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Staunton Gambit

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Staunton Gambit
abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
g7 black pawn
h7 black pawn
f5 black pawn
d4 white pawn
e4 white pawn
a2 white pawn
b2 white pawn
c2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Moves1.d4 f5 2.e4
ECOA82–A83
Named afterHoward Staunton
ParentDutch Defence

The Staunton Gambit is a chess opening characterized by the moves:

1. d4 f5 (the Dutch Defence)
2. e4!?

White sacrifices a pawn for quick development, hoping to launch an attack against Black's kingside, which has been somewhat weakened by 1...f5.

Black can decline the gambit with 2...d6, transposing to the Balogh Defence; or 2...e6, transposing to the Kingston Defence. But accepting the pawn with 2...fxe4 is considered stronger than transposing to either of those offbeat defenses.

Although the Staunton Gambit was once a feared weapon for White, it is rarely played today, since theory has shown how to neutralize it, and White scores only about 50 percent.

The ECO codes for Staunton Gambit are A82 and A83.

Gambit Accepted

After 2...fxe4, play usually proceeds 3.Nc3 Nf6.

Main line (4.Bg5)

The main line runs 4.Bg5, first played by Howard Staunton against Bernhard Horwitz in London, 1846. [1]

After 4.Bg5, a common trap is 4...d5? 5.Bxf6 exf6 6.Qh5+ g6 7.Qxd5 Qxd5 8.Nxd5 when White has regained his pawn, and since his knight is attacking the pawns on both c7 and f6, will come out a pawn ahead. Instead, Black usually tries to develop quickly and fortify his kingside, giving back the pawn if necessary, with 4...Nc6 5.d5 (White can regain the pawn with 5.Bxf6 exf6 6.Nxe4, but Black has the bishop pair and a solid position) 5...Ne5 6.Qd4 Nf7, while 6.Qe2 is a modern alternative.

4.f3

White can also try 4.f3 in the style of the Blackmar-Diemer Gambit, whereupon White gets good compensation after 4...exf3. So Black generally plays 4...d5! 5.fxe4 dxe4. Black can also try 4...e3, returning the pawn in order to hinder White's development.

4.g4?!

4.g4?! (the Bayonet Attack) fails to provide enough compensation after 4...h6!

See also

External links