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.

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

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.