White has no longer an attack, but he has compelled Black to create a marked weakness. Now White's whole plan will be to exploit this weakness (the weak K P), and the student can now see how the principles expounded previously are applied in this game. Every move is directed to make the weak King's Pawn untenable, or to profit by the inactivity of the Black pieces defending the Pawn, in order to improve the position of White at other points.

13. B × B Q × B
14. O - O R - B 3
15. K R - K 1 Kt - Q 3
16. R - K 2 B - Q 2

At last the Bishop comes out, not as an active attacking piece, but merely to make way for the Rook.

17. Q R - K 1 R - K 1
18. P - Q B 4 Kt - B 2

A very clever move, tending to prevent P - B 5, and tempting White to play Kt × B, followed by B × P, which would be bad, as the following variation shows: 19 Kt × B, Q × Kt; 20 B × P, Kt - Kt 4; 21 Q - Kt 4, R × B; 22 P - K R 4, P - K R 4; 23 Q × R, P × Q; 24 R × R ch, K - R 2; 25 P × Kt, Q × P. But it always happens in such cases that, if one line of attack is anticipated, there is another; and this is no exception to the rule, as will be seen.

19. P - Q 5 ! Kt × Kt

Apparently the best way to meet the manifold threats of White. B P × P would make matters worse, as the White Bishop would finally bear on the weak King's Pawn viâ Q B 4.