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Chess opening traps every beginner should know

Many games below club level are decided in the first dozen moves, by a trap one player knew and the other did not. Learning the common ones protects you twice: you stop falling into them, and you learn the ideas behind them, which come up again and again in other positions. Here are six classics, from the shortest possible game to a trap that has caught strong players.

Each line below was checked move by move, and each diagram shows the final position.

1. Fool's Mate

1.f3 e5 2.g4 Qh4#

Fool's Mate: the black queen on h4 gives mate along the diagonal opened by f3 and g4.
The quickest possible checkmate: two weakening pawn moves by White open the diagonal from h4 to the king.

The idea: the pawns on f2 and g2 shield the king's diagonal. Push both early and the queen walks in. The lesson: early f-pawn and g-pawn moves weaken your king more than they look. You will rarely see this exact game, but the same diagonal decides many quick games.

2. Scholar's Mate

1.e4 e5 2.Bc4 Nc6 3.Qh5 Nf6?? 4.Qxf7#

Scholar's Mate: the white queen takes on f7, supported by the bishop on c4, and gives mate.
f7 is defended only by the king at the start, and the queen and bishop attack it together.

The idea: f7 (f2 for White) is the weakest square in the starting position. How to avoid it: defend f7 and attack the queen at the same time. 3...g6 or 3...Qe7 both stop the mate, and 3...g6 even attacks the queen. Never answer Qh5 by developing a knight that does not cover f7.

3. Legal's Mate

1.e4 e5 2.Nf3 d6 3.Bc4 Bg4 4.Nc3 g6? 5.Nxe5! Bxd1?? 6.Bxf7+ Ke7 7.Nd5#

Legal's Mate: knights on d5 and e5 and the bishop on f7 trap the black king on e7.
White gave up the queen, and three minor pieces mate the king in the middle of the board.

The idea: the bishop on g4 pins the knight to the queen, so the knight looks stuck. It is not: moving it offers the queen, and taking the queen allows mate. The lesson: a pin against the queen is not an absolute pin. If 5.Nxe5 is played against you, take the knight with 5...dxe5 instead of the queen: you lose a pawn, not the game.

4. The Blackburne Shilling Gambit

1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4!? 4.Nxe5? Qg5! 5.Nxf7 Qxg2 6.Rf1 Qxe4+ 7.Be2 Nf3#

Blackburne Shilling Gambit, seen from Black's side: the black knight on f3 gives a smothered mate as the bishop on e2 cannot move.
From Black's side. The bishop on e2 is pinned by the queen on e4, so nothing can take the knight on f3.

The idea: 3...Nd4 looks like a beginner's mistake that drops the e5 pawn. When White grabs it, Black's queen attacks the knight on e5 and the pawn on g2 at once, and the attack runs straight into White's king. How to avoid it: White simply does not take on e5. 4.Nxd4 exd4 5.c3 or 5.O-O gives White a good game, and shows that 3...Nd4 is objectively weak. It is a trap, not an opening to rely on.

5. The Fried Liver Attack

1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6 4.Ng5 d5 5.exd5 Nxd5?! 6.Nxf7! Kxf7 7.Qf3+

Fried Liver Attack: after the knight sacrifice on f7, the white queen checks from f3 and attacks the knight on d5.
The black king has been dragged out, and the knight on d5 is pinned and attacked twice.

The idea: after 5...Nxd5 the knight on d5 is defended only by the queen and is pinned against f7 by the bishop on c4. The sacrifice on f7 drags the king out, and Black's best is usually to walk the king to e6 to keep the knight. This is not a forced win, but in practice Black's king is in great danger. How to avoid it: after 4.Ng5, Black's main replies are 4...d5 5.exd5 Na5 (not 5...Nxd5) or the counterattack 4...Bc5. Both are well-tested.

6. The Elephant Trap

1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Nbd7 5.cxd5 exd5 6.Nxd5?? Nxd5!

Elephant Trap: White's knight has just taken on d5, and the arrow shows Black's knight capturing it back.
White thinks the knight on f6 is pinned to the queen. After 7.Bxd8 Bb4+ 8.Qd2 Bxd2+ 9.Kxd2 Kxd8 Black is a piece up for a pawn.

The idea: White sees that the knight on f6 is pinned to the black queen and wins a "free" pawn on d5. But Black can ignore the pin: after 7.Bxd8, the check 7...Bb4+ wins the queen back, and Black ends a piece up for a pawn. The lesson: before winning material through a pin, look for checks that break it.

What the traps have in common

Find the traps in your own games

When you lose quickly, a review usually shows one move marked Blunder or Mistake in the first ten moves, often a capture. Paste the game into GChess Review, find the first red label, and compare your move with the engine's line. The opening puzzle book trains exactly these patterns, with almost 3,000 positions sorted by opening.

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