16.Q’s B. takes P.16.Q. to K. Kt.’s 3d. (best.)
17.P. to K’s 6th.17.P. takes P.
18.Kt. takes Q. B’s P.18.P. to K’s 4th.
19.Kt. to K’s 6th. (ch.)
Game II.
WHITE. BLACK.
1.P. to K’s 4th.1.P. to K’s 4th.
2.P. to K. B’s 4th.2.P. takes P.
3.B. to Q. B’s 4th.3.P. to Q’s 4th.

We would recommend this defence to the young player, (especially when receiving the odds of a piece,) as it leads at once to at least an even game, and avoids an intricate and difficult series of moves, the least error in which would be fatal.

4.B. takes P.4.K’s Kt. to B’s 3d.
5.Q. to K’s 2d.5.Kt. takes B.

This is probably your best move, though Kt. to Q. B’s 3d, may be played without danger.

6.P. takes Kt. (dis. ch.)6.B. to K’s 2d.
7.Q. to K. B’s 3d. (best.)7.B. to K. R’s 5th. (ch.)
8.P. to K. Kt’s 3d.8.P. takes P.
9.P. takes P.9.B. to K. Kt.’s 4th.
10.Q’s Kt. to B’s 3d.
The game is about even.

Instead of Black’s 8th move of P. takes P., Mr. Staunton suggests the highly ingenious move of castling; and the game would probably be continued thus:—

8.Castles.
9.Kt. to K’s 2d. (best.)9.R. to K’s sq.