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Final position — White delivers mate

King's pawn game

King's Pawn Game: Back-Rank Mate

White wins in 11 moves by checkmate. (Casafus - Formanek, Lewisham 1981)

The moves

1.e4 e5 2.Nf3 Nc6 3.d4 exd4 4.c3 dxc3 5.Bc4 Nf6 6.Nxc3 Bb4 7.e5 Ng4 8.Bxf7+ Kxf7 9.Ng5+ Kg8 10.Qd5+ Kf8 11.Qf7#
1.e4e5
2.Nf3Nc6
3.d4exd4
4.c3dxc3
5.Bc4Nf6
6.Nxc3Bb4
7.e5Ng4
8.Bxf7+Kxf7
9.Ng5+Kg8
10.Qd5+Kf8
11.Qf7#

How the King's Pawn Game: Back-Rank Mate works

The King's Pawn Game: Back-Rank Mate is a classic chess opening trap arising from the King's pawn game. In this line White delivers checkmate on move 11, punishing a natural-looking but losing idea from Black.

The full sequence runs 1.e4 e5 2.Nf3 Nc6 3.d4 exd4 4.c3 dxc3 5.Bc4 Nf6 6.Nxc3 Bb4 7.e5 Ng4 8.Bxf7+ Kxf7 9.Ng5+ Kg8 10.Qd5+ Kf8 11.Qf7#. 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 (Casafus - Formanek, Lewisham 1981). 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 Game: Back-Rank Mate 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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