Page:Through the looking-glass and what Alice found there (IA throughlookinggl00carr4).pdf/27

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White Pawn (Alice) to play, and win in eleven moves.


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1. Alice meets R. Q. 32

2. Alice through Q's 3d (by railway) 45

to Q's 4th (Tweedledum and Tweedledee) 51

3. Alice meets W. Q. (with shawl) 84

4. Alice to Q's 5th (shop, river, shop) 94

5. Alice to Q's 6th (Humpty Dumpty) 104

6. Alice to Q's 7th (forest) 146