Tal vs Tringov
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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