We give the moves of a completed game in this opening, showing the moves from which the variations spring.

Black. White.
11to15123to19
8to11222to17
9to13317to14
10to17421to14
6to10525to21
10to17621to14
15to18729to25
11to16819to15
(or 1 to 6
19to25
4to8
26to22, &c.)
16to20926to23
(or 26 to 22)
1to61031to26
13to171115to10
6to151223to19
4to81319to10
8to111424to19
11to161526to22
(or 11 to 15)
17to261630to23
5to91714to5
7to14185to1

And White wins. Now try the variations indicated. Had Black at his fifteenth move gone from 11 to 15, the best he could have done would be to draw. See:—

11to1515
12to191619to16
20to271727to24
7to111832to16
2to111916to7
18to252025to22
15to182130to21
11to162210to6

And the game is drawn.

It may be useful, in this place, to give a

Table of the Principal Openings.
Title.1st
Move.
2nd
Move.
3rd
Move.
4th
Move.
5th
Move.
Double Corner9-14
Single Corner11-1522-18
Ayrshire Lassie11-1524-20
Second Double Corner11-1524-19
Cross11-1523-18
Whilter11-1523-197-11
Will o’ the Wisp11-1523-199-13
Dyke11-1522-1715-19
Maid o’ the Mill11-1522-1715-18
Defiance11-1523-199-1427-23
Glasgow11-1523-198-1122-1711-16
Laird and Lady11-1523-198-1122-179-13
Fife11-1523-199-1422-175-9
Old Fourteenth11-1523-198-1122-174-8

Of these, some already named—Old Fourteenth, Laird and Lady, &c.—are the best for practice. We therefore present another set of games in the

OLD FOURTEENTH.