Sometimes it seems that if the Jerome Gambit didn't look so bad, it wouldn't turn out so good...
Philidor1792 - guest1895
Internet online game, 2013
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Nc3 Nf6 5.Bxf7+
The Italian Four Knights Jerome Gambit.
5...Kxf7 6.Nxe5+ Nxe5 7.d4 Bd6 8.f4
This is a line that Philidor1792 has explored a number of times (see the series started with "Where Do Ideas Come From? Part 1").
The central conflict between three White pawns and three Black pieces seems overwhelmingly in the defender's favor, especially since he has two extra pieces. However, veteran Jerome Gambit players know that appearances are often deceiving, and against human players (especially those who become overconfident, and, thus, inattentive) the play can often become favorable for the attacker.
8...Nc4
This move seems to have first been played in a couple of games against Rijndael/Ryndael at FICS (see "New Player, Old Line" and "Updated").
9.e5 Bb4 10.0-0 Bxc3 11.bxc3 Ne4
Now we have another curious pieces vs pawns matchup.
12.d5 Nxc3 13.Qd3 Nb6 14.Qxc3 Nxd5 15.Qb3
Black's advantage seems to have shrunk (15.Qe4 and 15.Qf5+ were interesting alternatives) and his King looks vulnerable. Can White scare up threats quickly enough?
15...c6 16.Qh3 d6 17.Qh5+ g6 18.Qh6 Qf8 19.Qh4 Bf5 20.Bb2 Rg8
It was a bit more accurate to precede this with 21.c4 Nc7 22.exd6 Qxd6, but Black's game falls apart any way.
21...Ke8 22.exd6 Kd8 23.c4 Bd3 24.cxd5 Bxf1 25.Qc7+ Ke8 26.Re1+ Be2 27.Rxe2+ Qe7 28.Qxe7 checkmate
graphic by Jeff Bucchino, The Wizard of Draws
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