Welton Vaz ("Ghandybh" at Chess.com) shares a Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) game (for an earlier one, see "Xadrez, Ficção Cientifíca e Paz" or visit his "Chess, Science Fiction and Peace" blog).
Looking at the end of the game – a nice mate-in-7 – you can understand why people play the Jerome.
Chess.com, 2009
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ Ke6
Alarms should be going off inside the head of every Jerome Gambit Gemeinde member. If Black varies from one of the main line this early, there has to be a nasty surprise waiting for him. (For one such example, see "Lost".)
9.e5+
Welton is thinking "King!" A more routine (if safer) response would be picking up a piece with 9.Qd5+ Ke7 10.Qxc5+.
9...Ke7
Black has the option of giving a piece back willingly: 9...Nxe5 10.Qxe5+ Kc6 11.d4 Qe7 12.d5+ Kb6 13.Nc3 Qxe5+ 14.fxe5 d6 15.Na4+ Kb5 16.b3 Bd4 17.c4+ Ka5 18.Bd2+ Ka6 19.b4 b6 20.Rb1 Bxe5 21.c5 dxc5 22.bxc5 Bf5 23.Rc1 Bd4 24.cxb6 axb6 25.Rf1 Re8+ 26.Kd1 Bg4+ 27.Kc2 Nf6 28.h3 Bh5 29.g4 Bg6+ 30.Kb3 Nxd5 31.Bc3 Nxc3 32.Nxc3 Bxc3 33.Rxc3 c5 34.Kb2 Rhf8 35.Ra3+ Kb7 36.Rd1 Rd8 37.Re1 Rf2+ 38.Kc1 Rd7 39.Rae3 Rff7 40.h4 h6 41.g5 hxg5 42.hxg5 Kc7 43.a4 Rd3 44.Re7+ Rxe7 45.Rxe7+ Kb8 46.Rxg7 Be4 47.g6 Rd6 48.Rg8+ Kc7 49.g7 Rg6 50.Re8 Rxg7 51.Rxe4 Rg1+ 52.Kd2 Rg2+ 53.Kc3 Ra2 54.Kc4 Kc6 55.Re6+ Kb7 56.Kb5 Rb2+ 57.Kc4 Rb4+ 58.Kc3 Rxa4 59.Re7+ Ka6 60.Re8 Black forfeited on time. Superpippo - MattMeister, FICS, 2002. This is one of the games whose end position was given in "Superpippo and the Third Player".
10.Qg5+ Ke6
It is fun to speculate – did Black play this move because he thought it was best (it's not; 10...Kf8 is better) or was he thinking of letting White off the hook by allowing him a draw through repetition, i.e. 11.Qg4+ Ke7 12.Qg5+ Ke6, etc.?
11.Qxg7
Of course, Welton is not thinking "Draw?!"
11...Nge7
There's a lesson to be learned here: don't be greedy. Giving back a piece – Black has two extra – with 11...Nf6 maintained the second player's advantage.
The game is over now.
12.Qf6+ Kd5 13.Nc3+ Kc4 14.Qf7+ d5 15.exd6+ Kd4 16.Nb5+ Ke4 17.d3 checkmate
Welton is thinking "King!" A more routine (if safer) response would be picking up a piece with 9.Qd5+ Ke7 10.Qxc5+.
9...Ke7
Black has the option of giving a piece back willingly: 9...Nxe5 10.Qxe5+ Kc6 11.d4 Qe7 12.d5+ Kb6 13.Nc3 Qxe5+ 14.fxe5 d6 15.Na4+ Kb5 16.b3 Bd4 17.c4+ Ka5 18.Bd2+ Ka6 19.b4 b6 20.Rb1 Bxe5 21.c5 dxc5 22.bxc5 Bf5 23.Rc1 Bd4 24.cxb6 axb6 25.Rf1 Re8+ 26.Kd1 Bg4+ 27.Kc2 Nf6 28.h3 Bh5 29.g4 Bg6+ 30.Kb3 Nxd5 31.Bc3 Nxc3 32.Nxc3 Bxc3 33.Rxc3 c5 34.Kb2 Rhf8 35.Ra3+ Kb7 36.Rd1 Rd8 37.Re1 Rf2+ 38.Kc1 Rd7 39.Rae3 Rff7 40.h4 h6 41.g5 hxg5 42.hxg5 Kc7 43.a4 Rd3 44.Re7+ Rxe7 45.Rxe7+ Kb8 46.Rxg7 Be4 47.g6 Rd6 48.Rg8+ Kc7 49.g7 Rg6 50.Re8 Rxg7 51.Rxe4 Rg1+ 52.Kd2 Rg2+ 53.Kc3 Ra2 54.Kc4 Kc6 55.Re6+ Kb7 56.Kb5 Rb2+ 57.Kc4 Rb4+ 58.Kc3 Rxa4 59.Re7+ Ka6 60.Re8 Black forfeited on time. Superpippo - MattMeister, FICS, 2002. This is one of the games whose end position was given in "Superpippo and the Third Player".
10.Qg5+ Ke6
It is fun to speculate – did Black play this move because he thought it was best (it's not; 10...Kf8 is better) or was he thinking of letting White off the hook by allowing him a draw through repetition, i.e. 11.Qg4+ Ke7 12.Qg5+ Ke6, etc.?
11.Qxg7
Of course, Welton is not thinking "Draw?!"
11...Nge7
There's a lesson to be learned here: don't be greedy. Giving back a piece – Black has two extra – with 11...Nf6 maintained the second player's advantage.
The game is over now.
12.Qf6+ Kd5 13.Nc3+ Kc4 14.Qf7+ d5 15.exd6+ Kd4 16.Nb5+ Ke4 17.d3 checkmate
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