Corsairs to each his own Dutch gambit gweek. Dutch Gambit: Basic Variations

  • 02.02.2022

Good day, dear friend!

Today, the subject of our attention is the half-brother of the Peruvian gambit, which we have already analyzed. Namely, the Dutch Gambit, a rather original discovery of Dutch chess players.

What is this gambit?

An acute continuation, developed and put into practice by the Dutch masters, first of all L. Prinsom and T. van Scheltinga .

The Dutch Gambit, or the Dutch Variant as it is sometimes called, is one of the ramifications of the Gambit.

I think it's easy to notice that the Dutch Gambit starts from the same position as the gambit we discussed earlier. Instead of 5…Qb6, black plays 5…cd

The meaning of the move 5…cd– by sacrificing a pawn to get ahead of the opponent in development and seize the initiative.

A significant contribution to the theory and practice of the Dutch Gambit was made by Bronstein, Keres, Geller . Sometimes the "Dutchman" is also used by modern grandmasters. He was seen in the debut repertoire Vitiugova, Naiditsch .

Basic Options

Consider the main options that arise in this original.

6.Q:d4

There was also a preliminary 6. Q4+. However, the practical test was rather in Black's favor.

For instance:

Black's position is even better. Pachman-Prince, 1949 See also the errors and pitfalls section.

So:

6. Qxd4 Be7

Preparing to win the pace Dc6

Straightaway 6…X6 not good in view 7.B:f6 gf 8.Qe4

7.e4

The best move. When 7.Kf3ed is an improved version

Other possibilities:

7.Rd1?!

Sample variant:

Black has the initiative for the pawn.

7.0-0-0 ?!

This beautiful move also has a dubious reputation.

For instance:

Once again, Black has sufficient compensation.

7.Q4+?!

Black has the initiative.

7.e3

With full-fledged play for Black.

Let's get back to the move 7.e4

7.e4 Nc6

A program move within the framework of the idea of ​​the Dutch Gambit.

White before selection: 8.Bb5, 8.Qa4, 8.Qe3 and 8.Qd2. Let's take it in order:

8.Bb5

This energetic move is not dangerous for Black.

For instance:

Black has the initiative.

8. Q4

Black equalizes the game.

With counterplay for Black.

With compensation for Black's pawn.

8.Qd2

Black has compensation for the piece sacrificed.

Gulko - Giorgadze , 1969

White fought back, but it is not easy to realize the material advantage.

Sadie Bisguier, 1971

Besides, there is a feeling that Black's play in the last example can be strengthened.

Common Mistakes and Pitfalls

White's knight is caught. Play it right 7.Q:d4. And it is even better to capture a pawn with a move earlier - 6.Q:d4

As you can see, a witty attack Nb6 allows Black to resist even a seemingly deadly double check by White. And not just to resist, but to maintain a material advantage.

White is the lesser evil 9.Q:d4

It should be noted that if White plays Nb5 without prior exchange f6, Black can no longer allow a double check:

And white wins.

Black wins an exchange.

Small summary:

The peculiarity of the Dutch gambit is that there are quite a lot of "pitfalls" in it. We verified this statement above.

White must play carefully, including in terms of move order. Otherwise, you can not only give up the initiative, but also lose the material already in the opening.

Sample games

Gradelius - Naiditsch , Douglas, 2016 ½: ½

Tukmakov — Ubilava , Rostov-on-Don, 1980, 0:1

Smyslov — Geller , Moscow, 1955 1:0

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Dutch Gambit:

We sail to Antigua, go left and go into Charlie Knippel's house. In order to be given a task for the English side, you must have the following characteristics: navigation - 30 points, positive or neutral honor, and the main character's rank is not higher than 15.

If you have met all these conditions, you will receive the first task. We need to capture the East India ship. Before you take on this task, swim around the taverns and hire a couple of boarders who can become officers. Also purchase nipples and cores. After that, return to Charlie and take on the task. You will need to force the direction of Martinique - Antigua - St. Christopher. Also, fourteen days are allotted for this task. If you do not meet this deadline, the British will not work with you. But in theory, you should fit in. As soon as you see a ship with purple sails, that's our goal. Swim to her and join the fight. We destroy two small ships, and take a large one for boarding. After a successful boarding, we assign an officer to the ship with silver and return to Antigua to Charlie Knippel. We report on the presence of the ship and silver on it, and receive an order to come exactly one day later to get acquainted with the commander, receive a reward, and also a new task.

Passage of "Corsairs: To each his own." Dutch Gambit for England


Passage of "Corsairs: To each his own." Dutch Gambit for England

Richard talks about the Schneur family, about Abigail, about her father, who thinks he is an evil pirate and therefore wants to marry his daughter to an evil Dutchman who is Richard's enemy. Richard will ask to bring Abigail to him, and we agree. We sail to Willemstad and go into the Schneur house, which is located next to the residence. Solomon meets us at the house and starts talking about some grandfather's skull and that we return his money. Also, he will tell you where Abigail is. We go to the church and talk to her. Abigail does not want to leave her father until the family values ​​are found, so we will need to find them. To search for latitude and longitude, we need a compass, as well as a working chronometer. We have a compass, and the chronometer is bought in the GVIKA building. A working chronometer is made in inventory (K) by crossing an hourglass and a chronometer. After that, go to your cabin, put on a working chronometer and compass, and then look for the right place through the “think aloud” option. Coordinates: 12'48 and 64'41, sail to these coordinates and then go to sea. By the way, the coordinates do not have to be exactly the same, an error is permissible. The main thing is that when you go to sea, an inscription about the location of the island appears in the ship's log. After that, land on the island and go to the grotto. A chest awaits us in the grotto, but it explodes at our approach, and a zombie will come out of the ground - the guard of Chavinavi. We kill him and rummage through the corpse, after the chest - in the chest instead of money there will be a head. After the events experienced, we go to Richard Fleetweed and talk about everything we saw.

Arriving at Richard Fleetweed - we tell everything that we saw and show the head of Bald Gaston. Richard will ask you to look into this situation and go to Bridgetown (Barbados) to check whether Gaston really died or is this a deceptive maneuver of our enemies. After that, we should sail to Curacao, to the Blanca lagoon, to Charlie, who will be waiting for us with money to ransom Abigail. We need to meet twenty days. We sail and go to the tavern. There we receive a letter from Gaston with warnings about the Englishman and the Dutchman. And that no one can be trusted. Now we need to sail to Curacao, to the Blanca lagoon, where Charlie is waiting for us. We sail to the place and find out that there is no need to swim anywhere else. Charlie sends a letter from Richard with wishes of good luck and two hundred thousand pesos, so as not to be completely disappointed in this English traitor. There is nothing to do, you have to fight with the Dutch dogs. Also, Charlie will be asked to join your team. Take it you won't regret it. At the exit from the lagoon, three Holland warships are waiting for us. You can fight them, or you can run away. Remember, if you decide to fight, you will ruin your reputation with Holland.

After you break away from the fleet, sail to Antigua to find a pharmacy. Get down into the underground passage, which is located next to the entrance to the church. Wandering through the catacombs, you will stumble upon Murdoch, who, in turn, will not want to give up the papers and will attack you. Be careful, he is not alone, but with a Chinese.

Passage of "Corsairs: To each his own." Dutch Gambit for England


Passage of "Corsairs: To each his own." Dutch Gambit for England

It will be possible to remove from Murdoch's corpse: seventeen thousand pesos, a trombone, John Murdoch's archive and two sealed letters. You also need to find the cipher, for this: we leave the dungeon and go in again, after that we go straight and turn right. We search the stones and find the cipher. After that, we sail to the Cayman, to Esmeralda Bay, where Lucas Rodenburg is already waiting for us. If you have a ship of rank 4 or higher, then you can board it. If not, then just heat it up. After the boarding, the following things can be removed from Lucas: an officer's saber, a dueling pistol, a good spyglass and twenty thousand pesos. In the chest you can find: twenty thousand pesos, a four-barreled pistol, one hundred and forty-five gold doubloons, the Jade Turtle amulet, the Fisherman amulet, Ix-Chel tears, blue amber, amber, meteorite. After killing Lucas, get off the ship as soon as possible, as it is mined. After a successful boarding and explosion of Lucas, land on the shore of Esmeralda, go into the jungle and go into the grotto. Inside will be two hundred thousand pesos and the keys to the drugstore, our new property. Don't forget to visit your new home in Antigua and meet your new friend, Gino Guineilly. He will give you a beginner's alchemist's chest, as well as a recipe for an antidote.

After this adventure, you should have accumulated a million. If you haven’t accumulated, then complete side tasks, and then go to Michel and make him happy with your first earned million.

Passage of Corsairs To each his own. Dutch Gambit. Dutch West Indies Campaign
The first task is the Dutch Gambit. Dutch West Indies Campaign
We sail to Martinique in Saint-Pierre to our brother and there we receive valuable information from him.
From the log: My dear brother set me another task - to ingratiate myself with the powers that be. I have a choice: either to join the Dutch West India Company, or to track down some influential English privateer in Antigua, or to find you-don't-know-what in Bridgetown. Yeah. fun... Well, at least the decision is mine! I received my first assignment from the Vice Director of the Company. It is necessary to accompany the flutes of a certain Balthasar Ridderbock. I can find a merchant at the port authority.
Go to the Willemstad Port Authority, talk to Ridderbock Balthazar. From the magazine: Balthasar Ridderbock is my companion. Heading for Philipsburg.
As soon as you go out to sea, Alex the Fierce will immediately start chasing you on his ship. His ship is very fast, so you won't be able to escape! It is best to go out to sea and stay near the fort, thus the fort will help you in the battle with two ships. Destroy the ships or board them. You shouldn't chase him down. Land on Philipburg on Sint Martin, speak with Balthasar and receive a modest reward from him. Mission accomplished - Balthazar is in Philipsburg, and his pirate enemy is at the bottom. I was paid 5000 for the work - Ridderbock is a rare miser ... I return to Willemstad to Rodenburg. Swim back to Curacao, go to the GVIK residence and talk to Rodenburg.
The second task is the Dutch Gambit. Dutch West Indies Campaign
The next task from Rodenburg is to go to Cuba, to the city of Santiago and hand over some kind of package to Don Simono Acevedo, a senior official in Geraldi's bank.
From the log: Looks like I'm going to be the Company's negotiating agent. Lucas Rodenburg instructed me to deliver a package and a sum of money to the branch of the Geraldi Bank in the Santiago settlement in Cuba. Strange, but he was obviously tormented by some misgivings about the mission ahead of me, and Minheer Rodenburg refused to explain them.
It is worth hurrying to meet the deadline - 15 days to Cuba. And you should carefully look around. Swim to Cuba (in the upper left corner of the map), do not swim to the city of Santiago, because. you are the enemy of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sail mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this way - go to the next location along one road, and then choose the path to the right, right, straight (the only one), right, right. You will be at the location with the city gates, they are around the turn to the right. Enter the city after 00-00 so that you are not stopped by security. Hide in a secluded place (in the corner behind any building), rewind time to 8 in the morning and go to the bank. The bank is in the lane opposite the residence. Talk to Simon, say that you need information and then tell him who you are from. Simon wants to answer and asks to come in the next day. Exit the bank and you will be stunned.
From the log: Minheer Rodenburg's fears are beginning to come true. I was stunned right on the street, near the Geraldi bank and locked in some room! What was this guy asking? Who the hell is he? It doesn't matter... he didn't even tie me up and left - I'll make him regret this oversight. There must be something in this room that could pass for a weapon!
Talk to the enemy, don't reveal all the secrets, don't talk about compensation. He will leave, leaving you in the custody of his bandits. When the bandit leaves, find a harpoon in one of the chests and put it on instead of a weapon through the inventory menu. The villain will return - kill him with a harpoon in a normal fight. Exit the room, go downstairs and run into Vernon - the first bandit, kill him. In fact, it is not so easy to kill bandits, you should either pump your hero well before that, or read healing potions, or both. But to be honest, fight in slow motion for 0.5 time (keys NAM +, -), save two healing potions for the second bandit. After you kill the first bandit, run through the door immediately down, it will be extremely inconvenient to fight in the passage.
From the log: I managed to escape, and my captor and his assistant are dead. My equipment must be stacked somewhere in the house. You have to search well. It's a pity, of course, but I never found out what was going on here. Yes, to hell with it! I need to pick up a reply letter from the banker and go back to Willemstad - I feel very uncomfortable in Santiago ...
There is a chest on the first floor - take all your things from there that the bandits took from you. Leave the house, go to Simon's bank and pick up the reply letter. Simon will convey the answer in words - "this man must die." Rewind time to 24-00, standing near the gate with security, and leave the city, because. There will be no more guards at the gate. Run towards the ship all the time, turning right at the forks. Board the ship on the shores of Anna Maria Bay and return to Curaçao to the GVIK residence.
From the log: The gratitude of Minheer Rodenburg is impressive. But as for the incident in Santiago, nothing has been clarified. Perhaps in the future, I will be able to learn more, but for now - I have seven days to put myself in order.

I accompanied the merchant to Tortuga, or rather to his lighthouse, and he gave me the plans of his competitor, another merchant, whose hold was full of mahogany. He said that in two weeks he would have to appear on Cayman Island to replenish supplies of drinking water. I thanked for the information and did not harbor a grudge against my former companion, instead I moved to the port of Tortuga and exchanged my Lugger for a Sloop, which was a little better than mine and could accommodate 15 more people, not to mention a larger hold, additional guns more high caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not too accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions took enough for the trip to the Caymans and more to spare for the days of waiting for the ship. I did not load the ship too much and relied on speed and maneuverability, because the battle was ahead of me against the Flute, whose hold was supposed to be bursting with mahogany, therefore, there would be a battle against a clumsy heavyweight.

Cherishing dreams of a mountain of gold and glory, I sent my ship towards the Cayman. Along the way, there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit, and other hunters like me. As soon as he landed on the shore, the sailors immediately ran up. They showed that they had not eaten for several days and were very glad to see my ship. They asked me to serve, but I recruited sailors in the tavern of Tortuga and I did not have a place for them. Well, I did not leave them there on the island with empty hands and a stomach. He ordered his sailors to provide them with a boat, medicines and provisions. That would be enough for them to get to the crowded shores of Cuba, and he himself went into the interior of the island. After several hours of searching, I found the entrance to the cave. There was an empty chest in it, and there was a disgusting atmosphere in the cave itself - it smelled of a curse, so my bodyguard and I hurried out of it as quickly as possible. Having examined the whole island, I returned back to the ship. Those sailors have already gone cold, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them on this.

I ordered the ship to be disguised and began to wait for that merchant. Three days later he appeared on his flute under the French flag. About this, his "friend" forgot to mention, so I ordered to change my French flag to the Jolly Roger and went to meet the flute. My sloop cut through the waves like a hot knife through butter, and in half an hour you could already see the surprised face of the merchant through my cheap binoculars. On the deck of the flute, the sailors began to run, interfering with each other. Salaga, I thought.

The battle went on for several hours. My sloop seemed to be dancing near the big and clumsy elephant and stinging in its most vulnerable parts. I did not have much gunpowder, because I did not want to overload my ship, so the first thing I did was fire on the crew of the ship. Let them be newbies, but there were three of them, and maybe even four more than us. It's not worth the risk. So the buckshot stocks were running out, and the flute's crew had noticeably decreased, and his sails had also suffered, now he was even more clumsy. I didn't let this unfortunate captain turn his ship sideways towards me, constantly adjusted my side to its stern and fired from all five 6-foot guns. Well, the gunpowder ended in the hold.

My sailors are only 30 out of 59, what a pity that not all of them will be able to see the gold that I will receive for the goods that the flute is in the hold, if it really is there. But there was nowhere to retreat, and it was stupid - we took up arms and boarded. There were three enemy sailors for each of our sailors, and this is taking into account the fact that we fired at them with buckshot for so long that it would be enough to cast a large bell.

How many deaths. Of all the sailors, only four squeezed out, and then, three of them were badly wounded. It was impossible to allow the death of the rest to be in vain and armed, my Indian friend and I went down into the hold, where ten more French sailors were waiting for us. Their number is against our skill. I made the right choice to save this Indian from the gallows. The victory was ours, and I had to meet with their captain. The merchant turned out to be not accommodating, but I wanted to offer him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought that he could defeat me and doomed his people to slavery - well, it would be on his conscience.

And the merchant did not deceive. The hold of the flute was completely filled with mahogany. We reloaded the goods into the hold of our ship for several hours, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was ardent and glorious. The risk paid off and I earned fifty thousand pesos, of which ten thousand went to repair my swallow, recruit a new team and resupply. Ahhhh, what a glorious day it was!