Skype coaching session, 01 March 2015. The following game was examined, 55 moves. Paul Benson. * * * White: Smirin, 2625. Black: Khenkin, 2610. Event: Ischia 1996. Result: 1/2-1/2 in 55 moves. Opening: Caro-Kann Defence, Botvinnik-Carls Variation, B12. | Brief summary. Early opening: Black appears to be giving away a tempo by moving the c-pawn twice in order to transpose into a French Defence. There is a significant difference in that white has captured,dxc5, which is known but not particularly common in the French Advanced Variation. Mid opening: White chooses to give up the bishop pair. Black is not worried about being a pawn down for a while. Late opening: White commits to castling queenside, just where the future of the black king lies is not yet clear. Early middlegame: Black attempts a plan to regain the pawn and limit the activity of the white queen. The tactics set in play by black's 18th move need careful calculation, take some time over this position. Mid middlegame: Take time over white's 23rd move, perhaps inspiration born out of desperation, or perhaps a clever plan? The ramifications of move 23, and also white's 24th move, to open up the game are difficult to assess. White prefers a material loss to gain activity, instead of a game of material equality with some pawn structure imbalance. Hard work but good fun. Late middlegame: White begins to collect pawns for the offered material while the black king tries to find shelter. Black finds a potential mating plan which forces white to give up more material, however black has pawn weaknesses scattered across the board, difficult to keep hold of them all with the white queen so active. White also finds some very useful threats with the passed e-pawn to deflect black. Early endgame: White needs to win more pawns before heavy piece reduction takes place, black can always allow a perpetual but wants more from the game. Mid Endgame: Black manages to reduce the white activity by removing queens and a rook each. It is now a mass of pawns against a rook, very easy to mishandle. Late Endgame:The black king and rook activity is enough to hold the 3 white queenside pawns. There was never enough time for black to attack the white kingside pawns, the white queenside pawns would advance too quickly. A well fought game where each player played their part and perhaps would not feel disappointed at the result. || 1. e4 c6 2. d4 d5 3. e5 c5 4. dxc5 Nc6 5. Bb5 e6 6. Qg4 Qa5+ 7. Nc3 h5 8. Bxc6+ bxc6 9. Qa4 Qc7 10. Be3 Rb8 11. O-O-O Nh6 12. f4 Nf5 13. Bf2 a5 14. Nge2 Rb4 15. Qa3 Qa7 16. Na4 Ba6 17. Nd4 Bb5 18. Nb6 Bxc5 19. Nc8 Qc7 20. Nxf5 Bxf2 21. Ncd6+ Kd7 22. Nxb5 cxb5 23. Qf3 Qb6 24. Kb1 exf5 25. Qxd5+ Kc7 26. Qxf7+ Kb8 27. e6 Bd4 28. b3 Qc6 29. Qxf5 Qc3 30. Rxd4 Rxd4 31. e7 Rd2 32. Qxb5+ Kc7 33. Rc1 Qe3 34. Qxa5+ Kd7 35. Qg5 Re8 36. Qxh5 Rxe7 37. g3 Qe2 38. Qa5 Rd1 39. Rxd1+ Qxd1+ 40. Kb2 Qd6 41. Qb5+ Ke6 42. Qc4+ Qd5 43. Qc8+ Kf7 44. Qc3 Re4 45. a4 Qd4 46. Qxd4 Rxd4 47. Kc3 Rd1 48. Kb4 Ke6 49. Kc5 Rd5+ 50. Kb6 Rd2 51. a5 Kd7 52. b4 Rxc2 53. a6 Rc6+ 54. Kb5 Rc7 55. Kb6 Rc6+ Draw, 1/2-1/2 * * * __,_._,___