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In Polish Draughts especially it is by exchanges that good players parry strokes and prepare them; if the game is embarrassed, they open it by giving man for man, or two for two. If a dangerous stroke is in preparation, they avoid it by exchanging man for man. If it is requisite to strengthen the weak side of your game, it may be managed by exchanging. If you wish to acquire the move, or an advantageous position, a well managed exchange will produce it. Finally, it is by exchanges that one man frequently keeps many confined, and that the game is eventually won.

When two men of one colour are so placed that there is an empty square behind each and a vacant square between them, where his adversary can place himself, it is called a lunette, and this is much more likely to occur in the Polish than the English game. In this position one of the men must necessarily be taken, because they cannot both be played, nor escape at the same time. The lunette frequently offers several men to be taken on both sides. As it is most frequently a snare laid by a skilful player, it must be regarded with suspicion; for it is not to be supposed that the adversary, if he be a practised player, would expose himself to lose one or more men for nothing. Therefore, before entering the lunette look at your adversary's position, and then calculate what you yourself would do in a similar game.

At

Towards the end of a game when there are but few Pawns left on the board, concentrate them as soon as possible. that period of the game the slightest error is fatal.

The King is so powerful a piece, that one, two, or three Pawns may be advantageously sacrificed to obtain him. But in doing so it is necessary to note the future prospects of his reign. Be certain that he will be in safety, and occupy a position that may enable him to retake an equivalent for the Pawns sacrificed, without danger to himself. An expert player will endeavour to snare the King as soon as he is made, by placing a Pawn in his way, so as to cause his being retaken.

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Drawn, each player remaining with a King and Pawn.

GAME II.

**The variations are given as notes at the foot of the page.

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26 to 17 (taking 21)

17 to 21

11 to 31
(taking 17 & 27)

24 to 29 commits a false move, It might have been avoided by

36 to 27 (taking 31)

This would have caused a mutual exchange of two pieces.

(b) The pawn at 29 is necessarily lost, as the sequel of the game wi! shew, and if to save it Black had played 14 to 20, he would have lost a coup, thus:

33 to 24 (taking 29) 27 to 22

32 to 21 (taking 27) 37 to 31

34 to 5 rak. 29, 19, & 10, 2nd crowned)

14 to 20
20 to 29

(taking 24)
18 to 27
(taking 22)
16 to 27
(taking 21)
23 to 32
(taking 28)
25 to 34
(taking 30)

31 to 22
(taking 27)
38 to 27
(taking 32)

5 to 32

(taking 28)

40 to 29
(taking 34)
White having
gained a King
and three

pawns.

17 to 28 (taking 22)

It is immaterial how these moves are played.

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(c) Black, in playing 14 to 20, makes a false move, which causes him to lose the game, through a skilful coup, and he would not the less have lost, if White, in lieu of making the coup, had played as follows:

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(d) Here commence a series of moves necessary, in order with a single King, to arres the two pawns which are advancing from the right and left of the board to the crowning

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25 to 14

31 to 36

14 to 46

46 to 37 (taking 41)

36 to 41 Lost.

20 to 29

(taking 24)

WHITE.

31 to 26

29 to 38 (taking 33)

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(tak. 27, 37, & 38)|(a King, taking taking 30)

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(tak. 43 & 34)

(tak. 28 & 38)

We nevertheless continue the

nothing may be omitted which the learner could desire.

game to its conclusion, that

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TAIS game, which is lively and amusing, may for variety's sake be occasionally played Although not ranked as scientific, it has its niceties, and requires considerable attention and management.

The player who first gets rid of all his men wins the game. Your constant object therefore is to force your adversary to take as many pieces as possible, and to compel him to make Kings, which is accomplished by opening your game freely, especially the back squares. Huffing, and the other rules, apply equally to this game.

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