Hi Paul.
More righteous stuff coming up. (but the game given good) 😉
Actually this Blunder Check for Tests and few other tips for getting
the most out of a box are mentioned by Burgess in Mammoth.
Hi Eladar
It seems that so many opening traps are based on 1.e4.
The 1.e4 e5 opening have many tricks and traps and more in the
first 15 moves than the others.
The opening allows freedom of development with pieces
going naturally to attacking squares and the game can be torn open
with all the minor pieces hand to hand fighting right away,
Queens getting tossed onto the fire and Kings trembling.
The sharpest openings lurk here, The King's Gambit, Danish, Two Knights,
Bishop's Opening, Scotch Gambit, the Vienna and a whole host of gambits
hide within these openings.
The Wilkes Barre, The Frankenstein Dracula, The Fried Liver, The Moller etc...
Fortunately (else chess would dead) theory has pulled the teeth of these
hot openings but essential knowledge if you go in for 1.e4 e5.
At the lower level these sharp and tricky lines still catch players.
But all the openings have their own unique pitfalls.
There is a book called traps in the Fianchetto Openings which is
whole different breed of trap.
Bad title as often players sneer at traps but a lot of the tactics/strategy ideas
are quite subtle.
Should have been called Pitsfalls and Strategic Traps in The Finachetto Openings.
But beware It's not traps you should be memorising but short games
you should be studying. Remember the ideas behind the move and
playing these moves in your own games will surely follow.
Usually a player makes a slack move which may have gone unpunished
in previous games. Then suddenly BANG and the game is alive with tricks.
A fianchetto v a fianchetto is often called boring because it's
not a 1.e4 e5 opening. The 100's of short games I've played over with
these produce some of the best lessons I've ever seen.
Rooks on h1 and h8 are hanging the moment g2 or g7 is played.
Just be ready to seize the moment should the chance appear.
This is the type of game you should be looking for.
No trap set by White, he just seized the moment.
Feuerstein - Bennett New York 1955
I love games like this. Both players are thinking the other player
has blundered and both go for the quick kill.
1. d4 Nf6 2. c4 g6 3. g3 c6 {Trying to blunt the g2 Bishop before it has gone to g2. White lights the touch paper. All instructive stuff with a whole trunk load of ideas to store.} 4. d5 cxd5 5. cxd5 Qa5+ 6. Nc3 Ne4 7. Qd4 Nxc3 {Now if QxR then Ne4+ and Nf7+ with Qd1+ ideas (taking the h1 Rook is the last thing Black should do.)} 8. Bd2 Qxd5 9. Qxc3 Nc6 {Qxc8 mate was the threat. Now White grabs the Rook.} 10. Qxh8 Nd4 {Stops the obvious Bh6 ideas thanks to Nc2 mate and if a future Bh6 then Ne6 is in there.} 11. Rc1 Qxh1 {Black now sets off to restore to material equality. In Short games undeveloped Rooks are cannon fodder.} 12. Qxd4 Qxg1 {And after all the fireworks the material is dead level. One last trick left.} 13. Qxa7 {And Black resigned. A game full of wee twists and ideas worth storing up. Do go back and look at the attack Black gets if he is allowed to play Ne4+.}