1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ ...and related lines
(risky/nonrisky lines, tactics & psychology for fast, exciting play)
Monday, November 8, 2010
Theoretical
The Jerome Gambit and its relations are fun "just do it!" openings, but over time they have developed their own "book" and sometimes a line, as the one discussed below, can become "theoretical".
MCMLXXXIII - TheProducer
blitz, FICS, 2010
1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4
The Blackburne Shilling Gambit.
4.Bxf7+
The Blackburne Shilling Jerome Gambit.
4...Kxf7 5.Nxe5+ Ke8 6.Qh5+ g6
This position was reached in the game discussed yesterday (see "Really? Really.") and in 824 other games in the New Year's Database. White scored 60%.
7.Nxg6 Nf6
Not Black's best response (he should take the Knight), but it is enough to complicate the game.
8.Qe5+ Be7
Again, not the best, but, again, plenty messy. Black should try 8...Ne6 9.Nxh8 Bg7 as in perrypawnpusher - xenoglot, blitz, FICS, 2010 (1-0, 37).
White now has several options, only one of which leads to advantage. A little familiarity with the first moves of this opening can save a lot of calculation time and headaches later.
9.Nxh8
Tempting. However, the best chances came with 9.Nxe7, e.g. 9...Nxc2+ 10.Kd1 Ne3+ (or 10...Qxe7 11.Qxe7+ Kxe7 12.Kxc2) 11.dxe3 Qxe7 12.Qxe7+ Kxe7 13.f3 when White is up 2 pawns.
analysis diagram
9...Nxc2+ 10.Kd1
10...Nxa1
This may be easy to work out with a longer time to think about it, but in blitz it is not as simple. See perrypawnpusher - lourotors, blitz, FICS, 2009 (0-1,37).
Kicking the White Queen with 10...d6 before capturing the Rook was a bit stronger, but in either case Black is better.
11.Nc3
Ignoring the Black Knight in the corner and working on development.
11...Ng4
Half of the moves in this game have been made by the Knights. Look at them!
Sadly, this move ends the game for Black. (Kicking the enemy Queen was a job for the d-pawn.)
12.Qh5+ Kf8 13.Qf7 checkmate
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