00034.5.19
Analyzed by Candidate Master Daniel Waite
[For
having only a year of experience you played well.
I'm sure by now you have realized that your
demise is
due to
the loss of the d-file. However, the
difficult
part is
to figure out how this happened. Let's
take a
look.]
1.e4 c6
2.Nf3 d5 3.Nc3
[This
is the "Two Knights Variation."
It is an
attempt
to confuse the Caro-Kann player. Keene
considers
this "sharp" while Schiller calls it
"quiet." How you handle it is a matter of
personality. If you choose to give up the Bishop pair
early
you must keep the game "closed."
(All four
center
pawns on the board.) Thus, when the
d-file
opens
you invite trouble.]
3…Bg4
4.h3 Bxf3 5.Qxf3 e6
[Solid,
but…. As a defender you must be
aggressive.
You
also have the option to transpose into more
familiar
territory with 3….dxe4 4. Nxe4 5. Bf5.
Also
a
tempting idea between moves 3 through 9 is the move
…d4. This is an attempt to close the center and
gain
space
on the Queenside. Again this is a
matter of
personality. My favorite way of attacking the Two
Knights
Variation is to play 5…Nf6 if 6. e5 then the
center
will be permanently locked giving you the
chance
to make your Knights better than the opponent's
Bishops. You can choose between Nfd7 and Ne4. If
White
tries 6.d5 then 6…dxe4. The idea is
that Black
gains a
move (tempo) 7.Qe3 e6 (The d4 pawn is
undefended
if 7.Nxe4 Qxd4.). Now after the
exchange
on e4
the Queen Knight heads for d5 through d7 and f6.
The idea is to plant the Knight securely on
d5,
making
it, in theory better than the White Bishop
pair.]
6.d3
Nf6
[Here
is the chance to create some interesting
possibilities. For instance 6….d4 7. Ne2 Qb6. White
is
forced to commit to some sort of stand on the
Queenside. One idea would be to play 8. c3. The
problem
with this idea is that Black is not developed
properly. The "total war" that will develop
is going
to be
difficult.]
7.Bd2
c5
[While
not objectively unsound, 7….c5 invites many
problems. Here the problem again is the lack of
development. Typically in these pawn positions Black
is
going to want to play …Bd6 and …Nd7 before …c5.
Even
stronger is if Black can also achieve a Rook on
the c -
file. Now consider the possibilities of
7….
Nbd7 8.
O-O-O Bd6. Now Black can try to
"clear and
seal"
with …c5 and …d4. The concept involves
clearing
the
Knight from it's defensive post and using the pawn
structure
to seal off the opponents pieces on the
opposite
side of the board. This takes courage
because
you will need to castle on the opposite side
and
attack without counting the cost (sacrifice almost
everything
if necessary). However, you do get to
isolate
the King away from any reinforcements.]
8.g4
Nc6 9.0-0-0 Be7
[The
question for you to answer will be the pawn
charge
on the g - file. You might want to
experiment
with
the Sicilian Dragon. After facing the
Yugoslav
Attack,
you will loose the fear of these pawn charges.
Even here you can play 9…d4. A good rule is to
always
play in the center (e and d files).
When you
face an
attack on the wing (side) become active in the
center. Generally the stronger of the attacks will
occur
in the center.
10.g5
dxe4 11.dxe4 Nd7 12.h4 Nd4 13.Qg3 Qb6 14.Ne2 Bd6
15.f4
0-0-0 16.Bc3 Nxe2
[16.
Bc3? After building a strong
initiative, with a
little
help from your passive game, White plays a poor
move. 16. Nxd4 cxd4 17. e5 Bc7 looks more interesting
for
White. With the d - file open and the
Knight
planted
on d4 Black can easily equalize with 16…e5.
If 17.
Bxd4 cxd5 gains a strong initiative for Black.
Even
17. Nxd4 exd4 neuters the Bishop and gets you
back
into the game. With this exchange Black
accomplishes
several of White's major goals. (As
much
as
possible, do not help your opponent.
Never force
your
opponent to do something that you will regret!)
First,
Black opens the d - file White's only means of
attack. Second Black opens the long diagonal (a1-
h8)
for
White, in effect giving White the center.
Finally,
Black opens (abandons) the center. Once
you
post a
Knight in your opponent's territory keep it
there
or make the opponent sacrifice (or pay a high
price)
to get rid of it. The reward for this
is that
White
will seize the d - file and disrupt Black's "key
ranks"
(the 1,2,7,8 ranks) with the Bishops.]
17.Be2
Qc7 18.Rhf1 Rhg8 19.Bd3 g6 20.Qf2 Rde8 21.Kb1
Nb8
22.Bb5 Nc6 23.Bf6 a6 24.e5 Be7
[Giving
up the Bishop is a new concession that in
effect
looses the game. The Bishop was the
only piece
that
was keeping the Black Rooks from invading your
territory. One general idea is for the defender to
trade
off attacking pieces. However, that
guideline
is wrong
in this situation. Principle: You must do
what
the position demands. Do not just
follow general
ideas
or try to force your will on the position.
You
can
still fight on after 24… Bf8.]
25.Bxe7
Rxe7 26.Bxc6 Qxc6 27.Rd6 Qc7 28.Rfd1 Kb8
29.Rd3
c4 30.Rd4 c3 31.b3 Rc8
[A
fascinating idea at this point is 31….Qa5.
Black's
move
31....Rc8 does not help.]
32.Rc4
Qa5 33.Rxc8+ Kxc8 34.Qa7 Qc7 35.Qa8+ resign
1-0
[Now
for a review. Black allowed White to
capture the
d -
file. This was complicated by giving up
the
strong
Knight at d4 and sealed by giving up the Bishop
guarding
d6. Your weak points seem to be the
lack of
control
of the central squares, lack of understanding
pawn
play, and (I suspect) the inability to understand
the board
position. Now for the good: somehow you
managed
to maintain your balance in a difficult
position. You came up with a creative attacking idea
(29….c4)
when you needed it. With a solid
understanding
of the position and your creativity you
will be
a tough opponent for anyone.
Suggestions:
Focus
your game on the center. I'd suggest
that you
attack
the center with simplifying ideas such as
closed
pawn structures or open (no pawns in the
center)
games. You may want to consider
charting the
pawn
structures in your games. For instance,
you may
do
better in positions without center pawns.
I would
suggest
that you explore more aggressive openings -
especially
gambits. While you are charting your
games
give
careful attention to when you make your errors.
For
instance in this game you could mark moves 16 and
24 as
major errors. When you come up to your
common
problem
moves, give yourself extra time to think
through
your move and remind yourself of your
weaknesses. Keep up the good work. Honestly
analyzing
your games will bring fast improvement.]