1. d2d4  1... g8f6  2. c2c4  2... e7e6  3. b1c3  3... f8b4  4. a2a3 The Saemisch Variation of the Nimzo-Indian is one of the most risky, optimistic, and ambitious options for White. I've always seen this move as a provocation: White practically ignores Black's previous move and forces him to capture on c3, which could be seen as a waste of time. In the subsequent play, White almost always loses the c-pawn (and this game will be no exception), but seeks compensation by using the center and the bishop pair to fight for the initiative in a sharp position with chances for both sides. 4... b4c3  5. b2c3  5... b7b6 Opening the diagonal for the bishop that will go to a6, combining the attack on the pawn with a knight that is normally maneuvered to a5. 6. f2f3 White prepares the expansion in the center. 6... b8c6  7. e2e4  7... c6a5  8. c4c5 [%c_effect c5;square;c5;type;Interesting;persistent;true] A practically new idea, tried before in just two games. The fact that it's one of the computer's favorite moves takes away some of the surprise factor, but it will work well in this game. White anticipates the loss of the c-pawn but, in return, weakens Black's pawn structure. 8.Bd3 and 8.Bg5 are the most traditional moves. 8... b6c5  9. a1b1 The first new move of the game. 9... c5d4 A difficult decision. 10. c3d4  10... c7c5 [%c_effect c5;square;c5;type;Inaccuracy;persistent;true] Returning the pawn like this seems too radical a decision to me.