Here are some traps when you are playing White:
1. e4, c5
2. Nf3, d6
3. c3, Nf6
4. Be2 ...
White offers a pawn, and Black does not know that it is poisoned.
4. ... Nxe4
5. Qa4+
No matter how Black replies, White gains a Knight.
Here's another opening trick:
1. e4, c5
2. Nf3, Nc6
3. d4, cxd4
4. Nxd4, Nf6
5. Nc3, e5
6. Ndb5, d6
7. Nd5, Nxd5
8. exd5, Ne7
9. c4, a6
10. Qa4 ...
10. ... Qd7
Black has no choice. If 10....Bd7 then 11. Nxd6 mate.
11. Nxd6+, Kd8
12. Nxf7+ ...
White gains material advantage.
No comments:
Post a Comment