Blackmar-Diemer Gambit, Halosar Trap
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The Halosar Trap (named after Hermann Halosar) is a chess opening trap in the Blackmar–Diemer Gambit.
The trap begins with the moves
- 1. d4 d5
- 2. e4?!
This is the start of the Blackmar–Diemer Gambit.
- 2. ... dxe4
- 3. Nc3 Nf6
- 4. f3 exf3
Now 5.Nxf3 is usual, but by capturing with the queen, White lays a trap. (This is the Ryder Gambit.)
- 5. Qxf3?! Qxd4
- 6. Be3 Qb4?!
Better is 6...Qg4. Black thinks that castling is prevented because of ...Bg4, but White castles anyway.
- 7. 0-0-0 Bg4?
(See diagram.) Blundering into the trap.
- 8. Nb5!!
White threatens mate with 9.Nxc7#. The Black queen cannot capture the knight because 8...Qxb5 9.Bxb5+ is check and loses the queen.
- 8. ... Na6
- 9. Qxb7 Qe4
Black lost even more quickly in Diemer–Halosar, Baden-Baden 1934, after 9...Rc8 10.Qxa6 1-0.
- 10. Qxa6 Qxe3+
Worse is 10...Bxd1 11.Kxd1 Rd8+ 12.Bd2 and White is winning, for example 12...Ng4 13.Nxc7+ Kd7 14.Qxa7.
- 11. Kb1 Qc5
- 12. Nf3
The White threat of 13.Qb7 wins the black a-pawn by force. With even material and a passed a-pawn, White will have a winning advantage (Burgess). Even stronger seems 12. Qb7! with the idea 12. ... Bxd1 13. Qxa8+ Kd7 14. Nc3 and White has a winning attack.
[edit] References
- Burgess, Graham (2009). The Mammoth Book of Chess (3rd ed.). Running Press. ISBN 978-0-7624-3726-9. p. 202-3