00054.6.25 Analyzed by National Master Corey Russell

 

1. e4 e5 2. Nf3 Nc6 3. Bb5 Nf6 4. O-O

{

This is reasonable, but it is known that black gets a good

game in the Berlin Defense (which is ...Nf6 without ...a6

in the Ruy Lopez).  I prefer either 4. d3 or 4. Qe2, keeping

the position closed, and preserving the winning chances for white.

}

4... Nxe4 5. Re1

{

If black plays properly should lead to equality.  Theory

suggests 5. d4 as the best chance for an advantage.

}

5... Ng5

{

Dubious.  Now white can try 6. Nxg5 Qxg5 7. d4 (notice

this move causes the c1 bishop to hit the black queen) to

try to fight for the initiative.  Instead 5. ... Nd6 would

give black equality with no problems.  For example, 5. ... Nd6

6. Bxc6 dxc6 (to open up the diagonally for the light-squared

bishop) 7. Nxe5 Be7, with a very reasonable game for black.

}

6. Nxe5 Be7 7. c3

{

Why not 7. d4 straight away?  Normally in Ruy Lopez, c3 is

needed to help get in the d4 push, but not here.  There was

nothing  preventing white from playing 7. d4 and 8. Nc3,

completing development.

}

7... Nxe5 8. Rxe5 c6

{

Here the computer does a strong multi-purpose move.  ...c6

does the following: a) frees the black d-pawn to move (it was

pinned before) b) opens the a5-d8 diagonal for

the black queen, and c) helps establish a strong pawn center

on d5.

}

9. Ba4 O-O 10. d4 d5 11. Bf4

{

A natural move, but a little too mechanical.  The bishop has

good scope on c1.  White's best chance for an advantage is a

king-side buildup.  Here, I would choose 11. Nbd2, with the

idea of Nd2-f1-g3 and Bc2, and you can see a lot of pressure

on black's king-side.

}

11... Ne6 12. Bg3 Bd6 13. Re1 Bxg3 14. fxg3

{

Definitely a mistake.  The general rule of thumb is: If you

have more than one pawn that can recapture take toward the

center.  In this case, that would be 14. hxg3.  The only

time you don't follow this principle, is something VERY

specific is to be gained by not doing so.  Here, this opens

the f-line, but that leads to nothing.  Also, this loosens

the g1-a7 diagonal.  As we'll see later in the game, black

takes advantage of this fact.

}

14... Qb6 15. Bb3 Bd7 16. Nd2

{

A natural move, but this sets up black's sacrifice of a piece

for 2 pawns.  Notice that if your pawn was on f2, black would

only get 2 pawns, because then the recapture on d4 wouldn't

be check, and you could defend your b-pawn.

}

16... Nxd4 17. cxd4 Qxd4+ 18. Kh1 Qxb2

{

Sometimes 3 pawns are worth a pieces, sometimes not.  In this

case, black gets connected, passed (passed pawn = pawn

unopposed by enemy pawns), and MOBILE center pawns, so it's

worth it.  If the black pawns had no mobility (such as if

they were blockaded), then it wouldn't be.

}

19. Re7 Rad8 20. Nf3

{

Instead of this, 20. Rb1 Qf6 21. Qe2 (notice the rook isn't

hanging in this line) ...Rfe8 22. Rae1 offers better chances

of survival.

}

20... Qf6 21. Qe1 Rfe8 22. Rxe8+ Rxe8 23. Qd1 Bg4 24. Bc2 Re3

25. Rb1 b6 26. a4

{

This of course is a mistake.  You need to hold onto your pawns. 

Rb3 would defend your knight on f3 laterally.

}

26... Bxf3 27. gxf3 Rxf3 28. Kg1 Re3 29. Ra1 Re2 30. Kh1

{

As ugly as it may look, 30. Qxe2 was the only way to play on. 

Black would still be winning, but at least white is still "kicking".

}

30... Qf3+ 31. Kg1 Qg2#

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