1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ ...and related lines
(risky/nonrisky lines, tactics & psychology for fast, exciting play)
Sunday, June 17, 2012
Overrun
I was feeling a bit cranky when I began to put this post together, so I decided upon a Jerome Gambit game that features a "TL", that is, a "TN" (theoretical novelty) that turned out to be a "theoretical lemon" as White was rudely overrun by his opponent.
Tadayoshi - AMITAF
blitz, FICS, 2012
1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.Bc4 Bc5 5.Bxf7+
The Italian Four Knights Jerome Gambit.
5...Kxf7 6.Nxe5+ Nxe5 7.d4 d6 8.f4
Black's last move shows an indifference as to which piece White captures. (White should choose one.)
White, in turn, leaves his capture options open and adds another "Jerome pawn" to the mix. This is risky, as Black demonstrates that pawn advances can leave weaknesses in their wake.
8...Bg4 9.Qd2 Nc4 10.Qd3 d5
11.b3
Going after the annoying Knight, and perhaps even anticipating his 13th move, but needed to try the straight-forward 11.dxc5, even though it would still leave him worse.
11...Bb4
A deadly pin.
12.bxc4 Nxe4 13.Bb2 Qh4+ 14.g3 Qh3
15.Rf1 Rhe8 16.Qxe4 Rxe4+ 17.Kd2 Rxd4+ 18.Kc1 Qxf1+ White resigned
Ouch.
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