Friday, June 25, 2010

Nothing Much Happened

Sometimes when my opponent innovates against the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) I am content to take my opening advantage (in this case, a pawn or two) and slowly reduce it to an endgame advantage. In such games it seems like "nothing much happened" – only a win for White.

perrypawnpusher - sdockray
blitz, FICS, 2010

1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Nc3 Bc5


The Italian Four Knights Game.

5.Bxf7+


The Italian Four Knights Jerome Gambit.

5...Kxf7 6.Nxe5+ Nxe5 7.d4


7...Nxe4


The same defense used by kfollstad earlier this year (see "Navigating on One's own"). It is at least as old as Alby - asalamon, FICS, 2000, which continued 8...Qh4 9.dxc5 Qxe4+ 10.Kf1 Qc4+ 11.Kg1 Qxc5 12.Qf3+ White resigned.

8.Nxe4 Be7

A new idea. Also possible was 8...d5.

9.dxe5 Re8 10.0-0 d6


11.exd6 cxd6 12.Bf4 Bf5 13.Nxd6+ Bxd6 14.Qd5+ Be6 15.Qxd6 Bc4 16.Qxd8 Raxd8


I have simplified the game: all Black has for his two missing pawns is the hope that he can make it to a drawish Bishops-of-opposite-colors endgame.

17.Rfe1 Rd4 18.Rxe8 Kxe8 19.Be3 Rd7 20.b3 Be2 21.Bxa7 Bd1 22.c4 Rd2


23.Kf1 Bc2 24.Be3 Bd3+ 25.Ke1 Re2+ 26.Kd1 h6 27.Rc1


Sloppy play, as Black can now capture the a-pawn, reducing White's advantage. Instead...

27...Kd7 28.Rc3 Black resigned

No comments: