The short version: White wins my queen. I construct a tactical sequence and win White’s queen. The game becomes playable again. I develop a winning attack against my own rook. White accepts. I lose.
| Game | pokhtpkiopihkhkhhopk–ThreeSadPandas |
| Date | August 27, 2026 |
| Time control | 30+0 Classical, rated |
| Opening | Queen’s Pawn Game: Accelerated London System |
| Result | 1–0; Black resigned after 24.Rxc8 |
| Ratings | pokhtpkiopihkhkhhopk 1264; ThreeSadPandas 1171 |
| Series | That Was Wild — Games with more swings than sense |
Some games have an arc. This one has a seismograph.
The opening produces a queen-winning tactic for White. Black answers by manufacturing a forcing sequence that wins White’s queen in return. The smoke clears into a playable middlegame with White still modestly ahead. Exchanges happen. Black’s pieces become active. Then Black places the last rook on a square where a bishop can simply take it.
The game does not so much change direction as repeatedly discover that direction is optional.
Replay the emotional damage
The official Lichess replay is oriented from Black’s side. Move through it slowly. The speed of the actual game was already part of the problem.
The original game remains available at 74bHZxsz on Lichess.
The complete game code
The full PGN includes the clock after every move. This matters because the position was complicated, the time control was thirty minutes, and White finished with more than twenty-eight minutes remaining. Black, noted strategic thinker and future victim of Bxc4, finished with more than twenty.
[Event "rated classical game"]
[Site "https://lichess.org/74bHZxsz"]
[Date "2026.08.27"]
[Round "-"]
[White "pokhtpkiopihkhkhhopk"]
[Black "ThreeSadPandas"]
[Result "1-0"]
[GameId "74bHZxsz"]
[UTCDate "2026.08.27"]
[UTCTime "22:58:47"]
[WhiteElo "1264"]
[BlackElo "1171"]
[WhiteRatingDiff "+9"]
[BlackRatingDiff "-7"]
[Variant "Standard"]
[TimeControl "1800+0"]
[ECO "D00"]
[Opening "Queen's Pawn Game: Accelerated London System"]
[Termination "Normal"]
[Annotator "lichess.org"]
1. d4 { [%clk 0:30:00] } 1... d5 { [%clk 0:30:00] }
2. Bf4 { [%clk 0:29:57] } 2... Bf5 { [%clk 0:29:57] }
3. Nc3 { [%clk 0:29:55] } 3... Nf6 { [%clk 0:28:56] }
4. Nb5 { [%clk 0:29:51] } 4... e5 { [%clk 0:27:47] }
5. dxe5 { [%clk 0:29:44] } 5... Ne4 { [%clk 0:27:33] }
6. e6 { [%clk 0:29:37] } 6... Bxe6 { [%clk 0:27:11] }
7. Nxc7+ { [%clk 0:29:33] } 7... Qxc7 { [%clk 0:27:07] }
8. Bxc7 { [%clk 0:29:30] } 8... Bb4+ { [%clk 0:26:52] }
9. c3 { [%clk 0:29:13] } 9... Nxc3 { [%clk 0:26:35] }
10. bxc3 { [%clk 0:29:10] } 10... Bxc3+ { [%clk 0:26:34] }
11. Qd2 { [%clk 0:29:04] } 11... Bxd2+ { [%clk 0:26:32] }
12. Kxd2 { [%clk 0:29:02] } 12... Nc6 { [%clk 0:26:01] }
13. Nf3 { [%clk 0:28:58] } 13... O-O { [%clk 0:25:55] }
14. e3 { [%clk 0:28:57] } 14... Rac8 { [%clk 0:25:27] }
15. Bf4 { [%clk 0:28:50] } 15... Rfd8 { [%clk 0:21:52] }
16. Rc1 { [%clk 0:28:40] } 16... d4 { [%clk 0:21:43] }
17. Nxd4 { [%clk 0:28:29] } 17... Nxd4 { [%clk 0:21:39] }
18. Rxc8 { [%clk 0:28:24] } 18... Bxc8 { [%clk 0:21:35] }
19. exd4 { [%clk 0:28:19] } 19... Rxd4+ { [%clk 0:21:30] }
20. Ke3 { [%clk 0:28:18] } 20... Rc4 { [%clk 0:20:59] }
21. Bxc4 { [%clk 0:28:14] } 21... a6 { [%clk 0:20:37] }
22. Rd1 { [%clk 0:28:11] } 22... Kf8 { [%clk 0:20:31] }
23. Rd8+ { [%clk 0:28:07] } 23... Ke7 { [%clk 0:20:24] }
24. Rxc8 { [%clk 0:28:04] }
{ Black resigns. } 1-0Pink clocks. Blue moves. Red flags everywhere.
Phase one: the mirrored London
1.d4 d5 2.Bf4 Bf5
White begins with 1.d4 and 2.Bf4, reaching an Accelerated London System. Black mirrors the setup with …d5 and …Bf5.
Mirroring is not automatically bad. It develops a piece and controls useful central squares. It is also not a complete opening philosophy. If both sides continue copying forever, White’s extra tempo means White usually gets to make the first concrete demand.
At this point the position is orderly. The bishops look at each other across the board like two employees wearing the same outfit to a meeting.
3.Nc3 Nf6
White chooses 3.Nc3, developing the queen knight in front of the c-pawn. That makes the setup more aggressive than the most restrained London structures. The knight supports e4 and can jump toward b5, where c7 becomes a target.
Black plays 3…Nf6. Natural development. The knight controls e4 and d5. Black took just over a minute, which is reasonable if that minute was spent asking what White’s unusual move order permits.
White immediately supplies the answer.
4.Nb5
The knight jumps to b5 and attacks c7.
That square matters because a knight landing on c7 would check the king on e8 and fork the rook on a8. White is not threatening a theoretical inconvenience. White is threatening a forcing tactical sequence.
This is the first mandatory pause of the game.
Black had 28:56 before the move and 27:47 afterward. More than a minute was spent on 4…e5. The time was used. The threat was not resolved.
Swing one: Black volunteers the queen
4…e5?
Black responds in the center with 4…e5.
The move is appealing. It challenges White’s d4-pawn, attacks the bishop on f4 with tempo, and attempts to punish White for moving the same knight twice. In a vacuum, this is exactly the kind of energetic central reaction an opening manual might praise.
The board is not a vacuum. The knight on b5 is still staring at c7.
This is the same process failure that appears throughout beginner and intermediate chess: a move has a good general idea, so the player stops checking whether it answers the immediate threat.
“Strike in the center” is a principle. “Do not lose the queen to a forced fork” is also a principle. One of them has priority.
5.dxe5 Ne4 6.e6 Bxe6
White accepts the central pawn with 5.dxe5. Black plays 5…Ne4, centralizing the knight and attacking the bishop on f4.
White advances with 6.e6, creating another tactical disturbance. Black captures it with 6…Bxe6.
The position now looks active for Black. Pieces occupy central squares. White’s bishop is attacked. There is temptation to believe the counterplay has worked.
The c7-square has not moved.
7.Nxc7+!
White plays the move that was threatened on move four.
The knight reaches c7 with check. It attacks the king on e8 and the rook on a8. More importantly, the geometry around Black’s queen creates an ugly choice.
Black plays 7…Qxc7, capturing the knight and ending the check. White’s bishop on f4 then plays 8.Bxc7, taking the queen.
The transaction is devastating:
- White gives up a knight.
- Black gives up the queen.
- White’s bishop survives on c7.
- Black receives a serious opportunity to reconsider 4…e5.
The queen did not wander into danger on move seven. The queen was lost when Black answered a concrete threat with a different good-looking idea three moves earlier.
That distinction matters. The final capture is not always the useful place to begin analysis.
Black refuses to leave the building
After 8.Bxc7, resignation would be emotionally understandable and practically premature.
Black is down a queen for a knight, but White’s king remains in the center, the queenside pieces are awkward, and the bishop on c7 has traveled far from home. There are forcing moves available.
Black chooses one.
8…Bb4+!
The dark-squared bishop moves to b4 with check.
This is the correct attitude after a blunder: stop arguing with the past and examine the current position. Checks, captures, and threats still exist. White still has to solve problems.
The move develops a piece and forces White to respond. Black does not have compensation yet, but the game has not become ceremonial.
9.c3 Nxc3!
White blocks with 9.c3, attacking the bishop. Black responds 9…Nxc3!.
The knight from e4 captures White’s pawn on c3. White recaptures with 10.bxc3, and now the b-pawn has moved away from b2 and landed on c3.
Black’s bishop on b4 sees c3.
10…Bxc3+
The bishop captures on c3 with check.
The sequence has removed White’s knight, disrupted the queenside pawns, and placed the bishop on a diagonal leading directly to the king through d2.
Black has created a forcing tactical mechanism from an objectively bad situation. This is not yet a full recovery, but it is real resistance. Every move has demanded a reply.
And then White helps.
Swing two: White returns the queen
11.Qd2??
White blocks the bishop check with the queen.
The bishop on c3 is attacking along c3–d2–e1. Placing the queen on d2 blocks the check, but it places the queen directly in front of the bishop.
Black plays 11…Bxd2+.
The bishop takes the queen with check. White’s king recaptures on d2.
Both queens are gone.
Pause to appreciate the timeline:
- On move eight, White had won Black’s queen.
- Three moves later, White used the queen as a disposable check-blocker.
- Black’s bishop, which began the sequence checking from b4, traveled through c3 to d2 and completed the recovery.
The game has gone from a huge White advantage to a modest White edge through a forcing sequence that began immediately after Black’s catastrophe.
This is why “never resign” is valuable advice at this level. It is not a claim that every lost position can be saved against perfect play. It is a recognition that perfect play has not joined the game.
Take inventory after the explosion
After 12.Kxd2, the emotional score says chaos. The material score says White is still modestly ahead, but Black has transformed a queen-down disaster into a real game.
White has:
- two rooks;
- two bishops and one knight;
- six pawns;
- no queen; and
- a king with a story to tell.
Black has two rooks, a bishop, a knight, and seven pawns. White therefore owns an extra minor piece while Black owns an extra pawn. White’s king is exposed on d2. Black can still castle. Black’s pawn structure is healthier. White owns the bishop pair and the objective material edge.
This is no longer the same game that existed after 8.Bxc7. Black is worse, but Black has earned the right to sit down, breathe, and play the position.
That reset is psychologically difficult. A player who has just escaped disaster may continue playing as though every move must be forcing. Relief can create the same impatience as panic.
Phase three: an actual middlegame appears
12…Nc6 13.Nf3 O-O
Black develops the remaining knight with 12…Nc6. White brings out the remaining knight with 13.Nf3. Black castles.
These moves are almost shockingly normal.
After the queens have been exchanged, king safety is less urgent than it was, but castling still improves the rook and moves the king away from the center. Black has completed development and has a coherent position.
14.e3 Rac8 15.Bf4 Rfd8
White plays 14.e3, preparing development and supporting the center. Black activates the a-rook with 14…Rac8, placing it opposite the bishop on c7 and claiming the open file.
White retreats the bishop with 15.Bf4. Black then spends more than three and a half minutes before choosing 15…Rfd8.
That is the longest think of the game, and the resulting setup makes sense: rooks occupy c8 and d8, pressure the central files, and prepare for a pawn break.
This is arguably Black’s best phase. The pieces are active. The king is safe. The earlier queen blunder has been repaired. The position contains plans instead of emergency sirens.
16.Rc1 d4
White challenges the c-file with 16.Rc1. Black strikes with 16…d4.
The central push attacks White’s structure and uses Black’s active pieces. It also begins a sequence of exchanges that must be calculated carefully because both rooks are committed to open files.
17.Nxd4 Nxd4 18.Rxc8 Bxc8 19.exd4
White takes the pawn with 17.Nxd4. Black’s knight captures with 17…Nxd4.
White then plays 18.Rxc8, exchanging a rook on c8. Black’s bishop recaptures with 18…Bxc8. White completes the sequence with 19.exd4, taking Black’s knight.
The smoke clears again:
- one rook from each side is gone;
- one knight from each side is gone;
- Black’s bishop has landed on c8;
- White has a rook and two bishops;
- Black has a rook and a bishop;
- the position remains playable, but White’s extra bishop now matters.
This was the moment to inventory everything again.
Black did not.
Swing three: the rook begins its farewell tour
19…Rxd4+
Black plays 19…Rxd4+, capturing the pawn with check.
This is active and forcing. The rook enters the fourth rank, attacks the king, and appears ready to create practical problems. White responds 20.Ke3.
Now the rook must choose a safe and useful square.
Black spends thirty-one seconds.
20…Rc4??
The rook moves from d4 to c4.
White has a bishop on f1.
The diagonal is f1–e2–d3–c4.
Every square between the bishop and rook is empty.
White plays 21.Bxc4.
The rook is gone.
This is the purest blunder in the game. There is no hidden fork, no ten-move sequence, no opening trap, and no advanced positional concept. A rook moved onto a bishop’s diagonal and the bishop captured it.
The irony is brutal because the entire first game in the Games section centered on an opponent overlooking a bishop attack on the queen. Here ThreeSadPandas overlooks a bishop attack on the rook.
The bishops have formed a union. Their demands are consistent.
Why 20…Rc4 happened
The move probably felt active. The rook moves laterally with apparent purpose, remains near the enemy king, and may look as though it attacks or restricts something.
But the final blunder check was missing:
On its destination square, is the moved piece safe?
The rook was safe on d4 from the bishop on f2? Once it moved to c4, the geometry changed. The bishop on f1 had a clear diagonal.
This is exactly the fifth question from The Five-Step Blunder Check. A piece’s current safety says nothing about its destination. Place the rook on c4 in the mind, redraw every bishop line, and only then release it.
The move also shows how emotional history contaminates calculation. Black had already survived losing the queen. Black had won the opposing queen. Black had reached an active position. The game felt like a comeback story.
Chess does not protect a comeback story from the next move.
The final cleanup
21…a6 22.Rd1 Kf8
After losing the rook, Black plays 21…a6. White activates the remaining rook with 22.Rd1. Black moves the king to f8.
The material deficit is now severe. White has a rook and two bishops against Black’s single bishop. Black would need an immediate tactical miracle.
No miracle has entered the chat.
23.Rd8+ Ke7 24.Rxc8
White invades with 23.Rd8+. Black’s king moves to e7. White then plays 24.Rxc8, taking the last bishop.
Black resigns.
The final position is not ambiguous. White has a rook and two bishops against no Black pieces beyond the king and pawns. The comeback has become a historical document.
The three swings were three different mistakes
This game is useful because the evaluation did not swing for the same reason every time.
First swing: failure to answer a threat
After 4.Nb5, Black needed to address Nxc7+. The move 4…e5 pursued a central idea while ignoring the opponent’s concrete plan.
Lesson: before executing your idea, state the opponent’s threat in one sentence.
Second swing: forcing resistance
After losing the queen, Black found …Bb4+, …Nxc3, and …Bxc3+. White then chose Qd2, allowing the bishop to take the queen.
Lesson: a losing position still contains checks, captures, and threats. Make the opponent prove the win.
Third swing: unsafe destination
After 19…Rxd4+, Black moved the rook to c4 without scanning the bishop diagonal.
Lesson: evaluate the board that will exist after your move, not the board where the piece is currently safe.
One game. Three failures. Three different repairs.
The clock tells on both players
This was another 30+0 classical game that moved at blitz speed.
White used less than two minutes in twenty-four moves. Black used nine minutes and thirty-six seconds. White had 28:04 remaining when Black resigned. Black had 20:24.
White’s fast play created the queen blunder on move eleven. Black’s greater time investment did not prevent the rook blunder on move twenty. Time is necessary for thought, but time does not automatically become thought merely because it leaves the clock.
The important question is what the time is used to check.
On move four, Black spent more than a minute but did not neutralize the c7 threat. On move fifteen, Black spent more than three minutes and produced a coherent rook setup. On move twenty, Black spent thirty-one seconds but did not trace the bishop diagonal.
The same player can use time well, poorly, and theatrically within one game.
What I would carry into the next game
Name the threat
After every opponent move, say what changed. After Nb5, the answer was Nxc7+, a check and fork. Any candidate move had to survive that threat.
Do not resign the current position because of the previous position
The sequence beginning with 8…Bb4+ was the best part of Black’s game. It turned a queen-down disaster into a playable fight. That only happened because Black continued searching for forcing moves.
Reset after a comeback
Recovering from a blunder does not grant momentum in any objective sense. Once the queens came off, the task was to evaluate a new middlegame from zero. The emotional victory of surviving was irrelevant to the next position.
Perform the destination scan
Before Rc4, imagine the rook on c4 and inspect every enemy line. The bishop on f1 becomes obvious. The rook stays alive. The game continues.
Use classical time for classical thinking
Thirty minutes is permission to stop. Use it at tactical transitions: new checks, new captures, newly opened diagonals, and moves that place a high-value piece on a new square.
And if you were worried I was only going to show my victories, you may now relax. The rook on c4 has been preserved in public. The Games section includes the wins, the losses, and the truly horrid endings in between.
The honest verdict
ThreeSadPandas lost this game twice.
The first loss was on the board after 4…e5, when White’s knight executed the c7 fork and the queen disappeared. Black then refused the result, created forcing play, and won the opposing queen. That recovery was real and deserved credit.
The second loss came after the recovery, when 20…Rc4?? placed the last rook directly on a bishop’s diagonal. There was no second comeback because Black had run out of major pieces to use as ingredients.
That is why the game belongs in That Was Wild.
It is not merely a collection of blunders. It is a game in which the meaning of the position repeatedly reverses. White is winning. Black fights back. White’s enormous advantage shrinks to something playable. Black activates. White wins a rook. Black loses the remaining bishop. Resignation arrives only after everyone has had an opportunity to be both hero and suspect.
Queens were optional.
Rooks were temporary.
The bishops, unfortunately, were paying attention.