Block, then develop
Stopping Scholar's mate
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3.Bc4. The notes are on the highlighted moves.
Other moves here
Lesson 1 of 4
BeginnerDeveloping your pieces is the first rule of the opening, but a threat always comes first. Scholar's mate, the attack on f7 and the Légal Trap all punish the player who keeps developing without looking.
In the opening, every move should bring a new piece into play. But before each move, ask one question: what does my opponent threaten? Many of the oldest traps in chess catch the player who develops on autopilot.
The weak point in Black's camp at the start is f7, guarded only by the king. White's queen and bishop can aim at it, as in Scholar's mate, or a knight can join in from g5. And a pin that looks strong can turn out to be an illusion, as in the Légal Trap, where grabbing the queen leads to mate.
This lesson is taught from Black's side, with exercises from White's side of the traps. A move that works keeps the position; a move that fails loses (see "How these lessons were checked"). You get three conditions, each with a move that works and one that fails, the right defences move by move, and two positions to solve.
White's queen on h5 and bishop on c4 both aim at f7, which only Black's king guards. White threatens mate by taking on f7.
In the Two Knights Defence, 4.Ng5 attacks f7 a second time, with the bishop on c4. Black has to deal with the threat at once.
In the Légal Trap, Black's bishop pins the knight on f3, but 6.Nxe5! ignores the pin. If Black takes the queen, the knights and bishop mate.
Each condition with two positions: one where it holds and the move works, one where it is missing and the same move fails. The number is Stockfish's evaluation after the move, from the attacker's side.
When the queen and bishop aim at f7, block the queen's line before you develop anything else.
It works
3…g6+0.3
3…g6 blocks the queen and attacks it.
It fails
3…Nf6−Mate
3…Nf6?? develops and attacks the queen, but 4.Qxf7# is mate.
The engine prefers g6 (+0.3).
A developing move that ignores the threat loses material. Meet the attack first.
It works
4…d5−0.2
4…d5 blocks the bishop's line to f7.
It fails
4…Be7−7.7
4…Be7? develops but ignores the threat, and 5.Nxf7 wins material.
The engine prefers d5 (−0.2).
When a pinned piece can move with a threat of its own, the pin is not worth keeping.
It works
5…Bxf3−0.7
5…Bxf3 gives up the bishop pair but keeps material level.
It fails
5…Bh5−2.3
5…Bh5? keeps the pin, but 6.Nxe5! wins a pawn at least, and taking the queen loses at once.
The engine prefers Bxf3 (−0.6).
Click a move or use the arrows. Under each note you'll find the defender's other choices and how to answer them. The number under the board is Stockfish's evaluation from the attacker's side.
Block, then develop
3.Bc4. The notes are on the highlighted moves.
Other moves here
Take the knight
5.h3. The notes are on the highlighted moves.
Other moves here
Each position has one best move. Find it, then check the solution.
Exercise 1
White to move. Black has just taken White's queen. Mate in two.
7.Bxf7+ Ke7 8.Nd5#
7.Bxf7+ Ke7 8.Nd5#. The bishop and both knights mate.
The Légal Trap.
Exercise 2
White to move. Black has developed the knight.
4.Qxf7#
4.Qxf7#. The knight on f6 did nothing to guard f7.
Scholar's mate.
Scholar's mate was named in 1656 by Francis Beale, adapting the work of Gioachino Greco. The Légal Trap is named after the French player Sire de Légal, who is said to have played it against Saint Brie in Paris in 1750, giving the odds of a rook. Wikipedia notes that the published move order of that game may have been altered later.
Before every move, ask what your opponent threatens. A developing move that ignores a threat is a mistake.
At the start, f7 and f2 are guarded only by the king. They are the first target of early attacks.
The best developing move also meets a threat or makes one.
A pinned piece can still move if the move creates a bigger threat. Check before relying on a pin.
When the opponent leaves the queen hanging, look for the trap.