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Winning The Blackmar-Diemer Gambit: 62 Traps White Can Use.
Winning The Blackmar-Diemer Gambit: 62 Traps White Can Use.
Blackmar-Diemer
Gambit: 62 traps
White can use.
edited by Bill Harvey
White offers a pawn in the Blackmar-Diemer with 1.d4 d5
2.e4 dxe4 3.Nc3 Nf6 4.f3. Here are 62 critical positions that
allow White to regain not only the pawn but the game as
well. Each diagram highlights the position before the
winning move.
wtharvey.com
10,000 chess puzzles
from classic and modern
games.
10/11/2013
14.Bxf6 1-0
14.Qxc6+ bxc6 15.Ba6# 1-0
15.Nf6+ 1-0
16.Qh4 1-0
18.Rh8+ 1-0
20.Bd6+ 1-0
20.Rxf8+ 1-0