Science Fair Project Encyclopedia
|Position after 5...dxe3|
The Albin-Counter Gambit begins with the moves
- 1.d4 d5
- 2.c4 e5
- 3.dxe5 d4
The Black pawn on d4 is stronger than it appears.
Careless. Usual and better is 4.Nf3.
- 4... Bb4+
- 5.Bd2 dxe3!
(See diagram.) Now White's best option is to accept weak pawns with 6.fxe3.
Blundering into the Lasker Trap.
- 6... exf2+
Now 7.Kxf2 would lose the queen to 7...Qxd1, so White must play 7.Ke2.
- 7.Ke2 fxg1=N+!!
Underpromotion is the key to the trap. Instead 7...fxg1=Q 8.Qxd8+ Kxd8 9.Rxg1 is OK for White. Now 8.Rxg1 Bg4+ wins White's queen, so he must move the king again.
- 8.Ke1 Qh4+
If White tries 9.g3 then 9...Qe4+ wins the rook on h1.
- 9.Kd2 Nc6
White is hopelessly lost. After 10.Bc3 Bg4 followed by 11...0-0-0+ is crushing.
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