00046.6.10
Analyzed by Candidate Master Daniel Waite
1. e4 e6 2. d4 d5
3.Nd2
Nf6
4.Bd3 c5!
[I'm
going to leave the theoretical debate to the
Opening
experts. However, White's move is not
bad.
Logically
White should play e5.]
5.exd5 exd5
[The
text keeps the game even. 5…cxd4 is
stronger due
to the
establishment of a strong center pawn.
The
move
that is tempting is 5…Qxd4. This leaves
Black
with
the two center pawns after 6. Ngf3 cxd4.
For the
extra
pawn, White leads in development.
However, I
doubt
that White can capitalize at this point.]
6.dxc5 Bxc5
[Natural. You might consider the placement of the QN
on d7
with 6…O-O 7. Nb3 Nbd7. Then on 8.Nxc5
Nxc5
leaves
Black with an edge in control of the center.]
7.Qe2+ Be6 8.Ngf3 Nc6 9. O-O
O-O
10. Nb3 Bb6
[A move
that is very subjective. Personally I
think
the Bishop
belongs on d6. 10…Bd6 is much more
aggressive
since the Bishop has plans for the
Kingside. Also the square f4 tends to be a key post
for
White in the Tarrasch. The advantage of
the
Bishop
at b6 is that it freezes the Rook at f1.]
11.
Bg5 Re8 12. Qd2 h6
[Brave. This move baits 13. Bxh6 when you have the
choice
between 13…gxh6 and 13…Ne4.
Unfortunately for
White
the sac at h6 is not entirely sound.]
13.
Bh4 Bg4 14. Qf4 Bc7
[White's
move is not bad. The idea is to attempt
an
"instant"
endgame where White's pawn structure is
superior. Also it stops …Qd6 which is a natural
freeing
move and gives you plenty of opportunity to
lose
material. You avoid these
pitfalls. A stronger
consideration
in this position would be the move
14…Bxf3. After 15. Qxf3 Ne5 Qf5 16. Nxd3 17.cxd3 the
possibility
of 17…Rd2 comes close to working. 18.
Nd4
Bxd4
19. Qxd4 Qd6. The question is which
will be
stronger,
the Bishop or the Knight. In the
endgame
with pawns
on both sides, the Bishop is favored.
However,
White's pawns are just as ugly as yours and
the
e-file and the second rank belong you.
Unless the
opponent
is an IRS agent…]
15.
Qxg4 Nxg4 16. Bxd8 Raxd8 17. Bb5
[17.
Rae1 or 17. c3 and the position is lifeless.
With
Bishops of opposite colors it looks drawish.]
17. …
a6 18. Bxc6 bxc6 19. Nfd4
c5
[Ouch! You miss the second chance at gaining a
permanent
advantage. 19…Bxh2 20. Kh1 Be5 21. Nxc6
(on
21.
Rad1 then choose between …Bxd4 and …Rc8) 21…Bxb2.
Black
has an extra pawn and White has a shattered pawn
structure. Black has a reasonable shot at winning the
end
game.]
20. Nxc5 Bxh2+ 21. Kh1 Bd6 (?)
[I
agree with your "?" to a certain point. It does
offer
the exchange that occurs in the game but that
does
not really do you damage. About the
only other
reasonable
possibility would be 21…Be5 "forcing"
either
22. Rad1 or 22. c3.]
22.
Nb7 Rd7 23. Nxd6 Rxd6
24. Kg1
[Sweet! This subtle idea invokes many possibilities.
Take
some time to ponder this point.]
24…g6
[Ouch
again. Try 24…Rb6. The Knight without a target
is only
taking up space. I know the proverbial
idea
of
taking away the Knight's advance points but in this
case it
opens the door for White to gain a comfortable
position. When you have positional justification -
ATTACK! The move …g6 can be played later. The idea
is to
inspire those Queenside pawns to move and weaken
themselves
before your opponent can fix the a-pawn and
pick it
off.]
25.
Rad1
[O.K.
Your GM returns the favor. 25. Rae1
grabs space
and
almost wins the endgame by force. You
might
benefit
by the study of isolated pawn play. The
isolated
pawn is safely blocked. Controlling the
e-file
would cut off the support of the King.
The
fatal
attack on the blocked pawn must come either from
behind
or beside the pawn. This can't be
achieved
with
the Rook on d1. It's unbelievable that
a GM
would
miss this move. You get time to set up
an
adequate
defense.]
25…Rd7
[Nice! This is about the only chance you have to
protect
your weakness. White should now shift
the
attention
to immobilizing the a-pawn and finding a way
to pile
up against it. The very real problem is
going
to be
that Black gets to stack the Rooks.
Thus
White's
response is "forced."]
26.
Rfe1 Rde7 27. Rxe7 Rxe7
28. f3
Nf6
[28…Ne3
is probably your last chance to win.
However,
it's
not likely that an advantage could be generated
off
this move. It does confuse the race to
the center
and
Queenside and makes White's King unstable.
The
idea is
to follow it up with …f4, …f5 and the strong
pawn
storm on the Kingside.]
29.
Kf2 Kf8 30. Rd3 Rb7 31. Rb3
Rxb3
32. Nxb3 Nd7
[Your
opponent seems to be counting on the general
ignorance
of endgames among the average population.
This
move demonstrates a keen understanding of the
endgame. It keeps the King and opposing Knight from
penetrating. It prevents White from promoting a pawn
on the
Queenside. Basically you kill the
position.]
33.
Ke3 Ke7 34. Kd4 Kd6 35. Nd2
f5
[Also
35…Nc5. BTW, did you notice that you
have
"opposition?"]
36. c4
dxc4 37. Nxc4+ Ke6 38.
b4
g5 39.
a4 h5 40.
b5 axb5
41.axb5 h4 (keep them doggies rollin')
42. b6 g4
43.fxg4 fxg4 44. Ke3
h3
45. gxh3 gxh3 46. Kf3 h2
47. Kg2 Nxb6 48 drawn =
= =
1/2
- 1/2
[Excellent
game! You avoided your chances to lose
and
have a game suitable for framing. You
missed two
opportunities
to win material but you controlled the
game
well. Possibly the strategy of
simplifying into
an end
game will be your best chance of improving your
rating. Consider "instant" endgame
openings -
assuming
you have the patience to learn endgames
really
well. Nunn's book on Rook & Pawn
endgames and
Silman's
Endgames are basic reading. BTW,
against a
stronger
opponent, I'm always looking for a way to
simply
into a winning (or equal) endgame. It
may be a
"boring"
way to play but I've collected many scalps.]