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The Blue Book of Chess - Teaching the Rudiments of the Game, and Giving an Analysis of All the Recognized Openings by Various;Howard Staunton
page 74 of 486 (15%)


GAME THE THIRD.

WHITE. BLACK.
1. P. to K's 4th. 1. P. to K's 4th.
2. K. Kt. to B's 3d. 2. Q. to K. B's 3d.

It is seldom good to bring the Q. into play early in the game, unless
for some decisive blow, because she is so easily assailable by the
opponent's minor Pieces, and in attacking her he brings his forces into
action.

3. K. B. to Q. B's 4th. 3. Q. to K. Kt's 3d.

Black now attacks two undefended Pawns, but he can take neither without
ruinous loss to him; for suppose on your playing P. to Q's 3d, to
protect the K. P., he ventures to take the K. Kt. P., you immediately
take the K. B. P. with your Bishop (ch.). If he then take the Bishop
with his King, you attack his Queen with your Rook, and on her retiring
to R. 6th, you win her by K. Kt. to his 5th (ch.). On the other hand,
you can leave the King's Pawn, and castle safely.

4. Castles. 4. Q. takes K. P.
5. K. B. takes B. P. (ch.) 5. K. to Q's sq.

It is quite obvious that he would lose his Queen by the check of the
Knight, if he took the Bishop.

6. Kt. takes K's P. 6. K. Kt. to B's 3d.
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