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The magnetic rule can be seen as a game transformer (GT), because we can use it on many other games. Magnetic Progressive, ...
Eg,
8 . . . b . . . . . . . b . . . .
7 . . . . . . . . . . . . . . . .
6 . . . K . . . . Qd5 . . . K . . . .
5 q . R . . r P . => q R . Q r . P .
4 . . . Q . . . . . . . b . . . .
3 . . . . . . . . . . . . . . . .
2 . . . b . . . . . . . . . . . .
1 . . . . . . . . . . . . . . . .
a b c d e f g h a b c d e f g h
1. d4 Nf6
2. Bg5 Ne4
3. g4 Bxg4
4. Qxg4 f5!
5. Qf3 Nxh1
6. Qxh1 Nc6
7. Nf3 Qa5+ (* 7. Bxf4? then 7. ...Qd7! promoting pawn at d1 *)
8. Nd2 Nxd4+
9. Rb1 Nxf3+
10. Qh3 Qxa2
11. Rc1 Qxb2
12. cxd8=Q+ Kxd8
13. Rd1+ Qxe5
14. Rd3 Rg8=Q+
15. Bg6 Rxg6+
16. resign
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1. Nf3 Nf6
2. Nc3 e5
3. Bxc4 Ng4
4. Qxg4 h5
5. exf5 gxh4
6. Qg6+ Ke7
7. Qf7+ Kd6
8. Nb5+ Kc6
9. Qd5+ Kd7
10. Qe6+ Kc6
11. Bd5+ Kxb5
12. a4+ Ka6
13. g2 Qe7
14. Bc4+ Ka7
15. Qxe7+ Bxe7
16. Rg1=Q exd=Q+
17. Kxd1 Rxg8
18. Bxg8 Bh4 (better than 18.Rxe7+Nd7 Rxd7+d5 Rxd5Rg1+ Ke2Re8+ Kf2Rxc1 ?)
19. Rg4 Bg3 (* After the next moves, White position becomes desperate *)
20. Rg7+ Kb8 (* Then 21. fxg6?? f5=Q++! and 21. Rxg6? b5! *)
21. c3 Bxf5=Q++ (* What could have played White anyway? *)
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Created on: September 23, 1997. Last modified on: February 14, 2001.
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Last modified: Monday, December 22, 2008