Annotated games
Games
Games worth playing through, newest first, with every move written out. The first three are well-known teaching lines. The last two are real games from the club, annotated by Graham, published without the players’ names.
Each game prints its moves as text, so it reads with JavaScript switched off and with styling switched off. The replayable board that steps through them enhances these slots rather than supplying their content.
The Blackburne Shilling Gambit ·
0–1
1. e4 e5 2. Nf3 Nc6 3. Bc4 Nd4 (interesting move)
The shilling move. Black ignores the threat to f7 and offers the e5 pawn instead — the whole trap depends on White being greedy.
4. Nxe5 (mistake)
Greedy. The knight had better squares.
Instead of Nxe5:
4. Nxd4 exd4 5. c3
Taking the knight is simply good: White is a pawn up and Black has nothing.
4… Qg5 (good move) 5. Nxf7 (blunder)
Winning a rook and losing the game.
Instead of Nxf7:
5. Bxf7+ Kd8 6. O-O
Giving the piece back is the only way out, and White is still worse.
5… Qxg2 6. Rf1 Qe4+ 7. Be2 Nf3#
0–1
Légal’s Mate ·
1–0
1. e4 e5 2. Bc4 d6 3. Nf3 Bg4
The bishop pins the knight to the queen. A pin is only a pin while it still matters.
4. Nc3 g6 5. Nxe5 (good move)
White ignores the pin and gives up the queen.
5… Bxd1 (mistake)
Taking is the losing move.
Instead of Bxd1:
5… dxe5 6. Qxg4
Declining is correct: Black is a pawn down and alive.
6. Bxf7+ Ke7 7. Nd5#
1–0
The two-move mate ·
0–1
1. f3 (dubious move)
Already loosening. The f-pawn is in front of the king.
1… e5 2. g4 (blunder)
Opening the e1-h4 diagonal, and nothing can block it.
Instead of g4:
2. e4
Almost anything else keeps the game going.
2… Qh4#
The fastest mate there is.
0–1
Club game: a landmine on d5 ·
1–0
1. e4 e6 2. f3 (dubious move)
Not a good move, the King side is now weak on those dark squares, d4 much better to control the center.
2… d6 (dubious move)
too passive, d5 is better, challenge that center
3. Nc3 Bd7 4. Bc4 (dubious move) Be7 (dubious move) 5. d4
5… Nf6 6. d5 O-O 7. dxe6 fxe6 8. Nd5 (mistake)
a Landmine square BOOM! p x N. better to develop the othe knight
8… Nc6 (mistake)
Lucky for White, Black missed it
9. Nxe7+ Nxe7 (dubious move)
Qxe7 best, connect the Rooks and leave the knight on c6
10. Ne2 Qb8 (dubious move)
pointless move, d5 is the move
11. Bg5 Nc6 12. Bxf6 gxf6 (dubious move)
should be Rook takes, now the King is wide open
13. Qd2 a6 14. O-O-O Rd8 (dubious move)
Queen e8 is better here,getting her back into the game
15. Nf4 Be8 (mistake)
King safety is paramount, should move it to f7
16. Nxe6 Rd7 17. Nc5+ (dubious move)
discovered check, clever, but take advantage and take material with the Knight, nxc7 is best
17… Kf8 (mistake)
the Rook is under attack sat on a landmine, move it to f7 and block the check
18. Nxd7+ Bxd7 19. Qh6+ Ke8 (dubious move)
king to e7 helps to protect the pawn on f6
20. Qxf6 d5 21. Bxd5 Nd4 22. Qf7+ Kd8 23. Qf8+ Be8 24. Bxb7
this wasn't checkmate as was thought, the knight is blocking the Rook, but after a few correct moves, White easily wins.
24… Qxb7 25. Rxd4+ Kc8 26. Qxe8#
1–0
Club game: all aboard the Blunder Bus ·
0–1
1. e4 e5 2. Bd3
? Bishop blocks d pawn, best is Nf3
2… Bc5 3. b4 Bd4
? Bxb4 would be better, white can easily block with c3
4. Nf3
but didn't, first BLUNDER, always look at opponents last move, what's he up to?
4… Bxa1 5. Nc3
now play c3 and block the Bishop in
5… Nf6
best is to take the Knight on c3 with the Bishop and leave White with doubled pawns
6. Bb5 c6 7. Bc4 Nh5 8. Nxe5 Nf4 9. Bxf7+
best is Knight takes f7 forking Queen and Rook
9… Kf8 10. Ne2
now Knight on e5 is hanging, which when taken would mean Bishop on f7 is unprotected
10… Bxe5
Oh no, my Knight!
11. Ba3
looking for discovered attack which is good, but get rid of that dangerous Knight on f4 first with NxN
11… Nxg2+
there goes that dangerous Knight
12. Kf1 Qh4 13. b5+
King takes Knight is best, Knight is unprotected
13… d6
easy blocked
14. Rg1 Ne3+ 15. Ke1
why not take the Knight with the d pawn?
15… Nxd1
OH NO, my Queen!!!
16. Kxd1 Qxh2 17. Rf1 Bg4
that White Bishop on f7 is still hanging!
18. bxc6
better to save your Bishop, move it to c4 to protect the Knight on e2
18… Nxc6 19. Bd5
not the best square but at least it's saved
19… Nd4
now see the advantage of Bishop on c4?
20. Rh1
All aboard the BLUNDER BUS!
20… Qxh1#
0–1