The attacking mayhem of the Jerome Gambit was made for blitz play. Often the defender who is unaware of best play will first slip, and then slide, and then take a fall.
ndrwgen, with White in the following miniature, is familiar with the Jerome Gambit - in fact, he has 165 games in The Database.
ndrwgn - abogatyrev
5 0 blitz, FICS, 2017
1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.O-O
A move in the Two Knights that has "more going for it than is generally realized" as I have noted elsewhere in this blog.
4...Bc5 5.Bxf7+
When Black captures the Bishop, the game will transpose into a "modern" Jerome Gambit variation, 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ Kxf7 5.0-0 Nf6.
The Database contains 1072 games with this position, with White scoring 41%.
5...Kxf7 6.Nxe5+ Nxe5 7.d4
ndrwgn has a good bit of experience with this move. The Database shows he has a record of 23-22-1.
7...Nxe4
Black realizes he will lose a piece, and decides not to worry
about it - he will grab a pawn, instead. A slightly stronger move move here, 7...d5, is based on similar reasoning - let White choose what piece he wants, while Black plans to grab a pawn with a subsequent ...dxe4.
8.dxc5
Also: 8.dxe5 d6 9.Qd5+ Be6 10.Qxe4 dxe5 11.Qxe5 Bd6 12.Qh5+ g6 13.Qf3+ Kg7 14.Bd2 Re8 15.Bc3+ Kg8 16.Qf6 Qxf6 17.Bxf6 Kf7 18.Bg5 h6 19.Bd2 Rad8 Black resigned, ndrwgn - Vuquoclong, FICS, 2013.
8...Qf6
ndrwgn also faced: 8...Nxc5 9.Qd5+ Kf6 10.Qxc5 d6 11.Qc3 Re8 12.f4 Bf5 13.fxe5+ dxe5 14.Nd2 Qd4+ 15.Qxd4 exd4 16.Nf3 Bxc2 17.Nxd4+ Ke5 18.Nxc2 Rad8 19.Bf4+ Kd5 20.Bxc7 Re2 21.Bxd8 Rxc2 22.Rfd1+ Ke4 23.b3 Re2 24.Re1 Kd3 25.Rxe2 Kxe2 26.a4 Ke3 27.b4 h5 28.Ra3+ Ke4 29.Be7 g6 30.Rg3 Kf5 31.Bc5 b6 32.Bd6 g5 33.Be7 g4 34.h3 a5 35.bxa5 bxa5 36.hxg4+ hxg4 37.Bd8 Ke4 38.Bxa5 Kf4 39.Rc3 Ke4 40.Rc4+ Kf5 41.g3 Kg5 Black resigned, ndrwgn - LochChessMonster, FICS, 2013.
Probably best was 8...d5.
9.Qd5+ Ke7
White will collect the Knight at e4, with advantage. (That was quick.)
10.Qxe4 Re8 11.f4 d5
Very often Black's last move is part of a good counter-attack for Black in the Jerome Gambit (see the note to move 8 for example) but in this case - a blitz game - the defender has overlooked something.
12.cxd6+
The capture with check makes all the difference in the world.
12...cxd6 13.fxe5 Qxe5 14.Bg5+ Kd7 15.Rf7+ Re7
A visual (the Rook is actually attacked 3 times and only defended 2) or clock error. After 15...Ke6 16.Qxe5+ dxe5 17. Rxg7 Black would still be lost.
16.Rxe7+ Qxe7 17.Qxe7+ Kc6 18.Nc3 Black resigned
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