Ramon Etxeberria - Rikardo Amondarain
Diemer-Duhm Gambit, Gipuzkoa Team League, Spain 19.4.1997

Analysis by Etxeberria.

1. e4 e6 2. d4 d5 3. c4 dxe4 4. Nc3 Nf6 5. f3 Bb4 6. Qa4+ Nc6 7. a3 Bxc3+ 8. bxc3 h6 9. Qc2 exf3 10. Nxf3 O-O 11. Bd3 b6 12. O-O Bb7 13. Qe2 Re8 14. Ne5 Nxd4

Winning lots of material -- and giving White a strong initiative.

15. cxd4 Qxd4+ 16. Kh1 Qxa1 17. Bb2

Three pawns and the exchange down, White has a superb game!

17... Qa2 18. Rxf6 gxf6 19. Qh5

These are the most important variations after 19. Nd7:

Other Black's moves are handled in the same way. I haven't analysed all the lines in much detail, but every time I go over them I finish with the strong feeling that White must win whatever Black makes. At least, so far, I haven't found any satisfactory line for Black (I'd like to know what a strong computer program would move).

19... Re7

The best is 19... fxe5 20. Qxh6 (20. Qxe5 Kf8, and Black's king runs away)

20. Qxh6 f5 21. Nc6 1-0

PGN version.