Key Chigorin Game for White
Main line: 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.O-O Be7 6.Re1 b5 7.Bb3 d6 8.c3 O-O 9.h3 Na5 10.Bc2 c5 11.d4 Qc7 12.Nbd2 Nc6 13.d5 Nd8 14.a4 Rb8 15.axb5 axb5 16.b4 c4
Annotated Chigorin Game Moves (from 1.e4 PGN)
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16...c4
Black closes the queenside with ...c4 so that White cannot easily open lines with bxc5. This makes the play more about manoeuvring and kingside attacks.
17.Nf1
White brings the knight back to f1, ready to jump toward g3 or e3 later. This improves the piece before starting any pawn storm.
18.N3h2
The other knight heads toward g4 or f3. White wants both knights ready to help in the future kingside attack.
19.f4
White was already better on the a-file; now he creates a second weakness by starting a kingside pawn storm with f4.
21.f5
White pushes f5 to open lines toward Black's king. If Black plays ...g5, the light squares become very weak.
22.g4
The g-pawn joins the attack. White wants to open the g- and h-files, using his space advantage on the kingside.
25.Rac1
While preparing the attack, White also brings a rook to the c-file. This keeps pressure on Black's queenside while the kingside attack is brewing.
32.g5
White finally pushes g5 to open lines. This move is very sharp and shows that White believes his attack should break through.
36.f6
White advances the f-pawn all the way to f6, trying to rip open the dark squares around Black's king. The notes say this might not be the most accurate, but it shows the attacking idea.
37.fxg7
White captures on g7 and Black sacrifices a piece. Black gets two pawns and a lot of activity in return, which is enough to hold the game.