The 2,000,000th post game

Started by Wonder Man52,234 pages

3 foot of time is long enough for evolution to create new life.
How will you evolve?

Interesting one played.
Good to have because most around this time were dogs.

Actually, this one was, too, but it had an ameliorating ending.

[WhiteElo "1738"]
[BlackElo "1692"]
[PlyCount "41"]

1. e4 {[%emt 0:0:6]} e5 {[%emt 0:0:2]} 2. f4 {[%emt 0:0:4]} exf4 {[%emt 0:0:3]} 3. Nf3 {[%emt 0:0:2]} g5 {[%emt 0:0:15]} 4. Bc4 {[%emt 0:0:2]} h5 {[%emt 0:0:10]} 5. b3 {[%emt 0:0:19]} g4 {[%emt 0:0:5]} 6. Bb2 {[%emt 0:0:10]} Rh6 {[%emt 0:0:18]} 7. Ne5 {[%emt 0:0:18]} Qh4+ {[%emt 0:0:32]} 8. g3 {[%emt 0:0:5]} fxg3 {[%emt 0:0:4]} 9. Bxf7+ {[%emt 0:0:12]} Kd8 {[%emt 0:0:20]} 10. Kf1 {[%emt 0:0:33]} Qh3+ {[%emt 0:0:9]} 11. Kg1 {[%emt 0:0:21]} Bc5+ {[%emt 0:0:15]} 12. d4 {[%emt 0:0:10]} g2 {[%emt 0:0:47]} 13. Kf2 {[%emt 0:0:18]} Rf6+ {[%emt 0:0:16]} 14. Ke2 {[%emt 0:0:25]} gxh1=Q {[%emt 0:0:28]} 15. Qxh1 {[%emt 0:0:8]} g3 {[%emt 0:0:32]} 16. dxc5 {[%emt 0:0:47]} g2 {[%emt 0:0:8]} 17. Qg1 {[%emt 0:0:11]} Rf1 {[%emt 0:0:28]} 18. Bxg8 {[%emt 0:1:24]} Rxg1 {[%emt 0:0:12]} 19. Nf3 {[%emt 0:0:9]} Qg4 {[%emt 0:0:23]} 20. Bf7 {[%emt 0:0:23]} Rf1 {[%emt 0:0:23]} 21. Bf6# {[%emt 0:0:4]Mate} 1-0

Still if you make 2 advantages and have 0 openings you can get to check in 20 moves.

Clearing away the time-stamp gobbledygook and re-arranging a bit gives us a proper log for the above:

[WhiteElo "1738"]
[BlackElo "1692"]
[PlyCount "41"]

1. e4 e5
2. f4 exf4
3. Nf3 g5
4. Bc4 h5
5. b3 g4
6. Bb2 Rh6
7. Ne5 Qh4+
8. g3 fxg3
9. Bxf7+ Kd8
10. Kf1 Qh3+
11. Kg1 Bc5+
12. d4 g2
13. Kf2 Rf6+
14. Ke2 gxh1=Q
15. Qxh1 g3
16. dxc5 g2
17. Qg1 Rf1
18. Bxg8 Rxg1
19. Nf3 Qg4
20. Bf7 Rf1
21. Bf6#

1-0

Selectively illustrated, though in order:

King's Gambit, accepted by opponent (Black).

Pawn chain sent down to pressure the White knight (my knight).

Counter threat: Take my knight? You'll lose your Rook to my bishop...

Only 1 of 3 possible places the Knight can go if he wants to stay on the board; might as well choose the one that'll help harass Black's king in a bit ...

Note that Knights on the King Bishop square just in front of the pawn, guard against what Black's Queen now does to me because my knight is NOT on that square:

At the end of this action ...

... we have an equal number of pawns, an equal number of Knights, and an equal number of bishops. Unfortunately my opponent now has two rooks to my one AND two queens to my one. Not good, to say the least .

To the greatest extent possible, I now resolutely ignore anything his major pieces are doing down South with me.

Instead, I quietly clear his bishop and knight away.
Soon, I have no queen of my own, while he has a THIRD queen, potentially, ready for coronation ...

It doesn't matter.

Position counts for more than power in Chess.

The attack on his king, which forced his retreat earlier, counts for everything.

Check and mate, good game:

ALAN ALDA

The double "A's" are also an acronym of the star of TV's popular series M*A*S*H.

AMERICAN AIRLINES

Nicknamed due to the double Aces "AA" that is also the familiar symbol for American Airlines.

BATTERIES

The nickname comes from double A batteries.

BULLETS

This hand garners the nickname "bullets" because the single suit symbol in the center of each card side by side resembles bullet holes.

EYES OF TEXAS

Taken from the popular song, also due to the resemblance to "eyes" on dice, and the origin of the game "Texas."

FLYING NAZIS

Because the A's look like airplanes and successful pilots are known as aces. Nazis had a successful squadron of flying "aces".

JOE LOUIS

(Given only to the pair of spades and clubs) because the Aces resemble eyes, you will get two black eyes if you try to fight them.

NEEDLES

The A's look like the top of the needle with the center of the "A" being the eye.

POCKET ROCKETS

This nickname is given a pair of aces for the fact that they look like rockets, and since these pairs are "pocket cards" they are called pocket rockets.

SNAKE EYES

The pair of Aces is associated with the snake eyes (rolling a single) in dice.

TEEPEES

The double Aces resemble the peaks of Native American Indian teepees.

TWO PIPS

A pip is a single unit of a number in a group, so two aces, each worth one "pip" or point is "two pips".