Showing posts with label uko. Show all posts
Showing posts with label uko. Show all posts

Friday, April 30, 2010

Untangling Lines of Play

When I meet the Blackburne Shilling Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4) I respond in the Jerome Gambit way with 4.Bxf7+. I have confidence in that strategy, but I am often surprised at how much remains either unexplored or unclear. Lines of play get tangled, and it seems that some knowledge of theory is essential for White's success.   


Darrenshome  - PlatinumKnight
blitz FICS, 2006

1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4


4.Bxf7+

Of course White can also play 4.0-0, 4.Nxd4 or 4.c3 with a good game.

4...Kxf7 5.Nxe5+ Ke6


6.c3 Kxe5 7.cxd4+ Kxd4


Certainly throwing down the gauntlet in front of White by grabbing that extra pawn instead of retreating with 7...Ke6: What are you going to do about it, Gambiteer?? 

8.Qa4+

This move is seen in 35 games in the New Year's Database, with White scoring 40%. Strongest is 8.d3, with White scoring 73% in 11 games.

8...Ke5 9.f4+

9...Kxf4

Indigestion!

The King has eaten one pawn too many, and now faces checkmate. Retreating would have given Black the advantage.

10.0-0+


This move is good, and it wins, but faster was 10.d4+ Kxe4 (10...Kg4 11.Qd1+ Kh4 12.Qf3 Bb4+ 13.Ke2 d5 14.g3+ Kh3 15.g4+ Kh4 16.Qg3#) 11.0–0 Bb4 12.Qxb4 Qg5 13.Nc3+ Kd3 14.Rd1+ Qd2 15.Rxd2+ Ke3 16.Rd1 checkmate 

10...Ke5

Black would put up more resistance with 10...Kg5. Then best play, according to Rybka, would be 11.Qb3 d5 12.d4+ Kh5 13.Qf3+ Bg4 14.Qf7+ g6 15.h3 when Black will lose his Bishop and face aggressive follow-up moves such as Rf5+.

11.d4+

White actually let the position slip away from him and allowed Black to deliver the checkmate in LordMonkey - uko, FICS, 2007: 11.Nc3 Bc5+ 12.d4+ Bxd4+ 13.Kh1 d6 14.Qb5+ c5 15.Bf4+ Ke6 16.Qc4+ Kd7 17.Qb5+ Kc7 18.Nd5+ Kb8 19.Bxd6+ Qxd6 20.Rad1 a6 21.Qb3 Be6 22.Qf3 Ne7 23.Nf4 Ka7 24.Nxe6 Qxe6 25.Rd3 Rhf8 26.Qg3 Rxf1





analysis diagram






11...Kxe4


12.d5+

White sees a checkmate and goes for it, bypassing a few shorter ones (e.g. 12.Nc3+ Kd3 13.Rf3#) in the process.

A win is a win.

12...Kxd5 13.Nc3+


13...Ke6 14.Qe4+ Kd6 15.Bf4+


15...Kc5 16.Qd5+ Kb6 17.Qb5 checkmate