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YRARU

THE

Chess Player's Chronicle.

PROBLEM, No. 231.

BY M. BREDE, OF ALTONA.

White to move first, and Checkmate in 13 moves.

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This Problem is sufficiently difficult to merit the appellation of
"BREDE'S CHALLENGE." We will publish the name of any amateur
who sends us its solution during the present month; not presuming, of
course, to address this to the finished player.

VOL. VI.

B

PAWN AND TWO MOVES OPENING.

It has always appeared to us that a Chapter upon the best mode of opening the game when giving and receiving the Pawn and two moves, had yet to be added to the Chess-student's library; but no author has ever taken up the subject at the length it deserves. The Pawn and two moves is nevertheless the favorite game with first-rate players. Des Chapelles preferred it to all others; and, in fact, gave up Chess altogether, the moment his pupil, De la Bourdonnais, fairly surmounted these odds. The latter wished to continue playing at only Pawn and move, or on even terms; but Des Chapelles flatly refused, and they never played a single game at less odds than Pawn and two. "I now formally abjure Chess," said Des Chapelles, "and resign the throne to De la Bourdonnais. He is worthy to succeed me, and in his hands the sceptre will be in safe keeping." The advantage of the Pawn and two moves was estimated by De la Bourdonnais as 66 at least half the Knight."

The Pawn and two moves yields certainly a game lost by its nature, if the first player conduct his attack with circumspection. The difficulty consists in seizing the proper moment. If you attack with too much vivacity, and advance the Pawns on the King's side too quickly, you compromise your game; as on the other hand, if you wait too long, your more scientific adversary gets his men out into the field, regaining at once the odds of the two moves, and having but the numerical superiority of the one dead Pawn, opposed to his greater talent for Chess combination and strategy.

In the year 1837, De la Bourdonnais published what he considered to be a complete epitome of the mode of playing this game, supplying the moves himself on both sides. We proceed to re-produce the whole of this article, now altogether improcurable from its rarity, with the addition of a few comments and examples derived from real play.

It is obvious that the reason why the King's Bishop's Pawn is always given, is, that it is one of the best pawns, exposing the King by its removal; and it should be equally obvious that the chief point of attack should be the uncovered side of the King. Throughout this article Black is supposed, then, to give the King's Bishop's Pawn and the two first moves.

White.

1. K. P. and Q. P. two, each.

EXAMPLE 1.

You

Black.

cannot take your two moves in a better manner.
the board is now open to you.

The whole centre of

1. Q. Kt. to B.'s third. The Queen's Pawn, or King's Pawn, one square, is rather stronger for the defence. One of these three moves is generally played.

2. Q. P. advances. We prefer play

ing Q. Kt. to B.'s third

3. K. B. P. two

2. Q. Kt. to K.'s fourth

3. Q. Kt. to K. B. second. The

Knight thus brought round strengthens his weak point; still your
Pawns are strongly posted.

4. Q. B. P. two. De la B. pro- |

nounces this to be wrong; as opening your game too much.

White.

Black.

4. K. P. one. Should you take this Pawn, and change Queens, De la B. considers that your attack would be quite gone. You would still have your Pawn, but nothing more. In giving Pawn and two, the second player tries all he can to change off the pieces, and thus free himself from the embarrassment of a

crowded position.

5. K. Kt. to B.'s third

6. K. B. to Q.'s third

7. Q. Kt. to B.'s third

8. Q. B. P. takes P.

9. P. takes P.

5. K. B. to Q. B.'s fourth

6. Q. B. P. one

7. K. P. takes P.

8. Q. B. P. takes P.

9. K. Kt. to B.'s third

White has the Pawn, but has lost all advantage of the two moves. opening has been therefore bad; owing to his fourth move.

His

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to take Pawn with Knight, as you would check with Queen at King's Rook's fifth, and then move Queen to King's fifth.

3. K. B. P. two.

Well played; if Black take Pawn with Pawn, you get a

fine game by pushing King's Pawn.

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3. Q. P. one

4. Q. Kt. to K.'s second

5. K. Kt. P. one

6. Q. B. P. one

7. K. Kt. P. takes P.

8. K. to Q.'s second

9. Q. B. P. takes P.

10. Q. checks

11. K. Kt. to B.'s third

12. K. Kt. takes P.

13. Kt. takes Kt.

14. Q. to Q.'s fourth

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3. K. B. to Q.'s third. Well played.

1. Q. Kt. to B.'s third
2. Q. P. two

If Black answer by moving King's Knight's Pawn one, you push King's Rook's Pawn two, in order to attack his left wing, so materially weakened by the absence of King's Bishop's Pawn. If, again, he answer by taking Queen's Pawn with Knight, you would win the piece, first checking with Queen, at King's Rook's fifth, and on his moving King, with Queen, at King's Knight's fourth, then pinning Knight, if interposed, with Bishop.

4. K. Kt. to B.'s third

3. Q. B. to K.'s third

4. Q. to Q.'s second

5. Castles

White.

6. Q. B. P. one

7. Q. B. to K.'s third

8. Q. Kt. to Q.'s second

9. Q. Kt. P. two squares. You have

5. Castles

Black.

6. K. Kt. P. one

7. K. Kt. to R.'s third

8. K. B. to Kt.'s second

preserved your advantage. You secure an attack on the side he has Castled, by advancing the Pawns on your left wing; while Black cannot do the same by your King's situation.

[blocks in formation]
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