THE Karpov-Kamsky FIDE world championship, proceeding briskly at a rate of one game every two days, incorporates the rival PCA world championship innovation of denying either of the combatants a time-out for any reason. Unlike the PCA, however, FIDE have stopped short at requiring games to be completed in one session, as in last year's Kasparov-Anand PCA final. After six hours' play, games are adjourned in the FIDE match.

This is an odd decision. Although almost all games reach a decision within six hours' play in top-class chess so that adjournments are likely to be uncommon, it is better for spectators and the image of chess to get a decision in one session. Even more unusual is the FIDE time control. After the standard 40 moves in two hours, FIDE only require 16 moves in the next hour, rather than 20 moves.

None of this is likely to upset either of the players, although Kamsky (22) protested at the beginning of the match that these rules favoured the older Karpov (45). This and other concerns of the Kamsky camp disappeared when it became clear that the Kalmykian organisers would substitute Valery Salov for Kamsky in the match if they took them too far.

After Karpov's crushing win in Game 1, Kamsky struck back with equally devastating effect to win Game 2. Following a lengthy, hard fought draw in Game 3, Karpov then regained the lead, outplaying his opponent with the Black pieces in Game 4. Karpov clearly surprised Kamsky in Game 4 by repeating, but reinforcing superbly, his failed opening in Game 2.

White: G. Kamsky

Black: A. Karpov

FIDE world championship, Game 4, Elista

Caro Kann Defence

1 e4 c6 2 d4 d5 3 exd5 cxd5 4 c4 Nf6 5 Nc3 e6 6 Nf3 Bb4 7 cxd5 Nxd5 8 Bd2

The players have reached a typical, IQP (isolated queen pawn) position. In such positions the IQP affords White extra space and kingside attacking prospects, but, if Black can survive into the endgame, may turn out to be a long-term weakling.

8 ... Nc6 9 Bd3 0-0 10 0-0 Be7 11 Qe2 Nf6 12 Ne4 Qb6!

Game 2 continued 12 ... Bd7 13 Rad1 Rc8 14 Rfe1 Nd5 15 Nc3 Nf6 16 a3 Qc7 17 Bg5 Qa5 18 d5 exd5 19 Bxf6 Bxf6 20 Bxh7+ Kxh7 21 Rxd5 Bxc3 (Black must give up his queen or lose the bishop on d7) 22 Rxa5 Bxa5 23 b4 Kg8 24 bxa5 1-0 (in 65 moves).

13 a3 Bd7 14 Rfd1 Rad8 15 Nxf6+?!

Black has developed much more actively than in Game 2 and Kamsky fails to find an effective attacking plan. Here, by freely exchanging one pair of minor pieces without creating any real weakness in Black's position, he greatly eases Black's defensive task.

15 ... Bxf6 16 Qe4 g6 17 Be3 Ne7 18 Ne5 Nf5 19 Nc4 Qa6 20 a4 Bc6 21 Qf4 Bd5 22 Ne5 Qb6 23 Bxf5?!

In the face of Black's considerable pressure on the IQP and White's weak queenside pawns, this further exchange concedes the bishop pair and is a radical and rather desperate attempt to maintain White's defences.

23 ... exf5 24 Rd2 Bg7 25 h4 Rfe8 26 Qg3 Rc8 27 Nd7 Qc6 28 Nc5 b6 29 Nd3 Qd7 30 a5 Re4!

While Black strengthens his position with each move (he now threatens ... Rg4), White's pieces (particularly his knight) are clearly shuffling around with no clear objective. Black's strategy is based on Nimzovich's dictum: restrain (the IQP), blockade (the IQP with a piece on d5) and destroy (the IQP and other parts of White's game enfeebled by having to shore up the weakling - when enough force has been built up behind Black's lines).

31 Nf4 b5 32 Rdd1 Bc4 33 Rac1 h6 34 Rc3 b4 35 Rc2 Rc6 36 Rdc1

White's IQP has been well and truly restrained by Black. If 36 d5 b3 37 Rcd2 Ra6 38 Ra1 Be5 and Black remains well on top.

36 ... Bb5 37 Kh2 Kh7 38 Rxc6 Bxc6 39 Rc4 Bf8 40 Nd3 Qe6 41 d5

Faced with twin threats ... Qxc4 and ... Rg4, as well as the decisive switch of Black's king's bishop to the b8-h2 diagonal, White no longer has any defence.

41 ... Bxd5 42 Rxe4 Bxe4 43 Bxa7 Bd6 44 Nf4 Qe5 45 Nh3 Qe7 White resigns.

CRAIG PRITCHETT