00028.5.13 Analyzed by Candidate Master Daniel Waite

 

1.  d4  e6  2.  e4  d5    

 

There are different types of mistakes a player can

make.  This is a "psychological" mistake (different

than the "concrete" mistake).  Since White opened with

the Queen's Pawn, this allows Black to force the game

into King's Pawn lines.  Principle:  In the Opening

you choose the pawn structure - not your opponent.

 

3. Nc3  Nf6

 

White invites the Winawer Variation (3.  …Bb4).  Black

however opts for the Classical Variation.  Gligoric

commented that "Black can not avoid concrete

variations which tend to favor White."  Short called

this line the "Boring Variation" and wrote, "This

variation is suitable for people with masochistic

urges."

 

4.  e5  Nfd7  

 

Probably best is 4. Bg5 (pinning the Knight and

forcing Black to respond).  Principle:  seize the

initiative. 

 

5.  Nf3  c5    

 

Before playing this move White should try Qg4.  Here

is the wages of being lead down your opponent's path.

The last two moves, White missed the most aggressive

idea.

 

6. Bb5  a6  7.  Bxd7  Bxd7   8.  O-O  Nc6    9.  Re1

b5

 

9. Re1 is pointless.  White missed Ne2 with the idea

of c3.  This would ensure a permanent (possibly

winning) advantage in pawn structure.  At this point

9…. cxd4 is stronger.  However, Black's pawn structure

resembles a strong Queenside attack.

 

10. Be3  Qb6    11. b3  cxd4  

 

With the last two moves White transforms a playable

position into one that is almost completely lost.  An

idea for move 10 is a4.  However b3 is utterly bad.

The c-pawn is permanently weak and probably

undefendable.  The "hole" created on c3 will be the

can opener to pry White's position open.  At this

point White can probably resign.  White has no

credible attacking possibilities.  The only redeeming

quality is that Black is playing a "virtual" piece

down (the bad Bishop).  Principle:  do not weaken your

position with pawn moves. 

 

12. Nxd4  Qa5

 

A good move but not a game winner.  Black aims at the

hole on c3 and control of the c-file with the Queen

Rook.  Control open lines (files and diagonals)!

 

13. Nxc6  Qxc3   14. Nd4  Rc8    15. Bg5  h6

 

White's wounds are self-inflicted.  The Bishops

presence in the center was critical.  Black should

consider the immediate …Bc5.  Principle: always play

in the center, if possible!  An idea for White could

be Qg4.  Notice that the Queen at g4 still operates in

the center.

 

16. Bh4  Qb4    17. a3  Qc5   

 

Black misses the simple …Bc5.

 

18. Qd3  Qc3 

 

White can still make life interesting with 18. b4.

Black is offering an interesting idea that is

consistent with the over all game plan.  The idea is

to encourage White to err. 

 

19. Qxc3  Rxc3 

 

With the exchange of Queens, White gives up the

c-file, the Queenside and the game.

 

20. a4   b4

 

White's move is terrible.  Principle:  do not attack

when you have no positional justification!  Black lets

White off the hook by missing 20…. bxa4!; completely

demolishing the White Queenside.  (This move was

spotted my one of my students.)

 

21. Re3  Bc5  22. Rd1  Bxd4   23. Rxd4  Rxc2   24. h3

a5   25. Rf3  O-O   26. Rdf4  Rc3   

 

 

White's move is without merit.  26. Rg3 gives

possibilities.  Black misses the simple 26….g5.  It

may look pretty to complicate the position but

sometimes the risk is too great.  Principle:  Simple

is best!

 

27. g4  g5  28. Bxg5  Rxf3

 

Again, simple is best.  28….hxg5.

 

29. Rxf3  hxg5   30. Kf1  Rd8  31. Ke2  Bc6   32. Rd3

d4    33. Kd2   Kg7  34. Kc2   Be4   

 

The final error in a completely lost game.

 

35. f3   Bxd3+   36. Kxd3  f6  37. exf6   Kxf6  38.

Kd2   d3   39. Kd1  d2  40. Resign   (1-0)

 

White must have seen that 40. h4 is mate in 5 by

"stair stepping" the King via e5, f4, e3, transferring

the Rook to c8, c1.  If  40. f4, it is mate in 7.

(Black Queens the pawn in 5 moves using  zugzwang and

mate follows in two moves.)