In the following Jerome Gambit game, the second player starts with one of the strongest defenses, but only completes part of it.
This gives the first player time to execute his attack and produce a miniature.
Chicco79 - Satkhan1
5 0 blitz, lichess.org, 2025
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ g6 7.Qxe5 Qe7
Black has a stronger [than 7...d6] counter-attack here, starting with 7...Qe7! as Jerome discovered to his dismay in the games of his correspondence match with Lt. G. N. Whistler, secretary of the Lexington, Kentucky Chess Club, in 1876.
8.Qxh8
Taking the Rook can be dangerous for White, if Black knows the correct follow-up. He does - for a while.
8...Qxe4+ 9.Kf1 b6
However, this gives White time to even the game and fight for a draw, by demonstrating the vulnerability of Black's King.
10.Qxh7+ Kf8 11.d3 Ba6
12.Nc3 Qf5 13.Bh6+
13...Ke8
Not much better is 13...Nxh6 14.Qxh6+ Kg8 15.Qd2 when White's Queen has returned home, ahead two pawns and the exchange.
14.Re1+ Ne7
Only the sad 14...Kd8 15.Qxg8+ Bf8 16.Qxf8+ Qxf8 17.Bxf8 avoids checkmate.
White now has a choice of checkmates.
Which one would you pick?
15.Ne4
Or 15.Qg8+ Qf8 16.Qxf8 checkmate.
Or 15.Qh8+ Kf7 16.Qg7+ Ke8 17.Qg8+ Qf8 18.Qxf8 checkmate
15...d5 16.Nxc5 bxc5 17.Qxe7 checkmate






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