Final position — Black is winning
King's Knight Opening: Wins a Pawn (Gunderam–Grava)
Black wins in 9 moves with a decisive material gain. (Gunderam - Grava, Postal 1970)
The moves
| 1. | e4 | e5 |
| 2. | Nf3 | f5 |
| 3. | Bc4 | Nc6 |
| 4. | d4 | Qe7 |
| 5. | O-O | fxe4 |
| 6. | Ng5 | Nf6 |
| 7. | Bf7+ | Kd8 |
| 8. | dxe5 | Nxe5 |
| 9. | Ne6+ |
How the King's Knight Opening: Wins a Pawn (Gunderam–Grava) works
The King's Knight Opening: Wins a Pawn (Gunderam–Grava) is a classic chess opening trap arising from the King's knight opening. In this line Black wins decisive material by move 9, punishing a natural-looking but losing idea from White.
The full sequence runs 1.e4 e5 2.Nf3 f5 3.Bc4 Nc6 4.d4 Qe7 5.O-O fxe4 6.Ng5 Nf6 7.Bf7+ Kd8 8.dxe5 Nxe5 9.Ne6+. 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 (Gunderam - Grava, Postal 1970). 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 Knight Opening: Wins a Pawn (Gunderam–Grava) 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.