Thursday, August 12, 2010

THIS is why I play the Jerome Gambit

The opportunity for an attack on the enemy King is one reason to play the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+). In the following game, it takes only one poor choice, on move 10, for Black to turn the game over to White, and set that attack in motion.

perrypawnpusher - KnightRoyal
blitz, FICS, 2010

1.e4 e5 2.Nf3 Nc6 3.Bc4 h6


The Semi-Italian Opening.

4.0-0 Nf6 5.Nc3 Bc5 6.Bxf7+


The Semi-Italian Four Knights Jerome Gambit.

6...Kxf7 7.Nxe5+ Nxe5 8.d4 Bd6


An interesting defense. More often seen is 8...Bxd4.

9.dxe5 Bxe5 10.f4


This is a risky idea, as Black can respond 10...Bxc3 and the game can become very tricky, as Rybka indicated after the game: 11.bxc3 Qf8!? 12.e5 Qc5+ 13.Kh1 Ne4 14.f5 Kg8 15.f6 Nf2+ 16.Rxf2 Qxf2 17.Qd5+ Kh7 18.Qd3+ g6 19.Bxh6 Qf5 20.Qe3 Kg8 21.Bg7 Rh7 22.Qd4 Rxg7 23.fxg7 when Black has the advantage.




analysis diagram







10...Bxf4


Black returns the piece, but in a way that lets White grab the advantge.

11.Rxf4 Re8

Thinking of counter-attack, but the prudent 11...d6 was essential.

12.Qd5+ Re6 13.e5 c6 14.Qd4 Kg8


15.exf6 gxf6 16.Rg4+ Kh7


Now mate is inevitable, although 16...Kf7 17.Bxh6 did not hold any happiness, either.

17.Qd3+ Kh8 18.Bxh6


A bit faster was 18.Qg6.

18...Re7 19.Qg6 d6 20.Bg7+ Kg8 21.Bxf6+ Black resigned





No comments: