00029.5.14
Analyzed by National Master Corey Russell
1. e4
e5 2. Nf3 d6
This
move is playable, but rather passive.
Now your
dark-squared
bishop can't be deployed to an active post.
I would
recommend the more active ...Nc6.
3. Bc4
Be6 4. Qe2 a6
While
getting space is a laudable goal, in the early
phases
of the game, you want to get your pieces mobilized.
...Nc6
would do that, plus help restrain the d4 advance that
white
would like to do.
5. Nc3
b5 6. Bd5 c6 7. Bxe6 fxe6 8. d4 exd4 9. Nxd4 e5
10.
Qh5+ g6 11. Bg5 Nf6
Actually,
11. ... gxh5 12. Bxd8 Kxd8 would have won a piece.
Would've
went a long way to help black win the game.
12. Qf3
Bg7
This
misses white's threat. White has 2
pieces on the knight
at f6
-- white will now a tactical idea called "removing the
defender",
which should have won the game for white.
Black's
only
defense is ...Kf7. It wouldn't be too
bad in this position,
because
if needed, black can always castle "by hand" by playing
...Be7,
...Rf8, ...Kg8.
13. Ne6
Qe7 14. Nxg7+ Kf7 15. Bh6 Rg8 16. g4 g5 17. Nh5
This
gives black a chance. If white would've
taken the
post
near the center (Nf5), and followed up with h4, O-O-O,
white
would have soon won.
17...
Rg6 18. Qf5
This
does nothing. 18. h4! would have soon
won the game..
too
many threats. For example, if 18. ...
Rxh6 19. hxg5 Rg6
20.
Nxf6, and black could safely resign.
18...
Qd7 19. Bg7 Qxf5 20. exf5 Rxg7 21. O-O-O d5 22. f3 Nxh5
23.
gxh5 g4
This is
wrong. Black's queen side isn't
developed. Should
be a
top priority, because the more pieces you have involved
in the
battle, the more likely you will succeed in breaking
through. Even ...Kf6 is a superior move. The king can be
(and
often is) a fighting piece in the endgame.
24. h6
Rg5 25. Rhg1 Rxf5 26. fxg4 Rf4 27. Rdf1 Rxf1+
28.
Rxf1+ Kg6 29. Rf5
White
threw away his advantage with this move.
29. Rf8 Kxh6
30. h4
would have paralyzed black, and white would have all
the
time he needed to work on his own plans.
After this, black
gets
developed and has the better game because of white's weak
king-side
pawns and black's formidable pawn mass in the center.
29...
Nd7 30. Rh5 Re8 31. Ne2 e4
This is
playable, but 31. ... Nf6 (attacks the rook on h5
and
pawn at g4) 32. Rh4 Kg5 would win 2 pawns and the game.
32.
Nf4+ Kf6 33. g5+
This
was a serious error by white. White's
only plus is
his
king-side pawn majority, so he should've looked for a
way to
mobilize them. The way to do that was
33. Rf5+ Ke7
34. g5,
which would make it a lot harder for black.
Notice
black
couldn't even have tried 34. ... Rf8? in that variation,
because
white's pawns are too fast. e.g., 34.
... Rf8
35. g6!
Rxf5 36. gxh7 Rf8 37. Ng6+ Kf7 38. Nxf8, and black
can't
stop white from playing h8Q. This
illustrates the
power
of the advanced, passed pawns.
33...
Kf5 34. Ne2 Kg6 35. Nf4+ Kf5 36. Nh3 e3
Instead,
36. ... Kg4 would have forked the white's rook
and
knight, winning a piece.
37. Kd1
Kg6 38. Nf4+ Kf5 39. Nh3 Kg4
This is
winning for black, but because of low time, both
players
agreed to a draw. So in conclusion, get
your pieces
developed
in the early stages. Also, when
calculating
variations,
see what you get vs. your opponents, to see
if you
could win material. Early in the game,
black could
have
gotten Q & B, while white would get black's queen.
Only by
using all your forces will you have good chances
of
success.
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