Monday, December 19, 2011

Where Do Ideas Come From (Part 2)?

Филидор1792 (see "Attitude" and "Where Do Ideas Come From?") has sent me further Jerome Gambit games and ideas.

In "Attitude" I pointed out that "Feeling confident, even when playing a bluff, is essential." 

Филидор1792 added "Of course it is important to feel confidence when bluffing, but more important is (I think you know this very well) to make others think you are bluffing, when in fact you are not."

How many times have our opponents looked at our Jerome Gambits and thought "There is nothing to this!" only to resign a dozen or two dozen moves later?

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


8...Nc6 9.e5 Re8

Differing from the previous game's 9...Bb4.

10.0-0 Bb4 11.d5 Nxe5 12.fxe5 Rxe5


Black has deftly returned a piece for two pawns, but he still has an extra one. White must continue to play with force.

13.Bf4 Re8 14.d6 cxd6 15.Nd5 Bc5+ 16.Kh1 Re6 17.Bg5 b6 18.Nxf6 gxf6 19.Rxf6+ Rxf6 20.Bxf6 Qxf6 21.Qd5+ Ke7 22.Qxa8


22...Ba6

Black is eager to show that his two Bishops and open lines are stronger than White's Rook. Unfortunately for him, the move he chooses shows just the opposite.

23.Re1+ Kf7 24.Qe8+ Kg7 25.Re7+ Kh6 26.Rf7 Qd4 27.Qf8+ Kg6 28.Qg8+ Kh6 29.Rxh7 checkmate

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