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.

{398}

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.

Hoyle's Games Modernized · 第 387 / 461 题