Every Boy's Book

Hop-scotch to hare-and-hounds, conjuring to chemistry, rabbits to rowing — the complete Victorian repertoire of things for a boy to do, set down with rules and diagrams.

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White. Black (P to K's th P to K's th K's B)

1. P. to K's 4th. 1. P. to K's 4th. 2. K's B. to Q. B's 4th. 2. K's B. to Q. B's 4th. 3. P. to Q. Kt.'s 4th. 3. B. takes P. 4. P. to K. B's 4th. 4. P. to Q's 4th.

His best move. If, in lieu of P. to Q's 4th, he adopt P. takes K. B's P., you reply with K's Kt. to B's 3d, and obtain a fine attack. 5. P. takes Q's P. 5. P. to K's 5th.

If you play B. takes P., Black replies with P. to Q. B's 3d, with the better game. 6. K's Kt. to K's 2d. 6. K's Kt. to B's 3d. 7. Castles. 7. Castles. 8. Q's Kt. to B's 3d. 8. P. to Q. B's 3d. 9. P. takes P. 9. Q's Kt. takes P. Black has the better game, thereby proving that the Double Gambit, if correctly met, is disadvantageous to the first player.

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