1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ ...and related lines
(risky/nonrisky lines, tactics & psychology for fast, exciting play)
Monday, September 10, 2012
Something New In Something Old
In an old line, Black discovers something new.
Not quite new enough, however.
MrJoker - KnickAtKnight
blitz, 2 12, Internet Chess Club, 2012
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+ Kf8
The Sorensen Variation, based on a line recommended by Lt. Sorensen in his article on the Jerome Gambit in the Nordisk Skaktidende, May, 1877.
The idea is simple: Black does not get greedy, seeing one extra piece as enough to win.
6.Qh5
The Banks Variation, after Banks,P - Rees,M, Halesowen v Lucas, 2003 (1-0, 45). Pete Banks, playing the Jerome Gambit over-the-board, risked rating points and club pride with "Jerome's Double Opening."
6...Bxf2+
A creative response ("what's good for the goose is good for the gander"), which only shows up in one other game in The Database. Unfortunately for KnickAtKnight, that game was played (and won) by Mr.Joker six months earlier.
It was possible for Black to return to normal Jerome Gambit lines with 6...Nxe5, as in MrJoker - Marduk, blitz, Internet Chess Club 2012 (1-0, 64).
Best for Black seems to be 6...Qe7, discovered four years ago. See "Jerome Gambit, Vlad Tepes, and... Garlic!"
7.Kxf2 Nxe5
As mentioned in the note Black's 6th move, there had already occurred: 7...Qf6+ 8.Nf3 d6 9.d3 Nd4 10.Na3 h6 11.c3 Nxf3 12.Qxf3 Qxf3+ 13.gxf3 Nf6 14.Be3 Bh3 15.Nb5 a6 16.Nd4 Ke7 17.Kg3 Bd7 18.h3 Rhf8 19.Raf1 c5 20.Ne2 Nh5+ 21.Kh4 Nf6 22.f4 Bb5 23.c4 Ba4 24.b3 Bc6 25.Rhg1 Rg8 26.f5 b5 27.Nf4 Be8 28.Ng6+ Bxg6 29.Rxg6 bxc4 30.bxc4 Rab8 31.Rfg1 Kf7 32.R6g2 a5 33.Bc1 a4 34.Bb2 Rb7 35.Bxf6 Kxf6 36.Rg6+ Ke7 37.f6+ gxf6 38.Rxg8 Rb2 39.R1g7+ Ke6 40.Re8 checkmate, MrJoker - Chicagojr, Internet Chess Club, 2012.
8.Qxe5 Qh4+
Black has stalled White's attack and is counter-attacking, but he is doing so a pawn down.
9.g3 Qf6+ 10.Qf4 d6 11.d4 Ke7 12.Qxf6+ Nxf6 13.Nc3 Rf8 14.Bg5 Ke8 15.Bxf6 Rxf6+ 16.Kg2 b6
White still does not have a raging attack: only a better center, a safer King, and an extra pawn.
17.Rhf1 Re6
Putting pressure on White's center, but exchanging the Rook with 17...Rxf1 18.Rxf1 was probably better, even if it brought the game closer to a simple endgame.
18.Nd5 Kd8
A consistent example of what might be called a "negative halo effect": the second player, having faced the ridiculous 4.Bxf7+ and the outrageous 5.Nxe5 and the preposterous 6.Qh5 shrugs off White's Knight leap as just another simple threat. Otherwise he would have realized that his "best" choice was 18...Re7, "neutralizing" the Knight by exchanging it off for his Rook right away. (Ouch)
19.Rf8+ Kd7 20.Rf7+ Ke8 21.Rxg7 c6 22.Nc7+ Kf8 Black resigned
Things would settle down after 23.Nxe6+ Bxe6 24.Rxh7 with White ahead the exchange and three pawns.
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