Tuesday, November 22, 2011

Do Not Wander Too Far From Home

Yesterday's post (see "Still An InterestingGame") got me thinking about an early d2-d4 for White in the Jerome Gambit and related openings. That, in turn, got me thinking about the Italian Gambit (see "Brilliant but not sound" too) and helped me turn up the following game. 

Darrenshome - WildErmine
blitz, FICS, 2006

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.d4


The Italian Gambit. 

All three of Black's captures of the d-pawn can lead to a roughly equal game, but the second player should remain attentive.

4...Nxd4 5.Bxf7+

Transposing to the Jerome Gambit, i.e. 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ Kxf7 5.d4 Nxd4.

5...Kxf7 6.Nxe5+ Ke6


Black either does not believe in what he sees, or he is careless and does not watch where he is going. In either event, it is risky to wander too far from home...

7.Qg4+ Kxe5 8.Bf4+ Kxe4 9.Nc3 checkmate






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