THE FRENCH DEFENCE.

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.

Hoyle's Games Modernized · 第 406 / 461 题