Tuesday, June 26, 2012

You Go Your Way, I'll Go Mine


Black and White clash in the following game, each with his own tactical ideas. At critical periods, they seem to be ignoring each other. Such things usually bring a game to an abrupt halt.


TraceAnon - DragonZardoz
blitz, FICS, 2012


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 




This line was investigated in "Attitude" and "Where Do Ideas Come From?" Parts 1, 2, 3, 4, 5 and 6.


8...Bb4 9.0-0 


This allows Black the opportunity to withdraw his Knight to c6 with advantage.


9...Bxc3 10.bxc3 


Black follows his plans, and White follows his. Better for White was 10.dxe5.


10...Nxe4 11.fxe5+ Kg8 12.Qf3 d5 Black resigned







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