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Huzman vs Kasparov European Clubs Cup, Crete, 2003 Semi-Slav Accelerated Meran (D45)
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GAME HIGHLIGHTS
White saddles Black with hanging pawns and immediately attempts to undermine them. He thereafter
concentrates his fire on the weakened d-pawn. Black could have remained in contention, had he taken
into consideration White’s impossible-looking capture 21. Rxd5 after which he eventually wiped out the
hanging pawns.
GAME NOTES
a Simply to regroup, seeking better squares for Bishop at c3 and Knight at f4 or g3 as the case may be.
b White’s strategy is to create either an isolated Black d-pawn (after dxc5 and Black’s …Nxc5 or …Bxc5) or
hanging pawns (after dxc5 and the recapture …bxc5). Both types of pawn configurations are long-term
targets and will place Black on the defensive.
c To gain the two-Bishop advantage.
d Immediately attacking the hanging pawns.
e Black’s d-pawn is now weak.
f The crucial mistake, removing a defender of the d-pawn.
g 21…Qxd5 22.Ne7+ wins the Queen; 21…Nxd5 22.Qxg7 mate.
A Hands-on Approach to Learning Chess
The
White: Alexander Huzman
Black: Garry Kasparov
Play the opening moves
1. Nf3 d5
2. d4 Nf6
3. c4 c6
4. Nc3 e6
5. e3 a6
6. b3 Bb4
7. Bd2 O-O
8. Bd3 Nbd7
9. Qc2 Bd6
Cover now the game score below and guess
White’s move. Uncover the actual move and
play it. If your choice agrees with the text, score
yourself par the point in the parenthesis, zero if
not. Play Black’s reply and repeat the
procedure to the end of the game.
Par Score Black’s move
a
10. Ne2 (6) c5
11. O-O (6) b6
b
12. cxd4 (10) exd5
13. Ng3 (6) Bb7
c
14. Nf5 (14) Bc7
15. dxc5 (8) bxc5
d
16. b4 (16) c4
e
17. Be2 (0) Ne4
18. Bc3 (6) Nxc3
19. Qxc3 (0) Nf6
f
20. Rfd1 (6) Bc8?
21. Rxd5! (20) Qe8
22. Bxc4 (2) 1-0
Total Perfect Score: 100 Your Score__________