A hope of the Jerome Gambiteer is to chase the enemy King into the middle of the board and then force a checkmate. Although my opponent uses a solid defense, he does not play well enough to escape disaster.
perrypawnpusher - OverwiseMan
blitz, FICS, 2010
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+
Or 5.0–0 Nf6 6.d4 exd4 7.Ng5+ Ke8 8.Re1 h6 9.e5 Nd5 10.Qh5+ Ke7 11.Qf7 checkmate, dondan - OverwiseMan, FICS, 2010.
5...Nxe5 6.Qh5+ Ke6
7.Qf5+ Kd6 8.f4 Qe8
9.fxe5+ Kc6
A surprise and a mistake. Best was 9...Qxe5
10.c3 Ne7
11.Qg5 g6
After the game Stockfish recommended 11...Ng6, and Black's King gets to safety, e.g.: 12.d4 Be7 13.d5+ Kb6 14.Qe3+ Bc5 15.Qe2 a5 16.b4 axb4 17.Be3 Bxe3 18.Qxe3+ Ka6 19.cxb4 b6 20.0-0 Kb7 – You castle your way, I'll castle my way!
analysis diagram
12.d4 h6
13.Qg3 Bb6 14.d5+
14...Kb5
Leading to checkmate. It was necessary to return the piece with 14...Nxd5 15.exd5+ Kxd5, although Black's King is still in great danger after 16.Qf3+ Kxe5 (other moves lead to mate) 17.Kd1 (threatening Re1).
analysis diagram
15.Na3+
15...Ka6 16.Qd3+ Ka5 17.Qb5 checkmate
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