Showing posts with label DanK28. Show all posts
Showing posts with label DanK28. Show all posts

Saturday, August 10, 2013

Near Miss


A couple of years ago I suggested the George J. Dougherty Club, with special membership for those chess players who had suffered the ignominity of losing to the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) - like Mr. Dougherty, who was the first one to face Alonzo Wheeler Jerome's gambit, and the first one to fall to it.

In light of my most recent Jerome Gambit, I was thinking of suggesting a "club" for those who play the Jerome, and who lose spectacularly with it. Then I thought again, and realized that the oft-refuted opening is supposed to fail gloriously for White, so such a club would "honor" more of "dog bites man" than "man bites dog."


Still, the following game is likely to cause members of the Jerome Gambit Gemeinde to howl... 



perrypawnpusher - darkwight
blitz, FICS, 2013

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ 




4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ Ng6 



7.Qd5+ Ke8 8.Qxc5 d6 9.Qe3 Ne5 




Certainly a provocative move, now, or a move or two later.


10.0-0


The Database shows a couple of alternatives: 10.d4 Ng4 11.Qg3 N8f6 12.f3 Qe7 13.0-0 Nh6 14.Nc3 Bd7 15.Bg5 Nf7 16.Nd5 Qd8 17.Bxf6 gxf6 18.Qg7 Be6 19.Nxf6+ Ke7 20.b3 Qf8 21.Qxf8+ Raxf8 22.Nh5 Ng5 23.h4 Nf7 24.Nf4 Bc8 25.Nd5+ Kd8 26.c4 c6 27.Nc3 Nh6 28.g4 Bxg4 29.fxg4 Nxg4 30.Rxf8+ Rxf8 31.Rf1 Rg8 32.Rf4 Ne5+ 33.Kf1 Nd3 34.Rf7 Kc8 35.Rxh7 Rf8+ 36.Ke2 Nf4+ 37.Kf3 Nd5+ 38.Kg4 Nxc3 39.e5 dxe5 40.dxe5 Ne4 41.h5 a5 42.h6 Nc5 43.Kg5 Ne4+ 44.Kg6 Rg8+ 45.Kf7 Rd8 46.Rg7 Rd7+ 47.Kg6 Black resigned, MrJoker - DanK28, Internet Chess Club, 2011; and


10.f4 as in perrypawnpusher - GabrielChime, blitz, FICS, 2009 (1-0, 21). 

10...Qh4 


Less aggressive were: 10...h6 11.d4 Nc6 12.f4 Nge7 13.Bd2 a6 14.d5 Nb8 15.c4 Bd7 16.Bc3 Rg8 17.Rf3 Black resigned, MrJoker - Melbourne, Internet Chess Club 2011; and


10...Nf6 as in perrypawnpusher - mikelars, blitz, FICS, 2010 (1-0, 26).


11.d4 Ng4 12.Qf4 N8f6 13.h3 Nh5 14.Qf3 Rf8 15.Qe2 Nf4



Black has whipped up an initiative, and his 4 attacking pieces are really looking scary. For some reason, I didn't think that my opponent could play his last move, and it caused me some surprise - followed by panic.


16.Qb5+


I was totally embarrassed after the game to realize that 16.Bxf4 was perfectly playable here, and White can continue to defend, e.g. 16...Rxf4 17.Nc3 Nxf2 (retreating the Knight allows White to fork the Rook and Queen with g2-g3) 18.Rxf2 Rxf2 19.Qxf2 Qxf2+ 20.Kxf2 and White is a pawn up.


16...Bd7 17.Qxb7  


Now Black concludes his attack.


17...Nxh3+ 18.gxh3 Nxf2 


Horrors!


The right move was 18...Rxf2!, when 19.Qxa8+ Kf7 20.Qd5+ Kf8 21.Qa8+ Be8 22.Qxe8+ Kxe8 23.Be3 Qg3+ 24.Kh1 Rh2 is checkmate.


Smashing! 


19.Qxa8+ Ke7 20.Qxf8+ Kxf8 21.Rxf2+ 




Now White has two Rooks, a Knight and a pawn for his Queen, and should win - if he avoids time trouble.


21...Kg8 22.Bf4 Bxh3 23.Nc3 Qg4+ 24.Kh2 Qd7



Both of us were bothered by the ticking clock. I was trying not to get checkmated before I got my troops assembled, and my opponent was trying to create as much mischief as possible. Neither one of us were at our best for the rest of the game.


25.Bg3 h5 26.Rg1 g5 27.e5 h4


Advancing pawns against the enemy King is fun, but this overlooks something essential.


28.Bxh4 dxe5 29.Rxg5+ Kh7 30.Rg3 exd4 31.Rxh3 Qd6+ 


A final slip.


32.Bg3+ Black resigned