Showing posts with label WildErmine. Show all posts
Showing posts with label WildErmine. Show all posts

Sunday, May 22, 2016

Gambling With the Gambler



It is not for nothing that Gary K. Gifford coined the nickname "The Jerome Gamble" for 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+. White takes a big risk with "Jerome's Double Opening".

Defenders must be warned, however, as they were in the American Supplement to Cook's 'Synopsis'  (1885) that it is "not an attack to be trifled with".

Both players in the game below threw fortune to the wind. Each will no doubt learn from their insights and oversights.

rigidwithfear - deriver69
Giuoco Piano Jerome Gambit Tournament
RedHotPawn, 2016

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+




4...Kxf7 5.d4 Nxd4 

Black's two alternatives for capture, 5...exd4 and 5...Bxd4, are stronger. Leaving the pawn at e5 open for capture gives Whites' ideas - and chances.

6.Nxe5+ 

6...Ke6

Feisty - and foolish. The equivalent to drawing to an inside straight.

Instead, 6...Kf8 is the safest and leaves Black with the advantage.

7.f4

White does not realize his good luck. Instead, he had 7.Qg4+!? which promises good things:  7...Kxe5 (Forced; 7...Kf6 leads relentlessly to checkmate: 8.Qf4+ Nf5 9.Qxf5+ Ke7 10.Qf7+ Kd6 11.Nc3 Bxf2+ 12.Ke2 c6 13.Nc4+ Kc5 14.Kd3 Qa5 15.Qxf2+ Kb4 16.a3+ Qxa3 17.bxa3#;  there is little hope in 7...Ke7 8.Qxg7+ Kd6 9.Nf7+ Kc6 10.Nxd8+ or 7... Kd6 8.Nf7+ Ke7 9.Nxd8 Nxc2+ 10.Kd1 Bd4 11.Kxc2 d6 12.Qg3 Kxd8) 8.Bf4+ Kf6 (8...Kxe4 9.Nc3 checkmate, Darrenshome - WildErmineblitz, FICS, 2006 [1-0, 9]) 9.Bg5+ Kf7 7.Bxd8 and the Black Queen is gone, anyway.

7...d6


Black is not familiar with this gambit, and so he defends. His best chance was to counterattack with 7...Qh4+ 8.g3 Qh3 and he would be better.

8.Qg4+ Ke7

Avoiding 8...Kf6 9.Qg5+ Ke6 10.f5+ Kxe5 11.Bf4+ Kxe4 12.Nc3 checkmate, similar to Darrenshome - WildErmineblitz, FICS, 2006, mentioned above.



9. Qg5+


Ouch. He had 9.Qxg7+ Ke6 10.Qf7 checkmate

9...Ke8


The "only" move, but a saving one. Now the odds turn against the Gambler again.

10.Qxg7 dxe5 11.Qxh8 Nxc2+ 12.Ke2 Bg4+ 13.Kf1 Qd1 checkmate



Wednesday, November 23, 2011

One More Thing...

As an addendum to yesterday's post (see "Do Not Wander Too Far From Home"), when considering a risky line (for Black) in the Jerome-ized Italian Gambit, White, too, must make the right move.

augmented - MAHG
standard, FICS, 2011

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+


4...Kxf7 5.d4 Nxd4 6.Nxe5+ Ke6


The same adventurous stroll as in Darrenshome - WildErmine, blitz, FICS, 2006.

7.Bf4

The direct route to the finish line is 7.Qg4+, as we saw yesterday.

7...d6

Instead, backing the King away with 7...Ke7, or preparing for that move with 7...Nf6, each let Black keep his advantage.

Now White can checkmate.

8.Qg4+ Ke7

8...Kf6 9.Bg5+ Kxe5 10.f4+ Kxe4 11.Nc3+ Ke3 12.f5+ Qxg5 13.Qxg5#

9.Qxg7+ Ke8 10.Qf7 checkmate

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