The Colle System is a very solid, but rather crampy system used by White. It one of the systems in the Queen’s Pawn game. In this game, I am playing Black against a Facebook opponent: Black takes advantage of some neat tactical points, and finishes up with a nice checkmate.
Facebook opponent – Gardner, October 2009
1. d4 d5 2. e3 Nf6 3. Nf3 e6 4. c3 Bd6 5. Bb5+ Nbd7 6. O-O a6 7. Bd3 e5

8. a3?
White goes wrong here. In the opening, there is no time to waste on such a pawn move. The Black dark-squared Bishop is already restricted in its movement since it cannot move to c5 or b4 because those squares are protected by White pawns, so there is no point in over-protecting b4 with 8. a3. Black is threatening to play … e4, which would fork the White Knight and Bishop.
The correct move is 8. dxe5 followed by 8. … Nxd5 9. Nxd5 Bxd5 10. Nd2.
8. … e4

Black responds by pushing the e-pawn and forking the White Knight and White light-square Bishop. White can save only one of these pieces.
9. Ne5

Generally speaking, White should have saved the Bishop instead of the Knight.
9. … exd3
Black now has the two Bishops, which can be an advantage, but of course it depends on the position.
10. Nxd7?

Again, generally speaking, the side which is down in material should not trade pieces. White was already down one piece, by trading the Knight White improves his opponent’s position by eliminating material when Black is already ahead in material, and, after Black captures the Knight on d7 with his Bishop, Black will enjoy a lead in development, that is, Black will have three developed pieces, while White has zero developed pieces. With a lead in development and one piece ahead, White has objectively lost the game. If Black plays accurately from now on, White has no chance at all, and this proves to be the case.
10. … Bxd7

The diagram above shows the board with Black’s tremendous lead in development. To be sure, Black’s far-flung pawn on d3 is toast, but that is a small price to pay for such a lead in development and a material advantage.
11. Re1

There was no point in moving that Rook yet. Best to wait until the last minute before moving the Rooks (generally speaking). Black has two pieces aimed at White’s Kingside already (the Bishop on d7 and its partner prelate on d6): by placing his Knight on g4, Black will be attacking h3 twice, and h3 is defended by only one piece – the White King.
11. … Ng4 12. g3

White’s best move of the game! This blocks the Black Bishop on d6 and removes the double attack on h3. Trouble is, it’s too late. Black’s superior position is getting better with every move, and White still has not developed another piece.
12. … Qf6?!

Black goes astray. The correct move was 12. … Nxh2! If White takes the Knight with 13. Kh2, it is all over for White very quickly: 13. … Qh4+ 14. Kg2 Qh3+ 15. Kg1 Bxg3! 16. fxg3 Qxg3+ 17. Kh1 Bg4 18. Qd2? Bf3+ 19. Qg2 Qxg2 checkmate. Of course, White could sacrifice the Queen with 18. Qxg4 Qxg4 19. Kh2 0-0-0 20. e4 Rd6 from here, it’s mate in 6 moves.
13. Rf1 (arranging two defenders for f2, which was attacked twice by Queen and Knight) O-O 14. b4?

Once again, White does not develop a piece. Black has a crushing advantage: everything except the two Black Rooks are pointed at the White King, in spite of this, White is wasting time moving pawns.
14. … Qh6

Black is overly aggressive here, one of the Rooks should have been placed on e8.
15. Kg2??

White seems depressed, he walks right into checkmate. When playing chess and getting hammered as White is in this game, it is possible to lose objectivity and play badly. Black has delivered blow after blow for several moves, White has been on the defensive for about 7 moves and now crumbles completely under that pressure. The following checkmate sequence is shown move for move:
15. … Qxh2+

First, force the White King out of his bolt-hole (this is possible because of the g3 move).
16. Kf3

16. … Nxf2

Next, restrict the White King’s movements. This is akin to forcing him from his castle onto the field of battle and then besieging him from many sides at once.
17. Qxd3

Note that White is so restricted in his movements, practically any move he makes is followed by checkmate. Now, the coup de grace:
17. … Bg4 checkmate

Note that at the end of the game, White’s dark-square Bishop, his Queen’s Knight, and his Queen’s Rook have never moved from their original squares. A seemingly minor mistake like a pawn move leads to disaster for White.