Traps and tricks
Lines where White goes wrong and we cash in. The mistakes we must avoid ourselves are flagged in the comments (for example 2…g6?? against 2.Qh5, or …Nxg4?? allowing Qxf7 mate), and Legal's mate is explained in the key ideas. In every trap the key is the same: count attackers and defenders, look at every check and capture, and know f7 and f2.
- 15 min
- 1 step
- Lesson 124 of 132
Picking up where you left off.
Seven lines, six of them core:
- Italian 4.Nxe5? — the fork trick that fails (core)
- Jerome Gambit 4.Bxf7+?! (important)
- Italian 5.Ng5: castle and f7 holds (core)
- Italian 4.Ng5?? Qxg5 — the loose knight (core)
- Noah’s Ark: Ruy 8.d4?! Nxd4 (core)
- King’s Gambit 2…Bc5 3.fxe5?? Qh4+ (core)
- Ruy Exchange 5.Nxe5? Qd4! (core)
Learn takes up to five new lines at a time, core lines first. When the chapter is learned, practise it from memory.
Lesson complete
Nice work.
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