00005.4.12 Analyzed by National Master Corey Russell
1. e3 Nf6 2. d4 e6 3. Nf3 Ne4
This game illustrates one very important principle: Do NOT
move pieces (Knights, Bishops, Rooks, Queen) more than once
in the beginning stages of the game! Remember, you have an
army -- get all your soldiers in battle, don't just send one
guy by himself!
4. Qe2
? Not good...Queens should not be moved early. This move
blocks white's bishop from getting out. Instead, 4 Bd3 is
a much better move.
Remember to develop with attack if possible.
4... f5 5. Ne5
? Again, do NOT move
pieces more than once early. Black
only has one good piece.
White should develop a piece and
try to get rid of black's good knight. 5 Nbd2 would be a
good way to do this.
5... a6
This does not get any pieces out, plus ignores white's threat.
...Qf6 is mandatory to
meet White's threat.
6. Qh5+
This is one of the few time yous should move a piece more
than once early -- to procure LARGE amounts of material.
6... g6 7. Qe2
White misses his chance.
The black h-pawn was pinned --
so white could've played 7. Nxg6!, and if 7. ... hxg6 then
8. Qxh8, and white is ahead a Rook and Pawn vs. knight.
Black's best defense is 7. ... Nf6 8. Qh3 Rg8.
7... Bg7 8. Nc4
? Bishops and knights are roughly equal. It was MANDATORY
to continue getting pieces out.
Nc3, Nd2, or g3 followed
by Bg2 are all preferable to 8. Nc4.
8... b5 9. Na5 c6 10. h4
Of course, this is a major mistake. White's throwing away
his knight at a5 for no reason.
10... Qxa5+
Developing pieces is still necessary. White should respond
by 11. Bd2
11. c3 h5 12. Rh3
? White MUST get rid of black's good knight at e4. 12. Nd2
is called for.
12... b4 13. cxb4 Qxb4+ 14. Nd2 Bf6
Dubious. Black's queen
side needs developing. ...a5 or
c5 would allow black's knight and bishop to get developed.
15. g4
? Loses 2 pawns for no reason.
Why not get rid of black's
best piece by f3?
15... fxg4
The general rule of thumb is: when choosing which pawn to
capture, capture toward the Center. ..hxg4 would not only
keep the f5 pawn defending black's knight, it would another
pawn after ...Rxh4.
16. Rh1 d5 17. Bg2 Nd6
When ahead in material (especially a full knight or more)
TRADE!
17. ... Nxd2 would makes black's advantage even greater.
18. a3 Qa4 19. Rb1 a5 20. b3 Qb5 21. Qd1 Ba6 22. Bf1 Qb7
23. Bxa6 Rxa6 24. a4 Qb4
This still wins, but black is playing without his knight
at b8 and the rook on h8.
Either ...Nd7 or castling kingside
is preferable.
25. Ra1 Ne4 26. Ba3 Qc3 27. Rc1 Qd3 28. Nxe4 Qxe4 29. Rf1 Bxh4
30. Rc2 g3
31. f3 Qxe3+ 32. Re2 Qc3+
Black has a much stronger move, 32. ... g2+ is mate in 1
move!
White has to play Rff2, and ...Bxf2 is checkmate because
the rook on e2 is not allowed to recapture (that would expose
white's king to the black queen on e3).
33. Rd2 g2+ 34. Ke2 Rf8
Objectively, not best as white can crush the rook with Bxf8!
Best was gxf1/Q+, 35. Kxf1 Rb6.
35. Rg1 Qxf3#
So in conclusion, get ALL your pieces out early, castle,
and you will do much better in your games.
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