Showing posts with label cqs. Show all posts
Showing posts with label cqs. Show all posts

Tuesday, December 13, 2011

Just Plain Annoying

The Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) can be just plain annoying. Black has his mind on playing an interesting line that he has prepared, and then, suddenly, What is this?? Who wants to bother with this?

Yet, the nagging question also arises in the second player's mind: Who wants to lose to this junk? (Okay, so what do I do now?)

I think that helps explain the sudden end of the following game. It is as if Black, rated about 250 points above his opponent, realizes that he missed a move to finish off White, and decided: Phooey! I didn't really want to play this game, anyhow...

MyGameUMove - cqs
blitz, FICS, 2011

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+




4...Kxf7 5.0-0 Nf6 6.Nxe5+ Nxe5 7.d4 Bxd4 8.Qxd4 Nc6


Black has a comfortable, better, winning position. Of course.

9.Qc4+ d5 10.exd5 Qxd5 11.Qe2 Re8 12.Be3 Kg8


More material, better development, safe King... yadda, yadda, yadda...

13.Nc3 Qe5 14.Rae1 Qd6 15.Nb5 Qd8 16.Rd1 Qe7 17.Rde1 a6 18.Qc4+ Qf7

Oh, rats! If I had played 18...Be6, it would be "Game over!"

Of course, it should have been "Game over!" after move 4, anyhow.

Why am I wasting my time on this game??

19.Qxf7+ Black forfeited by disconnection

(This might have puzzled White, who could see that after 19...Kxf7 20.Nxc7 Be6 21.Nxa8 Rxa8 he would have a Rook and two pawns against Black's two Knights, at best only a theoretical edge, if any.)