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Final position — White delivers mate

Blackmar-Diemer Gambit

Blackmar-Diemer Gambit: Knight Mate

White wins in 11 moves by checkmate. (Welling - Scheeren, Eindhoven)

The moves

1.d4 d5 2.e4 dxe4 3.Nc3 Nf6 4.f3 exf3 5.Qxf3 Qxd4 6.Be3 Qg4 7.Qf2 Qb4 8.O-O-O Nc6 9.Nb5 Qa5 10.Qe1 Qxe1 11.Nxc7#
1.d4d5
2.e4dxe4
3.Nc3Nf6
4.f3exf3
5.Qxf3Qxd4
6.Be3Qg4
7.Qf2Qb4
8.O-O-ONc6
9.Nb5Qa5
10.Qe1Qxe1
11.Nxc7#

How the Blackmar-Diemer Gambit: Knight Mate works

The Blackmar-Diemer Gambit: Knight Mate is a classic chess opening trap arising from the Blackmar-Diemer Gambit. In this line White delivers checkmate on move 11, punishing a natural-looking but losing idea from Black.

The full sequence runs 1.d4 d5 2.e4 dxe4 3.Nc3 Nf6 4.f3 exf3 5.Qxf3 Qxd4 6.Be3 Qg4 7.Qf2 Qb4 8.O-O-O Nc6 9.Nb5 Qa5 10.Qe1 Qxe1 11.Nxc7#. 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 (Welling - Scheeren, Eindhoven). Recognising it early lets you either spring it as White or sidestep it as Black.

Practice this trap move-by-move

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