The following game shows that even a "generous" amount of time on the clock for a blitz or rapid game (compared to bullet) may not be enough, if the defender gets lost in unfamiliar positions in an unfamiliar opening.
I mean, who ever studies how to defend against the Jerome Gambit?
Francochan - soorajtc
10 0 rapid, lichess.org, 2025
1.e4 e5 2.Nf3 Nc6 3.Bc4 h6
The Semi-Italian opening
4.Bxf7+
The Semi-Italian Jerome Gambit.
4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+
6...Ke6
This move still leaves Black with an advantage, but it is much more adventurous for his King than 6...Ng6 or 6...g6.
7.Qf5+ Kd6 8.d4
A typical Jerome Gambit position - Black has two pieces for two pawns, and Stockfish 16.1 smiles upon him (11/2 pawns better, 32 ply) - but, oh, that King!
8...Ne7
Black defends and counter-attacks, but this is insufficient.
He needed to try 8...Qe8 9.Bf4 Kc6 (9...c6 10.Bxe5+ Ke7) 10.d5+ Kb5 11.a4+ Ka6 12.Qxe5 Qxe5 13.Bxe5 b6 when, by returning a piece, his King will find safety on b7.
A reminder that in club play, it is often easier to attack than defend; and that being in unfamiliar positions can turn dangerous.
9.Qxe5+ Kc6 10.Qc5 checkmate





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