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Mikhail Botvinnik vs Mikhail Tal

World Championship 1960, game 6, 1960 · result 0-1 · source: chess1/Stockfish 18 (depth 12)

Opening: English Opening: Anglo-Indian Defense, King's Indian Formation — this game followed that line's move order.

Mikhail Botvinnik faced Mikhail Tal in World Championship 1960, game 6, 1960. Mikhail Tal won. The game lasted 47 moves. The opening was the English Opening: Anglo-Indian Defense, King's Indian Formation.

Both players castled kingside: White on move 7, Black on move 4. The first capture came on move 10. Both queens had left the board by move 25.

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Start
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47.
Mikhail Botvinnik – Mikhail Tal · Open in the interactive viewer ↗

Key moments

Brilliancy Nd3

Nd3!! looks like a retreat and plays like a dare: the knight stands exactly where the c5-raider wants it, while the engine prefers White at +0.6 once the dust settles. Botvinnik has already chosen the shape of the fight — trades first, attacks later.

Excellent Qxd3

Qxd3 takes back, and practically nothing else works — Be3 already loses to -3.4. The cushion stays thin, +0.5, with everything still to play for. It captures the knight on d3. Best was Be3.

Inaccuracy Kh2

Kh2?! tucks the king away, and half the edge goes with it: +1.1 down to +0.5. Small losses like this are how a winning position goes quiet.

Brilliancy Nf4

Nf4!! is the move the hall remembers — the jump that made the spectators so loud the game had to be moved to a back room. The knight offers itself next to the king, and the scoreboard even nods to White, +0.8: the engine sees the captures that must come, but not yet the files they open. Tal is not buying material — he is buying the dark squares around Botvinnik's king.

Inaccuracy Bd2

Bd2?! retreats from the pawn's reach and the advantage melts away: +1.0 becomes dead level, -0.0. The queen invades on b2 next move, and the game Black wanted is the game he gets.

Key position fxe2

Endgame time, and the strangest trade on the board: the rook collects the queen on b2, and the f-pawn collects the queen on e2 in reply — fxe2, a pawn eating a queen. The material ledger balances, the attack does not, and the position stays close at -0.3. It captures the queen on e2.

Mistake Be1

Be1 is an error that matters: the bishop tucks in, and the evaluation slips from -2.0 to -3.3. Bg5 was the way to keep Black's progress at arm's length — from here every point has to be defended the hard way. Best was Bg5.

Mistake Bf4

Bf4 hands some of it back — Black's bishop lunge lets White breathe, from -3.5 to -2.2. Rxc3 was the engine's preference, keeping the stranglehold instead of grabbing. Best was Rxc3.

Mistake Rxa7

Rxa7 grabs a pawn and pays for it: White slides from -3.0 to -4.3, because the rook is now out of the game's main theatre. Rc6 was the patient alternative — staying home was the whole job. It captures the pawn on a7. Best was Rc6.

Mistake Ke6

Ke6 walks the king into the crossfire anyway: Black lets White back into the game, and the number improves from -4.3 to -2.8 — half a chance materializing out of nothing. Kg8 was the quiet square, and quiet was winning. Best was Kg8.

Brilliancy Ng3

Ng3!! is Botvinnik's last composition: the knight is spent for pure pressure, and the engine still keeps Black three points clear at -3.1. What it buys is the only thing left to buy — a position that must be played, not just counted.

Inaccuracy Kd5

Kd5?! wanders at the worst moment: the advantage drifts, -3.3 becomes -2.7, and White's counterplay gains another breath. Black was still winning, and no White resource remained — the record ends with the champion's last check.

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