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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