Final position — White is winning
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+ |
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.