In the following game, Gonzalo Castillo demonstrates the iron nerves that are
sometimes required to win games at the highest level.  Would you have been
cold-blooded enough to play White's 33rd move?

White: Gonzalo Castillo
Black: Vince Charlett
Extra Chance Open, round 5
October 24, 1995
Alekhine's Defense

 1 e4     Nf6
 2 Nc3    d5
 3 e5     d4
 4 Nb1?!

   4 exf6 dxc3 5 exg7 cxd2+ 6 Qxd2 or 6 Bxd2 is about equal.

 4 ...    Nd5
 5 Nf3    Nb6

   The immediate 5 ... c5 was OK.  The knight on b6 is useless for a long time.

 6 a4     a5
 7 Na3    e6
 8 b3     Be7
 9 Bb2

   A bad square for the bishop.

 9 ...    c5
10 Bb5+

   Preparing to exchange the "good" bishop.  Instead, 10 Bd3 followed by 11 c3
   and 12 Nc2 looks like a plausible development.

10 ...    Bd7
11 O-O    O-O
12 d3     Nc6
13 Qe2    Na7

   Black should play, or prepare to play, ... f6.  On the queenside, he's only
   fooling around.

14 Nd2    Nxb5
15 axb5   Qe8
16 Nac4

   Saving the apparently doomed b-pawn.

16 ...    Nxc4
17 dxc4   b6
18 Ne4

   18 c3 was logical.  After 18 ... dxc3 19 Bxc3 White would have a clear
   advantage.  The text move is too slow.  Black has time to defend his d-pawn
   and even gets a formidable counterattack.

18 ...    Qb8
19 f4     f5
20 exf6

   Of course, 20 Nf2 locks things up, but White still hoped for an advantage.

20 ...    gxf6
21 c3     f5
22 Ng5    Bxg5

   Not 20 ... Bf6? 21 Qh5.

23 fxg5   e5

   It looks bad for White.  Black's protected passed pawn is very dangerous,
   and White's bishop, which looked for a while as if it might break out, is
   entombed again.

24 cxd4   exd4
25 Qf3    Qd6
26 Bc1!

   The most urgent problem was the bad bishop.  With this piece relocated to
   a decent square, White can hang tough.

26 ...    Rae8
27 Bf4    Qg6
28 h4     Re4
29 Rad1   Rfe8
30 h5     Qe6
31 Rd3    Bc8

   Black goes for mate--understandable given the bishops of opposite colors.
   Alternatively, now would have been a good time for 31 ... a4!, landing a
   body blow to White's queenside.  After 32 Rc1 axb3 33 Rxb3 Ra8, White would
   be defenseless against ... Ra4.

32 Qg3    Bb7
33 Qh2!?? Re1

   33 ... Re2 leads to similar play after 34 Rd2.  But not 34 Rg3 Re1, or
   34 Rf2 Re1+ 35 Rf1 Rxf1+ 36 Kxf1 Qe1 mate.

34 Rd1    Rxd1
35 Rxd1   Qe2
36 Rf1    d3
37 g6     d2
38 gxh7+  Kxh7??

   Starting to grasp defeat from the jaws of victory.  38 ... Kh8 would avoid
   the following shot.

39 Bxd2!

   So that if 39 ... Qxd2 40 Qc7+ regains the material.  Even then, Black has
   no worse than a perpetual after 40 ... Kh8 41 Qxb7 Qd4+ 41 Kh2 Qh4+.  Even
   after his blunder, Black does not lose his head, but continues to play for
   a win, and his position is so good that it is justified.

39 ...    Rg8
40 g3     Qd3
41 Bf4    Qxb3?

   This starts to give White dangerous counterplay, and either now or in the
   next two moves, the position slips from a win to a loss.  The correct way
   to assess the position is to note that White's helpless queenside isn't
   going away.  Black doesn't have to munch on it right away, but can take
   the time to put every piece on its best square.  For instance, 41 ... Re8
   (threatening 42 ... Re2) 42 Qd2 Qe4 43 Qh2 Rd8, and White hardly has any
   playable moves.

42 Re1    Be4
43 h6     a4
44 Qh4!

   Finally Black must pay for neglecting to mobilize his rook.

44 ...    Qxc4
45 Qe7+   Kg6
46 Rd1    Bd5

   Or 46 ... Bd3 47 Qd6+.

47 Qg5+   Kf7
48 Qxf5+  Ke8
49 Rxd5   Rxg3+
50 Bxg3   Qc1+
51 Kg2    Resigns


Jim Cummings submits a game against a computer, or to be precise, against the
Chessmaster 3000 software running on a 486-based PC.  Naturally the element of
human drama is missing, but I think that readers can learn from the interesting
twists and turns of this game.

White: Chessmaster 3000
Black: Jim Cummings

 1 c4     Nf6
 2 d4     g6
 3 Nc3    Bg7
 4 Nf3    O-O
 5 e4     d6
 6 Be2    Bg4!?

   The more common alternative is 6 ... e5.  By exchanging White's knight,
   Black hopes to increase his control over the black squares.

 7 h3     Bxf3
 8 Bxf3   Nfd7
 9 Be3    Nc6
10 O-O

   10 d5!? and 10 Ne2!? are serious alternatives.  We'll see shortly what is
   the point of these peculiar-looking moves.

10 ...    e5
11 e5     Ne7

   Black could now have played 11 ... Nd4, which would be the logical
   culmination of his dark-square strategy.  White can't get an advantage by
   12 Bxd4?! exd4 13 Ne2 Ne5, or 13 Nb5 a6 14 Nxd4 Qf6.  So the position would
   be roughly equal, and the advanced knight would be quite annoying.  This is
   why White's 10th move alternatives were important.  By playing 11 ... Ne7
   Black follows a well-known plan of kingside attack.  This is understandable,
   but he isn't getting his money's worth for the exchange of bishop for
   knight.

12 Qa4?!

   To give the computer credit, it sees that it should be attacking on the
   queenside.  But its method of doing so is unorthodox.  12 Rc1, planning a
   pawn storm by b4 and c5, suggests itself.

12 ...    f5
13 Qb5    f4

   This is premature.  Simply 12 ... b6 was OK.

14 Bg4

   White elects to plant a bishop on e6.  Will it be strong or weak?  Only time
   will tell.  And so we see that both players are aggressively speculating.
   Are computers really that different from human chess players?

14 ...    Nf6
15 Be6+   Kh8
16 Bd2    Rb8
17 Qa5    a6
18 f3     Neg8

   By a roundabout route, Black's knight will exchange itself for the bishop.
   Is there time to do this before White's attack crashes through?

19 Rfc1   Nh6
20 b4     Nf7
21 Bxf7

   Black was threatening to play ... Ng5 and ... Nxe6, but perhaps White should
   have allowed this.  For instance, after 21 c5 Ng5 22 cxd6 cxd6 23 Qxd8 Rxd8
   24 Na4 Nxe6 25 dxe6, a nice queenside invasion is shaping up, which will
   give White real compensation for the potential loss of the pawn on e6.

21 ...    Rxf7
22 a4     g5
23 b5     h5

   Up to now Black has been defending his queenside pawns, but he senses that
   the time is right to let White have 'em.  This decision turned out well, but
   23 ... axb5 seems reasonable.

24 bxa6   bxa6
25 Qxa6   g4
26 fxg4??

   Black's counterattack begins, and the computer comes completely unhinged.
   White should not touch his f-pawn, but should shove his king to d3 with both
   hands:  26 hxg4 hxg4 27 Kf2.

26 ...    hxg4
27 Rab1   Rxb1
28 Rxb1   gxh3
29 gxh3   Nd7

   The most direct route to White's king was via h5, but this move has its
   points.  For example, if Black moves his queen away, and White plays Qc8+,
   the knight blocks the White queen's path back to the kingside.

30 Be1

   Now the quickest way home must be 30 ... f3, threatening ... Qg5+ and
   ... Qg2+.  After 31 Rb2 Bh6 32 Qa7 Qg5+ 33 Kf1 Nb6!, the threat of ... Rg7
   and ... Qg1 mate is hard to stop.

30 ...    Bf6
31 Bf2    Rg7+
32 Kh1    Bh4
33 Rf1    Bxf2
34 Rxf2   Nc5

   If 34 ... Qh4 35 Rg2! Qxh3+?? 33 Rh2, or 35 ... Qe1+ 36 Kh2 Rxg2+
   37 Kxg2 Qxc3 38 Qc8+.

35 Qb5    Qh4

   Now Black is not threatening ... Qxf2, because White would get a perpetual
   check, or ... Qxh3+, because White would answer Rh2.  However, 36 ... Nd3
   is a real threat.  For instance, 36 a5 Nd3 37 Re2 Qxh3+ 38 Rh2 Nf2 is mate.

36 Re2

   36 Rg2 is instructive, becaus Black must carefully avoid perpetual check or
   loss of all his queenside pawns:  36 ... Rxg2 37 Kxg2 Qg3+ 38 Kf1 Qxh3+
   (but not 38 ... Nd3 39 Qe8+ Kh7 40 Qd7+ Kh6 41 Qe6+ Kh5 42 Qg4+) 39 Kg1 Qg3+
   40 Kf1 Nd3 41 Qb8+ Kh7 42 Qxc7+ Kh6 43 Qxd6+ Kh5 44 Qb6 (or 44 Ke2 Qe3+
   45 Kd1 Qc1+ 46 Ke2 Qc2+ and 47 ... Qf2 mate) f3 45 Qg1 Qe1 mate.

36 ...    f3
37 Rf2    Kh7
38 Qe8    Nd3
39 Nd1    Nf4

   Of course 39 ... Qg5 is quickest.

40 Qf8    Nxh3
41 Qf6+   Kh6
42 Qxh3   Qxh3+
43 Rh2    Qxh2+
44 Kxh2

   Black went on to win the endgame.