Halloween Gambit

Club · set by White · also called Müller–Schulze Gambit

In the Halloween Gambit White gives up a whole knight on move four to chase Black’s knights with pawns and grab the centre.

It wins many fast games because the defence is not obvious. Engines show that Black, defending well, keeps the extra piece.

How the trap works

The Halloween Gambit
13 / 13
Bc4 aims at f7. Black’s pieces are all on the back rank.
1.2.3.4.5.6.7.
  • ▸White trades a knight for a pawn and a big pawn centre.
  • ▸d4 and e5 chase both black knights back to their starting squares.
  • ▸Bc4, Qf3 and castling create threats on f7 before Black can untangle.

How to stop it

The right defence
14 / 14
…d5! gives back a pawn to open lines for the bishop and the queen (engine: about −1.7, Black better).
1.2.3.4.5.6.7.

Return a pawn with …d5 to open lines, then develop with …Be6 or …Ne7 and castle. A piece up with a safe king wins.

Another solid choice is 5…Nc6 6.d5 Bb4, counter-attacking e4 instead of retreating.

Frequently asked questions

Is the Halloween Gambit good?
Objectively no: Black is better after accurate defence. It works in blitz because the defence is hard to find.
Why is it called the Halloween Gambit?
The name is said to come from how frightening the attack looks to the defender.

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