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Final position — Black is winning

King's gambit

King's Gambit: Wins a Pawn (Park–Dion)

Black wins in 11 moves with a decisive material gain. (Park - Dion, Internet 1996)

The moves

1.e4 e5 2.f4 exf4 3.Nf3 g5 4.d4 h6 5.h4 Bg7 6.hxg5 hxg5 7.Rxh8 Bxh8 8.g3 d5 9.Nc3 dxe4 10.Nxe4 g4 11.Ne5 f5
1.e4e5
2.f4exf4
3.Nf3g5
4.d4h6
5.h4Bg7
6.hxg5hxg5
7.Rxh8Bxh8
8.g3d5
9.Nc3dxe4
10.Nxe4g4
11.Ne5f5

How the King's Gambit: Wins a Pawn (Park–Dion) works

The King's Gambit: Wins a Pawn (Park–Dion) is a classic chess opening trap arising from the King's gambit. In this line Black wins decisive material by move 11, punishing a natural-looking but losing idea from White.

The full sequence runs 1.e4 e5 2.f4 exf4 3.Nf3 g5 4.d4 h6 5.h4 Bg7 6.hxg5 hxg5 7.Rxh8 Bxh8 8.g3 d5 9.Nc3 dxe4 10.Nxe4 g4 11.Ne5 f5. Each move looks reasonable, which is exactly why the trap is so effective over the board — White walks into it while trying to play "normal" developing moves.

This pattern is well known from master and correspondence play (Park - Dion, Internet 1996). Recognising it early lets you either spring it as Black or sidestep it as White.

Practice this trap move-by-move

Open the King's Gambit: Wins a Pawn (Park–Dion) in the Trapsterapp to play it out on a live board, drill it in practice mode, and learn how to avoid it when it's set for you — along with the full library of chess traps and gambits, fully offline.

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