Berlin · 1852
The Evergreen Game
Adolf Anderssen vs. Jean Dufresne — Anderssen brings his last rook into the attack, then gives away knight, rook and queen to mate with two bishops.
Moves · tap to jump
0/47Use ← → keys to step through the game
Starting position
Ready
Press Auto-play to watch the game, or step move by move.
Main lesson
Don't attack with just your queen. Bring every piece into the attack, open lines toward the king, and remember that sacrifices only work when your pieces are already active.
Lesson notes
Moves 1–5 — a pawn for time
- 4.b4 offers a pawn immediately. Why give a pawn away? To gain time — the bishop must keep moving while White develops.
- Ask: would you rather have one extra pawn, or three developed pieces?
- Tournament lesson — time is often worth more than a pawn.
Moves 6–10 — wake up your pieces
- White has castled, opened the centre, activated the queen and activated a rook. Nobody is sitting at home.
- Ask: which white piece is still sleeping? Only the c1 bishop; everything else is ready.
- Lesson — before attacking, wake up your pieces.
Moves 11–15 — build, don't rush
- White does not rush; every move improves another attacker.
- Queen, knight, both bishops and the rooks all point toward Black's king.
- Ask: how many white pieces attack? Nearly all of them.
- Lesson — great attacks use the whole army.
Critical position after 16...Qh5 — stop here
- Cover White's next move and ask your student what they would play.
- Most children suggest a queen attack or a bishop attack. Anderssen sees something much stronger.
- The answer is 17.Nf6+!! — a knight given away to open the g-file and remove a defender.
- Lesson — sacrifice to open lines, not just because it looks exciting.
Moves 17–20 — the last piece decides
- 19.Rad1 is the quiet star of the game: the final piece joins the attack.
- 20.Rxe7+ is another sacrifice. White is no longer counting material — he counts open files, active pieces and king safety.
- Ask: which white rook joined last? The a1 rook — and now both rooks attack.
- Lesson — the last piece into the attack often decides the game.
Moves 21–24 — the winning combination
- 21.Qxd7+! Kxd7 22.Bf5+! Ke8 23.Bd7+! Kf8 24.Bxe7#
- The bishops completely control the board and the black king cannot escape.
- Ask: which piece gives mate? A bishop. Who helped? Everyone.
- Lesson — checkmate is a team effort.
What your student should learn
- Every piece should join the attack.
- Gambits buy time — spend it on development.
- A double check cannot be met by capturing or blocking.
- Look for quiet moves inside a combination.
Rules to remember
- Rule 1Develop before attacking.
- Rule 2Open lines toward the king.
- Rule 3Every attacking piece should have a job.
- Rule 4Sacrifices are strongest when they remove defenders.
- Rule 5Count active pieces, not just material.
Mini tournament checklist
- ✓ Have I castled?
- ✓ Are both rooks connected?
- ✓ Are all my minor pieces developed?
- ✓ Can at least three pieces join the attack?
If most answers are yes, start looking for tactics. If not, the best move is usually another developing or improving move — this checklist stops premature attacks in junior tournaments.
Coach's challenge
Cover the moves after 16...Qh5 and ask: which black piece is defending the king best? How could White remove that defender? Which white piece has not yet joined the attack? Only then reveal 17.Nf6+!! The habit it teaches: before looking for a brilliant move, make sure all of your pieces are participating.
Full move list
A Pawn For Time
Waking Every Piece
Building the Attack
The Brilliant Sacrifice
Both Rooks Join In
The Winning Combination
Note: Great for young players: every move has an obvious purpose — develop, open a line, or remove a defender.