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ECO D00Closed game

Blackmar-Diemer Gambit

A pawn for time and an open f-file

  • Gambits
  • Sharp play
  • Big pawn centre

After 1.d4 d5 2.e4 dxe4 3.Nc3 White gives up a pawn for quick development and an attack on the kingside. The idea is to play f3, open the f-file and make threats before Black has put his pieces in order. Fans of sharp play, especially at club level, choose it gladly. Strong masters rarely play it: the usual view is that Black, with accurate defence, can keep the extra pawn.

Interactive Opening Board

5…c6

♚
Black
a
b
c
d
e
f
g
h
8
7
6
5
4
3
2
1
8
7
6
5
4
3
2
1
a
b
c
d
e
f
g
h
♔
White
5…c6
Speed:

Moves

(10 plies • 5 moves)
5…c6Tabiya
  1. 1–5moves
  2. 1.
  3. 2.
  4. 3.
  5. 4.
  6. 5.

Defining move

4.f3 — a second pawn put in play

The move that makes the opening the Blackmar-Diemer

The f3 pawn attacks e4 and opens the f-file. If Black takes on f3, the knight recaptures with a gain of time, and White gets fast development and an open file for a pawn. If Black holds on to e4, he must watch for what comes next.

Tabiya

The Ziegler Defence: 5…c6

Black is a pawn up and has picked one of the sturdiest set-ups. The move …c6 covers d5 and e5, keeps the position firm and prepares …Bf5 or …e6. White is a pawn down but better developed, and can carry on with Bc4 and Ne5. If the initiative runs dry, the extra pawn will most likely stay with Black.

White’s plan

  • Develop faster than Black: Bc4, Bg5 or Bf4, Ne5.
  • Use the open f-file and attack the kingside.
  • Not let Black finish development in peace while the pawn is in question.

Black’s plan

  • Solidify with …c6 and …e6 and develop in peace.
  • Bring out the c8 bishop without haste and trade White's most active pieces.
  • Keep the extra pawn and head for a better endgame.

History

Armand Blackmar started the gambit with 3.f3, but that route proved weak. Later Ignatz von Popiel proposed 3.Nc3, and Emil Josef Diemer put off f3 until move four. The name joins Blackmar and Diemer.