This game begins with White advancing his King's Pawn to e4 ... Black does likewise, by moving his King's Pawn to e5.
White's King-side kNight is brought out to f3 ... Black's Queen-side kNight is moved out to c6.
White move his Queen's Pawn to d4 ... Black's response is to use his e-file Pawn to immediately capture (x) that of White's on d4.
White seems to be on self-destruct mode as he advances his c2 Pawn to threaten Black's d4 Pawn ... Only for said piece of Black's to ask no questions and capture (x) White's Pawn on c3.
White's Queen-side kNight, finally, captures (x) Black's rampaging Pawn on c3 ... Black responds by moving his d7 Pawn to d6.
White advances his King-side Bishop to c4 ... Black pushes his Queen-side Biahop out to g4.
With the two-squares clear on the King's half of the board, White gets his King to relative safety by Castling King's Side (0-0) ... In response, Black moves his Queen-side kNight to e5 and now threatens White's d4 Bishop and f3 Knight.
White's decision is to start his endgame strategy by moving his King-side kNight to capture (x) Black's Knight on e5 and use his Queen as bait ... Black falls for it and uses his g4 Bishop to capture (x) White's Queen.
BUT, it's a short-sighted move that now puts his King in jeopardy, from which he never recovers:
White moves his c4 Bishop to capture (x) the Pawn on f7 AND put Black's King in Check (+) ... Black has no other option - he's forced to move his King to e7.
Finally, White puts Black out of the game by moving his c3 kNight to d5 - Checkmate (#).
White Wins (1-0).
And that's Sea Cadet Mate.
- e4 ... e5
- Nf3 ... Nc6
- d4 ... exd4
- c3 ...dxc3
- Nxc3 ... d6
- Bc4 ... Bg4
- 0-0 ... Ne5
- Nxe5 ... Bxd1
- Bxf7+ ... Ke7