1. e2e4  1... e7e5  2. g1f3  2... b8c6  3. f1c4  3... g8f6  4. d2d3  4... f8c5  5. c2c3  5... a7a6  6. e1g1  6... c5a7  7. a2a4  7... e8g8  8. h2h3  8... d7d6  9. f1e1  9... h7h6  10. b1d2  10... c8e6 [%c_effect e6;square;e6;type;Interesting;persistent;true] This is an old idea that is making a comeback. In the beginning, players weren't afraid of getting their pawns doubled on the e-file. But later, playing Re8 (here or in similar positions) became the most reliable plan, with the idea to capture with the rook on e6. But the old idea is back in vogue and is being played in the most important tournaments. 11. c4e6  11... f7e6 To be honest, I think this position will appear to be comfortable for Black for most amateur players, as it's simply easier to play with the black pieces. Black dominates the f-file, can play Nh5-f4, and so on. Unfortunately, life is not easy for those at the top, so White can still pose some problems in elite games. 12. b2b4  12... c6e7 [%c_effect e7;square;e7;type;Interesting;persistent;true] An interesting idea, bringing the knight to the kingside. 13. d2f1  13... e7g6  14. a1a2 This is a classic prophylactic move in these positions, defending the f2-pawn and preparing to bring the rook into play. In his postgame interview, Keymer didn't seem convinced that this move was the most accurate. 14... d6d5 [%c_effect d5;square;d5;type;GreatFind;persistent;true] Fighting for central control. 15. f1g3  15... c7c6  16. a4a5 The first new move. 16... a8c8 [%c_effect c8;square;c8;type;GreatFind;persistent;true] The start of a nice plan to activate the rook. 17. c3c4  17... c8c7 [%c_effect c7;square;c7;type;GreatFind;persistent;true] 18. e4d5 [%c_effect d5;square;d5;type;Inaccuracy;persistent;true] This is a very difficult move to understand, as it improves Black's pawn structure. Of course, So knows this. He must have thought of some tactical reason that didn't work out in the game. The computer isn't as critical of this move, but what the machine can't see is what I call the \"human factor\": This move makes the position much harder for a human to play with White, even if the objective assessment points to equality. 18... e6d5  19. c4c5 [%c_effect c5;square;c5;type;Inaccuracy;persistent;true] 19... c7e7  20. g3f5  20... e7e6  21. f3d4 [%c_effect d4;square;d4;type;Mistake;persistent;true] 21... e6e8  22. d4b3  22... d8d7  23. f5d6  23... e8e6  24. a2e2  24... f6e8 [%c_effect e8;square;e8;type;GreatFind;persistent;true] It's necessary to remove the intruding knight. 25. d6e8  25... d7e8  26. g2g3  26... a7b8 Black has an overwhelming advantage. On the board, we have a textbook example of everything that could go wrong for White: A bad pawn structure with no breaks in the queenside. A knight out of play. A  bad bishop. An unsafe king. Given the circumstances, it's almost a miracle that the game lasted as long as it did. Keymer could have been more direct in developing the attack, but he didn't lose control of the game. 27. e2e3  27... e8f7  28. e1f1  28... e6f6  29. e3e2  29... g6h4  30. b3d2  30... f7g6  31. e2e3  31... h4f5  32. e3f3  32... f6e6  33. f1e1  33... f8e8  34. d2f1  34... e5e4  35. d3e4  35... d5e4  36. f3a3  36... f5h4  37. f1h2  37... e4e3 [%c_effect e3;square;e3;type;GreatFind;persistent;true] 38. a3e3  38... b8g3 This is the point of the previous move. 39. h2g4 [%c_effect g4;square;g4;type;GreatFind;persistent;true] The only move to keep fighting. 39... e6e3  40. e1e3  40... e8e3  41. g4e3  41... g3f4  42. d1g4  42... h4f3  43. g1g2 