Hoyle's Games Modernized/Chess Open

A game of Chess consists of three phases: the Opening; the Middle game; and the End game. It need not, however, pass through all three stages, but may come to a conclusion at either of them.

is the development of the pieces. A quick and judicious development of the forces is half the battle won. From a mistake in the beginning of a game—assuming both players to be of equal strength—it is difficult to recover. The Openings, therefore, should be studied carefully.

is entirely a matter of practice, and its proper management can only be acquired by experience. Both players are here thrown upon their own resources, as the analysis does not reach beyond the opening.

is a study in itself, and one which will repay the most careful attention. There are certain positions which occur frequently at the end of a game; these have been systematically arranged by eminent specialists, and may be committed to memory; but the larger number (like the Middle game) depend upon ingenuity and individual skill.

The Openings are divided into Open Games—i.e., where White plays 1. P to K 4, and Black replies 1. ... P to K 4; and Close Games—i.e., where White's first move is any other than 1. P to K 4. The Open Games will be first dealt with.

The first opening which we shall describe is the Giuoco Piano, "the slow, or steady, opening," so called because it is a quiet strategical development of the forces.

The game is presented to the reader just as if it were played over, and explained by the professor over the board. The reasons for each move are given in language adapted to the perception of the student who plays a game of chess for the first time.

This move allows most scope for the development of two pieces. P to Q 4 also allows this, but it gives less scope to the Queen.

The same observations apply to Black's first move.

The aim of the player being a quick development of his forces, it is advisable to bring each piece into play by attacking an adverse piece or Pawn immediately, if possible. The Kt here attacks Black's K P.

This move not only defends the attacked Pawn, but at the same time brings a piece into play, and thus establishes an equilibrium in the development. 2. ... Q or K 2, or 2. ... Q to B 3, would be unfavourable defences, because the former move would prevent the development of the K B, and the latter the sortie of the Knight, besides exposing the Queen to attack. It may be taken as a general rule that it should be avoided as much as possible to defend pieces of less value with pieces of greater value. Black could also play here 2. ... P to Q 3, which is called Philidor's Defence, or reply, by 2. ... Kt to K B 3, with an attack upon White's K P, which is called Petroff's Defence. These will be treated later on.

Clearing the King's side for castling, and posting the Bishop ready for attacking the present weakest point in Black's position—viz., the K B P; weakest because defended by the King only.

No immediate danger being apprehended, Black brings a piece into play. These three moves on either side constitute the opening called the Giuoco Piano, whatever be the moves that may follow.

Better than 5. ... B takes B, because in that case White would obtain an "open Bishop's file," and double his Rooks upon it after castling; and the "double pawn," which is in the majority of positions a weakness, is strong in the centre.

The object being to play this Knight to K B sq., and then to Kt 3. This could also be done if White had played 6. Kt to B 3, then Kt to K 2, and Kt to Kt 3. The manœuvre in the text is generally adopted, because if 6. Kt to B 3, Black could "pin" it with 6. ... B to R 4.

Intending to advance the Q P, and thus prepare the formation of a strong centre.

Threatening to attack and exchange White's Bishop, by playing upon his next move, if feasible, 8. ... Kt to Q R 4. He could not have done so before, because of White's reply, 8. B to Kt 5: ch., forcing the Knight back to B 3, or leaving it at R 4 out of play.

White, who does not want to exchange his Bishop for Knight, retires it, so that he may play, should Black attack it (with 8. ... Kt to R 4), 9. B to B 2.

In the Giuoco Piano it is not advisable for either player to castle early, and Black wisely makes a waiting move. He is now able to castle on either side, according to circumstances.

This move is strictly defensive. Black might also have played 9. ... Q Kt to Q sq., and then from Q sq. to K 3, which would have been a better manœuvre.

Black's defence is somewhat timid. At a previous stage he intended to exchange his Q Kt against White's B, and now when White "pins" the Knight with 11. B to R 4, he retires the Bishop, so as to avoid a double pawn. Now he has to prevent White's Knight from moving to B 5, attacking the Queen, but in doing so he weakens his King's position for the purpose of castling on the King's side. The student should bear in mind that these pawns are strongest in their original position.

The Bishop is better placed now at B 2. At R 4 it was, owing to the changed position, less useful. At its new post it strengthens the centre.

Black anticipates White's possible P to Q 4 by himself advancing.

Black now executes the manœuvre which was suggested at his ninth move. But it is not so good at this stage. The position is now as shown in Fig. 7.



It is always good to occupy an open file with a Rook.

Black cannot play 16. Kt to K 3, because he would thereby leave his K P en prise; he cannot castle, because then his K R P would be en prise; and if he were to return with the Kt to B 3, he would have lost a move. Therefore he has nothing better than to move his King into safety to B sq., and then to Kt 2.

To prevent Black from playing 18. ... B takes B; Q takes B, Kt to Kt 5, attacking the Queen.

Occupying the "open file" and defending the Bishop, so as to free his K Kt, which was before fixed, as it had to defend the Bishop.

It is, in the majority of these cases, better to take with the R P, because it gives an additional "open file" for the entry of the Rook.

White has now lost the attack, and is virtually on the defensive. He is obliged to move his Queen, because Black threatens 21. ... B takes P, discovering an attack upon the Queen with his Rook.

A good move, because White threatens, in case Black should exchange Bishops, to win the Queen with either Kt to B 5: ch., P takes Kt; Kt takes P: ch., K moves; Kt takes Q.

White, having failed in his attack, exchanges pieces, so as to simplify the position, hoping thus to be able to draw the game.

Doubly occupying the "open file," and so preventing White from moving 26. R to Q sq., and forcing his Rook off the "file," or an exchange of Rooks. But he would have done better to play 25. ... Q to Q 2, as White's next move will show.

Black has lost a move by not playing 25. ... Q to Q 2, for now he cannot move his Queen away from the protection of the Knight, and the Knight he cannot move, because his K B P would then remain en prise. If he moved 26 ... K to Kt 2, defending Kt and P, White would win his Queen by playing either Kt to B 5: ch., &c., as pointed out after Black's 23rd move; he is consequently forced to move as in the text.

To prevent Black from playing 27.... R to Q 7, which would be a powerful move, as it would attack White's pawns on the Queen's side.



(The position being highly instructive, it is illustrated in Fig. 8. White sacrifices a piece on the chance of Black not seeing the right defence. In which case the subtle threat is as follows—


 * Defending the threatened R P.


 * And wins, as the mate with Q to Kt 7 cannot be prevented.)

Black would have done better not to take the Knight, but to play 28. ... Kt to Kt sq.


 * (As pointed out above, if Black had made what seems to be the obvious move, viz., to defend the R P with 29.... Kt to Kt sq., White would win with 30. Q to Kt 3 and mate to follow at Kt 7 with the Queen.)

And the game is drawn by White giving "Perpetual check." That is the utmost he can hope, being a piece minus.

{| First three moves as before.
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{|
 * | 4.
 * | 4.


 * | 5.
 * | 5.


 * | 6.
 * | 7.
 * | 8.
 * }
 * | 7.
 * | 8.
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 * | 8.
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 * }

And wins, for Black can only play 12. ... Kt to K 2, to which White replies 13. R takes B, or R to K sq., or Kt to K 5, &c. This variation should be carefully studied, for Black will frequently fall into the trap thus laid for him.

From considerations of space, it is only possible to give two or three variations of each opening, and these in a very condensed form. For further examples the reader is referred to Hoffer's Chess (see note on first page of this article).

The Evans Gambit is in reality only a sub-variation of the Giuoco Piano, but might aptly be called, in contradistinction to it, Giuoco Presto, the former being slow, the latter lively.

The first three moves are those of the Giuoco Piano. The last move constitutes the Evans Gambit. The object of sacrificing the Kt P is to establish a centre through the advance of the Q B P and Q P; to open an outlet for the Q and Q B, and so obtain a quick development of the pieces, and consequently a powerful attack.


 * If 4. ... Kt takes P, White replies with 5. P to B 3, and after 5. ... Kt to Q B 3 the position is the same.


 * The Bishop may also retire to R 4, to Q 3, or to K 2. The two last mentioned moves cannot be recommended, and may be dismissed; but it is desirable to know the variations arising from 5. ... B to R 4, which is preferred by many eminent players.


 * White may also play here 7. P takes P, to which Black's best reply is 7. ... B to Kt 3, and not 7. ... B to Kt 5; ch.

This is the only safe move in this variation. 7. ... P takes P, would be bad unless, on the fifth move, Black had played B to R 4, when the so-called "compromised" defence would have ensued.


 * 7. ... Kt to B 3, which seems a plausible move here, would involve the probable loss of the game—e.g.:

The best move. It is the Normal Defence to the previous move, which constitutes the Normal Attack.


 * 9. ... Kt to K 4 would be unfavourable, because of 10. Kt takes Kt, P takes Kt; 11. B to R 3, B to Q 5 (?); 12. Kt to Q 2, B takes R; 13. Q takes B, P to K B 3; 14. P to B 4, and should win. The alternative Knight's move—viz., 9. ... Q Kt to K 2, is also inferior, because of 10. P to K 5, Kt to R 3 (!); 11. Kt to B 3, Castles; 12. Kt to K 4, with a good attack.

One of the chief points of the Evans Gambit is that Black's Q Kt is driven to Q R 4, and has to remain there for some time inactive, so that Black is, for the time being, practically a piece minus for the defence. White must, therefore prevent as long as possible this Knight from coming into play. It will be seen that Black could not have played 10. ... Kt takes B, because in such case 11. B takes K Kt P, winning the exchange.


 * If White had here played 11. B takes P instead of the text move, the continuation might probably have been—

White concentrates his forces for an attack on the King's side, whilst Black, being stronger on the Queen's side, must try to create a diversion on that side.

The King's move is necessary, else Black could play 15.... Kt to K 4; 16. Kt takes Kt, B P takes Kt, and White could not reply 17. P to B 4 (an essential move for the attack), because Black would then win a piece with 17.... P to B 5; discovering check, and attacking the Bishop at the same time.

This Bishop being now comparatively useless at Kt 3, since the White King has quitted the black diagonal, retires, in order to make room for the advance of the pawns.

To support the advance of the Kt P.


 * It is an essential point in the defense to prevent White's Knight from being posted at K 6. If White is able to accomplish this, his attack becomes so powerful that it cannot be withstood. It would, therefore, be bad for Black to play, instead of the move given in the text, 18.... B takes Kt, because of 19. P takes B, Kt to K 4; 20. B takes Kt, B P takes B; 21. Kt to Kt 5, followed by 22. Kt to K 6 (the dangerous move just pointed out).



Not 19. B to Kt sq. White wants to keep a pressure upon Black's pawns. The position is now as shown in Fig 9. Neither side has as yet gained any marked advantage.

{| First three moves as before.
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{|
 * | 16.
 * | 17.
 * | 18.
 * | 19.
 * | 17.
 * | 18.
 * | 19.
 * | 18.
 * | 19.
 * | 19.
 * | 19.

Even game.
 * | 20.
 * | 21.
 * }
 * | 21.
 * }
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 * }

And White draws by perpetual check.

By retiring the Bishop to R 4, instead of to B 4 as in the previous variations, Black reserves the option of adopting either the "Compromised" or the "Normal" Defence.

The capture of this, the third Pawn, constitutes the "Compromised" Defence, so called because it was formerly considered that this capture compromised Black's game.


 * If 9. ... Kt takes P, White would win with 10. R to K sq., P to Q 3. 11. Kt takes Kt, P takes Kt. 12. Q to R 4, or Kt 5: ch., winning a piece.


 * If White were to capture the Rook, the course of the game would probably be as follows—


 * And White must lose one of the two attacked Bishops.

Threatening to win a piece with 17. B takes Kt.

The only defence, for Queen and Rook are attacked, and he cannot play 20. ... R takes R, because of 21. Q to K 8 mate.

Threatening 22. R takes R: ch., R takes R: 23. R takes R: ch., B takes R; 24. Q to K 8: mate.

The position being perfectly even, the game should result in a draw. There is no danger now for Black to lose a piece, because after 22. R takes R: ch., R takes R: 23. R takes R: ch., B takes R; 24. Q to K 8: ch., K to R 2, White cannot play 25. Q takes B, because of 25. ... Q to Kt 8: mate.

From the foregoing illustrations of the Evans Gambit, it will be seen that this opening is exceedingly complicated both for the attack and the defence. It is safer for Black to decline accepting the gambit, which is done by playing 4. ... B to Kt 3. The opening is then reduced to a Giuoco Piano, White having (theoretically speaking) compromised his pawns on the Queen's side by having advanced them prematurely, which advance may prove a weakness in the ending.


 * The best move. 5. P to Kt 5 is inferior, as shown exhaustively in the following variations:—


 * Not 8. ... P takes Kt, because of 9. B takes P, R to K Kt sq.; 10. B takes P: ch., K takes B; 11. B takes P, Q to Kt 4; 12. P to Kt 3, B to Kt 5; 13. P to B 3, with four pawns for a piece, which is more than an equivalent.


 * Not 9. B takes P: ch., because of 9. ... K to K 2; 10. Q to B 3, R to B sq. (!); 11. Kt to Q B 3, B to K 3; 12. Q to B 5, B takes B (if 12. ... B takes Q; 13. Kt to Q 5, mate), and wins; or 12. Q to R 5, then P takes Kt, and wins.


 * Not 10. Kt takes R, became of 10. ... B takes P; 11. Q to R 5: ch., K to K 2; 12. Q to B 7: ch., Q takes Q; 13. B takes Q, B takes R, and wins. Equally bad would be 10. P to K 5, P takes P; 11. Kt takes P, Kt takes B; 12. Kt takes Kt, B takes P, and wins.

Not 5. ... Kt takes P, which would be met by 6. P to R 5, with a winning attack. And not 5. ... P to Q R 4, which is inferior to the text move, and weakens the pawns on the Queen's side for the End game.

The position is now equivalent to the Giuoco Piano, except that White has advanced his Queen's side pawns, which is a slight disadvantage.

Reverting to the opening moves of the Giuoco Piano, in answer to 3. B to B 4, Black may play (instead of 3. ... B to B 4), 3. ... Kt to B 3. This constitutes the Two Knights' Defence. White may continue with 4. P to Q 3, or Kt to B 3, or adopt a more spirited line of play with 4. Kt to Kt 5. Black's defences being 4. ... P to Q 4. or 4. ... Kt takes P. We append one or two leading variations:

In the Giuoco Piano, where Black's Knight would be still at Kt sq., this advance would be bad, because Black could reply 4. ... Kt to R 3, defending the K B P. Here, however, it is the best move. Black's best defence is

Not to be recommended. The best move is 5. ... Kt to Q R 4.

In order to defend the Knight, which is twice attacked. 7. ... Q to B 3 would be bad policy, for in such case White would play 8. B takes Kt: ch., B to K 3; 9. B takes Kt, P takes B; 10. Q takes P, with three Pawns ahead.

White attacking the Knight once more, and Black defending it again.

And we have the position depicted in Fig. 10. Black could not play 9. ... P takes P, for fear of 10. Q to K 4: ch., winning back the piece.



Pinning the Knight, so as to take off one of the defences of the Kt at Q 4.

Repeat as far as White's 8th move inclusive.

Should Black play, instead of 8. ... Kt to K 2, 8. ... Kt to Kt 5, the following variations may ensue:

White threatens now a formidable attack with 15. P to K B 4, to be followed by attacking the Knight with the Q B P, and so to win back the piece.


 * If 15. ... Kt to R 3, White would win with 16. P to K B 4.

For the immediate threat, 22. Q to K 6: ch., or Kt takes B, is fatal.