WHITE. BLACK.
1. P to K 4 1. P to K 3
This move of Black constitutes the _French Defence_. It gives a safe but
dull game, with the exception of a few variations. The game may continue as
follows:
2. P to Q 4 2. P to Q 4
3. P to K 5 3. P to Q B 4
To prevent the establishment of a centre. It may be taken as a
principle--always try to prevent or break the formation of a centre.
4. P to Q B 3 4. Kt to Q B 3
5. P to K B 4 ...
In anticipation of Black's probable 5. ... Q to Kt 3, when White would have
to develop his K Kt.
... 5. Q to Kt 3
6. Kt to B 3 6. B to Q 2
7. P to Q Kt 3 ...
In order to play his Bishop to K 3, which he cannot do now, because the Kt
P would be _en prise_.
... 7. R to B sq.
8. B to K 3 8. Kt to R 3
9. B to Q 3 ...
To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... Kt
to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., and
then drive the Knight back. {407}
... 9. P takes P
10. P takes P 10. Kt to Q Kt 5
11. P to K R 3 ...
The White Bishop cannot move, because of Kt to B 7: ch., and if 11.
Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q takes
Kt, B to Kt 4.
... 11. Kt takes B: ch.
12. Q takes Kt 12. B to Kt 5: ch.
13. K to B 2 (or Q Kt to Q 2) ...
With a very good game for Black.