# Hoyle's Games Modernized/Chess Open 2

CHESS: Introduction — Open Games (1) — Open Games (2) — Close Games — The End Game — Observations and Bibliography
THE RUY LOPEZ.
This Opening, invented by the Spaniard Ruy Lopez in the sixteenth century, is still resorted to in tournaments and matches, where caution and safety are essential. Instead of developing the Bishop to Q B 4 with the intention of an attack upon Black's weakest point—viz., the K B P, White plays 3. B to Q Kt 5, threatening 4. B takes Kt, and 5. Kt takes P. In answer to 3. B to Kt 5, Black may play 3. ... P to Q R 3; 3. ... K Kt to B 3 (best); 3. ... K Kt to K 2 (not so good); 3. ... B to B 4; 3. ... Kt to Q 5 (not to be recommended); 3. ... P to Q 3 (a safe, but dull defence); 3. ... P to B 4 (risky); and 3. ... P to K Kt 3, the latter involving the development of the K B to Kt 2.
White's replies are, in answer to 3. ... P to Q R 3; 4. B takes Kt; or 4. B to R 4. And in answer to 3. ... Kt to B 3; 4. Kt to B 3; 4. P to Q 3; 4. Q to K 2; 4. P to Q 4, or 4. Castles.
The main defences are 3. ... P to Q R 3, and 3. ... Kt to B 3. The latter is to be preferred; for to a certain extent the White Bishop is not in such a favourable position at Kt 5 as at R 4; it should, therefore, not be driven into a better one.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to K B 3 | 2. | Kt to Q B 3 |
| 3. | B to Kt 5 | | |
These moves complete the Ruy Lopez Opening.
| | ... | 3. | P to Q R 3 |
| 4. | B to R 4 | | ... |
    White could here temporarily win a pawn with 4. B takes Kt, Q P takes B, 5. Kt takes P. But 5. ... Q to Q 5 wins it back for Black; it is, therefore, useless to exchange the powerful King's Bishop.
| | ... | 4. | Kt to B 3 |
| 5. | P to Q 3 | 5. | P to Q 3 |
This is the quietest form of the Lopez and may be adopted with safety.
| 6. | Kt to B 3 | 6. | B to Q 2 |
| 7. | Castles | 7. | B to K 2 |
| 8. | P to Q 4 | 8. | P to Q Kt 4 |
| 9. | P takes P | 9. | Q Kt takes P |
| 10. | Kt takes Kt | 10. | P takes Kt |
| 11. | B to Kt 3 | 11. | Castles |
| 12. | B to Kt 5 | 12. | P to Q R 4 |
A good move, as it anticipates White's advance of the Q R P, and thus renders the Queen's side safe.
| 13. | B takes Kt | 13. | B takes B |
| 14. | P to Q R 4 | 14. | P to Kt 5 |
It would be bad to play here 14. ... P takes P, because it not only would give White an open Rook's file, but also isolate Black's R P and Q B P, a weakness from which he could not recover against the best play.
Neither side has so far gained any material advantage.
Second Variation.
Repeat the first five moves on either side.
| 6. | P to B 3 P to K Kt 3 |
| 7. | Q Kt to Q 2 B to Kt 2 |
| 8. | Kt to B sq. Castles |
| 9. | Kt to Kt 3 P to Q Kt 4 |
| 10. | B to B 2 P to Q 4 |
| 11. | Castles Q to Q 3 |
Even game. :
Third Variation.
Repeat first four moves on either side.
| 5. | P to Q 3 B to B 4 |
| 6. | P to B 3 Q to K 2 (!) |
| 7. | Castles Castles |
| 8. | P to Q 4 B to Kt 3 |
| 9. | B takes Kt Kt P takes B |
| 10. | Kt takes P Kt takes P |
| 11. | R to K sq. P to K B 4 |
| 12. | Kt to Q 2 Q to B 3 |
Even game. :
Fourth Variation.
Repeat first four moves as above.
| 5. | Castles Kt takes P |
| 6. | P to Q 4 P to Q Kt 4 |
| 7. | Kt takes P Kt takes Kt |
| 8. | P takes Kt P to Q 3 |
| 9. | P takes P Kt takes P |
| 10. | B to Kt 3 B to K 2 |
| 11. | Q to B 3 R to Q Kt sq. |
Not 11. ... B to Kt 2, because of 12. B takes P ch., Kt takes B; 13. Q takes B, &c.
About an even game.
At the present day, however, as we have said, the defence of 3. ... P to Q R 3 is discarded by the best authorities in favour of 3. ... Kt to K B 3. The game may then proceed as follows:
| 4. | Castles | 4. | Kt takes P |
| 5. | P to Q 4 | 5. | B to K 2 |
| 6. | Q to K 2 | 6. | Kt to Q 3 (!) |
| 7. | B takes Kt | 7. | Kt P takes B (!) |
    If 7. ... Q P takes B, White would obtain an advantage by 8. P takes P, Kt to B 4; 9. R to Q sq., B to Q 2; 10. P to K 6 (!), P takes P; 11. Kt to K 5, Kt to Q 3 (or B to Q 3); 12. Q to R 5; ch., P to Kt 3; 13. Kt takes Kt P, and wins.
| 8. | P takes P | 8. | Kt to Kt 2 (!) |
| 9. | Kt to B 3 | 9. | Kt to B 4 |
| 10. | Kt to Q 4 | 10. | Castles |
    The tempting move 10. ... B to R 3, winning the exchange, would be unsound, because of White's reply 11. Q to Kt 4, Castles; 12. B to R 6, &c.
Another variation proceeds as follows:
| 4. | P to Q 4 | 4. | P takes P |
| 5. | Castles | 5. | B to K 2 |
| 6. | P to K 5 | 6. | Kt to K 5 |
| 7. | R to K sq. | 7. | Kt to B 4 |
| 8. | B takes Kt | 8. | Q P takes B (!) |
| 9. | Kt takes P | 9. | Castles |
| 10. | B to K 3 | 10. | R to K sq. |
| 11. | Kt to Q B 3 | 11. | Kt to K 3 |
| 12. | Kt to B 5 | 12. | Kt to B sq. |
| Even game. ||||
The remaining Openings, though not less important, we shall be compelled to deal with more briefly. It must, however, be remembered that it is only the first three or four moves on either side (or even less) which constitute a given Opening. All beyond these are optional, though in many instances the best moves in continuation on either side have been ascertained by careful analysis, and these are consequently known, among players, as "book" moves.
PHILIDOR'S DEFENCE.
After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the attacked King's pawn with 2.... P to Q 3, and this constitutes Philidor's Defence.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to K B 3 | 2. | P to Q 3 |
| 3. | P to Q 4 | 3. | P takes P |
| 4. | Kt takes P | | ... |
If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt 5, B to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B takes Kt. Q takes B; 9. Q takes Q, P takes Q; 10. Kt to B 3, and Black has two Bishops against two Knights, and an open Kt and K file for his Rooks, and consequently the advantage.
| | ... | 4. | Kt to K B 3 |
| 5. | B to Q B 4 | 5. | B to K 2 |
Equal game.
Second Variation.
| 1. | P to K 4 P to K 4 |
| 2. | Kt to K B 3 P to Q 3 |
| 3. | B to B 4 P to K B 4 |
| 4. | P to Q 4 K P takes P |
| 5. | Kt to Kt 5 Kt to K R 3 |
| 6. | Kt takes P Q to K 2 |
| 7. | Q to R 5: ch. K to Q 2 |
| 8. | B to Kt 5 Q takes P: ch. |
| 9. | K to Q 2 Q to Kt 5 |
| 10. | Q to Kt 6 R takes Kt |
| 11. | B to Q 5 P to B 3 |
| 12. | P to K R 3 Winning the Q. |
Third Variation.
Repeat the opening of second variation up to Black's fourth move.
| 4. | ... B P takes P |
| 5. | Kt takes P P takes Kt |
| 6. | Q to R 5: ch. K to Q 2 |
| 7. | Q to B 5: ch. K to B 3 |
| 8. | Q takes P (K 4) P to Q R 3 |
| 9. | P to Q 5: ch. K to Kt 3 |
| 10. | B to K 3: ch. B to B 4 |
| 11. | B takes B: ch. K takes B |
| 12. | P to Kt 4: ch. K takes P |
| 13. | Kt to Q 2 Q to B 3 |
| 14. | R to Kt sq.: ch. K to R 5 |
| 15. | P to Q B 3 P to Q R 4 |
| 16. | B to Kt 5: ch. K to R 6 |
| 17. | Kt to B 4: ch. K takes P |
| 18. | R to Kt 2: ch. K to R 8 |
| 19. | Castles: checkm. |
This variation has been selected to illustrate mate being given by castling.
THREE KNIGHTS' GAME.
The Three Knights' Game is brought about if, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The following is an example:
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to K B 3 | 2. | Kt to Q B 3 |
| 3. | Kt to B 3 | 3. | B to Kt 5 |
| 4. | B to Kt 5 | 4. | K Kt to K 2 |
| 5. | P to Q 4 | 5. | P takes P |
| 6. | Kt takes P | 6. | Castles |
Even game.
FOUR KNIGHTS' GAME.
If Black moves 3. ... Kt to B 3, the previous moves being the same as in the Three Knights' Game, it is called the Four Knights' Game. It is convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into a Double Ruy Lopez, if Black replies 4. ... B to Kt 5.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to Q B 3 | 2. | Kt to K B 3 |
| 3. | Kt to B 3 | 3. | Kt to B 3 |
| 4. | B to Kt 5 | 4. | B to Kt 5 |
| 5. | Castles | 5. | Castles |
| 6. | Kt to Q 5 | 6. | Kt takes Kt |
| 7. | P takes Kt | 7. | P to K 5 |
| 8. | P takes Kt | 8. | P takes Kt |
| 9. | Q takes P | | |
If White had played 9. P takes Q P, Black's best reply would have been 9. ... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies 9. ... B takes Kt P, with a promising attack.
| | ... | 9. | Q P takes P |
| 10. | B to K 2 | 10. | B to Q 3 |
Even game.
THE VIENNA OPENING.
If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the Vienna Opening is the result. The Q Kt does not act immediately, but rather seems to relinquish the advantage of the first move; but this is only apparently so. For in all Openings the Q Kt plays an important rôle, and, having this piece in play, White soon resumes the attack, and with increased vigour in certain variations.
The defences for Black are—2. ... B to B 4; 2. ... B to Kt 5; 2. ... Kt to Q B 3; 2. ... Kt to K B 3. The latter yields the most satisfactory results. 2. ... Kt to Q B 3 may lead to the Steinitz Gambit, a difficult game for both sides; whilst 2. ... B to Kt 5 is the least satisfactory variation of all.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to Q B 3 | 2. | Kt to K B 3 |
| 3. | P to B 4 | 3. | P to Q 4 (best) |
In this variation it is not advisable to take the offered Gambit pawn, though Black might have done so if he had played 2. ... Kt to Q B 3 instead of 2. ... Kt to K B 3.
| 4. | B P takes P | 4. | Kt takes P |
| 5. | Q to B 3 | 5. | Kt to Q B 3 |
| 6. | B to Kt 5 | | ... |
    If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3 (best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt takes P: ch. &c.
| | ... | 6. | Kt takes Kt |
| 7. | Kt P takes Kt (!) | 7. | B to K 2 |
| 8. | P to Q 4 | 8. | B to K 3 |
| 9. | Kt to K 2 | 9. | Castles |
| 10. | Castles | | |
| With a very good game. ||
| 1. | P to K 4 P to K 4 |
| 2. | Kt to Q B 3 B to B 4 |
| 3. | P to B 4 P to Q 3 |
| 4. | Kt to B 3 Kt to K B 3 |
| 5. | B to B 4 Kt to B 3 |
| 6. | P to Q 3 B to K Kt 5 |
| 7. | Kt to Q R 4 B to Kt 3 |
| 8. | Kt takes B R P takes Kt |
| 1. | P to K 4 P to K 4 |
| 2. | Kt to Q B 3 Kt to Q B 3 |
| 3. | P to K Kt 3 B to B 4 |
| 4. | B to Kt 2 P to Q 3 |
| 5. | Kt to R 4 B to Kt 3 |
| 6. | Kt takes B R P takes Kt |
| 7. | Kt to K 2 P to B 4 |
| 8. | P to Q 3 Kt to B 3 |
THE STEINITZ GAMBIT.
This gambit is an offshoot of the Vienna Opening. It leads to a very difficult game, and the student will be well advised to avoid it. It is, however, desirable that he should know the moves of the Opening.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to Q B 3 | 2. | Kt to Q B 3 |
| 3. | P to B 4 | 3. | P takes P |
| 4. | P to Q 4 | | ... |
This constitutes the Steinitz Gambit. The White King becomes exposed to a violent attack; but if the attack fails, White is able to exchange pieces, and so obtain a superior End game, his King (an essential factor in the ending) being in better play than the Black King.
THE SCOTCH GAME AND SCOTCH GAMBIT.
Next in importance to the Ruy Lopez and the Vienna Opening is the Scotch, an Opening very frequently adopted in matches and tournaments. If after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; White plays 3. P to Q 4, it is called the Scotch Game. Black's best move is 3. ... P takes P (not 3. ... Kt takes P), and White can either retake the Pawn or leave it. In the latter case the Opening becomes the Scotch Gambit. The former Opening is considered sounder than the latter, and for that reason is met with more frequently nowadays. Formerly, when Gambits generally were more in vogue, the Scotch Gambit enjoyed corresponding popularity. A few of the most essential variations of this interesting Opening follow. First, of the Scotch game.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to K B 3 | 2. | Kt to Q B 3 |
| 3. | P to Q 4 | 3. | P takes P |
| 4. | Kt takes P | 4. | Kt to B 3 |
| 5. | Kt to Q B 3 | 5. | B to Kt 5 |
| 6. | Kt takes Kt | 6. | Kt P takes Kt |
| 7. | Q to Q 4 | 7. | Q to K 2 |
| 8. | P to B 3 | 8. | P to B 4 |
| 9. | Q to K 3 | 9. | Castles. |
| Even game. ||||
Second Variation.
Repeat the Opening up to Black's 4th move.
| 4. | ... B to B 4 |
| 5. | B to K 3 Q to B 3 |
| 6. | P to Q B 3 K Kt to K 2 |
| 7. | Q to Q 2 B takes Kt |
| 8. | P takes B P to Q 4 |
| 9. | Kt to B 3 P takes P |
| 10. | P to Q 5 Kt to Kt sq. |
| 11. | Kt takes P ... |
Even game. :
Third Variation.
Repeat Opening as before.
| 4. | ... Kt takes Kt |
| 5. | Q takes Kt Q to B 3 |
| 6. | P to K 5 Q to Q Kt 3 |
| 7. | B to K 3 Q takes Q |
| 8. | B takes Q ... |
Even game. :
THE SCOTCH GAMBIT.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | Kt to K B 3 | 2. | Kt to Q B 3 |
| 3. | P to Q 4 | 3. | P takes P |
| 4. | B to Q B 4 | | ... |
The Pawn not being re-taken, as in the Scotch Game, constitutes the Scotch Gambit.
| | ... | 4. | B to B 4 |
| 5. | Kt to Kt 5 | 5. | Kt to R 3 |
Not 5. ... Kt to K 4, which most beginners are in the habit of playing, because White would still proceed exactly as after the move given in the text, and after the exchanges Black would have the K Kt not developed.
| 6. | Kt takes B P | 6. | Kt takes Kt |
| 7. | B takes Kt: ch. | 7. | K takes B |
| 8. | Q to R 5: ch. | 8. | P to Kt 3 |
| 9. | Q takes B | 9. | P to Q 4 (best) |
| 10. | P takes P | | ... |
    If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt 5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, &c.
| | ... | 10. | R to K sq.: ch. |
| 11. | K to Q sq. | | ... |
Forming the position shown in Fig. 11.
Fig. 11. [Position after White's 11th Move.]
| | ... | 11. | R to K 4 |
| 12. | P to Q B 4 | 12. | Q to R 5 |
| 13. | Q to R 3 | 13. | Q takes B P |
| 14. | Q to B 3: ch. | 14. | Q takes Q |
| 15. | P takes Q | | ... |
| Black has the better game. ||||
Second Variation.
Repeat the Opening up to White's 6th move.
| 6. | Q to R 5 Q to K 2 |
| 7. | Castles Kt to K 4 |
| 8. | B to Kt 3 P to Q 3 |
| 9. | P to K R 3 B to Q 2 |
| 10. | P to K B 4 Kt to B 3 |
THE DANISH AND CENTRE GAMBITS.
The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, P takes P. If White continue 3. P to Q B 3, it is called the Danish Gambit, which is rarely played now. The Centre Gambit is a modification of the Scotch, and similar to it in many of the continuations. 3. Q takes P constitutes this Gambit. (Strictly speaking, it is not a Gambit, the pawn not being sacrificed.) Latterly the Centre Gambit has been somewhat neglected.
The Danish Gambit.
| | WHITE. | | BLACK. |
| 1. | P to K | 1. | P to K 4 |
| 2. | P to Q 4 | 2. | P takes P |
| 3. | P to Q B | | ... |
These moves constitute the Danish Gambit.
| | ... | 3. | P takes P |
| 4. | B to Q B 4 | 4. | Kt to K B 3 |
| 5. | Kt takes P | 5. | B to Kt 5 |
| 6. | Kt to K 2 | 6. | Castles |
| 7. | P to K 5 | 7. | Kt to K 5 |
(Or 7. ... P to Q 4, equally good, and leading to a livelier game.)
| 8. | Castles | 8. | Kt takes Kt |
| 9. | P takes Kt | 9. | B to B 4 |
And White is better developed, for the pawn minus. Still Black has a tangible advantage.
The Centre Gambit.
| | WHITE. | | BLACK. |
| 1. | P to K 4. | 1. | P to K 4 |
| 2. | P to Q 4 | 2. | P takes P |
| 3. | Q takes P | 3. | Kt to Q B 3 |
| 4. | Q to K 3 | | ... |
    Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P to Q 4, &c., but the text-move is now considered superior to the retreat of a developed piece, especially as from K 3 the range of the Queen's action on both sides should prove more advantageous to White.
| | ... | 4. | Kt to B 3 |
| 5. | Kt to Q B 3 | 5. | B to Kt 5 |
    If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K 4, P to Q 4; 7. P takes P e.p.: ch., B to K 3; 8. P takes P, Q to Q 8: ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with the better game.
PETROFF'S DEFENCE.
Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking the opponent's K P. This mode of defence is sometimes adopted if the second player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans Gambit. On the whole it yields a safe defence, although somewhat tame in the majority of variations.
THE KING'S GAMBITS.
The reader has already had several examples of Gambits, but others still remain to be described. A pawn is sacrificed in order to get a compensating advantage in a rapid development of the pieces, and an immediate attack. Formerly the Gambits were played very frequently, but more perfect knowledge of the possible defences has caused the less speculative Openings to be resorted to in preference—a tacit admission that the Gambits are for the most part hazardous for the first player, though they give rise to ingenious combinations and interesting positions.
The principal Gambits (apart from the "Evans") are the King's Knight's and King's Bishop's Gambits. From the former spring other well-known Gambits, such as the Kieseritzky, Allgaier, Muzio, &c.
THE KING'S KNIGHT'S GAMBIT.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | | ... |
This move completes the Gambit.
| ... | 3. | P to K Kt 4 |
This move has a double object. First, it protects the Gambit pawn, which would be attacked after White's necessary P to Q 4, and then it enables Black to post his B at Kt 2, which is essential, as in some variations White might play P to K R 4, when without the B at Kt 2, Black could not reply P to K R 3, because his Rook would not then be protected, and his pawns on the King's side would be broken up.
| 4. | B to B 4 | 4. | B to Kt 2 |
| 5. | P to Q 4 | 5. | P to Q 3 |
| 6. | P to K R 4 | 6. | P to K R 3 |
See previous remark. Of course, were Black now to advance the attacked pawn, he would weaken the Gambit pawn.
| 7. | P takes P | 7. | P takes P |
| 8. | R takes R | 8. | B takes R |
| 9. | Q to Q 3 | | ... |
The intention being to play P to K 5 and Q to R 7, attacking two pieces, and threatening mate. Black prevents this by—
| ... | 9. | Kt to K R 3 |
White has not as yet gained any marked advantage to compensate for the sacrificed pawn.
Black's best defence in the King's Knight's Gambit is to play 4. ... P to Kt 5, thereby forcing White to adopt either the Muzio or the Salvio attack, in either of which cases Black should get the best of the game, as we proceed to show.
THE MUZIO GAMBIT.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | 3. | P to K Kt 4 |
| 4. | B to B 4 | 4. | P to Kt 5 |
| 5. | Castles | | ... |
The Knight cannot go back to Kt sq., consequently White must either give it up or play Kt to K 5, which will be treated in the Salvio Gambit. Leaving the Knight en prise constitutes the Muzio Gambit.
| ... | 5. | P takes Kt |
The position is now as represented in Fig. 12.
Fig. 12. [Position after Black's 5th Move.]
| 6. | Q takes P | 6. | Q to B 3 |
| 7. | P to K 5 | | ... |
This further sacrifice may be regarded as compulsory. White gains time to develop his pieces, as Black has, after the capture of the K P, both King and Queen in an exposed position.
| | ... | 7. | Q takes P |
| 8. | P to Q 3 | 8. | B to R 3 |
| 9. | B to Q 2 | | ... |
Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B to B 3, &c. White has gained no material advantage.
Second Variation.
Reverting to the position after Black's 5th move (Fig. 12), instead of, as in the preceding variation, 6. Q takes P, let White play—
| 6. | P to Q 4 | ... |
This attack, if not properly met, is extremely embarrassing for Black; but, against the correct play, it is inferior to the one already given.
| | ... | 6. | P to Q 4 (best) |
| 7. | B takes P | 7. | Q B to Kt 5 |
| 8. | R to B 2 | 8. | P to Q B 3 |
| 9. | B to B 4 | 9. | B to Kt 2 |
| 10. | P to B 3 | 10. | B to R 3 |
| 11. | Kt to Q 2 | 11. | Kt to K 2 |
| 12. | Kt takes P | 12. | Kt to Kt 3 |
And Black even without Castling may assume the counter-attack with R to Kt sq., bringing the Queen into play as soon as feasible.
THE SALVIO GAMBIT.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | 3. | P to K Kt 4 |
| 4. | B to B 4 | 4. | P to Kt 5 |
| 5. | Kt to K 5 | | ... |
This move constitutes the Salvio attack. White attacks Black's K B P, intending to obtain a compensating advantage for being compelled to move his King without castling.
| | ... | 5. | Q to R 5: ch. |
| 6. | K to B sq. | 6. | Kt to Q B 3 |
| 7. | B takes P: ch. | 7. | K to K 2 |
Better here, as in most cases, than 7.... K to Q sq., for it keeps an attack upon the B in case the Kt has to move.
| 8. | Kt takes Kt: ch. | 8. | Q P takes Kt |
| 9. | B to Kt 3 | 9. | Kt to B 3 |
| 10. | P to Q 3 | 10. | Kt to R 4 |
Black has by far the better position.
THE KIESERITZKY GAMBIT.
Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, Black can play either 4. ... B to Kt 2, thus consolidating his King's pawns, which are difficult to break up, or 4. ... P to Kt 5, with the consequences shown in the Muzio and Salvio. To obviate this, White plays now 5. P to K R 4. Black's Knight's pawn cannot be defended with P to K R 3, the Bishop not being yet at Kt 2. Therefore Black's best course (B to K 2 not being good) is 5. ... P to Kt 5, to which White replies 6. Kt to K 5—the Kieseritzky, or 6. Kt to Kt 5, the Allgaier, to be considered subsequently.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | 3. | P to K Kt 4 |
| 4. | P to K R 4 | 4. | P to Kt 5 |
| 5. | Kt to K 5 | 5. | B to Kt 2 |
Black has various defences here, the best being the text-move and 5. ... Kt to K B 3.
| 6. | P to Q 4 | ... |
    If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt to K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better game.
| | ... | 6. | Kt to K B 3 |
| 7. | Kt to Q B 3 | 7. | P to Q 3 |
| 8. | Kt to Q 3 | 8. | Kt to R 4 |
| 9. | Kt takes P | 9. | Kt to Kt 6 |
| 10. | R to R 2 | 10. | Castles |
| 11. | Q to Q 3 | 11. | Kt takes B |
| 12. | K takes Kt | 12. | Kt to B 3 |
And Black has a good game.
THE ALLGAIER GAMBIT.
Here, as in the Muzio, a piece is sacrificed for an early and strong attack. The opening moves are—
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | 3. | P to K Kt 4 |
| 4. | P to K R 4 | 4. | P to Kt 5 |
| 5. | Kt to Kt 5 | | ... |
This move involves the sacrifice of the Knight, and constitutes the Allgaier.
| | ... | 5. | P to K R 3 |
| 6. | Kt takes K B P | 6. | K takes Kt |
| 7. | B to B 4: ch. | 7. | P to Q 4 |
Black gives up this pawn to free his Bishop and protect the pawn at Kt 5.
| 8. | B takes P: ch. | 8. | K to Kt 2 |
| 9. | B takes Q Kt P | 9. | B takes B |
| 10. | Q takes P: ch. | 10. | K to B 2 |
| 11. | Q to R 5: ch. | 11. | K to K 2 |
| 12. | Q to K 5: ch. | 12. | K to Q 2 |
| 13. | Q takes R | 13. | Kt to K B 3 |
    Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt 2.
| 14. | P to Q Kt 3 | ... |
    To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This avoids the immediate danger, but White has no tangible advantage.
An important modification of this is the Allgaier-Thorold, in which White at move 7 advances the Queen's pawn, instead of at once checking after the sacrifice of the Knight. The following is an example of this Gambit, and a probable continuation.
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | Kt to K B 3 | 3. | P to K Kt 4 |
| 4. | P to K R 4 | 4. | P to Kt 5 |
| 5. | Kt to Kt 5 | 5. | P to K R 3 |
| 6. | Kt takes P | 6. | K takes Kt |
| 7. | P to Q 4 | 7. | P to B 6 |
| 8. | B to B 4: ch. | 8. | P to Q 4 |
| 9. | B takes P: ch. | 9. | K to Kt 2 |
| 10. | P takes P | 10. | Kt to K B 3 |
Black has slightly the advantage.
THE CUNNINGHAM GAMBIT.
This should rather be called the Cunningham Defence to the King's Knight's Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable than either the Muzio or the Salvio.
The game may proceed as follows—
| | WHITE. | | BLACK. |
| 4. | B to B 4 | 4. | B to R 5: ch. |
| 5. | K to B sq. | | ... |
    This is the best move, which should give the advantage to White. Less favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P; 6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt to K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11. P to Q 4, K to Kt sq., with a good game for Black.
| 5. | ... | 5. | P to Q 4 |
| 6. | B takes P | 6. | Kt to K B 3 |
THE BISHOP'S GAMBIT.
Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P takes P; 3. B to B 4. The Bishop being developed at this stage, instead of the King's Knight, gives the Opening its name. Its special feature is that White exposes himself to a check, which compels him to move his King, and thus loses the privilege of castling without gaining such an immediate attack as in the Salvio. But though White thus gives up the attack temporarily, he is able to reassume it with intensified vigour, owing to the exposed position of the Black Queen. The check with the Queen is therefore now only resorted to in conjunction with 4. ... P to Q 4, a counter-gambit which furthers Black's development.
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P takes P |
| 3. | B to B 4 | 3. | P to Q 4 |
Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4.
| 4. | B takes P | ... |
    Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3, Castles, with the better game.
| | ... | 4. | Q to R 5: ch. |
| 5. | K to B sq. | 5. | P to K Kt 4 |
| 6. | Kt to K B 3 | 6. | Q to R 4 |
| 7. | P to K R 4 | | ... |
Upon the same principle as in the other Gambits (or, indeed, as in every strong pawn position), viz., to attempt to break the force of the united pawns.
| ... | 7. | B to Kt 2 |
Second Variation.
Reverting to the position after Black's 5th move, White has two other attacks here—viz., 6. Q to B 3, and 6. P to K Kt 3.
| 6. | Q to B 3 P to Q B 3 |
| 7. | Q to Q B 3 P to B 3 |
| 8. | B takes Kt R takes B |
| 9. | Q takes P B to K 2 |
| 10. | Q to B 3 P to Kt 5 |
| 11. | P to Q 4 P to B 6 |
| 12. | B to K 3 B to K 3 |
| 13. | Kt to Q 2 Kt to Q 2 |
With advantage for Black. :
Third Variation.
(First five moves as before.)
| 6. | P to K Kt 3 P takes P |
| 7. | K to Kt 2 B to Q 3 |
| 8. | P to K 5 B takes P |
| 9. | Q to K sq. Q to Q 5 |
| 10. | B takes P: ch. K takes B |
| 11. | Kt to K B 3 B to R 6: ch. |
| 12. | K takes B P to Kt 5: ch. |
| 13. | K to Kt 2 P takes Kt: ch. |
| 14. | K takes P Kt to K B 3 |
Two other continuations for Black should be noted by the student—viz., 3. ... P to K B 4, and 3. ... Kt to K B 3.
Fourth Variation.
| 3. | ... P to K B 4 |
| 4. | Q to K 2 Q to R 5: ch. |
| 5. | K to Q sq. P takes P |
| 6. | Q takes P: ch. B to K 2 |
| 7. | P to Q 4 Kt to K B 3 |
| 8. | Q takes B P Q takes Q |
| 9. | B takes Q ... |
Fifth Variation.
| 3. | ... Kt to K B 3 |
| 4. | Kt to Q B 3 Kt to B 3 |
| 5. | Kt to B 3 B to Kt 5 |
| 6. | Castles P to Q 3 |
| 7. | P to Q 3 Kt to K 4 |
| 8. | B to Kt 3 B to Kt 5 |
| 9. | Q B takes P ... |
THE GAMBIT DECLINED.
Although, in the majority of Gambits, the defence should obtain, if not an advantage, at least an even game, some players (fearing to give their opponent the chance of a sudden and vigorous attack) decline to accept the Gambit.
There are various modes of refusing the Gambit; the one most frequently resorted to being by playing B to B 4. The game may proceed as under:
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | B to B 4 |
| 3. | Kt to K B 3 | 3. | P to Q 3 |
| 4. | P to B 3 | | ... |
Intending to establish a centre with 5 P to Q 4.
| | ... | 4. | B to K Kt 5 |
| 5. | B to K 2 | | ... |
    5. P to K R 3, B takes Kt; 6. Q takes B, may also be played.
| | ... | 5. | B takes Kt |
| 6. | B takes B | 6. | Kt to Q B 3 |
| 7. | P to Q Kt 4 | 7. | B to Kt 3 |
| 8. | P to Kt 5 | 8. | Q Kt to K 2 |
| 9. | P to Q 4 | | ... |
And White has, so far, carried out his plan of establishing a centre. The position is about even.
The following defence is known as the Falkbeer Counter-Gambit, after its author:
| | WHITE. | | BLACK. |
| 1. | P to K 4 | 1. | P to K 4 |
| 2. | P to K B 4 | 2. | P to Q 4 |
| 3. | K P takes P | | ... |
Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give Black a winning game.
| ... | 3. | P to K 5 |
Black gives up a pawn for the attack, and a spirited game. It would be disadvantageous for Black to play 3. ... Q takes P, because White would then develop his pieces quicker, which it is the object of Black's counter-gambit to prevent.
| 4. | B to Kt 5: ch. | 4. | P to B 3 |
Both White's and Black's moves are the best available.
| 5. | P takes P | 5. | P takes P |
Black takes with the pawn in order to maintain the attack, for which he gave up a pawn.
| 6. | B to B 4 | 6. | Kt to B 3 |
    Again the best moves for both sides. Black could not play 6. ... B to Q B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt 3; 9. Q takes B, &c.
    91 ↑ If 7. ... P takes B, White gets the piece back with 8. Kt takes Kt, P takes Kt; 9. R to K sq., &c.
    92 ↑ Here again, if 8. P takes B, White replies 9. Q to Q 5, &c.
    93 ↑ As before, if 9. ... P takes B; 10. Q to Q 5 follows.
    94 ↑ The original move upon which the opening was based. But it is unsound, as the two specimens given sufficiently prove. The alternative continuation is 3. ... B to K 2; 4. P to Q 3, followed by 5. Kt to B 3, &c.
    95 ↑ If 6. ... R takes Kt, then 7. Q to R 5: ch., K to Q 2; 8. B takes Kt, R takes B; 9. Q takes P: ch., and wherever the King moves the Queen mates.
    96 ↑ If instead of the text move 11. ... P to B 5, White wins with 12. R to K sq.
    97 ↑ Threatening 9. Q to Kt 5; ch., K to Q 3; 10. B to B 4: ch. and 11. Q to K 5: ch., &c.
    98 ↑ 10. ... P to B 4 would be immediately fatal.
    99 ↑ If 12. ... K takes B, then 13. Q takes K P: ch., K to Kt 4; 14. Kt to B 3. ch., K to Kt 3; 15. Q to Q 4; ch., &c.
    100 ↑ If 15. ... Q takes Q: then 16. R to R 4: ch., K moves; 17. Kt mates either at Kt 3 or at Kt sq. accordingly.
    101 ↑ Attacking the Rook.
    102 ↑ 11. P to K Kt 3 would be bad, because of 11. ... P takes P; 12. Q takes P, R to B sq.: ch.; 13. K to Kt 2, Q to R 4, threatening 14. ... B to R 5, winning.
    103 ↑ Not 12. P takes P, because in such case Black replies 12. ... P to Kt 6, and wins.
    104 ↑ If 7. Q to B 3, Black replies 7. ... P to Kt 7: ch.; 8. K takes P, P to K B 3; 9. B takes Kt, R takes B; 10. Q takes P, B to K 2; 11. Q to K B 3, R to B sq., with the better position.
Next: Close Games