Thursday, November 12, 2020

The following Jerome Gambit game, played at bullet speed - 1 minute, no increment - illustrates various standard themes that work for the attack. How does one win with only 60 seconds to think? By being familiar with those themes.


angelcamina - calemoon

1 0 bullet, lichess.org, 2020

1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Nc3 Bc5 5.Bxf7+ 


The Italian Four Knights Jerome Gambit.

5...Kxf7 6.Nxe5+ Nxe5 7.d4 Bxd4 8.Qxd4 Re8 9.O-O Kf8 


White castles, Black's King steps back.

10.f4

A standard plan in the Jerome Gambit, made more attractive with Black's King on f8, facing White's Rook.

10...Nc6 11.Qc4 d6 12.b3 


Opening the way for the Bishop to work on the a3-f8 diagonal.

12...Be6 13.Qd3 Nb4 14.Qe2 c6 15.Ba3 Qb6+ 


Black is active in his resistance.

16.Kh1 Rad8 17.e5 

The attacking idea.

17...dxe5 

Fascinating. Players exchange pawns automatically - especially in bullet games. The problem is that it's not the best move.

18.fxe5

18...Bd5 19.Nxd5 Rxd5 20.Qc4 Kg8 


Getting out of the pin along the f-file, but overlooking the fact that both Knights are in danger. Better was to simply save one and give up the other: 20...Rexe5 21.Bxb4+ which would be about equal.

21.exf6 gxf6 22.Bxb4 Kh8 

Maybe he can attack along the g-file?

23.Rae1 

Instead, 23.Be3 would have been crushing and lead to mate, but the text is fine.

23...a5 24.Bc3 

Like I said...

24...Kg7 25.Bxf6+ Kg6 26.Qg4+ White won on time, just ahead of checkmate.




 

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