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1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. O-O Nf6 5. Nc3 d6 6. d3 Bg4 7. Na4 Bd4 8. Be3 Bxe3 9. fxe3 Bxf3
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There is no reason to capture the knight. You should maintain the pin until White plays h3 and then retreat it to d7. Later you might consider Qc8 and Bxh3! |

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10. Qxf3 h5
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You should only play this move if there is a pawn or piece on g3 to attack. Alternatively, it can support the advance of your knight to g4, but that wouldn't achieve anything in this position. The best move was 0-0, or, if you were feeling adventurous, 10...Qd7 followed by 0-0-0. |

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11. d4
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If White had a rook on d1 this would be a good move! |

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11... exd4
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If that rook had been on d1, it would be better not to capture. |

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12. exd4 Nxd4 13. Qd3 c5
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This is the move that lost you the game! It weakens your d-pawn, providing an easy target for White's heavy pieces. Better to move the knight immediately. |

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14. c3 Nc6 15. Qg3
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Targeting both your weak pawns. |

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15... g6
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15...0-0 may be better, but that weak pawn on d6 is still a problem. Try to avoid backward pawns on open files. |

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16. Rad1 Nxe4
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You could have tried 16...0-0 or 16...Qe7, but I think White is winning whatever you do. |

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17. Bxf7+ Ke7 18. Qxg6 b5 19. Qxe4+ Ne5 20. Nxc5 Rf8 21. Ne6 Qb6+ 22. Kh1 Rxf7 23. Qxa8 Rxf1+ 24. Rxf1 Kxe6 25. Qe8+ Kd5 26. Rd1+ Nd3 27. Qxh5+ Ke4 28. Qg6+ Ke3 29. Qxd3+ Kf2 30. Rd2+ Ke1 31. Qe2#
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1 comment
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