
Time to take a break from the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) for a moment and visit with an educational endgame. Well, it helped me get "educated" both during and afterward. The way my opponent disappeared from FICS the moment the game was over, I got the impression that he, two, was going to give the game a good look-over...
perrypawnpusher - cmcj
blitz FICS, 2009

After 50 pretty boring moves followed by 25 rather sloppy ones, White finds himself up a pawn in one of those you-should-know-how-to-play-this endgames.

Welcome to the club.

Try this instead: 76.Rf4 Rh2 (Black plans to check the White King endlessly) 77.Re4+ Kd6 (The Black King has been bumped away, so that the White King can emerge) 78.Kf7 Rf2+ (as planned) 79.Kg6 Rg2+ 80.Kf6 Rf2+ 81.Kg5 Rg2+ 82.Rg4 Aha! The pawn will advance and promote! White has used the proper plan!
76...Rh4 77.Ra7+ Ke8 78.Rf7

78...Rh3 79.Rf5



This is funny. Why? Because the Rook is on the wrong rank. Watch and see.
79...Re3 80.Kh7 Rh3+ 81.Kg6 Rg3+


Dropping further back, to g2 or g1 was better, although it might not matter in the end.
83.Re5+ Kd7

84.Re7+

84...Kd8 85.Ra7


