i K - B3
If Black is tempted to play K-B5, he will lose on
account of K-K5 by White.
K - K5 2 K - B2
Black, having to abandon the Pawn, gives it up
in such a way that he will be able to prevent White
from being able to play his King in front of his Pawn
with a square intervening.
K X P 3 K - Q2
140 CHESS STEP BY STEP
Black now has the Opposition and the game must
result in a Draw. White is no better off if instead of
taking the Pawn at his 3d move he plays K-K6, for
then Black will play K-B3 and a similar position will
recur.
Breaking Through Pawns
Positions like the following often present themselves
and this example should be carefully studied, as the
utmost accuracy is essential in taking advantage of
them. The move is a determining factor in such
positions; whoever moves first generally wins.
Diagram 69
BLACK
WHITE
White Black
P - Kt6 1 R P x P
P - B6 2 P x B P
THE STRATEGY OF THE END GAME 141
And White’s remaining Pawn will Queen. Sim¬
ilarly, if at his 2d move Black takes with the B P,
White breaks through by playing as his 3d move,
P-R6, and again will Queen whichever Pawn remains.
The principle in positions similar to the above is to
make a move that simultaneously attacks two of the
opposing Pawns.
There are many other varieties of Pawn Endings,
but it is impossible to devote more space to their
consideration in this volume. The student who is
anxious to make a further study of Endings, par¬
ticularly when there are pieces on the board as well
as Pawns, should consult Chess Endings by Free-
borough, which deals exhaustively with almost every
possible combination.
CHAPTER X
CHESS COUPS AND STRATAGEMS
Stalemate Forced by Coup—Winning Coups—
Traps
One of the most fascinating features of Chess is the
astonishing number of times that the unexpected
happens. Although the game is more than 5000
years old, and accurate records of countless games
have been kept for more than 300 years, novel situa¬
tions constantly arise, and a surprise move or series
of moves gives intense pleasure to the victor and a
corresponding degree of chagrin to the vanquished one.
No doubt, many readers have had the experience of
feeling secure in a certain position which seems to be
absolutely equal, or even in their favour, when sud¬
denly, like a thunderclap from a clear sky, the ad¬
versary surprises them with a combination which
entirely shatters their well-thought-out plans. A
move of this description is generally termed a “coup”
—pronounced (this for the benefit of those readers who
are not conversant with French, from which language
the word is derived) “koo.” Players should always
be on the alert to seize the opportunity to achieve a
coup, and also to avert their adversaries from per¬
petrating one upon them.
No principles can be laid down or rules formulated
that would be of assistance in this connection—the
142
CHESS COUPS AND STRATAGEMS 143
conditions are too varying and complex—and all that
we can do to assist the student is to give a few exam¬
ples which we trust will serve the double object of
assisting to stimulate our reader’s admiration for the
beauty and subtlety of Chess and at the same time
give an indication of how to seize similar opportunities
when they present themselves, which they surely will,
sooner or later.
A coup does not necessarily mean winning a game,
as the expression can be applied with equal truth to
the brilliant move which brings about a Draw against
greatly superior forces.
Stalemate Forced by Coup
In the following position White appears to be in a
desperate state, as he is a Rook to the bad, and even
Diagram 70
BLACK
WHITE
144 CHESS STEP BY STEP
after the most careful scrutiny White’s game looks
hopeless, but a Draw was obtained by the following
beautiful coup:
White Black
P - B6 i R — K2
P - R7 2 R - R4
R - R6 3 R X R
P — R8 Queens ch. 4 R x Q
p - Kt5 5
Now Black can neither give Check nor make a move
for the White King, and Stalemate gives a Draw to
White.
The foregoing occurred recently in New York, in a
game where White had yielded the odds of a Rook.
The following is a classic example, the origin of which
we do not know, but it represents a very common
tvpe of ending:
Diagram 71
BLACK
WHITE
CHESS COUPS AND STRATAGEMS 145
Although White has an extra Pawn, the position is
greatly in Black’s favour. His R P has to advance
only five squares to Queen, while the White King is
powerless to stop it, being six moves away, and
Black’s Doubled Pawns set up a barrier to White’s
Pawns, so it looks as if the game must terminate in a
win for Black. The following moves, however, show
how White forces a pretty Stalemate.
White Black
P - B4 1 K - B2
If Black were to play P X P he would lose, as White
would then play P-R4 and Queen one of his Pawns
before Black could Queen his R P. The reader should
test this for himself.
P X P 2 P - R4
K - Kt3 3 P - R5
K - R4 4 P - R6
P - Kt3 5
Now White has completely shut in his King, and no
matter what Black does, the result is Stalemate.
Winning Coups
The following position occurred in a game between
two amateurs about 1850. At first sight the game
appears to be if anything in favour of Black, as he has
two Pawns to the good (we are not including the one
at his Q B7 which obviously must fall) and it looks
as if he had a promising attack in sight after B-R3
and R-B3. White scarcely seems to have compen-
146 CHESS STEP BY STEP
satory attacking advantages for two Pawns minus,
but he brought off a most brilliant coup, which at
once decided the issue. Try to find this move for
yourself before consulting the solution.
Diagram 72
BLACK
WHITE
We shall now try to follow the train of reasoning
which led White to the discovery of the beautiful
move he made. He would, of course, begin by con¬
sidering the motive of the last move made by Black,
which was Kt-B4. The idea apparently was, that
having no means of defending his advanced Pawn,
he wished to get rid of the White Bishop, which is
on a very good diagonal, and nothing more was
threatened. Next he had to consider how to main¬
tain an attack, which was necessary to counter¬
balance his shortage in Pawns. He, no doubt, fore-
CHESS COUPS AND STRATAGEMS 147
saw that if he played BxP he would not only lose
the important diagonal but would soon be on the
defensive. He would also have seen that if he could
only play Kt-Kt6, Black was Mated on the move;
but this could not be done, because of QxKt, which
would prompt him to consider how he could remove
the Black Queen from its defensive position. This
probably enabled him to arrive at the move he made.
The student will do well carefully to consider this
line of thought, as positions continually present
themselves where a similar mode of examination will
lead to the discovery of a brilliant move.
White Black
Q - K7 ! 1 if Q X Q
Kt — Kt6 ch. 2 P X Kt
R - R3 ch. 3 Q - R5
R X Q Mate 4
Or if Black at his first move plays Q-QB3.
Q - K7 i Q - Q B3
Q X R ch. 2
and after QxQ, White Mates as above.
The following position was arrived at in a game in
which Anderssen (one of the greatest masters of
the first half of the nineteenth century, who was
responsible for many brilliancies, besides two games
of such an extraordinary character that they are
always referred to as “ Anderssen s Two Immortal
Games”) was Black.
148 CHESS STEP BY STEP
Diagram 73
BLACK
WHITE
The coup here is also somewhat in the nature of a
trap, as doubtless Black had in mind the possibility
that White would consider it to be an oversight, and
jump at the chance of winning not only the K B P
but also the exchange.
The student will notice that Black’s scheme has
been planned on lines similar to those in the preceding
example. White’s K B is protecting the Knight, and
Black had to tempt him to forsake that diagonal so
he played as follows:
White Black
1 R - Ki
B XKBP 2 Q X Kt ch.
P X Q 3 B — R6 ch.
K - Kti 4 R — K8 ch.
K - B2 5 B — R5 Mate
CHESS COUPS AND STRATAGEMS 149
One of the most extraordinary coups ever per¬
petrated in modern times in a match between masters
occurred in the International Tournament at Breslau,
in 1912. It occurred in a game between Lewitsky
(White) and Marshall (Black), and, as a well-known
Chess editor stated, it is not only in the nature of a
brilliant coup but a problem as well.
Diagram 74
BLACK
Examination of the position certainly does not
reveal anything that would give an indication of the
subsequent sudden collapse of White, who appears to
have, if anything, the better game. Black s isolated
K p Is weak, and no doubt "White thought that he
had the making of a very powerful attack along the
lines we shall presently consider. He can scarcely
150 CHESS STEP BY STEP
be blamed for not foreseeing the brilliant fashion in
which Black not only forestalled the threatened
attack, but completely turned the tables on his
opponent.
White Black
1 R - R3
Q - Kts 2 R x B
R -QB5 3 Q - K Kt6
At his 3d move White must have contemplated con¬
tinuing with R-B7 and Q-K 7 or K5, and it is evi¬
dent that he had not taken into consideration the
possibility of Black’s astonishing reply.
The Black Queen is offered in three different ways
all of which end disastrously for White. If
B P x Q 4 (a) Kt - K7 eh.
K — Ri 5 R x R Mate
Again if
RP X Q 4 (b) Kt - K7 Mate
And if
Q x Q 4(c) Kt - K7 ch.
K - Ri 5 Kt X Q ch.
K - Kti 6 Kt X R
P X R •7 Kt - Q 7
CHESS COUPS AND STRATAGEMS 151
White is a piece to the bad with a hopeless game.
In the actual game, White resigned after Black’s
move of Q-K Kt6, upon which the spectators were so
delighted with this wonderful denouement that they
enthusiastically made up a gold collection and pre¬
sented a handsome purse to the victor.
Traps
The tyro will inevitably fall into some of the many
traps with which the openings abound, and it is
perhaps just as well that he should do so, for if he
carefully examines the game afterwards, he is sure
to find that he has violated some of the principles of
Chess, and will benefit accordingly. Traps are es¬
pecially numerous in the Openings, and as the student
progresses, he would do well to consult Chess Traps
and Stratagems by E. E. Cunnington. The following
are typical illustrations of the pitfalls that have to be
avoided:
White Black
P - Q4 1 P - Q4
P - QB4 2 P - K3
Kt - Q B3 3 Kt -KB3
B - Kts 4 Q Kt - Q2
P X P 5 P X P
The 5th move by White is a clear violation of
principle, as he is not only attempting to inaugurate
a premature attack, but he is neglecting his develop¬
ment. His correct move is P-K3, which would have
made the following continuation impossible.
152 CHESS STEP BY STEP
Kt x P 6 KtxKt
B X Q 7 B — Kt5 ch.
Q - Q2 8 K x B
Now White cannot avoid losing his Queen in
exchange for a Bishop so that Black remains a piece
ahead.
The following is another instance of the unpleasant
consequences of disregarding the principle of not mov¬
ing a piece twice in the opening:
White Black
P - K4 P - K4
Kt - K B3 Kt - Q B3
P - Q4 P X P
This constitutes the Scotch Gambit.
B - Q B4 4 B - B4
Kt - Kt5 5 Kt - R3
White’s 5th move is a breach of principle, and
although this opening used to be extensively practised,
modern analysis has demonstrated it to be unsound.
Q - R-5 6 Kt — K4
Black’s 6th move seems to be very sound, as it not
only attacks the White Bishop but also defends the
thrice-attacked K B P. It is a violation of principle,
however, and White’s next move wins a piece.
Kt - K6 .7
CHESS COUPS AND STRATAGEMS 153
Now no matter how Black plays, he must lose a
piece.
Diagram 75
BLACK
WHITE
Suppose he tries
7 (a) QP X Kt
Q X Q Kt 8 Q - K2
B X Kt 9
Obviously, Black cannot play P X B on account
of Q XR ch.
If instead Black plays
7 (b) Q - K2
QxQKt 8 QPxKt
B X Kt 9
154 CHESS STEP BY STEP
Again Black is unable to play P X B.
If
7 (c) Q - B3
Kt X B P ch. 8 K — Bi
He cannot go to Qi because of B-K Kt5
P - B4 9 Kt xB
Q X B ch. 10
And again Black loses a piece.
The following is an example of a trap which can
scarcely be said to happen through direct violation
of principle, unless it is that of premature attack:
White Black
P - K4 P - K4
Kt - K B3 Kt - Q B3
B - Kt5 P - R3
This is the famous Ruy Lopez Opening.
B - R4 4 P - Q3
Kt - B3 5 B - Q2
P - Q4 6 P x P
Kt x P 7 P - Q Kt4
B - Kt3 8
Here White has fallen into the trap. He should
have played Kt X Kt, which would at least have given
him an even game.
8 Kt X Kt
Q X Kt 9 P - Q B4
After moving his Queen, White will lose his Bishop
by Black playing P-B5.
CHAPTER XI
SUNDRY FEATURES OF CHESS
How to Improve One’s Play—Advantage of Books,
and How to Use Them—Problems—Recording
Games—The Forsyth Notation—Correspondence
Games—Joining a Club—Chess Etiquette
If by this time the reader has become imbued with
a liking for Chess, one of the uppermost thoughts in
his mind will undoubtedly be, “How can I improve
my play?” Let us at once state frankly that there
is no royal road that one may travel toward this goal.
It can be reached only by the conscientious efforts
of the aspirant for improved play. It is obvious
that nothing but a player’s own alertness will teach
him the unwisdom of leaving a piece “en prise”
or of neglecting to examine the reason of his adver¬
sary’s last move, which are the commonest faults
of the Chess tyro. Granted the determination to
increase one’s skill at Chess, the best method to
attain this is practice over the board—if possible,
always with a stronger player. Those who can obtain
meretricious enjoyment from defeating inferior players
will never gain any distinction at the game.
The selection of superior players not only denotes a
genuine desire to improve but also implies the ability
155
156 CHESS STEP BY STEP
to lose games gracefully. Every time the student
loses a game, he should realize that he has gained
something much more valuable than would be the case
if he merely defeats a less skilful opponent, especially
if he takes the trouble to try to ascertain where he
went wrong. Knowledge of Chess cannot be acquired
quickly—it must be slowly absorbed. We cannot see
the hour hand of a clock moving, but we know that
it does move, and similarly a player who has the
opportunity of playing against a stronger opponent
will make progress, although he does not see it or feel it.
Advantage of Books and How to Use Them
Works which contain the accumulated experience
of the great masters, and are available to students in
a concentrated form, are bound to be helpful, but
only if they are used properly. It is worse than
useless to memorize the variations of the different
openings, without fully understanding the principles
which govern them. It is quite common for young
players to have committed to memory several varia¬
tions of their favourite opening, only to find them¬
selves floundering in a mesh of difficulties because the
adversary was unkind enough not to play the moves
that would render his book knowledge useful. We
know of a case where a player made a profound
study of certain variations in the Evans Gambit,
and felt himself properly equipped to defeat all
comers with his pet game. One day, however, he
encountered an adversary who was disobliging enough
not to make the replies that the book had given as
best and won the game. When his friends asked the
student how he had lost with his pet variation, he
SUNDRY FEATURES OF CHESS 157
gave the paradoxical explanation that his opponent
“had not played the right moves!”
The best play, therefore, is to be conversant with
at least some of the principal variations of certain
openings, and then to rely upon principle as a guide
to the best course to pursue whenever the opponent
deviates from conventional lines. If he violates
principle in any way, do not be too eager to take
immediate advantage of this. It is better to con¬
tinue quietly with your development in accordance
with the principles which experience has evolved,
and sooner or later the reward will come.
It is essential, when reading any work on Chess, to
have a board and the pieces available. The Diagrams
are not intended to take the place of these adjuncts,
but merely to act as a check to the accuracy of the
reader’s playing of the moves. Another very impor¬
tant point is to always conceal the moves of one of
the players. For instance, when playing over a game,
after the first few moves are made, and White is the
winning side, cover up with an envelope or a card
the remainder of his moves, and after playing Black’s
move from the text, study the position carefully and
then make up your mind which is the best move for
White, and only then consult the book. A few games
played in this manner will do infinitely more good
than several hundred perfunctorily gone over and
playing both sides simultaneously, without trying to
consider what is the best course for at least one side
to pursue.
It is always advisable to have the winning pieces
nearest to you, when playing over games. If Black
has won the game, then arrange the board so that you
have the Black pieces in front of you; in this way
158 CHESS STEP BY STEP
you will be better able to acquire a knowledge of how
winning attacks are pushed to a successful conclusion.
Above everything, the reader should never be dis¬
couraged because he fails to understand clearly any
particular point. When a puzzling feature occurs, it
is better to pass it over temporarily, and then at a
later stage return to it, when very likely the dif¬
ficulty will have disappeared.
Problems
A great deal of ingenuity has been devoted to the
construction of positions, which are usually somewhat
artificial, inasmuch as they represent a disposition
of the forces which could not occur in an actual game.
Nevertheless, these problems, as they are called, are
often of singular beauty, and the occasional study of
a few of them may be of assistance to a student by
helping him to discover Mating possibilities. To
those of our readers who are anxious to become good
players rather than to become expert in solving
problems, we would recommend the study of End
Games rather than problems, as it is but seldom that
the two go together.
Although there appears to be no hard-and-fast rules
in connection with problems, the modern composers
generally endeavour to construct them in such a way
that the first move is not one which gives Check.
This move is called the key to the problem.
Here is an example of one of the earliest problems
which is known as “Philidor’s Legacy.” It is really
more in the nature of an End Game study, but as it is
an instructive example of what is called “Smothered
Mate” it is advisable for the reader to be acquainted
with it.
SUNDRY FEATURES OF CHESS 159
Diagram 76
BLACK
Solution
White Black
Kt - B7 ch. 1 K - Kti
Kt — R6 dble. ch. 2 K - Ri
Q - Kt8 ch. 3 R X Q
Kt — B7 Mate 4
Recording Games
All players should cultivate the habit of noting
down the moves made by themselves and their op¬
ponents. This not only gives them an opportunity
to go over the game at their leisure and ascertain at
which point the mistake was made that led to the loss
or winning of it, but it is essential to have some prac-
160 CHESS STEP BY STEP
tice in recording, as it is obligatory in match play,
where a certain number of moves has to be made in an
hour. The only way that the time limit can be ob¬
served is to note down the moves as they are made. In
matches chess clocks are used, which are so constructed
that your clock is stopped during the time your adver¬
sary is considering his next move, while his is running.
Immediately he makes his move, he stops his clock
which simultaneously starts your again. At the
start of a game, the clocks are both set at 12 o’clock,
and each side is supposed to make a given number
of moves—in Club matches usually 20—before their
clocks have moved an hour. Failure to complete the
requisite number of moves entails loss of the game by
exceeding the time limit. We have seen many games
lost by the inexperience of new members in a club,
who become flustered and excited by having to note
down all the moves and handle their clocks. This
can easily be avoided by the simple expedient of
practising quietly at home, when there is nothing
serious at stake, recording friendly games.
The Forsyth Notation
It is frequently necessary to make a note of the
position, when a game has to be adjourned, or because
it presents some special feature of interest. This
used to be rather a laborious process, but the method
invented by Mr. Forsyth enables anyone who knows
it to take down any position with ease and accuracy.
This is done by beginning at the top of the board,
and indicating the vacant squares by numbers, and
using the ordinary notation initial letters to indicate
the pieces, capital letters being used to represent
SUNDRY FEATURES OF CHESS 161
White pieces and small letters for the Black pieces.
The position in the following Diagram would be
recorded as follows:
Diagram 77
BLACK
WHITE
Black
4 r 1 k 1 (This reads 4 vacant squares Black
Rook, then 1 vacant square, then
Black King, then 1 vacant square.)
1 p 3 pp 1
6q 1
p 1 P4P
Kt P 5 kt
P 1 Q 1 b 2 P
2 Pr 1 B P 1
R3R1K1
White
162 CHESS STEP BY STEP
Playing by Correspondence
It frequently happens that a player is so situated
that he is unable to find a suitable opponent with
whom he can play. This unfortunate difficulty may
be pleasurably overcome by arranging to play with a
friend at a distance, by means of postal cards. It is
usual to conduct at least two games at the same time,
each player then having the White Pieces in one of his
games. This affords most excellent practice, and
many beautiful games have been played in corre¬
spondence matches. The moves must, of course,
always be carefully recorded before dispatching them,
and great care should be taken in playing them all
over so as to arrive at the correct position. There
are no fixed rules governing correspondence games,
but it is usually agreed that the replies will be posted
within 24 hours of receipt of the adversary’s last
moves.
In the event of anyone’s not having a friend con¬
veniently located for a match by post, the editor of the
British Chess Magazine in England or of the American
Chess Bulletin in New York will always be glad to
try to provide a suitable opponent.
Chess Etiquette
Practically everything that can be said in this
connection is so adequately expressed in Dr. Benjamin
Franklin’s essay on “The Morals of Chess” that we
feel we cannot do better than quote it:
1. If it is agreed to play according to the strict rules,
then these rules are to be exactly observed by both parties,
and should not be insisted on for one side, while deviated
from by the other—for this is not equitable.
SUNDRY FEATURES OF CHESS 16S
2. If it is agreed not to observe the rules exactly, but
one party demands indulgence, he should then be as
willing to allow them to the other.
3. No false move should ever be made to extricate your¬
self out of a difficulty, or to gain an advantage. There
can be no pleasure in playing with a person once detected
in such unfair practices.
4. If your adversary is long in playing, you ought not to
hurry him, or express any uneasiness at his delay. You
should not sing, nor whistle, nor look at your watch, nor
take up a book to read, nor make a tapping with your
feet on the floor, nor do anything that may disturb his
attention. For all these things displease; and they do
not show your skill, but your craftiness or your rudeness.
5. You ought not to endeavour to amuse and deceive
your adversary, by pretending to have made bad moves,
and saying that you have now lost the game, in order to
make him secure and careless, and inattentive to your
schemes; for this is fraud and deceit, not skill in the game.
6. You must not when you have gained a victory, use
any triumphing or insulting expressions, nor show too much
pleasure; but endeavour to console your adversary, and
make him less dissatisfied with himself, by every civil
expression that may be used with truth, such as “you un¬
derstand the game better than I, but you are a little
inattentive”; or, “you play too fast”; or, “you had
the best of the game, but something happened to divert
your thoughts, and that turned it in my favour.”
7. If you are a spectator while others play, observe the
most perfect silence. For if you give advice, you offend
both parties; him against whom you give it, because it
may cause the loss of his game; him in whose favour you
give it, because, though it be good, and he follows it, he
loses the pleasure he might have had, if you had per¬
mitted him to think until it had occurred to himself.
Even after a move or moves, you must not by replacing
the pieces, show how it might have been placed better;
for that displeases, and may occasion disputes and doubts
about their true situation. All talking to the players
lessens or diverts their attention, and it is therefore dis¬
pleasing. Nor should you give the least hint to either
164 CHESS STEP BY STEP
party by any kind of noise or motion. If you do, you are
unworthy to be a spectator. If you have a mind to
exercise or show your judgment, do it in playing your own
game when you have an opportunity, not in criticising,
or meddling with, or counselling the play of others.
Lastly, if the game is not to be played rigorously accord¬
ing to the rules above mentioned, then moderate your
desire of victory over your adversary, and be pleased with
one over yourself. Snatch not eagerly at every advantage
offered by his unskilfulness or inattention; but point out
to him kindly, that by such a move he places or leaves a
piece in danger and unsupported, that by another he will
put his King in a perilous situation, etc. By this generous
civility (so opposite to the unfairness above forbidden)
you may indeed happen to lose the game to your opponent,
but you will win what is better, his esteem, his respect,
and his affection; together with the silent approbation and
good will of impartial spectators.
If the reader follows the counsel so elegantly ex¬
pressed in this essay, he may indeed lose an occasional
game, but he will always enjoy the reputation of
being a considerate, courteous, and chivalrous player
of our wonderful game, which is so extraordinarily
well adapted for exhibiting the worst, as well as the
best, qualities of human nature.
Joining a Club
It is but seldom that any player who is not a
member of a Chess Club has any accurate idea of
how well or badly he plays, and the chances are prob¬
ably ten thousand to one against anyone’s ever
becoming a great expert without the experience that
is obtained in Clubs.
In a Club, where every member is classified in
accordance with his strength, no one can entertain
SUNDRY FEATURES OF CHESS 165
any misapprehension with regard to his exact degree
of proficiency in the game, but those who play only
in limited circles are extremely apt to have a very
erroneous idea of the extent of their Chess knowledge.
An amusing instance of this occurred on board a
steamer which sailed from India to Japan. A pas¬
senger, who happened to be a strong Chess amateur,
was informed by the captain that the chief engineer
was a most remarkable Chess player, and upon the
passenger’s expressing his interest the further informa¬
tion was tendered that the chief was a regular
champion who had never been defeated, although he
had engaged in numerous battles for several years.
Considerable indignation was manifested when the
passenger gently hazarded the opinion that this
unbroken series of victories might be owing to the
fact that the chief had never happened to encounter
any really good players, and finally the amateur was
challenged to a match with the redoubtable hero.
All the officers proved their faith in their comrade by
offering to back him for as much as the amateur
cared to risk, but the latter, having in mind the
counsel of Benjamin Franklin, limited the stakes to
a comparatively small amount. When the match
took place he found, as he expected, that his adversary
was only a fourth-class player, who had never met
anyone who knew more about Chess than he did.
Incidents like this are happening daily all over the
world, but they can never happen to a Club player
who always knows his exact rating.
It is not difficult to obtain membership in a Chess
Club, as Chess players everywhere are truly demo¬
cratic, and the only qualifications required are the
ability to play or a sincere desire to learn.
166 CHESS STEP BY STEP
Having joined a Club and received his handicap, if
the new member enters any of the tournaments, he
should always play all his games, even if he feels
that he has no chance of winning a prize, or even
of making a respectable score. Not only is it unsatis¬
factory to those players who are credited with wins
by default, but there is always the possibility that
the discouraged one might win, or even draw a game
which might completely alter the score of the leaders.
Enter your name for a tournament only if you are
reasonably sure that you can play all the games for
which you are scheduled, regardless of whether or not
you are likely to win many or even any of them.
If your score is a bad one, you can comfort yourself
by the knowledge that you have at least exhibited a
proper spirit of sportsmanship, and make up your
mind to do better on the next occasion.
It will be recollected that we advised our readers
to try, whenever possible, to play with superior
players, but the converse of this also applies. Just
as you progressed by practising with stronger players,
so should you always be willing to give weaker players
the opportunity of bringing themselves up to your
level, by playing with them when requested. If your
weaker adversary is one of these obstinate people who
will not accept the odds which you are able to give
him, you should not let this annoy you, as you can
easily put the game upon an equal basis by sacrificing
whatever material you think is necessary to put you
on even terms. This should always be done, since
almost everyone is liable to lose games to weaker
players through lack of attention. A great master
used to say, “Beware of winning a piece from an
equal opponent—it is terribly apt to make you care-
SUNDRY FEATURES OF CHESS 167
less,” and there is a great deal of truth in this. When
one gains some marked advantage, it is human
nature to relax one’s efforts, and nearly every player
has had the mortifying experience of losing “won”
games.
One of the greatest charms of Chess is the fact that
a game is never actually won until the adversary has
resigned or been Mated. A player should always
gracefully resign when he is satisfied that he has a
hopeless game. Nothing is to be gained by protract¬
ing a struggle when there is no chance of a Stalemate
or a Draw by Perpetual Check, and a player who
insists on fighting to the bitter end is not only doing
himself no good, but is probably irritating his opponent
and making himself an undesirable member. There
is no cogency in the argument that the other man
might make a blunder. It is much better to begin
another game, and then take advantage of the blunder
he might make when there is more likelihood of being
able to take advantage of it.
One of the most salutary rules in Chess is, that
when a player touches a piece he must move it.
Disregard of this rule always leads to slovenly play.
If you have touched a piece, move it whatever the
consequences may be, and do not wait for your
adversary to request you to do so. If, on the other
hand, he has touched a piece, and then attempts to
move another one, if the game is not a match one
(in which case it is your duty to enforce the rule),
it is probably best to permit him to break the rule
for the time being, and then to make the suggestion
that for the remainder of the game the rules should
be strictly observed.
Such an atrocity as requesting or granting per-
168 CHESS STEP BY STEP
mission to retract a move that has been made should
never be considered.
In a match game when clocks are being used, if
you observe that your adversary is in danger of losing
on the time limit, you should warn him of his danger.
This is, of course, not required by the Laws of Chess,
but good sportsmanship demands this little courtesy.
CHAPTER XII
SELECTION OF OPENINGS
Philidor Defence — Philidor Gambit — Queen’s
Gambit — Queen’s Pawn Game (Dutch Defence,
Tchigorin’s Defence, P — Q3 Defence, Queen’s
Counter - Gambit) — Queen’s Gambit Declined
King’s Gambit Declined
Assuming that the reader has reached the stage
of having become a member of a Chess Club and is
fired with the ambition to become a high-class player,
he will have to consider very carefully the question
of selecting Openings to which he will give special
study. Most young players make the mistake of
acquiring a more or less superficial knowledge of
all the Openings, with the inevitable result that they
are masters of none. Others again make a profound
study of one particular Opening, which, while a good
thing in itself, has the unfortunate drawback, that
sooner or later their opponents will become aware
of the fact that their adversaries are well versed in this
Opening, and will, of course, take good care to arrange
that they will not have the opportunity of .playing it.
For instance, a player may have made himself con¬
versant with all the principal variations of the Ruy
Lopez, but before he can utilize this knowledge, his
adversary has to be obliging enough to allow the
opening to take this form. He has various perfectly
169
170 CHESS STEP BY STEP
good means of declining to give White the chance of
benefiting by the hard work he has done in studying
the Ruy Lopez. After
White Black
P - K4 i P - K4
Kt - K B3 2
Black can safely play either P-Q3, or Kt-K B3,
turning the opening into the Philidor or Petroff
Defence.
Even with his first move Black has the choice of
playing P-K3 converting the opening into the French
Defence, or P-Q B4 constituting the Sicilian Defence.
This means that in addition to knowing the Ruy
Lopez well, the player must know equally well the
four above-mentioned openings, which is asking a
great deal of a young amateur, or of any but first-
class players. In addition, he should have at least
a superficial knowledge of the correct continuation
for the more unusual defences, such as the Centre
Counter Gambit, the Fianchetto, the Caro-Kann
Defence and so on, if he decides to specialize in one
of the King’s side openings, when he is conducting
the White forces.
The same problem presents itself to the student
when he has to decide which defence he is to adopt.
The most logical deduction that can follow a recogni¬
tion of these difficulties is, obviously, the selection
of an opening and defence that will exercise the
greatest restriction on the adversary’s choice of de¬
fence or attack. After the most careful review of
these circumstances, we have come to the conclusion
that the safest and most restrictive openings the
student should adopt and sedulously examine and
SELECTION OF OPENINGS 171
analyze are the Philidor Defence when he is Black,
and the Queen’s Pawn Opening when he is White.
There can be no doubt as to the wisdom of always
playing the Queen’s Pawn Opening, as it is generally
acknowledged to be one of the soundest, and leads, to
very interesting and instructive Chess, while avoiding
the intricacies and complications that so frequently
ensue in King’s Pawn Openings; but we have some
hesitation in recommending the Philidor, since the
consensus of opinion as to its merits, amongst Chess
writers, is that it is not a good defence for Black. .
The unpopularity of the Philidor is, in our opinion,
largely due to the fact that it was condemned by
Steinitz, who was Chess champion of the world for
more than forty years, but we feel that the time has
long since passed when the statements of any authority
or group of authorities should be blindly accepted as
being the last word with regard to anything in con¬
nection with Chess.
In the first place, there are numerous instances
where masters have ventured upon didactic assertions
with reference to the soundness or unsoundness of
some mode of defending certain attacks, only to have
the unpleasant experience of finding their reasoning
proved erroneous. One of Steinitz’s reasons for
assailing the validity of the Philidor was, that there
was no necessity to dread the formidable Ruy Lopez
attack—he had discovered an infallible defence to it;
but shortly afterwards his theories were shattered
by Dr. E. Lasker, who wrested the World’s champion¬
ship from its holder, mainly by penetrating the
theoretically perfect tactics adopted in the Ruy Lopez
by Steinitz. , , .
Then, as we have already stated, Lasker, in his
172 CHESS STEP BY STEP
turn, announced to the Chess public that he had a
valid defence to the Ruy Lopez, but only to admit
soon afterward that he knew of no adequate defence
to the Ruy Lopez.
We could give many more instances of a similar
nature, but the two foregoing should be sufficient to
sustain our point—that no one need hesitate to
practise any Opening merely because certain authori¬
ties have declared it to be unsound.
It is a trite saying that “ practice is better than
theory,” but there is probably no other game in the
world to which this applies so convincingly and
forcibly as it does to Chess. The whole literature of
Chess abounds with instances where moves, which
were alleged to be unsound in theory, have been made
with successful results.
There are two main factors which jointly or severally
favour practice as against theory in actual play—
the human equation and the time limit, and needless
to say, these cannot very well be taken into con¬
sideration when different moves are being examined
and analyzed. In the ordinary way, analysis is con¬
ducted by a single individual, who endeavours to
find the best moves for both White and Black, and,
in such an intricate game as Chess, it is evident that
there must be abundant possibilities for overlooking
lines of play which would completely alter the results
of any particular analysis. Steinitz used to tell an
amusing story, at his own expense, of how he spent
several days in analyzing a variation of the Evans
Gambit, and when he was at last convinced that he
had discovered a satisfactory defence for Black and
had carefully recorded his findings, he then exhibited
the result to his niece, who promptly pointed out a
SELECTION OF OPENINGS 173
move which completely nullified the whole of his
labours so that he had to begin his search all over
again.
We trust that our readers will not allow themselves
to be influenced by any adverse criticism they may
have heard or will hear with reference to the validity
of the Philidor Defence, but determine instead to
study carefully the following variations, and adopt
it whenever they play the Black forces in match
games.
As we have previously said, all the Openings should
be practised in friendly skirmishes, as thereby splendid
experiences will present themselves, which will serve
to demonstrate the boundless variety of beautiful
complications that make Chess the greatest and most
interesting of all games.
The Philidor Defence
This Opening was practised and written about as
early as the fifteenth century, but it was named
after Philidor, the great French player, who brought
it up to date, and did a great deal to popularize it.
One peculiar feature of the Philidor is, that it com¬
bines, probably more than any other Opening, the two
extremes of the close defence, and early counter¬
attack. Black may, at his 3d move, play P-K B4
and institute a strong attack which, although declared
to be theoretically unsound, in actual practice has
frequently proved successful. It was upon this move
that Philidor himself based his claims for the validity
of the Opening which bears his name, and we believe
that in the hands of an aggressive player it still offers
174 CHESS STEP BY STEP
great scope for obtaining and maintaining a successful
attack.
For the purpose of classifying the different con¬
tinuations, we shall divide this opening into two sec¬
tions: the first we shall call the Philidor Defence;
and the second, the Philidor Gambit.
The Defence proper we shall subdivide into two
sections; the first containing the principal continua¬
tions after 3. P-Q4 by White; and the second any
other continuation.
Philidor Defence
Section i
Variation 1
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3
This is considered by practically every authority to
be the best continuation for White.
Black has only two good replies: Kt-K B3 or
Kt-Q2. PXP is considered safe, but we consider
that it gives White better opportunities for quick
development, and therefore do not recommend it.
We prefer
3 Kt - K B3
P x P 4 Kt x P
B - Q B4 5
SELECTION OF OPENINGS 175
B-Q3 is sometimes recommended here, but Black
gets a good game after Kt-B4 followed by B-K2.
5 P - Q B3
This is necessary to prevent White playing B X P ch.
followed by Q-Q5 ch., regaining the piece and remain¬
ing a pawn to the good with the better game. It also
paves the way for P-Q4, which is good for Black.
P X P 6 B X P
This is better than KtXP, as it develops another
piece and clears the way for Castling.
Castles 7
If instead of Castling, White plays Q-K2, Black
can Castle, as his Kt cannot be taken on account of
R-Ki, winning the Queen.
If he plays Q-Q4 then B-Kt5 ch., followed by an
exchange of Queens, and Black has a good game.
7 Castles
And the position is very even. If White continues
R-Ki, Black has a good reply in B-K Kt5, when
White cannot play R X Kt on account of B X P ch.,
winning the Queen. (See Diagram 78, page 176.)
176 CHESS STEP BY STEP
Diagram 78
BLACK
WHITE
After Black’s 7th move
Variation 2
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3 Kt -KB3
P X P 4 Kt x P
B - Q B4 5 P - Q B3
Castles 6 P -Q4
The first five moves on both sides are the same as
in the previous variation.
B - Q3 7 Kt - B4
The game is even. Black should avoid the plausible
SELECTION OF OPENINGS 177
looking B-K B4 as his 7th move, for then Kt-Q4 by
White would give him a much superior development.
In this position Black must play B-K2 as soon as
possible. This is always a most important move in
this defence.
Diagram 79
BLACK
WHITE
After Black’s 7th move, Kt-B4
Variation j
White Black
P - K4 1 P - K4
Kt -KB3 2 P - Q3
P - Q4 3 Kt - K B3
Kt - B3 4 Q Kt - Q2
B - QB4 5 B - K2
Castles 6 Castles
The game is even.
178 CHESS STEP BY STEP
Variation 4
It frequently happens that aggressive players find
the strong defensive tactics of the Philidor Defence
very irksome, and they become impatient and seek
for an early opportunity for launching an attack. The
following variation is a typical example of one of
these premature attacks, which usually fail when due
care is exercised by the defence.
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3 Kt - K B3
Kt - B3 4 Q Kt -Q2
B - Q B4 5 B - K2
These moves are the same as in Variation 3, but
now White, instead of Castling, makes a premature
attack by
Kt - K Kt5 6 Castles
B x P ch. 7 R X B
Kt - K6 8 Q - Ki
Kt X B P 9 Q - Qi
Kt X R 10 p - Q Kt3
P X P 11 Q Kt x P
Kt - Q5 12 Kt x Kt
White is making a desperate effort to sustain the
attack and rescue his Kt at R8.
Q x Kt 13 B - R5
Preparing for B-Kt2 which will win the Kt, leaving
Black with two pieces for the Rook, and the better
game. (See diagram 80, page 79.)
SELECTION OF OPENINGS 179
Diagram 8o
black
WHITE
After Black’s 13th moveB — R5
Variation 5
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
3 Kt - K B3
P - Q4
Kt - B3 4 P X P
Although we prefer Q Kt-Q2 this move can be made
with safety, and should be practised so as to acquire
familiarity with the different positions that arise in
this Opening.
Q x P 5 B - K2
180 CHESS STEP BY STEP
Black must on no account succumb to the tempta¬
tion of playing Kt-B3. This move will not run away,
and the move in the text is the best.
B - K Kt5 6 Castles
Castles 7 Kt - B3
Q - Q2 8 B - K3
We prefer Black’s game, as he has a good develop¬
ment and there is a promising attack in prospect com¬
mencing with P-Q R3 followed by P-Q KTp
Diagram 8i
BLACK
WHITE
After Black’s 8th move, B—K3
SELECTION OF OPENINGS 181
Variation 6
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3 Kt - K B3
Kt - B3 4 P X P
Kt x P 5 B - K2
Most writers consider White’s 5th move to be
stronger than QxP as in Variation 5.
B - Q3 6 Castles
Even game.
If at Move 6 White plays P-B4, Black should
still Castle and then follow with B-Q2, as he may
later on require to play it to Ki to defend a possible
King’s side attack.
Variation 7
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3 .
P - Q4
3 Kt - K B3
B - K Kts 4 P X P
Kt x P 5 B - K2
B - Q3 6 Castles
Kt - Q B3 7 P - B3
Even game. (See diagram 82, page 182.)
182 CHESS STEP BY STEP
Diagram 82
BLACK
WHITE
After Black’s 7th move P —B3
Variation 8
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3 P X P
As previously stated, we prefer here Kt-K B3, but
this move can be safely made, and should be occa¬
sionally practised.
Kt X P 4 Kt - K B3
Q Kt - B3 5 B - K2
B - Q3 6 Castles
Castles • 7 P - B4
SELECTION OF OPENINGS 183
Black has a good game, although the Queen’s Pawn
might be considered rather weak. The last move,
however, gains time which in practice will be found
more valuable than avoiding a theoretical weakness.
Philidor Defence
Section 2
Although P-Q4 for White at his 3d move is almost
universally considered best, many players will play
differently, in the hope of getting out of the line of
play given in textbooks. The student should be
prepared for these eventualities, and make himself
conversant with the best replies to unusual con¬
tinuations by White in this Defence.
Variation 1
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
B - B4 3 B - K2
This move is often made by White, partly with a
view to coaxing P—K B4. which is not sound in this
position, and also hoping to entice Black to reply
Kt-K B3 when Kt-Kt 5 will give Black a bad game,
Kt - B3 4 Kt - K B3
P - Q3 5 P - B3
184 CHESS STEP BY STEP
This is a strong defensive move, as it clears the way
for Q-Q B2, which is a natural position for the Queen
in this Opening, and it also provides for P-Q4 when
required.
Kt - K2 6 Q Kt - Q2
P - QR4 7
This move is frequently made with the intention of
providing a line of retreat for the King’s Bishop, and
also to play later on P-R5.
Here Black can reply with Castles, or P-Q D4, in
either case with an even game.
Diagram 83
BLACK
WHITE
After White’s 7th move P—QR4
SELECTION OF OPENINGS 185
Variation 2
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
B - B4 3 B - K2
P - Q4 4 Q Kt - Q2
P X P 5 Kt x P
Black would lose after P X P on account of Q-Q5«
Kt X Kt 6 P X Kt
Q X Q ch. 7 B X Q
Even game.
Variation j
White sometimes adopts what is known asa“ Close
game” on the principle of relying on the fact that he
is a move ahead to give him sooner or later some
minute advantages, the cumulative effect of which
may be sufficient to enable him to win. The following
variation is characteristic of this line of play. . Black
has merely to develop in accordance with principle,
and be careful to avoid anything like a premature
attack.
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
B - B4 3 B - K2
P - b3 4 Kt - K B3
P - Q3 5 Castles
Q Kt - Q2 6 Kt - B3
Even game.
186 CHESS STEP BY STEP
Should White at his 6th move Castle, Black can
safely continue with B-Kt5, or B-K3.
Diagram 84
BLACK
WHITE
After Black’s 6th move Kt-B3
Variation 4
White Black
P - K4 1 P - K4
Kt - K B 3 2 P - Q3
Kt - B3 3 Kt - Q2
B - B4 4 P - Q B3
P - Q4 5 B - K2
P X P 6 P x P
Even game.
Here Black can safely play P X P, which we have seen
could not be done in Variation 2 in this section, as now
White cannot play Q-Q5. (See Diagram 85, page 187.)
SELECTION OF OPENINGS 187
Diagram 85
BLACK
WHITE
After Black’s 6th move, PXP
Philidor Gambit
We have seen in our discussion of the Philidor
Defence that P-K B4 is not a sound continuation—
in theory at least—for Black. It is clearly against
principle, to make such an aggressive move so early
in a game, and recent researches have demonstrated
that this Gambit cannot be played safely against first-
class players. However, as this book is written for
those who are not yet in the front rank of Chess
players, but for those who aspire to attain that dis¬
tinction, we think that our readers should sometimes
essay this opening, even at the risk of losing a few
games, for thereby they will gam valuable experience.
188 CHESS STEP BY STEP
The Gambit has been discredited because if White
cares to make a sacrifice, he can speedily obtain an
overwhelming attack, but the reader will soon dis¬
cover the fact that there are many players who will
under no circumstances run the risk of giving up a
piece to secure an attack. Very few players are
equally good in attacking as well as in defensive
tactics, and it is always advisable to study carefully
the idiosyncrasies of one’s opponents. The student
should never lose an opportunity of watching others
play, and making a mental note of the different
styles. Besides the benefit that he will derive from
seeing games well played, he will acquire a knowledge
of the style of play of future adversaries, that will be
of immense value to him when it is his turn to en¬
counter them.
Many games are lost to inferior players, merely
because the stronger player is unaware of his adver¬
sary’s strength, and treats him with more respect
than is his due. On the other hand, it must not be
overlooked that some astute players, who are con¬
versant with the foregoing facts, endeavour to mask
their individual preferences as to methods of Opening
and tactics generally, and this is, of course, quite
legitimate from an ethical point of view, for, after all
Chess is a battle of wits, and no one can be blamed
for constantly trying to keep something up his sleeve,
so to speak. This must not, however, be interpreted
to mean that a player would be justified in concealing
his real strength in order to obtain a larger handicap
than that to which he is legitimately entitled. There
is a great difference between masking the tactics one
is likely to adopt in an important contest, and one’s
real playing form, and it would be altogether repre-
SELECTION OF OPENINGS 189
hensible for a player to endeavour to secure an
unfair handicap.
Variation i
White Black
P - K4 P - K4
Kt - K B3 P - Q3
P - Q4 P - KB4
The great Morphy was very partial to this move,
and played it in many of his most important contests.
QP XBP 4 B P x P
Kt - Kt5 5 P - Q4
P - K6 6 Kt - K R3
Black’s last move is necessary, as White threatens
Kt-B7 winning at least the exchange.
Kt - Q B3 7 P - B3
Kt (atKts) xKP 8 P X Kt
This sacrifice of the Knight is typical of the style of
play that has discredited the Philidor Gambit.
Q - R5 ch. 9 P - Kt3
q _ K5 10 R - Kti
It is difficult to say who has the better game. White
usually continues with B xKt followed by R-Qi, but
it is doubtful whether his attack is worth the piece
minus. It is clear, however, that the position is
extremely interesting, and demands play of the highest
class by both sides. (See diagram 86, page 190.)
190 CHESS STEP BY STEP
Diagram 86
BLACK
WM X ■ m
mi
jpi mi
. 7/m.
i m m
m a
il #r. till
mm. ■*■
a ■ ■ .
WHITE
After Black’s ioth move R —Kti
Variation 2
White Black
P - K4 1 P - K4
Kt - K B 3 2 P — Q3
B - B4 3 P - K B4
We are inclined to believe that it is better for the
young player to avoid the Gambit when White has not
played P-Q4 as his 3d move.
P - Q4 4 B P x P
Kt x P. 5 P - Q4
SELECTION OF OPENINGS 191
Not PxKt on account of Q-R5 ch., followed by
QxP (K5) ch., etc.
Q - R5 ch. 6 P - Kt3
Kt X P 7 Kt - K B3
Q - K5 ch 8 B - K2
Kt x R 9 P X B
Castles 10 Kt - Q B3
Q - K Kt5 n Q - Q4
Diagram 87
BLACK
WHITE
After Black’s nth move Q—Q4
Black has a good game. White will not be able to
extricate the Knight at R8, so that Black will have
two pieces for his Rook, which, with careful play,
should be enough to win.
192 CHESS STEP BY STEP
Variation j
White Black
P - K4 1 P - K4
Kt -KB3 2 P - Q3
B - B4 3 P-KB4
P - Q4 4 P X KP
Kt - Kts 5 P - Q4
B - Kt3 6 P x P
Q X P 7 Kt - K B3
If at Move 7 White plays Kt xK P, Q-K2 will give
Black the better game.
Kt - Q B3 8 P - B3
Castles 9 B — K2
It is doubtful if White has adequate compensation
for his Pawn minus.
Variation 4
White Black
P - k4 1 P - k4
Kt - K B3 2 P - Q3
Kt - B3 3 P-KB4
P - Q4 4 P X KP
Q Kt x P 5 P - Q4
Kt x K P 6 P X Kt
Q - R5 ch. 7 P - Kt3
Kt x P 8 Kt - K B3
Q - K5 ch. 9 B - K2
Kt x R 10 Kt - B3
B - Q Kt5 11 B - Q2
B x Kt 12 B x B
B - Kt5 13 Q - Q3
SELECTION OF OPENINGS 193
Diagram 88
BLACK
WHITE
After Black’s 13th move Q—Q3
Black has the better game, as again the Knight at
R8 must fall, and White has no attack equivalent to
the disparity in force.
Variation 5
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
B - B4 3 B - K2
Kt - B3 4 P - K B4
P - Q4 5 B P X P
Q Kt x P 6 P - Q4
194 CHESS STEP BY STEP
It is evident that White will lose time in his develop¬
ment unless he makes the sacrifice.
Kt X P 7 P XB
Here P X Kt would lose immediately on account of
(7) P x Kt
Q - R5 ch. (8) P - Kt3
B - B7 ch. (9) K - Bi
B - R6 ch. (10) Kt X B
Q x B Mate
Q - R5 ch. 8 P - Kt3
Kt X P 9 P X Kt
Q x R 10 Q - Q4
Kt -■ b3 11 Q - B2
If instead White plays P—B3, Black will continue
Kt-QB3 and B-B4 and after he Castles White may
experience considerable difficulty in bringing his
Queen into play, and might even lose it.
Q - K5 12 Q - k3
And the game is in Black’s favour.
(See Diagram 89. page 195.)
SELECTION OF OPENINGS 195
Diagram 89
BLACK
4 111 4 ill iM 4 a
i! ■
. pil .
Jill mum *
WHITE
After Black’s 12th move, Q—K3
Queen’s Gambit
The Queen’s Gambit is not only one of the sounaest
of the Openings, but the attack and defence which
result from it entail the most delicate manoeuvring,
leading to some of the most intricate and beautiful
positions that can occur in Chess.
The literature on the Queen’s Gambit dates back
to the fifteenth century, but it is only within com¬
paratively recent times that this Opening has occu¬
pied the prominent position it now enjoys in important
tournaments and matches. So much preference for
the Queen’s Pawn Openings has been exhibited of
late, that already there is an inclination among
organisers of tournaments to restrict its being too
196 CHESS STEP BY STEP
frequently played, on the grounds that the constant
use of one form of Opening will tend to cause a loss
of public interest. This, of course, applies only to
masters, and the student need not worry himself on this
score, as he will soon find that there is abundant
material for prolonged and assiduous study in the
following variations of the Queen’s Gambit.
The Gambit is rarely accepted nowadays, but some
players do accept it, with a view to getting off the
beaten track, and it is necessary for the student to be
familiar with the principal variations that may follow
the taking of the Gambit Pawn. In the King’s
Gambits, the Pawn which is sacrificed can usually be
maintained by Black, but it is useless to try to hold
the Pawn in the Queen’s Gambit Accepted, as proved
by the following variations.
Variation i
White Black
P - Q4 1 P - Q4
P - qb4 2 P X P
P - k3 3 P - Q Kt4
This move is analogous to Black’s 3d move in the
King’s Gambit, viz.,
P - K4 (1) P - K4
P - K B4 (2) P X P
Kt - K B3 (3) P - K Kt4
This is quite in order here, but it cannot be adapted
to the Queen’s side as will be seen.
P - QR4 4 P-QB3?
P X P 5 P x P
Q - b3 6
And Black must lose a piece.
SELECTION OF OPENINGS 197
Variation 2
White Black
P - Q4 1 P - Q4
P - QB4 2 P X P
P - k3 3 p - Q Kt4
P - QR4 4 P - Q R3
P X P 5
Black has lost a Pawn, as obviously he cannot retake
without losing his Rook, and his position is hopeless.
It may be taken as a general principle, that no
attempt should be made to hold the Gambit Pawn,
either directly or indirectly. Even if White makes no
immediate attempt to recover his Pawn, it does not
follow that Black should try to maintain it. The two
previous variations show the result of attempting
directly to hold the Pawn, and the following is an
illustration of what might happen after an indirect
effort to remain a Pawn to the good.
Variation J
White Black
p - q4 1 P - Q4
P - qb4 2 P X P
Kt - KB3 3 P - Q b4
' P - K3 4 P X P
If White plays PxP, Black will recover it by
Q-R4 ch. with a good game.
B X P 5 PXP?
B X P ch. 6
198 CHESS STEP BY STEP
And now Black has lost his Queen. Instead of
taking the Pawn at his 5th move, he should have
played P-K3, but it is evident that White has a much
superior development.
Even when Black plays on the lines which elaborate
analysis has proved to be best for him, White should
always succeed in obtaining the better game.
Variation 4
White Black
P - Q4 1 P - Q4
P - QB4 2 P X P
Kt - KB3 3
P-K3 was formerly considered to be the best con¬
tinuation here, but this move has been introduced to
prevent Black playing P-K4, which in actual practice
gives him a good game, with abundant opportunities
for counter-attack. If the student knows that a
player is in the habit of playing P-K3 instead of
Kt-K B3 in this position, he should accept the
Gambit and then play P-K4.
3 P - Q B4
Black, being unable to play P-K4, makes the best
alternative move. White cannot take the Pawn, as
QxQ will give him a bad game, and the move in the
text opens up an important diagonal for the Queen.
P - K4 4 Kt - K B3
Here B-Kt5 would not be good on account of
5. B X P threatening B X P ch.
Kt - Q B3 5 P X P
Q X P. 6 Q X Q
SELECTION OF OPENINGS 199
If at Move 6 White plays KtxP, P-K4 will give
Black the better game.
Kt X Q 7 P - K4
This move does not embarrass White now, as the
Queens are off and his Knight can occupy a threaten¬
ing position.
Kt (Q4) - Kts 8 Kt - R3
B x P 9 B - K2
In this position, in a game played in a match for the
U. S. Championship, Black played here B-K2, but
White got the better game. KB-Kt5 is probably
stronger, but in either case Black has not got a good
game.
B - K3 10
Diagram 90
BLACK
WHITE
After White’s ioth move B —K3
200 CHESS STEP BY STEP
White has obviously got the superior development,
and Black should lose his Rook’s Pawn.
Variation 5
White Black
P - Q4 1 P - Q4
P - qb4 2 P x P
Kt - K B3 3 P - K3
Kt - B3 4 Kt - KB3
P - k3 5 P - B4
B x P 6 P - Q R3
P - QR4 7 Kt - B3
Black’s 6th move is apparently not only innocuous
but contrary to principle, though curiously enough,
if White makes any other reply than P-Q R4, Black
gets the better game.
Castles 8 B — K2
P X P 9 Q X Q
The student should note the idea underlying White’s
9th move. He captures the Pawn after Black has
moved his K B so that by taking the Pawn now he
gains time, or as it is generally termed, “a tempo,”
by making Black move his Bishop twice. Had he
made the capture sooner, he would then have given
Black a tempo by assisting him with the development
of the Bishop.
R X Q IO B X P
P — R3 ii Castles
P - K4 12
We prefer White. CSee diagram 91, page 101.)
SELECTION OF OPENINGS 201
Diagram 91
BLACK
WHITE
After White’s 12th move P-K4
Variation 6
White Black
P - Q4 1 P - Q4
P - qb4 2 P X P
Kt - K B3 3 P - K3
Kt - B3 4 P - Q B4
P - k3 5 Kt - K B3
B x P 6 B - K2
Castles 7 Castles
P - K4 8 P - Q Kt3
This is the method usually employed by Black to
develop his Queen’s Bishop in this style of Opening.
B - K3 9 B - Kt2
Q - B2 10 Kt - B3
P X P II P X P
202 CHESS STEP BY STEP
This is better than B X P. The Bishop is required
at K.2 for defensive purposes.
K R - Qi 12 Q - R4
White has the superior development.
Diagram 92
BLACK
WHITE
After Black’s 12th moveQ —R4
Variation 7
White Black
P - Q4 1 P - Q4
P - qb4 2 P x P
Kt - K B3 3 Kt - K B3
Kt - B3 4 P - K3
P - k3 5 B - K2
B x P 6 Castles
Castles • 7 P - Q Kt3
P - K4 8
SELECTION OF OPENINGS 203
It must not be concluded that White has gone
against principle in moving his King’s Pawn twice in
the Opening. It would have been inadvisable to
make this move at his 5th for then Black would
have been able to play B-Kt5 with advantage,
pinning the Knight. Now that he has Castled,
White’s playing P—K4 not only helps to form a
centre, but is the simplest way of developing the
Queen’s Bishop.
8 B - Kt2
Q - K2 9
This is probably better than Q-B2. The latter
move gives Black the opportunity of making a strong
move with R—Q Bi when the file is opened, and the
Queen would have to move away, so it is better to
move it at once to K2, where it is well posted both
for defence and attack.
9 P — B4
R - Qi 10 Q Kt - Q2
White plainly threatened PxP, attacking the
Queen. Black does not play Q-B2 for the same rea¬
sons that governed White’s 9th move.
PxP 11 B X P
If White, instead of playing P xP, played B-K Kt5,
he would lose a Pawn as Black would play KtxKP.
204 CHESS STEP BY STEP
Diagram 93
BLACK
WHITE
After Black’s nth move, BXP
B - K Kt5 12 Q - Bi
Q R - Bi 13
White has a splendid development, with good
attacking possibilities.
Queen’s Pawn Game
Many players who consider that there is no really
adequate defence for Black against the Queen’s
Gambit or Queen’s Gambit declined, have sought
diligently for some means of avoiding the complicated
and intricate positions, so full of attacking possibilities,
which are thought to favour White in these Openings.
SELECTION OF OPENINGS 205
It is necessary, therefore, that the student should be
familiar with the principal lines adopted by Black.
One word of caution: White must always be very
careful to avoid premature attacks when playing
against these defences. He should content himself
with a steady development, always keeping in mind
that he is at least a move ahead.
The Dutch Defence
This is sometimes termed the “Hollandish” De¬
fence, and, as the name indicates, the principal study
and analysis of this Opening was originally carried
out in Holland.
Variation i
White Black
P - Q4 i P - K B4
The principle underlying this move by Black is the
attempt to prevent White establishing a centre. It
has also contigent developing possibilities in the shape
of an open file for his King’s Rook after he Castles.
P - K4 2 P x P
Kt - Q B3 3 Kt - K B3
B - K Kts 4 P - B3
P - B3 5 P X P
Kt X P 6 P - K3
B - Q3 7 B - K2
Castles 8 P - Q3
Q - K2 9 Kt - Q R3
P - QR3 10 Kt - B2
206 CHESS STEP BY STEP
White’s ioth move is necessary to prevent Black
gaining time in his development with Kt—Q Kt5.
QR - Ki ii P - Q Kt3
Diagram 94
BLACK
After Black’s nth move P —QKt3
White now has every piece in action while Black’s
development is greatly retarded.
Variation 2
White Black
P - Q4 1 P - K B4
P - K4 2 P X P
Kt - Q B3 3 Kt - K B3
B - K Kts 4 P - Q b3
SELECTION OF OPENINGS 207
P-Q4 would not be good, as White would recover
his Pawn after playing B xKt and Q-R5 ch.
P - B3 5 P - K6
B X P 6 Q - R4
Q - Q2 7 P - K4
P x p 8 Q X P
Castles 9 B - Kt5
B - Q4 10 Q - Q R4
R - Ki ch. 11 K - B2
And it is obvious that Black has a very difficult
game.
Diagram 95
BLACK
WHITE
After Black’s nth move, K —B2
208 CHESS STEP BY STEP
Tchigorin’s Defence
Much- better than the Dutch Defence is that which
was recommended by the great Russian master,
Tchigorin. A great deal of research has been made
into the question of the best continuation for White,
after Black’s move of Kt-K B3 in reply to P-Q4, and
we advise the student to practise this defence, as it is
full of possibilities and so far as we know, there is no
line of play which White can adopt that is certain to
yield him much more than the advantage of being a
move ahead.
White Black
P - Q4 1 Kt - K B3
Kt - K B3 2 P - K3
Black can play here either P-K Kt3, P-Q Kt3, or
P-Q4. The last move, however, merely brings about
the normal position of the Queen’s Gambit by a
transposition of moves. The move in the text is
probably more in accordance with the principles of
this defence.
P - B4 3 B - Kts ch.
B - Q2 4 B X B ch.
Q x B 5 P - Q4
P - K3 6 Castles
Kt - B3 7 Q Kt - Q2
B - Q3 8 P-QB3
Castles (K) 9 P x P
It may occur to the reader to enquire why the
King’s side should be selected for Castling in this
SELECTION OF OPENINGS 209
position. It is evident that, as a rule, Castling on the
Queen’s side leaves the Q R P weak, while on the
other hand Castling on the King’s side merely brings
the King to the support of the K R-P instead of the
Rook. Again, Castling on the Queen’s side after the
adversary has Castled on the King’s side is apt to
invite a strong attack, which is frequently very
difficult to defend. The nearest approach to a general
principle we can suggest, is to Castle on the Queen’s
side only when by so doing the Q R secures the com¬
mand of an open file, or, when there is a good prospect
of a successful King’s side attack.
B X P io P - K4
Diagram 96
BLACK
210 CHESS STEP BY STEP
This last move of Black’s may be said to be the
key move of this Defence. White cannot play PxP,
as KtxP would give Black the better game. In this
position Alekhine played B-Kt3, but we are of opinion
that Q R-Qi is a better continuation for White, when
the game might be continued as follows:
QR - Qi 11 P - k5
K Kt - Kts 12 Q - K2
Q - B2 13 Kt - Kt3
B - Kt3 14 B - B4
P - b3 15 QR - Ki
P X P 16 B x P
Kt (B3) X B 17 Kt x Kt
R X P 18 R X R
B x R ch. 19 K - Ri
B X R 20
White is the exchange and a Pawn to the good and
should win.
Variation 2
White Black
P - Q4 1 Kt - K B3
Kt - K B3 2 P - K Kt3
P - B4 3 B — Kt2
Kt - B3 4 Castles
P - k3 5 P - Q3
B - Q3 6 Q Kt - Q2
Castles 7 P - K4
Black can also play P-B3 here. In either, case the
game is even. •
SELECTION OF OPENINGS 211
Variation j
White Black
P - Q4 1 Kt - K B3
Kt - K B3 2 P - Q3
P - qb4 3 Q Kt - Q2
B - B4 4 P - B3
Kt - B3 5 Q - B2
P - KR3 6 P - K4
B - R2 7 P - K Kt3
P - k3 8 B - Kt2
B - Q3 9 Castles
Castles IO R - Ki
Even game, but it is difficult to find a satisfactory
continuation for Black.
Diagram 97
BLACK
WHITE
After Black’s ioth move. R —Ki
212 CHESS STEP BY STEP
P-Q3 Defence
This method of evading the ordinary lines of the
Queen’s Gambit has nothing to recommend it, and
White has only to proceed quietly with his develop¬
ment when he will soon acquire a much superior
position.
White Black
P - Q4 i P - Q3
P - Q B4 2 Kt - Q2
Kt - K B3 3 P - k4
P - K3 4 B - K2
Kt - B3 5 K Kt - B3
B - Q3 6 Castles
Castles 7 p - QB3
Q - B2 8 R - Ki
B - Q2 9
In a tournament game Dr. E. Lasker played here
B—Bl for Black, which is surely evidence enough of
the difficulty of finding a satisfactory continuation for
Black.
Queen’s Counter Gambit
In this Defence, Black gives up a Pawn in exchange
for the opportunity to obtain a rapid development.
This is, of course, fundamentally unsound for the
player who is a move behind, and if White does not
make any special effort to maintain the Pawn but
contents himself with a steady development, he should
have no difficulty in obtaining a better game.
SELECTION OF OPENINGS 213
The Counter Gambit, however, abounds with bright
and sparkling Chess, and while avoiding it in im¬
portant contests, the reader should practise it in off¬
hand skirmishes when he is playing with the Black
pieces.
White Black
P - Q4 1 P - Q4
P - qb4 2 P - K4
QP X P 3 P - Q5
To delay the development of White’s Queen’s
Knight.
Kt - K B3 4 Kt - Q B3
P - QR3 5 B - K Kt5
Q Kt - Q2 6 Q - K2
P-B3 is sometimes played here.
P - R3 7 B x Kt
Kt X B 8 Castles
Q - Q3 9 P - KR3
Kt X P would not be good for Black, on account of
White’s reply: Q-B5 ch.
P - K Kt3 10 P - K Kt3
B - Kt2 11 B - Kt2
Castles 12 Kt X P
214 CHESS STEP BY STEP
Diagram 98
BLACK
WHITE
After Black’s 12th move KtXP
After KtxKt, White can initiate a promising
attack with Q-Kt3.
Variation
White Black
P - Q4 1 P - Q4
P - Q B4 2 P - K4
Q P X P 3 P - Q5
Kt - K B3 4 Kt - Q B3
P - K Kt3 5 B - K3
Q Kt - Q2 6 Q - Q2
P - Q R3 7 K Kt - K2
B — Kt2 8 Kt - Kt3
Q - P-4 9 B - K2
Kt — Kt3 10 Castles (K)
(See Diagram 99, page 215.)
SELECTION OF OPENINGS 215
Diagram 99
BLACK
In this position, in a match game between Marshall
(White) and Janowski (Black), the latter Castled on
the Queen’s side with unsatisfactory results. We
consider the position as above to be fairly even.
Queen’s Gambit Declined
It is somewhat difficult to understand why this
popular Opening should have been—and occasionally
even now—considered to be a Close game, and Close
Chess is generally dull. Statistics of recent tourna¬
ments demonstrate emphatically that the Queen’s
Gambit Declined is one of the most frequently played
Openings, but examination of the games themselves
fails to reveal anything in the way of dulness. On the
216 CHESS STEP BY STEP
contrary, some of the finest and most brilliant Chess
has ensued from the Queen’s Gambit Declined, which
is not surprising, for in this Opening White, more
quickly than in any other, obtains a perfect develop¬
ment of his pieces, in addition to having his Pawns
well posted and forming a powerful centre.
The possibilities of this Opening are limitless, and
we feel sure that after the reader has examined even
the few variations which follow, he will realize what an
enormous scope there is for attacking and for defensive
play of the most interesting and beautiful description.
The late Mr. Pillsbury, who so greatly enriched our
knowledge of the Queen’s Gambit Declined, used to
say that no one could hope to rise above inferior
mediocrity in Chess unless he were conversant with
and enthusiastic over the subtleties and beauties of
this great debut.
In the preceding pages we have shown the principal
methods which are adopted by players who dread the
complications which confront Black, but the latest
analysis goes far towards demonstrating that although
the defence is arduous and difficult, and for a long
period presents practically no opportunity for what to
many players is considered to be the best of all
defences—counter-attack—if due care and patience
are exercised Black can emerge from the opening
stages with a certain degree of equality. In this
opening it is essential that the moves which have been
found to be best for Black should be carefully played
in exact sequence.
The slightest attempt to arrive at a certain position
by a transposition of moves is likely to involve the
player in serious difficulties, and anyone who is
desirous of going off the beaten track should do so at
SELECTION OF OPENINGS 217
the beginning with some such move as Kt-K B3,
instead of making experiments in the earlier stages
of the Queen’s Gambit Declined.
For convenience we shall divide our consideration
of the Queen’s Gambit Declined into two sections:
the first where White plays Kt-K B3 before P-Q B4,
and the second where he plays P-Q B4 at once.
Section i
Variation 1
White Black
I P - Q4 1 P - Q4
Kt - K B3 2 P - K3
P - QB4 3 Kt - K B3
Kt - B3 4 Q Kt - Q2
B - Kt5 5 B - K2
White’s 5th move was introduced by Pillsbury.
p — K 3 6 Castles
This is the normal sequence of moves in this
opening.
R - Bij 7 P - B3
The student should notice that White delays bring
ing out his King’s Bishop as long as possible, to avoid
the loss of a tempo after Black plays PxP. Con¬
versely, Black defers taking the Pawn.
Q - B2 8 P X P
Here P-Q R3 followed by R-Ki with a view to
delaying PxP has been tried, but we cannot recom¬
mend this line of defence. The Pawn must be cap-
218 CHESS STEP BY STEP
tured sooner or later, otherwise Black will experience
considerable difficulty with his development.
B x P 9 Kt - Q4
Black should always aim at exchanges with a view
to simplification.
B x B 10 Q x B
Castles II Kt x Kt
Q X Kt 12 P - Q Kt3
P - K4 13 B - Kt2
KR - Ki 14 KR - Qi
P - Q5 15 Kt - B4
Capablanca also plays here Kt-Bi.
Q - k5 l6
White has the better game.
Diagram 100
BLACK
WHITE
After White's 16th moveQ— K5
SELECTION OF OPENINGS 219
Variation 2
White Black
P - Q4 1 P - Q4
Kt - K B3 2 P - Q B4
P X P 3 Kt - K B3
P - B4 4 P - K3
Kt - B3 5 B X P
P X P 6 P X P
P - k3 7 Kt - B3
B - Q3 8 Castles
Castles 9 B - K3
P - Q P-3 10 P - Q R4
Even game.
Diagram ioi
BLACK
WHITE
After Black’s ioth move, P—QR4
220 CHESS STEP BY STEP
Variation
White Black
P - Q4 1 P - Q4
Kt - K B3 2 P - QB3
P - b4 3 B - Kt5
P - k3 4 Q - Kt3
Kt - B3 5 P - K3
B - Q3 6 Kt - Q2
White for choice.
Strictly speaking, the foregoing variations might
more appropriately have been considered under the
section devoted to the Queen’s Pawn Opening, but as
the reader has no doubt noted, they have all, by a
simple transposition of moves, been converted into the
Gambit Declined, and we think it is better to include
them in this section.
Variation 4 The (Soldatenkov Opening)
White Black
P - Q4 1 P - Q4
Kt - K B3 2 Kt - K B3
P - B4 3 P - K3
Kt - B3 4 Q Kt - Q2
P X P 5 P X P
Q - Kt3 6 P - B3
P - K4 7 Kt x P
P X P would not be good on account of White’s
reply, Kt-K Kt5.
Kt X Kt 8 Q - K2
SELECTION OF OPENINGS m
This reply of Black’s was introduced by Mr. C. S.
Howell.
Kt - Kt5 9 P - K R3
Q - K3 io
The game is even, and offers interesting prospects
for attack and counter-attack.
Diagram 102
BLACK
WHITE
After Black’s 10th move P—KR3
Variation 5
White Black
P - Q4 1 P - Q4
Kt - K B3 2 P - K3
P - QB4 3 P - QR3
222 CHESS STEP BY STEP
Threatening to take the Gambit Pawn and defend
it with P-Q Kt4.
P - B5 4
We do not care much for this move, although its
employment in several important tournaments has
been attended with a certain degree of success.
4 P - Q Kt3
P X P 5 P x P
Kt - B3 6 Kt - K B3
B - Kt5 7 B - K2
P - K3 8 Castles
B - Q3 9 B - Kt2
Castles io Kt - K5
Although Black’s Queen’s side Pawns are rather
weak, we consider that he has quite a good game.
Variation 6
White Black
P - Q4 1 P - Q4
Kt - K B3 2 p - QB4
P - b4 3 B P x P
P X P 4
If KtX P, Black would play P-K4 with advantage.
4 Q X P
Kt - Q B3 5 Q - Q R4
Kt x P 6 B - Q2
Kt - Kt3 7 Q - Qi
P - K4 8 P - K4
B - Q B4 9
SELECTION OF OPENINGS 223
White has the better game.
Diagram 103
WHITE
After White’s 9th move, B—QB4
Variation /
White Black
P - Q4 1 P - Q4
Kt - K B3 2 P - Q B4
P - B4 3 P - K3
B P X P 4 KP X P
Kt - B3 5 Kt - Q B
P - K Kt3 6 Kt - B3
B - Kt2 7 P X P
In this position Capablanca played, instead of
XP, B-K3.
224 CHESS STEP BY STEP
KKtxP 8 B - Q B4
Kt - Kt3 9 B - Q Kts
Castles 10 B x Kt
P X B 11 Castles
The game is fairly even, both sides having a weak
Pawn as a result of which there is scope for some
delicate manoeuvring.
Variation 8
White Black
P - Q4 1 P - Q4
Kt - K B3 2 P - K3
P - QB4 3 Kt - K B3
B - Kt5 4 B — Kt5 ch.
Q Kt - Q2 5
Kt-B3 leads to a very difficult game for White.
5 P-KR3
P X P is not good for Black as it gives White a quick
development.
B X Kt 6 Q X B
P — K3 7 Castles
The game is even.
SELECTION OF OPENINGS 225
Queen’s Gambit Declined
Section 2
We have now to consider the most important sec¬
tion of the Queen’s Pawn Opening, the Queen’s Gambit
Declined in what is generally termed the orthodox
form, the principal variations of which arise from
White Black
P - Q4 i P - Q4
P - Q B4 2 P - K3
P-K3 is generally recognized as being Black’s best
reply to White’s second move and the two most usual
continuations by White are K Kt-B3 or Q Kt-B3.
It is scarcely safe to hazard an opinion as to which
is the better of these continuations, but both lead to
most interesting Chess, and the student should prac¬
tise them both, until he finds which of them best suits
his own inclinations.
In the Chapter on stratagems we saw the result of
deviating from the principles of sound development
and in order to impress him with the necessity of
adhering to these principles, we give another example
of what may occur by yielding to the temptation to
pursue an apparent material advantage.
226 CHESS STEP BY STEP
White Black
P - Q4 1 P - Q4
P - qb4 2 P - K3
Kt - Q B3 3 Kt - K B3
B - B4 4 P - Q B4
Kt - Kts ? 5 P X QP
Kt — B7 ch. 6 Q x Kt
B x Q 7 B - Kt5 ch.
And White must interpose his Queen, and after the
exchanges he will remain two Pawns to the bad, with
a very inferior position.
It would be impossible within the confines of this
volume to give even a skeleton of the myriads of varia¬
tions which can and do occur in this most fascinating
Opening, and we can consider only a few of the
principal lines of play.
We again earnestly counsel the student to refrain
from attempting to commit to memory the different
variations, but to concentrate his efforts on grasping
the principles which govern the various attacks and
defences, and to endeavour to familiarize himself more
with the different positions that arise rather than the
moves which bring them about. This, of course,
cannot be done quickly, and will be absorbed only
gradually, but the student will sooner or later acquire
a knowledge of the theory of this Opening, which will
stand him in good stead when his adversaries leave
the beaten track and adopt unconventional lines of
play.
When an opponent, either purposely or through
ignorance, makes a move for which the student is
unprepared from his study of this or any other text-
SELECTION OF OPENINGS 227
book, which will most assuredly frequently happen,
the student should not be perturbed but set himself
to work and ascertain whether this unusual move has
violated any of the principles of Chess. If it has done
so, he must not expect immediately to reap the benefit
of this transgression of theory, but should rather
content himself with a steady development, which in
due course will bring about the desired result. A
nail can be driven into a piece of wood just as effi¬
caciously with repeated blows from a small hammer,
as by one or two strokes from a big sledge-hammer,
and without any risk of damaging the wood. It is,
of course, essentially human to desire to wield the
heavier tool, and when an opponent makes an unsound
move at Chess, it is natural to try to press the advan¬
tage one feels one has acquired, but it is extremely
difficult to do this safely, and the student should
cultivate the art of self-restraint, and be satisfied with
the accumulation of small points in his favour, when
he will most surely find that this policy will win many
games.
The proper time to adopt sledge-hammer tactics is
when one’s game has become compromised from
some error of judgment or owing to the superior play
of the adversary. As the great Steinitz once stated,
“the same game cannot be lost twice,” and the
logical deduction that follows the realization of this
fact is, that when a game is to all intents and purposes
lost, there is everything to gain by incurring all sorts
of risks, and many games have been pulled out of the
fire by the timely employment of these tactics.
228 CHESS STEP BY STEP
Variation, i
White Black
P - Q4 1 P - Q4
P - qb4 2 P - K3
Kt - Q B3 3 Kt - K B3
Kt - K B3 4 B - K2
B - Kt5 5 Q Kt - Q2
Kt-K5 has been tried here with unsatisfactory re¬
sults, as might be anticipated from this clear infringe¬
ment of principle.
P — K3 6 Castles
R - Bi 7 P - B3
P-Q Kt3 used to be played here, but the text move
is probably more in accordance with the modern style.
Q - B2 8 P-QR3
Finessing to delay P X P.
P-QR4 9 R-Ki
P-R3 can also be played here.
B - Q3 10 P X P
B X P 11. Kt — Q4
Attempting to simplify matters by forcing ex¬
changes.
B - B4 12
SELECTION OF OPENINGS 229
This move is played on the assumption that Black
will be disinclined to take the Bishop with his Knight,
which is the only piece in the middle of the board.
12 Kt X B
Black, however, considers it expedient to remove
the powerful Bishop from the scene of action, and at
the same time give White a Doubled Pawn.
P X Kt 13 P - QB4
P X P 14 Q - B2
Castles 15 Q x KB P
The game is even, and, with correct play, Black
should have no difficulty in holding his own.
Diagram 104
BLACK
WHITE
After Black’s 15th move QXKBP
230 CHESS STEP BY STEP
In a tournament game between Alekhine (White)
and Rubinstein (Black), the following continuation
was made from the above position:
Kt - K4 16 Kt X P
Kt X Kt 17 B x Kt
B - Q3 18
Winning the K R P. Had Black at his 16th move
played BxP instead of KtxP, he would have had at
least an even game.
Variation 2
White Black
P - Q4 1 P - Q4
P - Q B4 2 P - K3
Kt - Q B3 3 Kt - K B3
Kt - B3 4 B - K2
B - Kt5 5 Q Kt - Q2
P - K3 6 Castles
R - Bi 7 P - Q Kt3
The development of the Queen’s Bishop is always a
problem for Black in this Opening.
P X P 8
White takes the Pawn now, with a view to having
Black’s Bishop obstructed by his own Pawn at Q4
after he plays it to Kt2.
8 P X P
Q - R4 9 B - Kt2
B - Kt5 10 P - Q R3
KB x -Kt 11 Kt x B
SELECTION OF OPENINGS 231
Diagram ioj
BLACK
m Hi
tei M
Pif
YsV/////%>.
I®
////////A
WHITE
After Black’s nth move KtXB
If White at Move n played B-B6, then P-Kt4
would win a piece. The game as it stands is even.
Variation J
White Black
P - Q4 i P - Q4
P - Q B4 2 P - K3
Kt - Q B3 3 Kt - K B3
Kt - B3 4 Q Kt - Q2
B - B4 5 P X P
P - K3 6
P-K4 would not be good, as Black would gain a
tempo with B-Kt5, when White would have to defend
his K P.
6 B - Q3
B - Kt3 7 Castles
232 CHESS STEP BY STEP
Better than Kt-Kt3 attempting to hold the Pawn,
as White can play B xP, and after KtxB, Q-R4 ch.
will regain the piece.
B X P 8 P - Q Kt3
Castles 9 B - Kt2
The game is even.
Variation 4
White Black
P - Q4 1 P - Q4
p - qb4 2 p - k3
Kt - Q B3 3 P - QB4
This was formerly considered to be Black’s best
defence, but recent analysis has demonstrated that
White obtains the better game by
B P X P 4 K P x P
Kt - B3 5 Kt - K B3
P - K Kt3 6
Intending to concentrate on Black’s weak Queen’s
Pawn.
6 B - K3
B - Kt2 7 Kt - B3
Castles 8 B - K2
P X P 9 B x P
B - Kt5 10 B - K2
R - Bi 11 Castles
Kt - Q4 12
White has the better game.
(See diagram 106, page 236.)
SELECTION OF OPENINGS 233
Diagram 106
BLACK
WHITE
After White’s 12th move Kt—Q4
Variation 5
White Black
P - Q4 i P - Q4
P-QB4 2 P-QB3
This defence leads to a game of the variety termed
“The Stonewall,” which is sometimes adopted by
White in the Queen’s Pawn Opening when he plays
P-K3 after P-Q4. White must not on any account
try to force matters, but must content himself with
a quiet steady development.
Q Kt - B3 3 P - KB4
P - K3 4 P - K3
Kt - B3 5 Kt - B3
Kt - K5 6
234 CHESS STEP BY STEP
This seems contrary to principle, but it is played by
many of the modern masters with a view to obtaining
a strong centre and the open K B file if the Knight
is taken.
6 Q Kt - Q2
P - B4 7 Kt x Kt
B P x Kt 8 Kt - K5
Kt X Kt 9 B P x Kt
B - Q2 io Q - Kt4
Even game.
Diagram 107
BLACK
WHITE
After Black’s loth move Q-Kt4
SELECTION OF OPENINGS 235
Variation 6
White Black
P - Q4 1 P - Q4
p - QB4 2 P-QB3
P - k3 3 Kt - K B3
The modern tendency here is P X P for White, as it
enables him to at least keep a move ahead.
Kt - Q B3 4 P - K Kt3
Kt - B3 5 B — Kt2
B - K2 6 Castles
Castles 7 Q Kt - Q2
P - Q Kt3 8 Q P x P
Kt P x P 9 Q - B2
B - Kt2 io P - Q Kt3
The game is even.
Diagram 108
BLACK
WHITE
After Black’s ioth move P —QKt3
236 CHESS STEP BY STEP
Variation J
White Black
P - Q4 1 P - Q4
p - QB4 2 p - k3
Kt - K B3 3
One of the objects of this move is to entice Black to
play B-Kt5 ch., which was supposed to give him an
inferior game, but it is at least open to question if
this is really the case.
3 Kt - K B3
B - Kt5 4 B - K2
Kt - B3 5 Castles
p - k3 6 Q Kt - q2
p - b5 7
We regard this as a questionable policy. This move
was greatly in vogue thirty years ago, fell into dis-
favour, but has been played again in recent important
contests.
7 P - b3
To defend the Q P with a view later to playing P-K4
B - Q3 8 p - Q Kt3
Trying to break up White’s centre, as well as pre¬
paring for the development of the Q B.
P - Q Kt4 9 p - K4
P x K P 10 Kt - Kts
Black has a good fighting game.
(See Diagram. 109, page 240.)
SELECTION OF OPENINGS 237
Diagram 109
BLACK
i HUB
3 if 2 « 111
i
up
^ mn^ ^ ^§§1^ ^ %ni
3 * it 3
WHITE
After Black’s ioth move, Kt —Kt5
Variation 8
White Black
P -Q4 1 P - Q4
P - qb4 2 P - K3
Kt - K B3 3 B — Kt5 ch.
B - Q2 4 B x B ch.
QKtxB 5
QXB is also played here, but as we have already
pointed out, the Queen is better posted at Q B2 in
this opening.
5 Kt - K B3
P — K3 6 Castles
B - Q3 7 Q Kt - Q2
238 CHESS STEP BY STEP
P X P would have no point here on account of Kt X P.
Castles 8 P - qb4
B P X P 9 K P X P
R - Bi 10 P - b5
B - Kti 11 R - Ki
R - Ki 12 P - Q Kt4
The game is even.
Diagram no
BLACK
WHITE
After Black’s 12th move P—QKt4
SELECTION OF OPENINGS 239
King’s Gambit Declined
The student, when playing with the Black forces,
will sometimes be faced with the necessity of en¬
countering the King’s Gambit, which is a favorite
opening with aggressive players. In friendly parties
the student should accept the Gambit, and do his
utmost to withstand the fierce attack which usually
ensues after the proffered Pawn is taken, but in match
play it is much safer to decline the Pawn. There
are two good methods of declining the Gambit:
. . . 2.B-B4 or ... 2.P-Q4. Although the latter is
probably the stronger of the two, we think that in the
earlier stages of the student’s Chess career he should
confine his attention to the former, as it does not lead
to such complicated positions.
Variation 1
P - K4 1 P - K4
P - KB4 2 B - B4
Kt - KB3 3
White’s 3d move is obviously forced. He cannot
allow the Knight to be captured without getting a
very bad game.
3 P - Q3
B - B4 4 Kt - K B3
P - Q3 5 Kt - B3
Kt - B3 6
Intending to play Kt-Q R4 so as to remove the
Bishop from his commanding position.
6 P - Q R3
240 CHESS STEP BY STEP
Providing a square at R2 for the Bishop if now
White plays Kt-Q R4.
Q - K2 7 B - K Kt5
B - K3 8 Kt - Q5
Black has the better game.
Variation 2
P - K4 1 P - K4
P - KB4 2 B - B4
Kt - K B3 3 P - Q3
B — B4 4 Kt - K B3
p - QB3 5 Kt - B3
Q - K2 6 Q - K2
P - Q3 7 B - K Kts
P - b5 8 Castles (Q)
Black has much the superior game. If at Move 8,
White plays B-K3, Black will obtain a winning posi¬
tion with B XB, which would lead to
Q x B 9 P x P
Q x P 10 P - Q4
Variation 3
P - K4 1 P - K4
P - KB4 2 B - B4
Kt - KB3 3 P - Q3
B - B4 4 Kt - K B3
P X P 5 P X P
P - Q4 6 P X P
Castles 7 B - K3
SELECTION OF OPENINGS 241
Black has a good game. If at his 7th move he
plays P-Q6 dis. ch., White after K-Ri might obtain
a powerful attack beginning with B X Pch.
Variation 4
P - K4 1 P - K4
P - KB4 2 B - B4
Kt - K B3 3 P ~ Q3
B - B4 4 Kt - K B3
P - Q3 5 B - K3
This is an extremely powerful defensive move for
Black, and gives him a good game whether White
retreats the Bishop or exchanges it. If
B x B 6 P x B
P X P 7 P X P
and Black has an excellent game. And if
B - Kt3 6 B X B
R P X B 7 Kt - Kt5
it is plain that White has a very difficult game.
If White tries to avert the B-K3 defence by playing
P-B5, he would get a bad game as shown in the
following variation:
Variation 5
P - K4 1 P - K4
P - KB4 2 B - B4
Kt - K B3 3 P - Q3
P - B5 4 P ~ Q4
and White will find it very difficult to find a satis¬
factory continuation.
CHAPTER XIII
ILLUSTRATIVE GAMES
Giuoco Piano—Ruy Lopez—Petroff Defence—Two
Knight’s Defence—Evans Gambit—Scotch Gambit
—Philidor Defence—King’s Bishop’s Gambit—
King’s Gambit Declined—Vienna Game—French
Defence—Sicilian Defence—Queen’s Gambit De¬
clined—Queen’s Gambit Accepted—Odds of Pawn
and Two Moves
I
In Chapter VI we gave a synopsis of the Openings,
and we now present a series of games illustrative of
the different lines of play which arise from the various
methods of beginning the game. We would again
impress on the student the advisability of looking
only at one side when playing over these games, and
conceal the moves made by the other. As the object
of studying these games is to learn how to win, it is
better to conceal the moves made by the winning side,
and then, before looking at the next move, try to find
out what it should be, or what you think it should be.
In course of time, the student will be agreeably
surprised to find how frequently he will anticipate
the correct continuation, which will, of course, be
highly beneficial to him when he is conducting a game
against a live adversary.
In the first game, which is won by White, the
student should take a piece of paper and cover up
242
ILLUSTRATIVE GAMES 243
the left-hand column, which gives the moves made by
White, and slip it down one move at a time, after he
has decided which move he thinks should have been
made. A few games played in this manner will do
much more good than a hundred played in a desultory
fashion and merely transferring the moves from the
book to the board.
Game i. Giuoco Piano
Played in the International Tournament at Ostend,
1905
White—F. J. Marshall; Black—Amos Burn.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - B4 3 B - B4
P - B3 4
P-Q3 is often played here, but the move in the
text which prepares for P-Q4 gives White a much
speedier attack.
4 Kt - B3
P - Q4 5 P X P
P X P 6 B - Kt5 ch.
K - Bi 7
It is questionable if this move is sound, although
White wins the game, but it at least keeps the attack
active, and as it was an unusual move it probably took
Black by surprise. The time limit is a valuable ally
to surprise moves.
7 Kt X K P
244 CHESS STEP BY STEP
P-Q4 should have been played here, as it not only
gains time by attacking the Bishop, but also paves the
way for the development of the Queen’s Bishop.
P - Q5 8 Kt - K2
Q- Q4 9 Kt - K B3
B - K Kts 10 Kt - Kt3
Q Kt - Q2 11 P - KR3
R - Ki ch. 12 K — Bi
Here Black is forced to make this move, instead of
doing it of his own accord as White did at his 7th move.
It is easy to see that White’s development is greatly
superior to Black’s.
Diagram hi
BLACK
WHITE
After Black’s 12th move K-Bi
B - Q3- 13
ILLUSTRATIVE GAMES 245
This move gains a tempo, as it not only places the
Bishop in a better position, but it unmasks the Queen
which now threatens QxB ch. if Black plays PxB,
and, of course, if he play BxKt, then White plays
BxB.
13 B— K2
B (Q3) X Kt 14 R P XB
Kt - k5 15 P X B
Kt X Kt P ch. 16 K — B2
R X B ch. 17 K X Kt
Q - Q3 ch. 18 K —
R3
P - KR4 19 P— Kt5
If Q xR, White plays P XP double check.
P _ R5 20
Threatening Q-Kt6 Mate. It is interesting to
note how skilfully White brings his undeveloped
King’s Rook into action.
20 Kt X R P
Q - B5 2i Resigns
Because if P-K Kt3, then RxKt ch., and if PxR,
then Q-B6 Mate.
It is interesting to note the undeveloped state ot
Black’s Queen’s side, mainly resulting from his failure
to play P-Q4 at his 7th move, and it is not difficult to
see how greatly this lack of development has con¬
tributed to his downfall.
246 CHESS STEP BY STEP
Game 2. Ruy Lopez
Played in Scotland, 1904
White—Marshall (Blindfolded); Black—Amateurs
(Consulting).
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
B - Kt5 3 Kt - B3
It is very difficult to decide what is the best move
for Black, when he is called on to defend the Ruy
Lopez. As we have seen, the defence has been the
subject of acute controversy for nearly a hundred
years, and still the issue is undecided. Black can
either play P-Q R3, P-Q3, P-B4 with fair prospects.
Kt-Kt5 has been tried and found wanting, as also
B-B4. If B-Kt5 we have the Double Ruy Lopez,
which at least gives Black as good a game as can be
derived from any other method.
Castles 4 Kt x P
B-K2 is a safer continuation for Black,
P - Q4 5
Black cannot take this Pawn without subjecting
himself to a very fierce attack.
5 B - K2
P X P 6 Castles
Q - Q5 7 Kt - B4
B - K3 8 Kt - K3
ILLUSTRATIVE GAMES 247
Black has not only lost time in bringing the Knight
to this square, but he is blocking the development of
his Queen’s Bishop.
Kt - B3 9 Q - Ki
QR - Ki io P - Q Kt3
White’s development is now almost complete;
all his pieces being in play with the exception of the
King’s Rook.
Q - K4 ii
Bringing pressure on the weak K R P, and also
preparing for Kt-Q5-
ii B — Kt2
Kt - Q5 12 R “ KtI
Kt-R4 would have been better for Black, for even
if the Knight seems rather out of play, this move
would have entailed exchanges which would have
simplified his game.
B - Q3 13 P - Kt3
Kt - B6 ch. 14
B X Kt
P X B 15 Kt (B3) - Q5
Q - R4 16 Kt x Kt ch.
Better than B xKt.
P x Kt 17 Q - Qi
248 CHESS STEP BY STEP
To enable him to play Q xP if White plays Q-R6.
B - K Kts 18 K - Ri
To permit R-Kti because Q-R6 and RxKt is
threatened
P - K B4 19
Paving the way for R— K3 followed by R —R3.
19 R - Kti
R — K3 20
Diagram 112
BLACK
After White’s 20th move R —K3.
ILLUSTRATIVE GAMES 249
White’s last move threatens QxP ch., followed by
R-R3 Mate.
20 Kt - Bi
K R - Ki 21 P - QB4
R R3
— 22 P - b5
K R - k3 23 P X B
Q X P ch. 24 Kt x Q
R X Kt ch. 25 K x R
R R3 Mate
— 26
Game 3. Petroff Defence
Played at Biarritz, 1912
White—Janowski; Black—Marshall.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - K B3
Kt x P 3 P - Q3
Kt - K B3 4 Kt x P
P - Q4 5
Q-K2 is now played here, and leads to a very even
game, with White always a move ahead.
5 P - Q4
B - Q3 6 B - Q3
P - B4 7
We prefer Castles in this position.
7 B - Kt5 ch.
K - Bi 8
Compare this move with that in Game 1. Black s
250 CHESS STEP BY STEP
development is too good here for this to be safely
played.
8 Castles
P P
X 9 Q X p
Q - B2 10 R - Ki
Kt - B3 11 Kt X Kt
P X Kt 12 Q x Kt
Diagram 113
BLACK
After Black’s 12th move, QXKt.
This beautiful move completely surprised White.
Of course, if PxQ, Black would play B-R6 ch., and
Mate in two.
p X B 13 Kt - b3
B — Kt2 14 Kt X Kt P
B X Pch. 15 K ■- Ri
P X Q 16 Kt X Q
B X Kt- 17 B -- R6 ch.
ILLUSTRATIVE GAMES £51
Black has sacrificed a piece, but his strong position
more than compensates him for his inferiority in
material.
K - Kti 18 R - K7
R - QBi 19 QR - Ki
B - b3 20
Forced, as Black threatened R-K8 ch., etc.
20 R (Ki) - K6
B - Kt4 21 R X P at B3
B - Qi 22 R - B3
Resigns 23
If White plays R-B3, then R-K8 Mate, or if B XR,
then R-Kt3 ch. and Mates next move.
Game 4. Two Knights’ Defence
Played in the International Tournament at Vienna,
1908
White—Sal we; Black—Marshall.
White Black
P - K4 1 P — K4
Kt - K B3 2 Kt - Q B3
B - B4 3 Kt - K B3
Kt - Kts 4 P - Q4
P X P 5 Kt - Q R4
If Black plays instead KtxP, White may play
Kt XB P and after K xKt, Q-B3 ch. leading to a very
252 CHESS STEP BY STEP
difficult game for Black, the odds being in favour of
the attack.
P - Q3 6
Here B-Kt5 ch. is usually played, and is to be
preferred.
6 P - KR3
Kt - K B3 7 P - K5
Q - K2 8 Kt X B
P X Kt 9 B - Q B4
K Kt - Q2 io Castles
Kt - Kt3 ii B - K Kts
Q - Bi 12
This is a terrible resort, and already Black has a
much better development. Q-Q2 would be no better,
as then Black would play P-K6 and if P X P, B X P
would follow, and White could not take the Bishop
on account of R-Ki winning the Queen.
12 B - Kt5 ch.
This Check is not a waste of time, as it induces
White to make a hole at his Q3, and the sequel shows
how Black attacks this weak spot.
P - B3 13 B - K2
P - K R3 14 B - R4
P - Kt4 15
This move weakens the King’s side.
15 B - Kt3
B - K3 16 Kt — Q2
ILLUSTRATIVE GAMES 253
En route via K4 to the weak spots in White’s game,
the holes at K B3 and Q3.
Q Kt - Q2 17 Kt - K4
Castles 18 P — Kt4
Intending to break up White’s centre before pro¬
ceeding with the final attack.
p x P 19 Kt - Q6 ch.
K - Kti 20 Q X P
K - Ri 21
P-Q B4 would only further weaken the Queen’s
side.
21 Q x P
P - kb4 22 P - QR4
Q R - Kti 23
White has not time for P-B5, shutting
Bishop.
23 P - K B4
Kt - Q4 24 Q - R5
P - Kt3 25 Q - Q2
Not Q-R6 because of Kt-B4-
p X P 26 B X P
Q - Kt2 27 P - P4
Black does not object to exchanging the Bishop, for
since the White King is on a Black square, the
King’s Bishop becomes the important one.
Kt X B 28 Q X Kt
Q x P 29 B - B3
254 CHESS STEP BY STEP
Diagram 114
BLACK
After Black’s 29th move B — B3.
White cannot now play QxQ on account of
B xP ch.
Q - B4 ch. 30 K - Ri
Kt - K4 3i QR - Ki
Kt X B 32 R x Kt
B ■- Bi 33 R (B3) - K3
B ■- R3 34 R - K7
This is nearly always an extremely powerful move.
QR - Qi 35 Kt -- K8
B X P 36 Kt -- B7 ch.
K - Kt2 37 Kt -- Kt5 dis. ch.
Resigns 38
ILLUSTRATIVE GAMES 255
Game 5. Evans Gambit
Played at Berlin in 1853
White—Anderssen; Black—Dufresne.
The following game is generally known as one of
Anderssen’s two “immortal games” on account of its
great beauty. Even taking into account that it was
played in the days when there were no clocks, and
consequently no time limit, the game must be con¬
sidered as one of the finest that was ever played.
White Black
P - K4 1 P — K4
Kt - K B3 2 Kt - Q B3
B - B4 3 B - B4
P - Q Kt4 4 B X P
White’s 4th move constitutes the Evans Gambit,
which has done so much to enrich the literature of
Chess. Although this opening has received the most
painstaking analysis, it is still extremely difficult to
find a satisfactory defence for Black, and in important
contests the Gambit is usually declined by Black
playing B-Kt3 instead of taking the Pawn.
p _ B3 5 B - R4
P - Q4 6 P X P
Dr. Lasker here recommends P-Q3 f°r Black, fol¬
lowed by B-Kt3 after White Castles, and this is
256 CHESS STEP BY STEP
probably better than P X P. In this connection it is
interesting to note that in an Evans Gambit Tourna¬
ment recently played in the Marshall Chess Club,
where the Lasker defence was adopted, Black won
14 games and White won only 11, there being 5
Drawn games.
Castles 7 P - Q6
This seems a pointless move. Kt-B3 would have
been better.
Q - Kt3 8 Q - B3
P - k5 9 Q - Kt3
R - Ki 10 K Kt - K2
B - R3 11 P — Kt4
Black is not sufficiently developed to justify this
counter-attack. Castling appears better.
Q x P 12 R - QKti
Q - R4 13 B - Kt3
Q Kt - Q2 14 B - Kt2
Kt - K4 15 Q - b4
Here Kt-Qs might have brought about some sim¬
plifying exchanges.
B x p 16 Q - R4
Kt -- B6 ch. 17 P X Kt
P X P 18 R - Kti
QR - Qi 19
ILLUSTRATIVE GAMES 257
Diagram 115
BLACK
WHITE
After White’s 19th move, QR—Qi.
This move by White is one of the most profound
ever made in a game of Chess. It has been analyzed
by masters all over the world, and the result of all the
investigations shows that no matter what reply
Black makes to White’s 19th move, his game is lost.
The student should examine the continuations after
Black plays at Move 19, 1. Kt-K4, 2.B-B4, 3.K-Q1,
R X P ch. and 4. P-Q3. The actual move made was
19 Q X Kt
R X Kt ch. 20 Kt x R
Q X P ch. 21 K x Q
B —B5 dble. ch. 22 K - Ki
B —Q7 ch. 23 K - Bi
B X Kt mate 24
258 CHESS STEP BY STEP
Game 6. Scotch Gambit
Played at Edinburgh, Scotland, in 1877.
White—Wayte; Black—Ranken.
White Black
P - K4 1 P - K4
Kt - K B3 2 Kt - Q B3
P - Q4 3 P X P
Kt x P 4
Strictly speaking, this is not a Gambit, as the Pawn
is merely exchanged—not sacrificed. Sometimes this
opening is divided into two classes, the “Scotch
Game” when the Pawn is taken at once as above, and
the “Scotch Gambit” when White plays as his 4th
move B-Q B4.
4 B - B4
Here Q-R5 is a good continuation for Black.
Kt - B5 5 P - K Kt3
Kt - K3 6 Kt - B3
B - Q3 7 Castles
Castles 8 R - Ki
Kt - B3 9 B - Q5
P~Q3 would have been better.
Kt (K3) - Q5 10 Kt X Kt
Kt x Kt 11 P - Q3
P - Q B3 12 B - Kt2
P-KB4 13 Kt - K2
ILLUSTRATIVE GAMES 259
B-K3 seems preferable.
p - b5 14 P X P
B - K Kts 15 P X P
B x P 16 Q - Q2
Again B-K3 should have been played, but in any
case Black’s game is very bad.
B X P ch. 17 K X B
Q - R5 ch. 18 K - Kti
Q X P ch. 19 K - Ri
Kt - B6! 20 Resigns
A neat finish! If BxKt then BxB Mate; and if
Kt-Kt3 then Q X Kt and Mate in two. KL-B4 delays
the Mate, but the Queen is lost.
Diagram 116
BLACK
260 CHESS STEP BY STEP
Game 7. Philidor Defence
Played in London, 1921
White—W. M. and A. G. (consulting); Black
J. C. H. Macbeth.
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P - Q4 3 Kt - K B3
P X P 4 Kt x P
B - QB4 5 P-QB3
Castles 6 P - Q4
B - Q3 7 Kt — B4
There is no violation of principle here, as White has
lost a move in attacking the Knight with his Bishop.
Kt - B3 8 B - K2
B -B4 9 B - Kt5
This is rather a doubtful move, but it may be
sounder than it appears. Very often at this stage
White plays P-K R3 instead of the move in the
text (B-B4), so it might be assumed that they did not
object to the pinning of their Knight.
B - K2 10 Castles
Kt -- Q4 11 B X B
Q x B 12
Kt (B3) X B would have been better.
12 Kt - K3
Q - Kt4 13 Kt x B
Q X Kt 14 Kt - Q2
QR - Qi 15 Q - B2
Kt - B5 16
ILLUSTRATIVE GAMES 261
This is a typical instance of the premature attack
which is so frequently made by White against this
defence. K R-Ki should have been played.
16 B - B3
This strong counter must have been overlooked by
the White Allies. Opportunities for moves like this
abound in the Philidor Defence.
KR-Ki 17 QR - Ki
The Pawn at K5 cannot be saved, so Black wisely
develops another piece.
Kt - Q6 ? 18
Diagram 117
BLACK
262 CHESS STEP BY STEP
Evidently played under the erroneous impression
that Black would play B xP when, of course, KtxR
would win the exchange.
19 R X P
Kt- B5 20 R x R ch.
Resigns 21
White loses the Queen, but their game was hopeless.
Game 8. Philidor Gambit
Played in London, 1858
White—Staunton and Owen; Black—Morphy and
Barnes.
This game is of especial interest, as it is one of the
only two games in which Staunton, who was regarded
as the world’s leading player, encountered the great
Morphy, who had gone from America to Europe to
play the greatest exponents of Chess, and naturally
hoped to include Staunton amongst his opponents.
Staunton, however, either could not—or would not—
arrange a match. It is greatly to be deplored that
this contest never took place, as it would undoubtedly
have contributed some gems to the literature of Chess,
which this game abundantly denotes.
White Black
P - K4 1 P - K4
Kt - K B3 2 P - Q3
P -Q4. 3 P - K B4
ILLUSTRATIVE GAMES 263
As already stated in our discussion of the Philidor,
this is not so good as Kt-K B3, although it leads to
most complicated and beautiful Chess.
QPxP 4 BPxP
Kt - Kts 5 P - Q4
P - K6 6
Threatening Kt-B7 winning the exchange at least.
6 Kt - K R3
Kt - Q B3 7 P - B3
Kt (Kts) X K P 8 P X Kt
Q - R5 ch. 9 P - Kt3
Q - K5 10 R - Kti
B x Kt 11
B-K Kts would have probably given White a
winning continuation. It certainly leads to some
complicated positions, with which it would have been
difficult to deal, even in a consultation game.
11 B X B
R - Qi 12 Q - Kt4
Q - B7 13 B X P
Q x Kt P 14 P - K6
A powerful counter-attacking move. Black rightly
calculates that after White takes the Rook, his Queen
will be out of play for some moves at least,
264 CHESS STEP BY STEP
P - B3 15 Q - K2
Q x R 16 K - B2
Kt - K4 17 B - kb5
B - K2 18 K - Kt2
Castles 19 Q - QB2
Kt - B5 20 B X P ch.
K - Ri 21 B - Bi
R - Q4 22 B - Kt6
R - K4 23 K - Ri
Diagram 118
BLACK
WHITE
After Black’s 23d moveK — Ri.
R - Qi 24 Q - K Kt2
R - KR4 25 B x R
Q X Kt 26 B - R3
Q - R2 27
At last the White Queen comes into the game.
ILLUSTRATIVE GAMES 265
27 B x B
R - Q7 28 Q - R3
Kt - K4 29 B - B5
Kt — B6 30 P - K7
Diagram 119
BLACK
Position after Black’s 30th move, P —K7.
This move decides the game.
R - K7 31 Q — B8 ch.
Q - Kti 32 Q X Q ch.
K x Q 33 P - K8 Q ch.
R x Q 34 B x R
Resigns 35
1
266 CHESS STEP BY STEP
Game 9. King’s Bishop’s Gambit
In Game 5 we considered one of Anderssen’s two
“immortal” games, and this is the other. It was
played in Simpson’s Divan, London, in 1851, and is
in every way as beautiful and wonderful example of
all that is best in Chess.
White—Anderssen; Black—Kieseritsky.
White Black
P - K4 P - K4
P - KB4 P x P
B - B4 Q - R5 ch.
In the Gambit Tourney of 1903, held at Vienna,
P-Q4 used to be played here, and then the Check
with the Queen.
K - Bi 4 P - Q Kt4
With the idea of gaining time, but we prefer P-Q4.
B X P 5 Kt - K B3
Kt - K B3 6 Q - R3
P - Q3 7 Kt - R4
P-K Kt4 is more usual here.
Kt - R4 8 Q - Kt4
ILLUSTRATIVE GAMES 267
Again P-Kt4 would have been better.
Kt - B5 9 P - Q B3
R - Kti 10
A brilliant move! The sacrifice gives White a
magnificent development as the sequel proves.
10 P X B
P - KKt4 11 Kt -- kb3
p - K R4 12 Q - Kt3
p - R5 13 Q - Kt4
Q - b3 14 Kt -- Kti
Necessary to save the Queen after B X P.
B X P 15 Q-B3
Kt - B3 16 B - B4
Kt - Q5 i7
Note the magnificent development, which is more
than value for the piece sacrificed.
17 Q X P
Attacking the Rook and still defending his K Kt P,
but now White proceeds to take advantage of his
superior development.
B - Q6 18 Q X R ch.
K -K2 19 B x R
P - k5 20 Kt - Q R3
268 CHESS STEP BY STEP
Diagram 120
BLACK
WHITE
After Black’s 20th move Kt—QR3
At this stage White announced Mate in three moves.
The student should seek the solution before he con¬
sults the rest of the text.
Kt X P ch. 21 K - Qi
Q - B6 ch. 22 Kt X Q
B — K7 Mate 23
An extraordinary feature of this game is that Black
has all his pieces intact, while White has sacrificed his
Queen, both Rooks, and a Bishop. The difference,
however, lies in the fact that White’s pieces are all
concentrated where they will exercise the greatest
force, while Black’s are either undeveloped or strag¬
gling where they are of little use either for attack or
defence.
ILLUSTRATIVE GAMES 269
Game io. King’s Gambit Declined
Played in the International Tournament at Karlsbad,
1907
White—Marshall; Black—Cohn.
White Black
P - K4 1 P - K4
P - K B4 2 B - B4
Probably not so good a way of declining the Gambit
as P-Q4, but it is mainly a question of individual
taste.
Kt - K B3 3 P - Q3
P x P 4 P X P
P - b3 5
Kt X P cannot be played here on account of
Q-R5 ch., etc.
5 B - K Kts
Q - R4 ch. 6 B - Q2
Q - B2 7 Kt - Q B3
P - Q Kt4 8 B - Q3
B - B4 9 Kt - B3
Castles 10 Castles
P - Q3 11 P - Q Kt4
B - Kt3 12
If here B X P, then Kt X Kt P would follow.
270 CHESS STEP BY STEP
12 P -- QR4
p X p 13 Kt X RP
B Kt5
—
14 Kt x B
Q X Kt 15 R -- Kti
P Q4
— 16
This powerful advance decides the game in favour
of White.
16 B - K2
Kt x P 17 P - Kt5
Not KtxP, for then White would reply KtxB P.
Kt - Q 2 18 B - Kt4
R - B2 19 P X P
Q x P 20 Kt x P
Kt x Kt 21 B X B
This opens the way for a brilliant sacrificial com-
bination.
Kt X P 22 R X Kt
R x R 23 K X R
Kt x B ch. 24 K - B3
He cannot take the Knight with the Queen, as then
White would win with Q X P ch.
Kt — K4 ch. 25 K - B2
Kt — Kt5 ch. 26 K - B3
P - KR4 27
ILLUSTRATIVE GAMES 271
The reader may wonder why White did not at once
make this move, but probably the explanation is that
he may have been pressed for time, and the apparently
useless checks at his 24th and 25th moves may have
been given for the purpose of getting on better terms
with his clock.
Diagram 121
BLACK
WHITE
After White’s 28th move Q— B3 Ch:
27 P - R3
Q - B3 ch. 28 Resigns
Because if... 28. K-K2 (best), then 29. Q-B7 ch.
and Mates next move.
272 CHESS STEP BY STEP
Game ii. Vienna Opening
A Match Game Played at New York
White—A. W. Fox; Black—Marshall
White Black
P - K4 1 P - K4
Kt - Q B3 2
The intention of this move is either to play P-K B4
if Black replies with Kt-Q B3, or to adopt some form
of close game if he replies Kt-K B3.
2 Kt - K B3
P - K Kt3 3 P - Q4
P X P 4 Kt x P
B - Kt2 5 B - K3
KKt - K2 6 P - KR4
This attack is rather premature, but in view of
White’s slow development it is well worth trying.
P - Q4 7 P X P
Kt x P 8 Kt x Kt
P X Kt 9 B - Q4
Q - K2 ch. 10 B - K2
B x B 11 Q X B
B - R3 12
ILLUSTRATIVE GAMES 273
Diagram 122
BLACK
WHITE
After White’s 12th moveB—R3.
This appears to be a very powerful move, for
obviously if Black plays Q X R ch. the White King
will go to Q2 and the Queen is lost on account of the
threatened Mate. Kt-B3 would not do any good as
then Kt X Kt. Black, however, makes a move, which
completely upsets White’s calculations and imme¬
diately gives him the better game.
12 Castles !
Q X B 13 Kt - B3
Kt X Kt 14 Q x R ch.
K - Q2 15 Q X R
Kt - K5 16 Q R - Qi ch.
•fi
Resigns 17
Because if Kt-Q3, then K R-Ki wins the Queen
or Mates next move by Q-K8.
274 CHESS STEP BY STEP
Game 12. French Defence
Played at the International Tournament at Vienna,
1908
White—Mieses; Black—Marshall
White Black
P - K4 1 P - k3
P - Q4 2 P - Q4
Kt - Q B3 3 P-QB4
Kt - B3
Q PxP would probably have led to P-Q5 by Black,
followed by P-K4 giving him a strong centre.
4 Kt - Q B3
B - K3 5 Kt - B3
KP x P 6 KP x P
PxP 7 B - K2
Here Black has sacrificed a Pawn for quick develop¬
ment, and having taken his adversary out of the
beaten track, probably relies on his ability to take
advantage of any weakness that may present itself.
B — K2 8 Castles
Castles 9 R - Ki
P - kr3 10 B - B4
P - R3 11 P - Q R4
This is to prevent P-Q Kt4.
Q Kt - Q R 4 12
ILLUSTRATIVE GAMES 275
Apparently with the object of defending the Pawn,
but the Knight is very badly posted here and in fact
is practically out of the game.
12 Q — B2
Q - Bi 13
Q R-Ql followed by P-Q5 is threatened.
13 Q R -Qi
B - Q3 14 Kt - K5
Kt - Q2 15 Q - K4
Preparing for a King’s side attack.
R - Ki 16 Q - b3
B x Kt 17 P X B
Kt - Bi 18
Getting ready to defend the attack he foresees on
his King’s side.
18 Q - Kt3
Kt - Kt3 19 P - R4
Kt X B 20 Q X Kt
P - Q Kt4 21 Kt - K4
White’s 21st move is a desperate effort to institute
some form of counter-attack, but Black with his
superior development can afford to ignore it.
B - b4 22 Kt - Kt3
B - k3 23 Kt - P-5
B - b4 24 Q ■- Kt3
B - Kt3 25 B ■- Kt4
276 CHESS STEP BY STEP
Now Black’s superior development makes itself
felt in a fashion most disconcerting for White.
Q - Kti 26 R - Q7
Q - Kt3 27 P - K6
Diagram 123
BLACK
WHITE
After Black’s 27th move, P—K6.
This is a most beautiful move, as it completely cuts
off the Queen from assisting the sorely pressed King’s
side.
If
P X P (28) R x P ch.
K - Ri (29) R x B
ILLUSTRATIVE GAMES m
and White is helpless. Again if
B X Kt (28) B X B
and once more White has no defence.
Q - B3 28 P X P ch.
B X P 29 B - K6
Resigns 30
Game 13. Sicilian Defence
Played in the British Chess Federation Tournament
at Hastings
White—Dr. R. C. MacDonald (for Seven Years
Scottish Champion); Black—W. E. Napier
White Black
P - K4 1 P - Q B4
Kt - Q B3 2 Kt - Q B3
Kt - B3 3 P - K Kt3
P - Q4 4 P x P
Kt x P 5 B - Kt2
This is a well-established line of play in this opening.
B - K3 6- P - Q3
Q - Q2 7 Kt - B3
P - K B3 8
278 CHESS STEP BY STEP
Defending the King’s Pawn and leaving the Queen’s
Knight free to assist in attack. It also paves the way
for a strong King’s side attack, beginning with
P-K Kt4.
8 B - Q2
B - K2 9 Q-Bi
Probably in anticipation of the threatened King’s
side attack. We think P-K R4 would have been
better.
Castles (Q) 10 Castles
P - K Kt4 11 R - Qi
P - KR4 12 P - KR4
P X P 13 Kt x P
Kt - Q5 14
Threatening KtxKt followed by KtxPch., win¬
ning the Queen. Black’s position is now very
cramped.
14 K - R2
P - KB4 15 B - KKt5
B x B 16 Q X B
Q R - Kti 17 Q - Q2
P - b5 18 R - KKti
Kt - K B3 19 B - K4
Kt — Kt5 ch. 20 K - Kt2
P X P 21 P X P
Kt - Q B7 22
Well conceived. Black cannot take on account of
Kt-K6 ch., winning the Queen.
(See Diagram 124, sage 279.)
ILLUSTRATIVE GAMES 279
Diagram 124
BLACK
WHITE
After White’s 22d move Kt—QB7
22 QR - KBi
Kt (B7) - Koch.23 K - Ri
Kt x R 24 R X Kt
R - Bi 25 R - B3
Kt - B7 ch. 26 K - Kt2
Kt X B 27 Kt x Kt
B - Q4 28
A pretty move. If Black were to play Kt-Kt6, he
would lose a piece by B xKt, and Black cannot reply
PXB without losing his Queen.
\
28 Q - Kt4
R X R 29 Kt x R
Q- Kt5 30 Resigns
280 CHESS STEP BY STEP
Black has no defence against or R-Kti followed
by B X Kt. The game throughout has been played
in Dr. MacDonald’s best style.
Game 14. Queen’s Gambit Declined
Played at the International Tournament at Karlsbad,
1911
White—Marshall; Black—Rubinstein
White Black
P - Q4 1 P - Q4
P - QB4 2 P - K3
Kt - Q B3 3 P-QB4
We have seen in our analysis of this Opening that
this is not a good defence.
BPxP 4 KPxP
Kt- B3 5 Kt - QB3
P -K Kt3 6
Preparing to attack the isolated Queen’s Pawn.
6 Kt - B3
B - Kt2 7 B - K2
Castles 8 B — K3
Bringing additional support to the Queen’s Pawn.
P X P 9
This capture further weakens Black’s Queen’s Pawn.
9 B X P
B - Kts io
ILLUSTRATIVE GAMES 281
This form of attack was greatly favoured by Rubin¬
stein, who at Move io used to play P-Q R3. The
move in the text, however, is more in accordance with
Marshall’s aggressive style.
10 Castles
R - Q Bi 11 B - K2
Here Black has lost a tempo.
Kt - Q4 12
The attack is still being concentrated on the weak
centre Pawn.
12 Kt X Kt
Q X Kt 13 P - K R3
B X Kt 14
Removing one of the supports of the Queen s Pawn.
14 B X B
Q - Q3 *5 Q - R4
Here BxKt would probably have been better for
Black.
Kt X P 16 B X P
r - Kti 17 Q R - Q1
To play B xKt here would leave Bishops of oppo¬
site colours and would have given Black drawing
chances.
KR - Qi 18 Q X P
282 CHESS STEP BY STEP
This is a fatal blunder.
Q - Q2 19
Diagram 125
BLACK
WHITE
After White’s 19th move Q—Q2
19 B x Kt
B x B 20 Resigns
Because if
(21) R X B
Q x R (22) Q x .Q
R x Q (23) B - B3
R x P (24)
and Black is the exchange down and has a bad
position.
ILLUSTRATIVE GAMES 283
Game 15. Queen’s Gambit Declined
Played in the International Tournament at Paris, 1900
White—Marshall; Black—Burn
White Black
P - Q4 1 P - Q4
P-QB4 2 P - K3
Kt - Q B3 3 Kt - K B3
B - Kt5 4 B - K2
P - K3 5 Castles
Kt - K B3 6 P - Q Kt3
B - Q3 7 B - Kt2
P X P 8
It is always advisable to make this capture as soon
as possible after Black has played P-Q Kt3 as it
tends to prevent the Q B from obtaining a more com¬
manding position.
8 P X P
Black cannot improve matters by playing BxP as
then P-K4 will give White a most powerful centre
with a strong attack.
B X Kt 9
The prelude to a King’s side attack.
9 B X B
P - KR4 10 P - Kt3
If instead, P-K R3, then White follows with
P-K Kt4.
P - R5 ii R - Ki
pxP I2 RPxP
284 CHESS STEP BY STEP
This is not good, opening up the file for the White
King’s Rook, but Black has nothing better.
Q - B2 13 B - Kt2
B X P 14
A fairly obvious sacrifice, which speedily deter¬
mines the issue.
Diagram 126
BLACK
WHITE
After White’s 14th move BXP.
14 p X B
Q X P 15 Kt - Q2
Kt - Kts 16 Q - B3
R — R8 ch. 17 Resigns
Because obviously after KxR, Q-R7 Mate.
ILLUSTRATIVE GAMES 285
Game 16. Queen’s Gambit Accepted
Played in the International Tournament at St. Louis,
1904
White—Marshall; Black—Eisenberg
White Black
P - Q4 i P - 04
P-QB4 2 PxP
P - K3 3
Kt-K B3 is better here.
3 P - K4
B x P 4 P x P
PxP 5 Kt - K B3
A better continuation for Black is probably
(5) B - Kts ch.
Kt - B3 (6) Q - K2 ch.
Kt - K2 (7) Kt - K B3
Castles (8) Castles
and Black has a good game. This possible continua¬
tion is, of course, avoided if White at his 3d move
plays Kt-K B3.
Q - Kt3 6 Q - K2 ch.
K - Bi 7
So as to avoid a possible exchange of Queens which
might follow Kt-K2, in which case Q-Kt5 ch. and
Black has the option of exchanging.
7 P - K Kt3
286 CHESS STEP BY STEP
This is practically the only developing move at
Black’s disposal.
Kt - K B3 8 B - Kt2
B - Q2 9 Kt - K5
Black cannot Castle here on account of B-Kt4 by
White which would win the exchange.
B - Kt4 10 Kt - Q3
Diagram 127
BLACK
This is Black’s best move. If he plays
(10) P - Q B4 then
ILLUSTRATIVE GAMES 287
then
Kt - B3 (11) P X B
Kt x Kt (12)
with a strong game.
Again if
(10) p - QB4
Kt - B3 (11) Kt x Kt
B x P (12) Q - B3
R - Ki ch (13)
and wins.
Kt - B3 11 Castles
R - Ki 12 Q - Qi
Black now has the whole of his Queen’s side
undeveloped.
Kt - K5 13 B X Kt
Endeavouring to simplify his game with exchanges,
but with his undeveloped Queen’s side, and the hole
at his K B3 he has a very bad game.
P X B 14 Kt X B
Q X Kt 15
Obviously not BxR because of Kt-Q7 ch.
288 CHESS STEP BY STEP
15 R - Ki
R - QI 16 Q - Kt4
Kt -- k4 17 Q X P
B - B3 18 B - k3
He cannot play QxKt, for then QxQ, and if
Black takes the White Queen with the Rook, White
Mates in two by R-Q8 ch.
Q - Q3 19 Q - B5
Q — Q4 20 Resigns
He can delay the Mate only by sacrificing his
Queen.
Diagram 128
BLACK
WHITE
After White’s 20th move, Q — Q4.
ILLUSTRATIVE GAMES 289
Game 17. Odds of Pawn and Two Moves
Played in a Handicap Tournament in New York, 1915
White—Richard Stutz; Black—F. J. Marshall
Remove Black’s King’s Bishop’s Pawn
P -K4 1 ...
P - Q4 2 P - QB4
This is the move generally adopted by Marshall
in Pawn and Move or Pawn and Two Moves games.
It is considered to give Black good opportunities for
development and attack.
P - K5 3
This move is the invention of Mr. Stutz, and the
sacrifice of a pawn, followed eventually by another,
constitutes the Stutz Gambit.
3 P X P
B - Q3 4 Q - R4 ch.
Kt - Q2 5 Q X P ch.
This capture is not advisable. It is seldom sound
to grab pawns with the Queen early in the game, and
a developing move was absolutely necessary here.
Kt - K4 6 Kt - Q B3
Kt - KB3 7 Q - R4 ch.
290 CHESS STEP BY STEP
Q-B2 at once was better. The check did no good
and merely developed a piece for White.
B - Q2 8 Q - B2
Castles 9 Kt - B3
R - Ki 10 Kt - Q4
Kt (B3) - Kts 11 P - K Kt3
Kt-K4 might have prolonged the struggle, but
Black’s position is very bad.
P - Q B4 12 P X P e. p.
B x P 13 Kt X B
Diagram 129
BLACK
WHITE
After Black’s 13th move Kt X B.
ILLUSTRATIVE GAMES 291
This, of course, is not a good move, but in view of
White’s magnificent development, it is difficult to
suggest a better one.
Kt - B6 ch. 14 Resigns
Because after K-Qi, Kt-B7 Mate.
This game has been splendidly conducted by Mr.
Stutz, and is a good example of the difficulties with
which Black is confronted when yielding the odds of
Pawn and Two Moves to an aggressive player.
THE RULES OF CHESS
THE RULES OF CHESS
The following are the Rules of Chess as generally
accepted throughout the United States and Europe.
It is very seldom that disputes occur which cannot
easily be settled by reference to these rules, but
should any case arise which does not seem to be
covered by them, the parties in disagreement should
always consent to having it adjudicated by a disin¬
terested third party. Failing this, the question in
dispute should be submitted to some impartial
authority, such as the Committee of any well-
established Chess Club, who will always be glad to
arbitrate any legitimate question involving an inter¬
pretation of the rules.
LAWS FOR THE REGULATION OF GAMES PLAYED
OVER THE BOARD
From these laws the King-move penalty is omitted
because (i) illegal moves in games of any importance are
now of rare occurrence and certainly not intentional;
(2) the King-move penalty, involving possibly the loss of
the game, is too severe; (3) where there is a time limit the
loss of time in making an illegal move, retracting the same,
and substituting a legal move is sufficient punishment;
(4) the King-move penalty may destroy the sequence of
play; and (5) in European countries this penalty has been
abolished for some years.
295
296 CHESS STEP BY STEP
1. Right to First Move
In the absence of agreement to a different effect:
(a) The player of the White men makes the first move in
the game; and
(b) In a series of games between the same two players,
at one sitting or in one match, no two consecutive games
are begun by the same player.
2. Error as to Board or Men
(a) If the board is improperly placed, the player whose
turn it is to play may require that the misplacement be
rectified, but the rectifying must be accomplished by so
shifting the men as to preserve the position.
(b) If there has been an initial error as to the men
placed on the board, or as to the square on which some man
was placed, and the error has not been rectified and the
game is still not finished by resignation or otherwise, the
player whose turn it is to play may require that the game
be annulled.
3. Adjustment
A player, in his own turn to play, may adjust any man,
White or Black, provided that before touching the man
he gives notice of his intention to adjust it.
4. Touching Men
[Touching accidentally, touching in the removal of a man accidentally
placed on the board, touching in the replacement of a man which has
accidentally been displaced from a square or knocked off the board or
overturned—or which, by mistake, has been removed from the board
otherwise than, but as if, in making a move—and touching in the
fulfilment of any requirement made under this code, are excluded.
It is understood that no penalty attaches to the touching of a man
which is not on the board and which the player does not, in the same
turn to play, place on the board.]
(a) If a player, in his own turn to play, touches a man
which he can legally move (or take) and does not move
(or take) this man but moves otherwise, his opponent,
before touching a man, may require him to retract the
move so made and to move (or take) the aforesaid man.
(b) If a player, in his own turn to play, touches his
King and also a Rook with which he can legally Castle,
THE RULES OF CHESS 297
and does not Castle with this Rook but moves otherwise,
his opponent, before touching a man, may require him to
retract the move so made and to Castle with the aforesaid
Rook.
(c) If a player, in Castling, moves and quits the Rook
before touching his King, his opponent, before touching a
man, may require that the move made with the Rook be
treated as a complete move.
(d) If a player, in his opponent’s turn to play, touches a
man, he may be treated, when next it is his own turn to
play and if that man is then on the board, as if he had
touched it in his own turn.
5. Illegal Moves
If a player, in his own turn to play, makes an illegal
move, he must retract this move and may be treated as
having touched whatever man or men he touched in
making it.
6. Games Treated as Drawn
(a) A game in which Checkmate has not taken place
may, by agreement between the players, be treated as
Drawn.
(b) A game in which Stalemate has taken place is
treated as Drawn.
(c) A game is treated as Drawn if the player whose turn
it is to play claims, before touching a man, that the game
be treated as drawn and proves
That the last fifty moves on each side have been made
without a capture of a man and without a move of a
Pawn; or
That the existing position existed in the game and at the
commencement of his turn to play not less than twice
before the present turn; or
That, should the game continue, he can subject the
adverse King to an endless series of checks.
7. Games Forfeited or Resigned
A player forfeits the game
(a) If he wilfully upsets the man or wilfully falsifies the
position by removing or adding any man;
298 CHESS STEP BY STEP
(b) If, without the consent of his opponent, he uses for
the conduct of the game a second board and men;
(c) If, without the consent of his opponent, he refers
for the conduct of the game to anything printed or written
that treats of Chess;
(d) If, without the consent of his opponent, he requests
assistance in the conduct of the game;
(e) If he refuses to comply with a legal requirement
made by his opponent;
(f) If he refuses to abide by the laws of the game.
Provided in any case that the opponent specifies the
offense committed, and claims, on the ground of this offense,
that the game be forfeited; provided also that the opponent,
after knowledge of the offense, has completed no move in
the game.
A game which a player has forfeited or resigned is treated
as if his opponent had won it.
DEFINITIONS AND FUNDAMENTAL LAWS
1. The Chessboard and Its Position
(a) The “chessboard” is a square divided into sixty-four
equal squares, of which thirty-two are coloured light and
thirty-two dark and no two having a side in common are
of the same colour. The light squares are called “white”
and the dark squares “black.”
(b) In a game between two players the chessboard—
assuming that the players are on opposite sides of it and
are facing each other—is properly placed when each player
has a white square at his right-hand corner of the board.
2. File, Rank, and Diagonal
The chessboard being placed between the players, a con¬
tinuous line of squares which crosses the board and is at
right angles to each player’s side of the board is called a
“file,” and a continuous line of squares which crosses the
board and is at right angles to the other two sides of the
board is called a “rank.”
A “diagonal” is a continuous line of squares which crosses
the board and has no two squares of the same rank or file.
THE RULES OF CHESS 299
3. Names of the Ranks
The rank nearest to a player is called his “first” rank,
the rank next to his first rank is called his “second” rank,
and so on to the “eighth” rank. Thus the first rank of
one player is the eighth rank of the other, the second rank
of one player is the seventh rank of the other, and so on.
4. The Chessmen
(a) There are sixteen “chessmen” for each player—
namely, eight “pieces” and eight “Pawns.” One player’s
chessmen are of a light colour and his opponent’s are of a
dark colour. The one colour is called “white” and the
other “black.”
(b) The eight pieces for each player are one “King,”
one “Queen,” two “Rooks,” two “Bishops,” and two
“Knights.”
(c) The word “man” is used as a general name lor any
piece or Pawn.
(d) Throughout the game the white men belong to the
same player and the black men to his opponent.
5. Man Standing on a Square. Adjustment
(a) A man stands on a square if the centre of the man’s
base is on some point within the boundary of the square.
(b) To “adjust” a man—already standing on a square
but not having the centre of its base on the centre of the
square—is to place the man so that the centre of its base
is nearer to, or on, the centre of the square.
6. Initial Position
Before the commencement of an ordinary game the
white pieces are placed one on each square of the first rank
of the player of the white men, and in the following order,
from this player’s left to his right: Rook, Knight, Bishop,
Queen, King, Bishop, Knight, Rook; and the black pieces
are placed one on each square of the first rank of the
player of the black men, and in the same order, from this
player’s right to his left. For each player his Pawns are
placed one on each square of his second rank. The thirty-
two men, thus placed, constitute in an ordinary game the
“initial position.”
300 CHESS STEP BY STEP
7. Names of the Rooks, Bishops, and Knights
Of a player’s Rooks, Bishops, and Knights, the Rook,
Bishop, and Knight which in the initial position of an
ordinary game stand nearer to his King are called his
“King’s Rook,” “King’s Bishop,” and “King’s Knight”;
and the Rook, Bishop, and Knight which stand nearer to
his Queen are called his “Queen’s Rook,” “Queen’s
Bishop,” and “Queen’s Knight.”
8. Names of the Files
The file on which in the initial position in an ordinary
game each player’s Queen’s Rook stands is called the
“Queen’s Rook’s” file, the next file is called the “Queen’s
Knight’s” file, and so on to the “King’s Rook’s” file.
9. Names of the Squares
Each square of a player’s first rank is named for him as
the square (or the “first” square) of the piece which stands
on it in the initial position in an ordinary game, and each
remaining square of the file of this piece is named for the
player as the piece’s “second,” “third,” “fourth,” “fifth,”
“sixth,” “seventh” or “eighth” square, according to rank.
Thus the King’s square (or King’s first square) of one
player is the King’s eighth square of the other player; the
King’s second square of one is the King’s seventh square
of the other, and so on.
10. Names of the Pawns
Each Pawn is named as belonging to the piece (of the
same colour) on the file of which it is standing. When a
player has on a file more Pawns than one, they are dis¬
tinguished by the words “first,” “second,” etc., the Pawn
farthest from the player’s first rank being the first.
11. Commanded Square
A square is commanded by:
A King, when that square is adjacent to the square on
which the King is standing;
A Queen, when that square and the square on which the
Queen is standing are of the same rank or file or diagonal
THE RULES OF CHESS 301
and there is no man standing directly between the two
squares;
A Rook, when that square and the square on which the
Rook is standing are of the same rank or file and there is no
man standing directly between the two squares;
A Bishop, when that square and the square on which the
Bishop is standing are of the same diagonal and there is
no man standing directly between the two squares;
A Knight, when that square and the square on which the
Knight is standing are as near to each other as, without
being of the same rank or file or diagonal, it is possible
for two squares to be;
A Pawn, when that square and the square on which the
Pawn is standing are adjacent squares of the same diagonal,
the square on which the Pawn is standing being the nearer
to the first rank of the Pawn’s player.
12. Check
A player’s King is in Check when an adverse man com¬
mands the square on which this King is standing.
13. A Move, Legal Move, Illegal Move
(a) Apart from Castling, taking a Pawn in passing, and
promoting a Pawn (which are hereinafter described), a
player “moves” (or “makes a move”) when he removes
a man from the square on which it is standing and places
it on another square, removing from the board the man
(if any) standing on that other square.
(b) When a player transfers a man from one square to
another, the man may be said to “move.”
(c) A “legal” move is a move made in accordance with
the laws of Chess. An “illegal” move is a move not made
in accordance with the laws of Chess.
14. Order of Moving. Reply (or Reply-Move). First
Player and Second Player
(a) In the absence of agreement to a different effect, the
players move alternately throughout the game, each making
one move in his turn to play.
(b) A player’s move, made in his turn to play, is a
302 CHESS STEP BY STEP
“reply” (or “reply-move”) to the preceding move (if any)
made by his opponent.
(c) The player who makes the first move in the game is
called the “first” player. His opponent is called the
“second” player.
15. Moves of the Men
[It Is understood that when, in this law, a square is spoken of as
“occupied” (or “unoccupied”), the word “occupied” (or “unoccu¬
pied”) has reference to the state of the square at the commencement
of the turn to play. Also that a player’s second rank is a higher rank
than his first rank, his third a higher rank than his second, and so on.]
(a) Subject to the conditions that a player may not
make a move except in his turn to play, and may not
transfer from one square to another a man of his opponent’s,
and may not transfer a man of his own from the square on
which it is standing to a square occupied by a man of his
own, and may not place or leave his own King in check;
A piece can move from the square on which it is standing
to any square that it commands; and
A Pawn can move, without changing file, from the rank
on which it is standing to the square, if unoccupied, of its
player’s next higher rank, or, at its first move in the game,
to the square, if unoccupied, of its player’s fourth rank,
provided that the file’s third rank square (which the Pawn
in this case is said to “pass over”) is also unoccupied.
A Pawn can move from the square on which it is standing
to a square which it commands, if this square is occupied
by an adverse man, or, at the preceding move, was passed
over by an adverse Pawn.
(b) When a piece or Pawn moves to a square which it
commands and which is occupied by an adverse man, the
adverse man is removed from the board and has been
“taken” (or “captured”). When a player takes (or
captures), the man of his own thus moved may be said to
“take” or “capture.”
(c) When a Pawn moves to a square which it commands
and which at the preceding move was passed over by an
adverse Pawn, the adverse Pawn is removed from the
board and has .been “taken (or captured) in passing.”
THE RULES OF CHESS 303
The player of the first-mentioned Pawn has thus made a
move with capture.
(d) When a player advances a Pawn to a square of his
eighth rank, he must, in the same turn to play, either
substitute for the Pawn a piece of its own colour—namely,
Queen or Rook or Bishop or Knight, placing the piece on
the square attained by the Pawn, or name the Pawn
(without removing it from the board) as a Queen or Rook
or Bishop or Knight. The Pawn thus succeeded by a
piece or named as a piece has been “promoted” and its
player has made a move including the “promotion” of a
Pawn.
(e) When (it being understood that a player may not
place or leave his King in Check) certain conditions are
fulfilled, a player, in his turn to play, may move his King
and a Rook in one and the same move. This move is
called “Castling.” The conditions are: (i) Neither the
King nor the Rook has moved in the game; (2) the King
is not in Check; (3) of the squares directly between the
King’s square and the Rook’s square none is occupied and
that which is next to the King’s square is not commanded
by an adverse man.
In Castling, the King moves to King’s Knight’s Square
and the King’s Rook to King’s Bishop’s Square (this move
is called “Castling with King’s Rook” or “Castling on
King’s side”) or the King moves to Queen’s Bishop’s
Square and the Queen’s Rook to Queen’s Square (this move
is called “Castling with Queen’s Rook” or “Castling on
Queen’s side).”
16. Game Played Over the Board
A game played “over the board” is a game in which the
moves of each side are made under the immediate observa¬
tion of the opposing side.
17. Complete Move
When a game is played over the board
A move consisting in the transfer of a man from one
square to another square (without or with a capture) is
“complete” when the player has quitted the transferred
304 CHESS STEP BY STEP
man and has removed from the board the captured man
(if any); and
A move consisting in advancing a Pawn to the eighth rank
(without or with a capture) and promoting the pawn is
complete when the player has removed the Pawn from the
board and placed in its stead a piece on the board and
quitted this piece (or, without removing the Pawn from
the board, has quitted the Pawn and has named it as a
piece), and has removed from the board the captured man
(if any); and
Castling is complete when the player has quitted both
the King and the Rook.
An illegal move may be complete.
18. Complete Turn to Play
A turn to play is complete when a player has made
in it a legal move.
19. Record of a Move
A “record” of a move is an expression of the move in
writing or in print.
20. Sealed Move. Complete Sealed Move
(a) When, at the adjournment of a game played over the
board, the player whose turn it is to play, instead of
making his move under the immediate observation of his
opponent, makes a record of his move, which record, until
the resumption of play, is not to be disclosed to anyone
and is to be accessible to neither player, the move thus
recorded is called a “sealed” move.
(b) A sealed move is complete when the record of it has
passed out of the player’s possession.
21. Checkmate
(a) When the King of the player whose turn it is to play
is in Check and no legal move is possible, “Checkmate”
(or “mate”) has taken place and the player (or his Kinej
is “Checkmated” (or “Mated”).
(b) The player who by a legal move has Checkmated his
opponent has wqn the game.
1
THE RULES OF CHESS 805
22. Stalemate
When the King of the player whose turn it is to play is
“not in Check” and no legal move is possible, “Stalemate”
has taken place and the player (or his King) is “Stale¬
mated.”
23. Drawn Game
A game which, whatever legal moves are made, cannot
be won, is called a “Drawn” game.
24. Position. Identical Positions
(a) At the commencement of a turn to play, the men
on the board, as they then stand, constitute the “position.”
(b) For the purpose of this code, two positions are iden¬
tical if the total number of men in the one position is the
same as the total number of men in the other, and also
for every man in the one position there is in the other a man
of the same colour and name standing on the same square,
it being understood that two squares are the same if for
the player of the white men they have the same name
and that, for the purpose of this law, the names of men
are simply King, Queen, Rook, Bishop, Knight, and Pawn.
[Thus merely making White’s King’s Rook and Queen’s Rook ex¬
change the squares on which they are standing does not alter a position.]
25. Game Played by Correspondence
A game played “by correspondence” is a game in which
the moves of neither side are made under the immediate
observation of the opposing side, but each move of each
side is made known to the opposing side by means of a
record.
26. Games Played by Consultation
A game played “by consultation” is a game in which
at least one side consists of two or more players sharing
the responsibility for each move of the side.
306 CHESS STEP BY STEP
27. Game at Odds
A game “at odds” is a game before the commencement
of which some advantage is conceded by one side to the
other.
[For example, if A, about to play with B, undertakes to play without
his Queen’s Rook if B will play without his Queen’s Knight, A offers B
the odds of the difference in value between a Rook and a Knight.]
28. Blindfold Game
A “blindfold” game is a game in which at least one side
plays without sight of the chessmen.
The End
)
DATE DUE
ELLS BINDERY
W
ALTHAM, MASS.
JAN. 1943