Saturday, November 27, 2010

Confusing the Enemy

In the following game, six of Black's 14 moves were pawn moves, the remaining were King moves.  It would not take a statistician to guess the outcome.

Helsinki, 1944

1. e4, c5
2. d4, cxd4
3. Nf3 ....

White deviated from the usual 3. Qxd4 ... intending to confuse the opponent.  Black is advised to reply 3....Nc6 or 3....d6.

3. .... e5

Black turns the game into a gambit, hoping to trap White into capturing the e-pawn: 4. Nxe5,Qa4+ winning the Knight.

4. c3!, dxc3
5. Nxc3, d6
6. Bc4, h6

Black is afraid of 7. Ng5, but Black's f7 pawn is more vulnerable than he thinks.

7. Bxf7, Kxf7
8. Nxe5 ....

The Queen's pawn is pinned, and this fact makes the attack possible.

8. .... Ke7

Black has no satisfactory reply. If 8.....Ke8, 9. Qh5+ and mate follows.

If 8....Ke6, then 9. Qd5+ Kf6, 10. Qf7+ Kxe5, 11. Bf4 Kd4, 12. Qd5 mate.

If 8....Kf6 then 9. Qd4! Qe8, 10. Nd5+ Ke6, 11. Nc7 winning the Queen.

9. Nd5+, Ke6
10. Qg4+, Kxe5
11. Bf4+, Kd4

If 11....Kxe4, then 12. Nc3+ Kd4, 13. Qd1+ Kc4, 14. Qd5+ Kb4, 15. a3 mate.

12. Be3+, Ke5

If 12....Kc4, then 13. Qe2 mate.

13. Qf4+, Ke6
14. Qf5 mate

White energetically pursued Black's King taking advantage of open files.

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