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"Quitters Never Win"

The Janitor Jim Series: Game 4

Annotated by David Surratt

[Click here to view the game on a javascript interactive chess board.]

This game illustrates the futility of resigning too quickly.  While we're at it, we'll also take a look at the opening phase of the game, reviewing Reuben Fine's Ten Practical Rules for Opening Play.

 

licenser vs. Janitor Jim
March-April, 2001

1.e4           e5








What is it again that we're trying to accomplish in the beginning stages of the game?  The three main objectives in the opening phase of the game:

Reuben Fine, in Ideas Behind the Chess Openings, expands on this, listing ten general rules (although he adds that "the more expert player will be aware of the many exceptions"):

  1. Open with either the e-pawn or the d-pawn.

  2. Wherever possible, make a good developing move which threatens something.

  3. Develop knights before bishops.

  4. Pick the most suitable square for a piece and develop it there once and for all.

  5. Make one or two pawn moves in the opening, not more.

  6. Do not bring your queen out early.

  7. Castle as soon as possible, preferably on the King's side.

  8. Play to get control of the center.

  9. Always try to maintain at least one Pawn in the center.

  10. Do not sacrifice without a clear and adequate reason.

With 1.e4 White has laid claim to some control in the center (the e4-pawn attacks d5 & f5, Fine's rules #1 and 8), and opened lines for the development of his light-squared bishop and his queen.  Developing the light-squared bishop is a necessary prerequisite for White's castling king-side (Fine's rule #7).  With 1...e5, Black answers back, accomplishing the same things.

2.Nf3

White develops another piece (Fine's rule #3) and attacks Black's e-pawn in the process (Fine's rule #2).  The knight move also clears a square for eventual castling (Fine's rule #6).

2. .....          Nc6

Black defends the e-pawn by developing a piece (the defensive equivalent of Fine's rule #2).  If you have to defend, it's usually a good idea to do so in a way that furthers your other objectives, in this case - development.

3.d4            d6








This opening system is known as the Scotch Game.  White continues to try and gain control of the center (Fine's rule #8) while making a developing move (opens a line for White's dark-squared bishop) which threatens the e-pawn again (Fine's rule #2 again).  Black's method of defending the e-pawn is not the best however.  On d6 the pawn blocks the development of Black's dark-squared bishop.  A better move here would have been 3...exd4, which Black decides to play next move anyway.

4.Bc4

White continues to develop while preparing to castle kingside.

4. .....          exd4
5.Nxd4       Qe7








A bad square for the queen.  She further blocks the development of Black's dark-squared bishop.  Look again at Fine's rules; does 5...Qe7 accomplish any of them at all?  No!  In fact, although she only moved one square, this move is a violation of rule #6.

6.0-0

White, with his king tucked safely away in the corner, is now ready to begin offensive operations.  There was no need to defend the e4-pawn because it can not be captured: 6...Qxe4? 7.Re1 pins - and wins - the queen.

6. .....          a6

A wasted move, which does nothing to further any of the three primary objectives.  This pawn push violates Fine's rule #5 without any reason to do so.  Instead, Black might want to play something like 6...Nxd4 (in order to avoid the doubling of pawns that might occur after 7.Nxc6) 7.Qxd4 Nf6.

7.Nc3         Nf6

White wants to complete the mobilization of his pieces (his development) as rapidly as possible in order to take advantage of Black's weak play.  Black at long last starts to develop his kingside pieces, but White is already ahead two moves (at least) in development.








8.Bg5         h6

A serious miscalculation, overlooking White's powerful rejoinder.  Black should have opted instead for something like 8...Qe5 (trying to clear a line for that infamous dark-squared bishop) 9.Nf3 Qc5.  After 8...h6, White executes a knight fork (a type of double attack) with...

9.Nd5








White's d5-knight attacks the Black queen, as well as the f6-knight - which is also attacked by White's bishop on g5.  The knight also threatens to capture the c7-pawn, forking the Black king and the a8-rook.  Notice that White, because of his superior development, has all of his minor pieces as well as his queen and, if necessary, his f1-rook available for the attack, while Black's pieces are all bottled up, most of them without even having moved so far.  Black's king is also stuck in the center - a bad place to be of you are behind in development!

Black's best option now is 9...Qd8 10.Bxf6 gxf6 11.Bxa6!  Instead Black allows another knight fork.

9. .....         Qd7
10.Bxf6     b5

The bishop is untouchable: 10...gxf6? 11.Nxf6 and we have a Royal Fork - the knight attacks both king and queen.

11.Nxc6    Resigns
             1-0








A terrible decision by Black.  What's he got to lose?  This was a casual game, and although he's a piece down, there is still a lot of chess to be played here.  Resignation does have it's place, but not in a game like this one - there is nothing at stake (unrated game, not in a tournament).  Black could have continued 11..Qxc6 12.Bb3 gxf6 13.Nxf6+ Ke7 14.Bd5 Qc5 15.Qf3 c6 16.Ng8+ Kd8 17.Qxf7 Rxg8 18.Qxg8 cxd5 19.Qxf8+ Kc7 when White is up an exchange and a couple of pawns.  It should be a fairly easy win for White, but still...

At his level (novice) Black will learn a lot more by continuing the game, and trying his hardest to get back into it.  I have seen over and over again where a player gets ahead on the board, then seems to lose interest and play less then the best moves, sometimes even blundering outright!  Meanwhile, the player who got behind is cooking up some mischief or another, and before you know it - he is back on top again!  Even if you don't make a comeback, you can still learn valuable lessons by trying.  You may even learn something by watching how your opponent goes about finishing the game, lessons that will serve you well in future games.

Like the saying goes, "Winners never quit, and quitters never win!"  So play that game out to mate, or until you can see the plan for checkmate.

 

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