Jeroen Cromsigt (1900) - Evert Jan Straat (2200)
Diemer-Duhm Gambit, official match 13.1.1997
1. e4 e6 2. d4 d5 3. c4 dxe4 4. Nc3 Nf6 5. f3 exf3 6. Nxf3
Be7
I consider the 5... exf3 variation one of the harmless ones, and
especially 6. Nxf3 Be7 is very easy for White to play. In other words,
White can usually do whatever he wants to.
7. Bd3 O-O 8. O-O b6 9. Qe1 c5 10. Qh4
The queen on h4 seems to serve at least two purposes. First, it
attacks h7 even if Black plays g6, especially if White can play Ng5 or
Rf3-h3. Second, White can play the rook from a1 to the d-file, which
will often be opened; moreover, it would defend the bishop on d3.
JC: 10. Be4 cxd4 11. Bxa8 dxc3 12. Qxc3 Ng4 with an unclear sharp
position.
10... Bb7 11. d5
11. Bg5 is better; e.g., 11... h6 12. Bxh6 Bxf3 13. Rxf3 Qxd4+ 14.
Qxd4 exd4 15. Bxg7! and maybe white can get away with a draw.
11... exd5 12. cxd5 Ba6 13. Bc2! Bxf1 14. Bg5! g6
14... h6 15. Rxf1.
- 15... hxg5 is hard not to play, but after 16. Nxg5, being a rook
down, White looks like winning! For example:
- 16... Nbd7 17. Bh7+ Kh8 18. Bf5+ Kg8 19. Bxd7 Qxd7 20. Rxf6 with
winning advantage.
JC: My computer (Fritz2) found 19.... Nh5, and black can struggle.
Instead of 19. Bxd7, 19. Rf3 wouldn't give black any change,
threatening Rh3 & Qh8.
- 16... Re8 17. Bh7+ Kf8 (17... Kh8 18. Nxf7#) 18. Qh5!! mates.
- 16... g6 17. Rxf6 Kg7 18. Rxf7+! Rxf7 19. Qh7+ Kf6 20. Qxg6+ mates.
- 15... Nxd5 16. Bxe7 Nxe7 (16... Qxe7 17. Nxd5) 17. Qe4 and White
has clear advantage.
- 15... Re8 16. Bxh6 Nxd5 17. Bh7+! Kf8 18. Ne5 Bf6 19. Bxg7+! Kxg7
20. Qg4+ and white mates or wins material. (JC)
JC: In my analysis with Evert Jan we only considered 15. Bxh6 after
14... h6. We couldn't find a proper defense for black then, but my
computer still found
14... h6 15. Bxh6 Bd3 16. Bxd3 gxh6 17. Qxh6 Qd6 18. Ng5 Nbd7 19. Rf1
Qe5 and can white still win?
15. Rxf1 draw
There are very few good moves for Black. The most natural is
probably 15... Nbd7
- 16. d6!? Bxd6 17. Rd1 looks crushing, pinning both Bd6 and Nd7
while Nf6 is already pinned.
JC: I think there is no easy win for white after: 17... Be7 18. Ne4
Re8 19. Bxf6 Bxf6 20. Nxf6+ Qxf6 21. Rxd7 Qxh4 22. Nxh4 Rad8.
JH: Interesting alternative is 20. Nfg5 Bxg5 (20... h5? 21. Rxd7 +-)
21. Nxg5 h5 22. Bxg6! fxg6 23. Qc4+ Kg7 24. Ne6+ (24. Qf7+ Kh7 25.
Rxd7 Rf8!! 26. Rxd8 Raxd8 27. h4 Rd1+ -/+) Rxe6 25. Qxe6 =.
- 16. Ne5?! Nxe5 17. Rxf6 is otherwise good, but how to continue if
Black does not go into the trap 17... Bxf6? 18. Bxf6 Qd6 19. Nb5 Qxd5
20. Qh6 mating.
JC: Indeed, 17... h6 18. Ne4 Qxd5 seems to save the day for black,
although it looks very dangerous.
- 16. Re1!? with the idea 17. Rxe7 is too slow. However, there
should be some way to utilize the pinned knight on f6.
Time control for the game was 90 minutes for 35 moves, then 15
minutes to the rest of the game. At the end, White had 8, Black 5
minutes left for 20 moves.
PGN version.