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Final position — White is winning

King's pawn opening

King's Pawn Opening: Knight Fork (Mic–Wall)

White wins in 7 moves with a decisive material gain. (Mic - Wall, Internet 1996)

The moves

1.e4 a6 2.d4 b5 3.e5 e6 4.Qf3 Nc6 5.c3 Bb7 6.Nh3 Nxd4 7.Qxb7 Nc2+
1.e4a6
2.d4b5
3.e5e6
4.Qf3Nc6
5.c3Bb7
6.Nh3Nxd4
7.Qxb7Nc2+

How the King's Pawn Opening: Knight Fork (Mic–Wall) works

The King's Pawn Opening: Knight Fork (Mic–Wall) is a classic chess opening trap arising from the King's pawn opening. In this line White wins decisive material by move 7, punishing a natural-looking but losing idea from Black.

The full sequence runs 1.e4 a6 2.d4 b5 3.e5 e6 4.Qf3 Nc6 5.c3 Bb7 6.Nh3 Nxd4 7.Qxb7 Nc2+. Each move looks reasonable, which is exactly why the trap is so effective over the board — Black walks into it while trying to play "normal" developing moves.

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

Practice this trap move-by-move

Open the King's Pawn Opening: Knight Fork (Mic–Wall) 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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