All chess openings

Englund Gambit Trap

A40 · Played as black · Beginner · Traps & Tricks

Throw a pawn away on move one and mate on c1 eight moves later

The main line

1.d4 e5 2.dxe5 Nc6 3.Nf3 Qe7 4.Bf4 Qb4+ 5.Bd2 Qxb2 6.Bc3 Bb4 7.Qd2 Bxc3 8.Qxc3 Qc1#

Strategic ideas

Key themes

Typical plans

The Englund Gambit is objectively bad — Black gives away a centre pawn on move one for very little. But it hides one of the prettiest traps in chess. Black's queen goes to e7, then b4, then eats b2, and if White plays the natural-looking Bc3 to block, …Bb4! pins it and the whole thing collapses into mate on c1. The final position is worth studying: White's own c2-pawn blocks the queen from defending c1, and the e2-pawn stops the king escaping. Against 6.Nc3 or 6.Qd5, White is simply better.

Move by move

  1. d4 — White claims the centre.
  2. e5 — Black offers a pawn on move one. This is the Englund Gambit — objectively bad, and full of poison.
  3. dxe5 — White takes.
  4. Nc6 — Black develops and attacks the pawn.
  5. Nf3 — White develops and defends e5.
  6. Qe7 — Black brings the queen out to hit e5 again. It's the only way to justify the gambit.
  7. Bf4 — White defends the pawn a second time, entirely naturally.
  8. Qb4+ — Black checks with the queen, forcing White to respond.
  9. Bd2 — White blocks with the bishop, the natural developing block.
  10. Qxb2 — Black grabs b2. The queen is deep in White's position and hitting the a1-rook.
  11. Bc3 — White blocks the attack on a1 with the bishop. It looks safe and active — and it's the losing move. Nc3 or Qd5 keeps White comfortably better.
  12. Bb4 — Black pins the bishop. It can't move, it can't be saved, and every white piece is suddenly in the wrong place.
  13. Qd2 — White defends the bishop the only way possible.
  14. Bxc3 — Black trades on c3.
  15. Qxc3 — White must recapture with the queen.
  16. Qc1# — Black mates on c1. It works because White's own c2-pawn blocks the queen from defending, the f1-bishop blocks the king's escape, and the a1-rook can't reach past the knight on b1. Mate on move eight, from a gambit that shouldn't exist.

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