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GAMES OF SKILL.
419

only show weak play, and would enable white to win in a few moves, or at any rate to obtain a rook and a pawn in exchange for a knight. Black’s best answer is the following:

2. Q. Kt. to B. 3.

Black thus defends his pager has the advantage of a counter-attack.

King's Knight's Gambit.—This is a variation of the king’s gambit brought about by white at his fourth move advancing the K. R. P. before bringing out his K. B. This variation brings out some fine play, but is not so strong for the first player as the king's gambit proper. The Allgaier gambit springs from this opening.

White. Black.
1. P. to K. 4. 1. P. to K. 4.
2. P. to K. B. 4. 2. P. takes P.
3. K. Kt. to B. 3. 3. P. to. K. Kt. 4.
4. P. to K. R. 4. 4. P. to. K. Kt. 5 (best).
5. K. Kt. to K. 4.

By white’s Last move the game emerges into the Allgaier, Black’s best move now is

5. P. to K. R. 4.
6. K. B. to Q. B. 4. 6. R. to K. 2.

This move of black’s is considered better than K. Kt. to R. 3.

7. P. to Q. 4. 7. P. to Q. 3.
8. Kt. to Q. 3. 8. K. B. P. advances.

If white now plays K. Kt. P., black has the best of the game keeping the gambit pawn. If white attacks queen with bishop, black will give check with pawn, and have the stronger game. Most authorities consider this opening weak for the first player.

The Allgaier Gambit.—This opening, the invention of a noted German from whom it takes its name, arises out of the king's knight's gambit, as detailed in the preceding paragraph. It is not a safe opening, although, if successful, it will prove a strong one. When properly met, the siege is soon raised, and the second player will stand in the better position, It is, however, a fine opening, and requires cautious play on both sides. It is as follows:

White. Black.
1. P. to K. 4. 1. P. to K. 4.
2. P. to K. B. 4. 2. P. takes P.
3. K. Kt. to B. 3. 3. P. to. K. Kt. 4.
4. P. to K. R. 4. 4. P. to. K. Kt. 5
5. K. Kt. to K. 4.

White’s fifth move constitutes the Allgaier gambit, white intending to sacrifice the knight if attacked by the pawns. Black may replay in several ways, but in our opinion his best move is the following:

5. P. to K. R. 3.

Black by this move wins the knight

6. Kt. takes K. B. P. 6. K. takes Kt.
7. Q. takes P. 7. K. Kt. to B. 3.
8. Q. takes B. P.

The last move is much better than giving check with the bishop, which would only have the effect of involving white’s game. Walker says, "No better move can be played at this crisis" It will be good practice for the student to continue the above opening, and exercise his ingenuity by finishing the game.

The Muzio Gambit—This is another variation of the king’s and is produced by white offering to sacrifice knight in order to gain a strong attacking position. It is the invention of Signor Muzio, an Italian player of some eminence. Walker says this may be classed as the most brilliant and critical opening known, and recommends the student to play it at every opportunity; he also throws out the warning that an incorrect move may irrecoverably lose the game. The defense is most difficult to discover in actual play.

White. Black.
1. P. to K. 4. 1. P. to K. 4.
2. P. to K. B. 4. 2. P. takes P.
3. K. Kt. to B. 3. 3. P. to. K. Kt. 4.
4. K. B. to Q. B. 4. 4. K. Kt. P. advances.
5. Castles.

This move constitutes the gambit; for, instead of white withdrawing his Kt., or moving it to Q. 4, he allows it to remain and be taken. It now rests with black whether he will accept the gambit. Walker says he cannot do better.

5. takes Kt.
6. Q. takes P. 6. Q. to K. B. 3 (best).

This last move is Sarratt's defense, which is clearly shown to be the best.

7. K. P. advances 7. Q. takes K. P.

This is black's best move, for, if he did not take P., white at ortce obtains the advantage by playing P. to Q. 2, defending K. P. If black play Q. to Kt. 3. (ch.), white moves K. to R. sq., and ought to win.

The Scotch Gambit, or Queen’s Pawn Two Opening.—This gambit has a fine, dashing attack, and one of its advantages is, that in case it should miscarry, the disaster is comparatively slight. "It is," as Walker says, "one of the most attacking yet safe methods of commencing the game which can possibly be adopted." Again, "It is alike fertile in resource and safe in results.":

White. Black.
1. P. to K. 4. 1. P. to K. 4.
2. K. Kt. to B. 3. 2.Q. Kt. to B. 3.
3. P. takes Q. 4.

The third move of white gives it the name of the Queen’s Pawn Two Opening. White plays the pawn for the purpose of opening the game, especially for his bishops. Black may now take the pawn either with his P, or Kt. We will suppose him to do the former, which we consider best:

3. P. takes P.
4. K. B. to Q. B. 4.

Some players now give black’s fourth move as B. to Q. Kt. 5 (ch.); but this is a decidedly bad move, and with an indifferent player would lose the game. Black’s best move is that introduced by Macdonnell, and described by Walker as a sound defense. We give it below:

4. Q. to K. B. 3.

White may now castle, or play P. to Q. B. 3; either of which is better than Kt. or B. to K. Kt. 5.

HOW TO FINISH THE GAME.

Having now considered the "Hints for Commencing the Game," and studied most of the principal openings, we must say a few words with regard to finishing the game. It is often very difficult to checkmate when you have a king, bishop, and knight against a king. Although possessing the requisite mating power, good players have often failed to accomplish the