Tal vs Tringov
Amsterdam | Amsterdam
708
[Event "Amsterdam"] [Site "Amsterdam"] [Round "0"] [White "Tal"] [Black "Tringov"] [Result "1-0"] [ECO "B06"] [Opening "Modern: Two Knights Variation"] {Keywords: Development, Attack the King, f7 weakness, central control} 1. e4 g6 2. d4 Bg7 3. Nc3 d6 4. Nf3 c6 5. Bg5 { White has developed 2 extra pieces to Black} 5... Qb6 {Blck now moves his queen early, before developing his other pieces. This is always risky.} 6. Qd2 Qxb2 7. Rb1 {Black has an extra pawn, but White has nearly completed his development and is almost ready to start attacking} 7... Qa3 8. Bc4 Qa5 { You should try not to move the same pece twice in the opening. Here Black has moved his queen 4 times and still has 5 pieces + the king on their original squares} 9. O-O e6 10. Rfe1 {Ok. In 10 moves, White has fully completed his development and is ready to attack with all his pieces. Black has developed a bishop and a queen but has won 1 pawn.} 10... a6 {This is a bad move. Black should be thinking of getting his king safe, and his queenside pieces moving} 11. Bf4 {Attacking the undefended pawn on d6} 11... e5 {blocks the attack} 12. dxe5 dxe5 13. Qd6 {Now White goes through the centre to try to get checkmate. Notice how close White's queen is to Blacks king} 13... Qxc3 {Now Black is a knight and pawn up, but really, if you think about it, Black is only playing with his queen while White has his queen, both rooks, both bishops and a knight in the game} 14. Red1 { Threatens checkmate....where? 15.Qd8 would be checkmate.} 14... Nd7 { Black blocks White's queens route to d8} 15. Bxf7+ {This is a very difficult move to see as White is giving up more material. White kows that f7 is the weakest square in Black's postion at the start of a game and sees that if Black takes the bishop it will allow his other pieces to attack Black's king} 15... Kxf7 16. Ng5+ { Now the knight joins in the attack. Black's king has only one square to go to.} 16... Ke8 17. Qe6+ Kd8 (17... Ne7 18. Qf7+ Kd8 19. Ne6#) (17... Kf8 18. Qf7#) 18. Nf7+ {Again, Black's king has only one square to move to} 18... Kc7 { but now it's checkmate} 19. Qd6# 1-0
1-0
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