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29. Rf3 Ne5
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29. ...... Ne5 - hmm, I was expecting Ne3. |

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30. Rf4 Qh3 31. Qf2
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31. Qf2 - I now line up on that f7 pawn and also doubly protect my h4 pawn. Now, over to the Inquest Jury. Would Kb1 rather than an immediate Rxf7+ on the next turn have made the difference between me being merely jstevens1 or TheBlackQueen?! |
1 comment
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31... Ra5 32. Rxf7+ Nxf7 33. Qxf7+ Rd7 34. Qxg6 Qxh4
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34. ..... Qxh4 - after all that plethora of exchanges I have 2 pawns for the exchange. Unfortunately my passer on g5 is also isolated and it is really weak. If Henry had been on b1 then Nc1 would allow interposition without loss of the knight to a back row check. This would allow my rook to join in and defend that weak g pawn and maybe shepherd it to Glendadom. But Henry is on a1 and not b1 and that is a real headache. As a result of this, over the next fifteen moves or so, apart from a few spurts, I ended up letting my clock wind down to just over 2 days per move before making a decision.
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1 comment
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35. Qf5 Kc7 36. Qe5+
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36. Qe5+ - at least Glenda is aggressively placed but alas she has no support whatsoever at the mo. and Freddy will be able to hide his king - sigh and double sigh! |

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36... Kb7 37. Qf5 Rc7
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37. ..... Rc7 - at least Freddy is doing a lot of scratching around at the moment, but is he up to something?! |

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38. Qf6
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38. Qf6 - Glenda stays in the vicinity of King Freddy, watching and waiting. |
1 comment
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38... Ra8 39. Qe5 Qg4 40. Rc1
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40. Rc1 - Gameknot analysis cites this as the move that prevents me from becoming TheBlackQueen. Suddenly from me going from being the equivalent of a pawn up - this advantage turns to Freddy. |
1 comment
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40... Rd7 41. Kb1
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41. Kb1 - Finally Henry moves to that b1 square. Alas it is one move too late to do anything about my poor g5 pawn. |

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41... Rg8 42. Rf1 Rxg5 43. Qe8
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43. Qe8 - so I lose my pawn, tears! However, I still plan my counterplay ....... |
1 comment
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43... Rg8 44. Rf8
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44. Rf8 - for one moment, a dark, dark shadow looms over King Freddy and he shivers! Can you, the Inquest Jury, guess what that shadow represents and what is the move from Glenda that could make King Freddy shiver? |
3 comments
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44... Rxf8 45. Qxf8
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45. Qxf8 - Freddy avoids copping Old Matey by trading rooks. Now, will the Wicked Witch land a check on my back row? |

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45... Qg7 46. Qf5
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46. Qd5+ - strangely enough he retreats her - he wants to drive Glenda out of his arc. I keep her there and I submit a draw offer which Freddy declines. As far as he is concerned, it is the 50 move rule for Yours Truly! |
1 comment
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46... Rc7 47. Qd5+ Ka7 48. Qc4
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48. Qc4 - attacking a4. |

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48... Qd7 49. Qg8
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49. Qg8 - Glenda does her best to stay in Freddy's camp but boy I think she feels like humming Monsoon's "Ever So Lonely" because she really is a Lone Ranger, aaaah! |
1 comment
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49... b5
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49. ..... b5 - this now sets the 50 move rule to move 99 provided there are no further pawn moves or captures. I will then be able to declare the game drawn. |

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50. Qg2
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50. Qg2 - Homesick Glenda temporarily returns to her hometown, but not for very long. |

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50... c4
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50. ...... c4 - make that move 100. |

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51. Nb4 cxd3 52. cxd3
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52. cxd3 - I must now mark time until Move 102. However, I am slightly happier with my position than I was a few moves back. For a starters, my knight is now a lot more active and it is controlling some vital squares such as c2 and d3. I suppose that is one advantage of being the exchange down, at least a relatively low value piece is defending a pawn to the piece/s that can attack it! |

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52... Rc8 53. Qg6
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53. Qg6 - Now that she sees that she will have her horse to keep her company she is not quite so averse to the idea of a return trip into Freddy's position. |
1 comment
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53... Rh8
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53. ..... Rh8 - Gameknot Analysis marks this move up as an inaccuracy. Although it does threaten to come down on h1 for a check and the Witch can then check Henry on the a2-g8 diagonal, at least the knight can block the check by moving to d5. However, he does not have to do this because King Freddy is about to feel ........ |

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