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END GAMES
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Example III.—White King, Bishop and Knight Against Black King and Pawn.

The White King occupies QB6, the White Bishop Q6, the White Knight Q7, the Black King QR3 and the Black Pawn QKt.4, as indicated on diagram xvii.

The Knight is generally used to best advantage in the Middle Game, as his progress is not hampered by intervening forces, but in this illustration of an End Game, he is used most successfully in conjunction with the Bishop. The student will see that Black's only hope lies in queening his Pawn, for then he will be as well off as if he had not already lost his Queen. His efforts are in vain, however, for White wins in six moves. The game is notated thus:

white. black.
1. B—Kt.4 K—R2
2. B—B5 (ch.) K—R.!
3. K—Kt.6 P—Kt.5
4. K—R6 P—Kt.6
5. B—Q6 P—Kt.7
6. Kt.—Kt. 6, (mate).