Wednesday, November 10, 2021

Jerome Gambit: One of the Attractions

One of the attractions of the wild Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) is that an unprepared defender can get into trouble very quickly. The following game is a good example: After 5 moves, the computer would give Black a winning advantage, but after 8 moves it would be much more in favor of White.

Record another Jerome Gambit miniature.


yigitcetintas - AlchemistD

10 0 blitz, Chess.com, 2021


1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ 

4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ g6 

Black might enjoy "kicking" the enemy Queen with this pawn, but he has commited himself - knowingly or unknowingly - to sacrificing his Rook.

7.Qxe5 Bd6 

Here is the first mistake. It follows the first bit of advice in a blitz game: Make threats. However, it misses the caution, above.

8.Qxh8 Qe7 


Whistler's defense relies upon this threat to White's e-pawn - but played a move earlier.

Now White can both extract his Queen and dissolve Black's Kingside in a few moves. 

9.Qxh7+ Kf8 10.Qxe7+ Bxe7 

White is up the exchange and three pawns. He still has to play this Queenless middlegame and be careful about Black's two Bishops, but his position is much easier to play - and that counts for something in a blitz game.

11.O-O Nf6 12.d3 b6 13.Nc3 Bb7 14.Bg5 Ng4 15.Bxe7+ Kxe7 

White is not in a hurry. He develops his pieces. Pawn moves will follow.

16.h3 Nf6 17.Rfe1 Kf7 18.Nb5 c6 

This looks like a time error.

19.Nd6+ 

Winning a piece.

Black resigned




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