00045.6.09 Analyzed by Master Daniel Waite

 

1. g1-f3 f7-f6 [This is a major opening error.

This pawn move does not aid in development and blocks

the best King Knight move. It does not develop a

piece. It does not control central squares (1…f5 for

instance does). It creates weakness on the Kingside.]

2. b1-c3 c7-c6 3. d2-d4 d7-d5 4. c1-f4

[Interesting and "correct." Unfortunately "correct"

in chess is not always the "best." When an opponent

is cobbled up like this ATTACK, ATTACK, ATTACK! Here

4.e4 leads to a significant advantage due to White's

central control and Black's lack of development.]

4…b8-a6 5. h2-h3 ["Lasker's rule" states: "Always

distrust a pawn move." The reason is that all pawn

moves change the game, forever. You can move any piece

back and forth, but when a pawn moves it can't go

back. Thus you see the permanent nature of the pawn

move. Many players in your class tend to be afraid of

"shadow" threats (…Bg5). Silman's rule is "if you see

a threat, look for a way to ignore it." Lasker urged,

"defend with as little effort as possible." Typically

this pin is an illusion, especially before a person

castles. It's only real purpose is to control the

dark squares on the Kingside (and possibly the

center).]

5…h7-h6 6. a2-a3 [Having protected the Kingside,

you now seal off the Queenside. While this seems

prudent you must remember a simple idea. Now repeat

after me, "always play in the center." Remind

yourself that if you do not play in the center you

will spend eternity attempting to win the E class at

your local tournament. It is a simple concept, but it

is amazing how few of us catch on to it. Only play on

the side if there is a GM approved reason.]

6…g7-g5 7. f4-d2 [Not bad but it is a waste of a good

move. Why did you put your bishop on f4 to begin

with? To control the middle? To control the

Queenside? Well, then what is it doing on d2? You

have just wasted a good wish (to get to move twice in

a game - here was that extra move you wanted). If you

were to play Bg3/h2 then you could still do the

control thing.]

7…e7-e6 8. e2-e3 c6-c5 [Count the pawn moves

your opponent has made so far. Because the game

remains closed Black survives 60 moves longer than he

should have. When you see this many pointless moves

from your opponent, show no mercy. Go after him,

sacrifice material to open lines if you have to.

These are easy points!]

9. f1-b5+ c8-d7 10. b5xa6 [Interesting choice. I

like it. It creates some interesting possibilities on

the Queenside.]

10…b7xa6 11. d4xc5 f8xc5 12. b2-b4 [Fingers

off the wing pawns!]

12…c5-d6 13. d1-e2 [Again missing the chance to crack

the game open with 13.e4]

13…d7-b5 14. c3xb5 a6xb5 15. e2xb5+ [Good

exchange idea!]

15…d8-d7 16. f3-d4 a7-a6 17. b5xd7+ [I'm not

a fan. Typically when you are up the idea is to avoid

exchanges in favor of building pressure. Then there

is the idea that once a material advantage is obtained

trade into oblivion. It takes experience to know

which to employ and when. The key to this is to know

how to win an endgame. When you can go into a "won"

endgame, but all means go for it! The fewer pieces in

the middle game the easier the defense - typically.

This move shows lack of confidence. If you lose make

sure it is not due to lack of courage (Tal, if I

remember correctly.)]

17…e8xd7 18. o-o? [Allowing Black to equalize

immediately. Black has all sorts of weaknesses and

while you can castle you do not have to castle! I

know we preach that you should castle as soon as

possible but that is only part of the idea. The

complete context is to castle as soon as safely

possible with a reason. In other words, play with the

end in mind. Play with a plan. What does the

position demand? 18.Bc3! attacks Black's confused

Kingside.]

18….g8-e7 19. a1-e1 e6-e5 20. d4-f3 e7-f5?

[Black gives up the initiative. …Rac8 is the move.]

21. e3-e4 d5xe4 22. e1xe4 h8-e8? [Giving

White more targets than can be possibly covered.]

23. c2-c4 [Another good idea is 23. g4.]

23…a6-a5 24. c4-c5 [Excellent. I like how

Silman encourages, "when you see a threat, look for a

way to ignore it!" Now you have the luxury of

ignoring further threats.]

24…d6-c7 25. d2-c3 [b5 gives White two passed

pawns and serious attacking potential on the

Queenside. For instance Bd1 then B anywhere….]

25…a5xb4 26. f1-d1+ d7-c6 27. c3xb4 a8-d8

28. d1xd8 [Rxd8 gives up the d-file. 28.Ree1 is

best.]

28…e8xd8 29. g2-g4 f5-h4 30. f3xh4 g5xh4

31. a3-a4 d8-b8 32. a4-a5 b8-d8 33.

a5-a6 [Sure is fun when all your opponent can do is

move back and forth! But I like getting the Rook

behind the pawns or invading with the King.]

33… c7-b8 34. b4-a5 [Ba3!] d8-d1+ 35. g1-g2

d1-a1 36. e4-b4 b8-a7

37. b4-b7 a7xc5 38. b7-c7+ c6-b5 39.

c7-b7+ [Attacking when the position does not

justify an attack. This actually loses a piece to

…Kd6. Either way, by attacking without positional

justification you allow a winning advantage to

vaporize.]

39…b5xa6 40. a5-c3 a1-a3 41. c3-b2 a3-a2

[…Kxb7 42.Bxa3 Bxa3 wins a piece.] 42. b7-b8

a6-a7 [Missing …Bb6 43.Ra8+ Be7. Now 44.Bxb7 (or any

other Bishop move) Rxf2+ destroying White's position.]

43. b8-b5 c5-b6 44. b2-c1 [this should lose

to …Rxf2+] a2xf2+ 45. g2-h1 f2-f1+

46. h1-g2 f1xc1 47. b5-d5 c1-c2+ 48.

g2-f3 c2-c3+

49. f3-g2 c3-c2+ 50. g2-f3 c2-c4 51.

d5-d7+ a7-a6

52. d7-h7 c4-f4+ 53. f3-e2 f4-f2+ 54.

e2-e1 e5-e4

55. h7xh6 f2-g2 56. h6xf6 g2-h2 57.

g4-g5 h2xh3

58. g5-g6 h3-e3+ 59. e1-f1 h4-h3 60.

g6-g7 h3-h2

61. f6-h6 e3-f3+ 62. f1-g2 f3-f2+ 63.

g2-h1 f2-f1+

64. h1xh2 f1-g1 65. h6-h7? [Rxb6+ Kxb6 66.

Kxg1!] b6-f2 66. h7-h6+ a6-b5

67. h6-h5+ b5-c4 68. h5-f5 e4-e3 69.

f5-f4+ c4-d3 70. f4-f7 d3-e2 71. h2-h3

g1-g3+ 72. h3-h4 e2-f1 73. f7-f3 g3xf3+

74. h4-g4 f3-g3+ 75. g4-f4 g3xg7

76. f4-f3 g7-f7+ 77. f3-e4 e3-e2 78.

e4-d3

Coaches Advice: Your road to chess improvement is

through Karpov and his type. You must become addicted

to "positional" chess. You attacked when you should

not have, you traded when you should not have, and you

castled when you had a much better move. Study

Silman's "How to Reassess your Chess" (easily the most

useful book on chess in the last 200 years), "The

Amateur's Mind," and "How to… Workbook." In a sense,

I'm asking you to go back to "square one" and relearn

the game. The idea is to teach you to play with a

plan. It is said that a "bad" plan is better than no

plan. When I say plan, it's not a legalism that

controls every thought. But there are some basic

ideas like knowing when to attack and when to defend

that are critical. The cool part about this is once

you have the positional ideas down, you can attack

like a mad dog when the position calls for it. If you

don't know then you will not pull off the brilliant

attacks when they are available.

One piece of advice that will add 200 points to your

playing strength right now. ALWAYS (unless there is a

specific GM approved reason) PLAY IN THE CENTER! If

you lose the center, you lose the game. The center

controls the game. The center is your brain, you lose

your brain…. OK you get the picture. You will be

surprised when you get this one concept down with a

passion that you will be able to play with anybody.

(Or at least you will get that feeling.) You will

also be a legitimate threat to anyone (just don't look

at the rating, it messes with your mind).

While you are doing this, consider what openings you

do well when playing. While 1.Nf3 is a very good

opening you must understand the ideas behind what you

are attempting to accomplish with it. Many players

are looking for a win in the first 10 moves. If this

is you then 1.Nf3 is not our opening. If you are real

good at endgames then your best route is probably 1.e4

(assuming you can live through the typically violent

middle games). If you like positional chess then head

for the closed games you find in 1.Nf3, 1.c4, 1.d4.

1.f4. If you really like odd ideas stick to 1.c4

(English) and 1.f4 (Bird) but I wouldn't stray beyond

those (possibly 1.Nc3 the Dunst is playable.) The

reason for this advice is that many players like an

opening, for whatever reason, and do poorly in it

(typically because they 1. Do not understand it. 2. Do

not feel comfortable in the game. 3. Are not capable

of grasping the concepts). For instance, I attempted

to play the Modern Benoni and was constantly beaten.

My problem is that I did not have the maturity in the

areas that were necessary to play the opening.

Nothing personal, but the Benoni lived up to its name

(son of my sorrow). Meanwhile they rule with an

opening that they, for whatever reason, do not like.

I used to play the English but abandoned it for more

popular openings. A while back I did an inventory and

discovered that I did well in English type positions

and won 80% of my games. So when I'm in an important

game that I want to win, what opening do I play?

(Hint: It's not 1.e4!)