Bingoman - noorinut
3 0 blitz, FICS, 2017
1.e4 e5 2.Nf3 Nc6 3.Bc4 h6
The Semi-Italian Opening. For some background, see here and here.
4.Bxf7+
In a hurry to go all-Jerome all over his opponent. I prefer 4.0-0, and after 4...Bc5, then 5.Bxf7+; but everyone has their own ideas about excitement.
4...Kxf7 5.d4 Nxd4
The enjoyable thing about playing chess "for fun" is that it often doesn't make demands upon you - no heavy cognition, just think of a move and play it. Here Black plays a "sure, why not?" move (instead of 5...exd4) and then has fewer than 10 more moves to regret it.
To go from a "won" game at move 4 to a "lost" game at move 5 is not unheard of in a 3 0 blitz game - but before the end of the game he will have a chance to get that "won"game back again, if he keeps his wits about himself...
6. Nxe5+ Ke8
Alarm bells should be going off in the heads of Jerome Gambiteers everywhere!
Black should have given up the Rook with 6...Ke7 7.Ng6+ Ke8 8.Nxh8 (White's cornered Knight will escape), remaining an exchange and a couple of pawns down. Instead, he faces checkmate*.
7.Qh5+ g6 8.Qxg6+ Ke7 9.Qf7+ Kd6 10.Nc4+ Kc6 11.Qe6+
It's good to remember White's plan of Queen checks followed by the shepherding Knight check, followed by the Queen check - but not this Queen check.
11...d6
Overwhelmed by the shock and awe of the attack? Distracted by the clock? Guessing that his opponent made a mouse-slip and giving him a second chance? I dunno.
12.Qd5+ Kd7 13.Ne5+ Ke8 14.Qf7 checkmate
White's Queen and Knight "undo" their last moves and finish the game.
*There's always an asterisk in 3 0 games.
No comments:
Post a Comment