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Final position — White is winning

King's pawn game

King's Pawn Game: Wins a Pawn (Krumm–Mattern)

White wins in 8 moves with a decisive material gain. (Krumm - Mattern, Germany 1991)

The moves

1.e4 e5 2.Nf3 Nc6 3.d4 Nf6 4.d5 Ne7 5.Nxe5 d6 6.Bb5+ c6 7.dxc6 Qa5+ 8.Nc3
1.e4e5
2.Nf3Nc6
3.d4Nf6
4.d5Ne7
5.Nxe5d6
6.Bb5+c6
7.dxc6Qa5+
8.Nc3

How the King's Pawn Game: Wins a Pawn (Krumm–Mattern) works

The King's Pawn Game: Wins a Pawn (Krumm–Mattern) is a classic chess opening trap arising from the King's pawn game. In this line White wins decisive material by move 8, punishing a natural-looking but losing idea from Black.

The full sequence runs 1.e4 e5 2.Nf3 Nc6 3.d4 Nf6 4.d5 Ne7 5.Nxe5 d6 6.Bb5+ c6 7.dxc6 Qa5+ 8.Nc3. 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 (Krumm - Mattern, Germany 1991). 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: Wins a Pawn (Krumm–Mattern) 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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