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Final position — White is winning

Three Knights Game

Three Knights Game: Wins a Pawn (D. Michaelsen–F. Michaelsen)

White wins in 13 moves with a decisive material gain. (D. Michaelsen - F. Michaelsen, Germany 1884)

The moves

1.e4 e5 2.Nf3 Nc6 3.Nc3 f5 4.d4 fxe4 5.Nxe5 Nf6 6.Bc4 d5 7.Nxd5 Nxd5 8.Qh5+ g6 9.Nxg6 Nf6 10.Bf7+ Kd7 11.Qf5+ Kd6 12.Bf4+ Ne5 13.Qxe5+
1.e4e5
2.Nf3Nc6
3.Nc3f5
4.d4fxe4
5.Nxe5Nf6
6.Bc4d5
7.Nxd5Nxd5
8.Qh5+g6
9.Nxg6Nf6
10.Bf7+Kd7
11.Qf5+Kd6
12.Bf4+Ne5
13.Qxe5+

How the Three Knights Game: Wins a Pawn (D. Michaelsen–F. Michaelsen) works

The Three Knights Game: Wins a Pawn (D. Michaelsen–F. Michaelsen) is a classic chess opening trap arising from the Three Knights Game. In this line White wins decisive material by move 13, punishing a natural-looking but losing idea from Black.

The full sequence runs 1.e4 e5 2.Nf3 Nc6 3.Nc3 f5 4.d4 fxe4 5.Nxe5 Nf6 6.Bc4 d5 7.Nxd5 Nxd5 8.Qh5+ g6 9.Nxg6 Nf6 10.Bf7+ Kd7 11.Qf5+ Kd6 12.Bf4+ Ne5 13.Qxe5+. 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 (D. Michaelsen - F. Michaelsen, Germany 1884). Recognising it early lets you either spring it as White or sidestep it as Black.

Practice this trap move-by-move

Open the Three Knights Game: Wins a Pawn (D. Michaelsen–F. Michaelsen) 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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