One of the nice things about playing the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) is that sometimes your opponent does not know how to respond. He can try this, or that, or something else, but it all turns out bad for him in the end. Bill Wall's latest game is a good example.
Wall, Bill - Arty
blitz 10 0, PlayChess.com, 2014
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ Ke6
A brave choice! Black wishes to hold on to his two extra pieces.
7.f4 Ng6
Choosing to let go of a piece, after all. Otherwise, the consistent move would be the counter-attacking 7...Qf6.
8.Qxc5
Improving on 8.f5+ from Wall,B - Guest1157782, PlayChess.com, 2013 (1-0, 20).
8... Qh4+
There are variations where this move is strong and leads to favorable complications. Unfortunately, this is not one of them.
Withdrawing the at-risk Knight with 8... N6e7 would lead to an even game.
9.g3 Qf6
Two alternative retreats appear in The Database: 9... Qg4 from Permanence - jgknight, FICS, 2008 (0-1, 38) and 9... Qe7 from Permanence - Pianisimo, FICS, 2008 (1-0, 17).
10.f5+ Kf7 11.fxg6+ Qxg6 12.O-O+ Nf6 13.e5
White has his two sacrificed pieces back, and aims to gather another one in, as interest. Black's defense collapses.
13...d6 14.Qxc7+ Bd7 15.Qxd7+ Black resigned
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+ ...and related lines
(risky/nonrisky lines, tactics & psychology for fast, exciting play)
Showing posts with label Pianisimo. Show all posts
Showing posts with label Pianisimo. Show all posts
Monday, November 3, 2014
Sunday, July 7, 2013
Alonzo Wheeler Jerome's Dream
If Alonzo Wheeler Jerome, the creator of the Jerome Gambit, ever dreamed of an exciting game, it might very well have looked like the following one.
Wall,B - Guest1157782
playchess.com, 2013
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+
4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ Ke6 7.f4 Ng6
The kind of move - withdrawing a piece from attack - that someone unfamiliar with the Jerome Gambit might make quickly. (Best was 7...Qf6).
My guess is that at this point Bill got out his psychic micrometer, measured the apparent depth of his opponent's experience with (or understanding of) the opening, and chose a line of play that was most efficacious against an unschooled or uneasy opponent.
8.f5+
Also seen:
8.Qf5+ as in Idealist - pvm, FICS, 2003 (1-0, 42), Petasluk - jackla, FICS, 2008 (1-0, 31), and Petasluk - popasile, FICS 2011 (0-1, 35);
8.Qxc5 as in Permanence - Pianisimo, FICS, 2008 (1-0, 17) and Permanence - jgknight, FICS, 2008 (0-1,38); and
8.Qd5+ as in Siggus - svetma, FICS, 2007 (1-0, 36).
All of these games can be found in The Database.
8...Kd6
Or 8...Ke5, which led to a quick win for White in Superpippo - HarryPaul, FICS 2001 (1-0, 15).
9.fxg6 Kc6
Instead, Black had to fight back with 9...Nf6.
10.Qd5+ Kb6 11.Qb3+ Kc6
Surprisingly enough, Black's King can escape with 11...Ka6 - if he keeps his wits about him. Sure, White can then win back a piece with 12.Qc4+ b5 13.Qxc5, but after the counter-attack 13...Qh4+!? Black can get his Queen over to protect His Majesty, e.g. 14.Kf1 Qxe4 (Black could also try 14...Ne7 with the idea of 15...Rf8+)15.d3 Qc6 when 16.Qxc6 dxc6 17.gxh7 gives White a small advantage, according to Houdini 3.
12.Nc3 hxg6
Now White finishes things off.
13.Qd5+ Kb6 14.Na4+ Ka5 15.b4+ Kxa4 16.Qb3+ Kb5 17.a4+ Kc6 18.Qd5+ Kb6 19.Qxc5+ Ka6 20.Qa5 checkmate
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