Nov-29-17
 | | fredthebear: There are some simple tactical and positional concepts in this game due to a steady string of basic threats. Such various maneuvers (generally in order of appearance) include pawn advance f6 w/a gain of time, exchange unit of equal value in the center, zwischenzug (in between move) threat of a more important unit, counter threat, pxp recapture, NxB capture loose piece/excessive knight moves, Q develops w/check and fork of loose piece in the shooting gallery, interpose w/loose piece to defend it, capture a more important unit, recapture creates isolated doubled pawns, develop minor pieces to active squares, castle as a defense to the unprotected b-pawn, retreat B to 1) unpin, 2) arrange discovery and 3) unblock center pawn, retreat Q to offer exchange on own terms and threaten support mate on d7-square, self-blocking adds defender instead of exchanging Qs to remove attacker, critical absolute pin, battery on open b-file, advance pawn chain defense, simple threat of loose piece, rob the pin, check w/a gain of time, outnumbering, seize open lines, interpose to check, threaten a more important unit, discovered check w/a double attack, capture the queen, recapturing piece is undefended, Q check and fork a loose unit. As it turns out for Black, 2...f6 and 3...Nh6 leads to structural problems and a delay in development that catches the monarch in the center. White has superior development and few problems. |
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Jan-02-18
 | | An Englishman: Good Afternoon: 9...bxc6 wins a pawn, but Black has a bad pawn structure and development problems, exacerbated by moves like 10...Be6. Perhaps 9...Qd4 would have proved more annoying for White. |
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