Page:The chess-player's text book.djvu/83

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TEXT BOOK.
71
WHITE. BLACK.
5. K. to Q.'s 5th. 5. K. moves.
6. K. to Q. B.'s 4th. 6. K. moves.
7. R. to K.'s 2nd. 7. Kt. to Q. R.'s 6th. Ch.
8. K. to Q. Kt.'s 4th. 8. Kt. to Q. Kt.'s 8th.
9. R. to Q. Kt.'s 2nd. And wins the Knight.[1]

The following (see Diagram 34) is an example of a drawn game with these forces :—

WHITE. BLACK.
1. Kt. to K. B's. 2nd. Ch.
2. K. to his Kt.'s 6th. 2. Kt. to Q.'s sq.
(And the game must be drawn.)

He may also, as Lolli remarks, play the Kt. to Q.'s 3rd, and prevent your Check-mating him. or gaining the Kt. : but if he venture in this situation to move him to the corner sq., giving Ch., you inevitably win the game.

For suppose :—

WHITE. BLACK.
2. Kt. to K. B.'s sq. Ch.
3. K. to his B.'s 6th.
(Observe now that the Kt. is completely imprisoned.)[2]
3. K. to his Kt.'s sq.
4. R. to Q.'s 7th.
(Evidently either winning the Kt. or, if the King is moved, Check-mating next move.)

THE KING WITH A ROOK AND PAWN AGAINST THE KING AND A BISHOP.

Since the Rook. as you have seen, can occasionally win against the Bishop, it is reasonable to suppose that, with


  1. The merit of showing the way to win in this and several other positions of the same description, is due to the late Mr. C. Forth, of Carlow.
  2. When harassed by the checks of an adverse Kt. towards the end of a game, young players should remember that, by placing their King as above on the third diagonal square from where the Kt. stands, it takes the latter three moves to get into a position to check again.