- So far I have nothing much to say for the first 9 moves.
- 10. cxb4 is not really necessary; I prefer leaving the pawn on c3 as it is. This pawn prevents the b4 and d4 squares from being occupied by either the knight or the bishop. As White I will play something like 10. Be3 (just my personal preference), with the ideas of having a pawn mass after 10...Bxe3 11. fxe3 and developing the b2 knight to d3 without having to block the path of the bishop temporarily.
- 11...Ng4 has not much purpose other than trying to attack f2, although this plan is also not good in the first place. At the moment the h2 square is sufficiently defended, and it is not easy to Black to invade White's kingside with the Black queen.
- 12. g3 was not exactly necessary, since the kingside is well defended and the possibility of Bh3 by Black at some point in the game is not very good for White. No need to be overly cautious in this position. As White, I would play 12. Nd4 (again, my personal preference, with the idea of the knight heading for the e3 square if necessary).
- 14...Bxf2+?! is not a very good sacrifice. I am sure that White's knight and bishop can overpower Black's rook at this stage, and Black's extra pawn is, well, not good enough as compensation. White is somewhat winning, but not fully winning yet, and must quickly develop the queenside forces into action.
- Contrary to your notations, I feel that there is a good degree of coordination amongst White's forces. After 16. Kxf2, White's pieces are somehow coordinated together even though the pieces are scattered all over. I actually like the king's position at f2 better than at g1, since White's bishop can move to e3 safely (protected by the king). All White needs to do is to develop his pieces without hanging any material.
- 17. Bc4 is actually more intuitive than 17. Be3 in light of Black's next move 17...Ne7, attacking the d5 bishop and the a4 pawn at the same time.
- Nothing much can be done by White on move 18 since the a4 pawn is dropping. The good news is that White no longer has to worry about that disturbing e7 knight. Black'ss 18...h6 was probably not the best move, considering that there is a free a4 pawn to be captured.
- 20. a5 ensures that the passed pawn remains fighting to the finish line. White is somewhat winning.
- 21. Bb7 or 21. Bc4 looks good. I would probably play 21. Bb7 Ra7 22. a6 and the a7 Black rook is trapped.
- After 22...Ra7, all White needs to do is to develop his pieces and protect the a-pawn adequately. This pawn can be decisive since the promotion threats can possibly cause Black to lose important turns trying to attack or catch the pawn, giving White the time to launch another attack of his own.
- 23...d5? obviously hangs the pawn with not much compensation. Now the e5 pawn is on its own, and with no d-pawn in play, the e4 square is completely controlled by White at the moment. White is winning at this point, without a doubt.
- After 26. Qxb4, the queenside of the board is fully dominated by White. Two passed pawns, bishop assisting the queenside and so on. Only White can win the game with best play by White and Black.
- On move 27, any reasonable move other than 27. Ne4?? should win the game. Perhaps as White, trading down should be ok, althogh I feel that the bishop performs very good guard duty for the a8 promotion square.
- White should defend the d3 pawn first. There is no hurry to promote the pawn since there are still many pieces guarding the squares towards promotion. The d3 pawn is actually vital to White's defence since this pawn prevents Black from playing e4 safely. 28. Qc4 or 28. Qe4 will do the job, forcing Black to either move the rook or defend the rook.
- After 28...Rxd3, Black is threatening to dislodge the great wall of defence by White, all due to the pin by the Black queen on the f3 knight. Simply moving the king out of the way with 29. Kg2 ensures that Black's e4 pawn push becomes ineffective.
- 29. Ne4? was the decisive mistake of the game. White has probably overlooked that the diagonal and horizontal lines towards the White king is completely exposed, and whatsmore the a1 rook can be in danger, as it actually happened in the game.
- 31...Qxa1? blows away the win. Surely the Black rook can take along a White knight with 31...Rxf3 to the graveyard?
- After 32. Nxd3, the game is completely equal, since White has two knights for Black's rook, but Black is also two pawns up.
- All the remaining moves up to 34. Kh3 is normal, and the game should end in a draw.
- 34...g5?! is not very good, as this actually weakens the Black pawns and exposes the Black king to some degree. White can simply play 35. Qf5 preventing 35...f5, and Black will find it hard to progress on the kingside. Having said that, it is worth noting that Black sets a checkmate trap if White is not very attentive.
- 35...Qf1# was something really unexpected, but it's a pity that the check cannot be blocked at all and White's king has run out of squares.
Another loss. I didn't think I played that badly but I must have done. I have gone over the game again without the aid of a computer to try and improve my analysis skills and look at other variations with my own eyes. Although it isn't a very interesting game, I may have missed something important and so I thought it might be worth posting. Any thoughts are appreciated.