1.c4
c5
2.g3
Nc6
3.Bg2
g6
4.Nc3
Bg7
5.Nf3
e5
6.a3
Nge7
This is not a mistake, but it could be deemed imprecise, especially in view of Black's follow-up. Typically, when White plays the maneuver Nf3-e1-c2, designed to force b2-b4 or to put the knight on d5, Blacik must have a plan to counter it. One idea is to try to play ...d6-d5. This threat often lures the c3-knight to d5 which makes a break with ...b5 easier to achieve. Black doesn't want to allow White knights on c3 and e3, where they stifle both breaks. With this in mind, Black should play an early ... d6, meeting Ne1 by ... Be6 when d3 is countered by ... d5. Should Black hesitate, White will get his knight to c2 and meet ... Be6 by Ne3, temporarily dispensing with d3 and saving a vital tempo for the optimal positioning of his knights.
7.Rb1
0-0
8.0-0
a5
9.Ne1
d6
10.Nc2
Be6
Now it's too late and White comes to e3 before ... d5 can be played.
11.Ne3
f5
This natural, since Black can't play ... d5, but it creates weaknesses.
12.d3
h6
13.Ned5
Kh7
14.Bd2
Rb8
15.b4
White is clearly for choice. His play on the queenside is more significant than anything Black can muster on the kingside. 15 ...
15...axb4
This is a rather radical solution for Black. He greatly simplifies the position, but still has problems to solve.
16.axb4
cxb4
17.Nxb4
Nxb4
18.Rxb4
d5
19.cxd5
Nxd5
20.Nxd5
Bxd5
21.Bxd5
Qxd5
22.Qb3
Qxb3
23.Rxb3
Just as in game 76, the simplified nature of the position doesn't guarantee a draw. Here the weakness on b7 and the drafty seventh rank makes the defense difficult for Black. 23 ...
23...Rfc8
24.Be3
Threatening 25 Ba7. 24 ...
24...Rc2
25.Ba7
Rbc8
26.Rxb7
Rxe2
27.d4
e4
28.d5
This ensures that f2 will be defended. The d-pawn is bait to be used to double the rooks on the seventh. 28 ...
28...Rd2
29.Rd7
g5
This tries to break the pin, but creates fresh weaknesses for White to attack.
30.Be3
Rd3
31.Rb1
Kg8
32.Rb6!
Preparing Rb1-b6-g6. 32 ...
32...Rf8
33.Bc5
e3
Desperation.
34.Bxf8
e2
35.Re6
Kxf8
36.Rxe2
f4
1-0