The intention is to strengthen the centre by P-QB3. Though it takes a number of moves to bring the Knight into play again, yet most of the tournament games in this variation have been won by White, mostly through a King’s side attack on the lines set out in the notes to Game No. 22. Investigations by Alapin tend to show that this is due to the fact that Black in all cases devoted his attention to Queen’s side operations (just as in Game No. 22) when he could have utilised White’s backward development, by himself starting a counter attack on the King’s side. He can then either aim at the White centre at once with P-KB3, or else play P-KB4 and prepare the advance of the KKtP by Kt-B3-Q1-B2. These various lines of play are still under discussion. Simple development is probably preferable to the move in the text, e.g. 7. B-Q3, Castles; 8. P-B4, P-QB4; 9. Kt-B3.
7. ... K-Q1
There can be no advantage in forfeiting the option of castling unless there be no other way of getting the King into safety and of bringing the Rooks into concerted action. It is obvious that otherwise the free development of pieces is hindered, and the King is in appreciable danger, for it is easier to open files in the centre than on the wings where the pawns have not advanced yet. Therefore Kt-Kt3 is the only move worth considering.
8. P-QB3 P-KB3
9. PxP
With the Black King remaining in the centre, White has no further interest in the maintenance of his pawn at K5. On the contrary he will try to clear the centre.
9. ... PxP 10. Q-Q2 P-B3 11. Kt-QR3 Kt-B1
At this early stage it is clear that Black will have to contend with difficulties in trying to complete his development. The usual way (P-QB4) is barred on account of the dangers to Black’s King with which a clearance in the centre is fraught.
12. Kt-B3 B-Q2
13. P-KKt3!
As Black can force this advance at any time by playing R-KKt1, White decides to develop his KB at Kt2, thereby covering his KB3 and KR3. The weakness of the latter squares would not be of any great moment if White were to castle on the Queen’s wing. But as P-QB4 is necessary in order to break up the centre, castling KR is the right course.
13. ... B-K1 14. B-Kt2 QKt-Q2 15. P-B4 PxP 16. KtxP Kt-QKt3 17. KtxKt PxKt 18. Castles KR Kt-Kt3 19. KR-K1 B-Q2 20. Q-B3 R-K1 21. Kt-Q2 Q-B1 22. P-QR4!
White wishes to get rid of the pawn at Black’s Kt3, in order to break in with his Knight at B5. Black has no means of preventing this, and soon succumbs to the overwhelming array of White forces.
22. ... Kt-K2 23. P-R5 P-QKt4 24. Kt-Kt3 Kt-Q4 25. BxKt KPxB 26. RxRch BxR 27. Kt-B5 Q-B2 28. R-K1 K-B2 29. Q-K3 B-Q2 30. Q-B4ch Resigns.
If K-Q1, 31. KtxPch followed by Kt-Q6ch. If K-B1 White wins by 31. Q-Q6 and R-K7.