Checkers are the simplest traps. Rules for playing classic Russian checkers. How to play Chinese checkers

The popularity of checkers is quite understandable - basic rules This board game is relatively simple (compared to chess or backgammon, for example). Why are we talking about “basic” rules: there are an incredible variety of types of checkers games - Russian, Brazilian, Spanish, Stavropol, everyone’s favorite from childhood, giveaways, and so on. and so on. Checkers are even divided according to the size of the board - 8 by 8 cells or 10 by 10 (64 and respectively), but they all adhere to the basic canons, more about them below.

Basic rules of the game

Let's start with the option in which the playing field is black and white. Two opponents play, each of whom owns 12 checkers (white or black) for the duration of the game. The following rules are established in checkers:

  • The opponents place their checkers on black squares on three rows;
  • The opponents take turns moving their checkers forward and occupying free cells. The task is to take as many “enemy” checkers as possible. When one player has no checkers left, he has lost and the game is over. Also, the game ends if the pawns of one of the players are locked in the corner and cannot make any more moves;
  • A checker is captured if there is an enemy checker in front of your checker, and a free black cell behind it. In this case, your checker jumps over someone else’s to a free black square, thereby “eating” the opponent’s checker, which is immediately removed from the board:
  • In one battle, you can “eat” as many checkers as there are on the way (according to the conditions stated above);
  • The penetration of a checker into the last row of the opposite “enemy” side turns it into a “king” - an inverted checker that can move along the black squares to any distance and hit the opponent’s checkers along the entire length of the row;
  • Both “queens” and ordinary checkers can hit the opponent’s checkers both forward and backward.
  • Skipping a fight is not allowed.

A draw is quite possible in this game: friendship will win if neither player has a chance to win. Also, a draw is declared by agreement if the same moves are repeated three times by one player.

Winning at checkers is a completely different matter. Victory depends only on your ability to think strategically and knowledge of basic tactics. Unlike many others board games(for example, backgammon), little depends on luck in Russian checkers.

So, if the question arises of how to win at checkers, it is enough to familiarize yourself with the standard techniques that will significantly increase your chances of becoming the winner of the game.


Secrets of winners: how to learn to play checkers without defeat?

The first thing that is required is “building up” experience. Why during the gameplay you should:

  • carefully watch your opponent’s moves, especially if you have a professional player in front of you.
  • be able to analyze your own game: do not disdain to record moves so that you can review the notes at your leisure and reflect on the correctness of your tactics.
  • Being able to identify and admit mistakes will help prevent them from happening in the future.

In fact, if you are wondering when playing checkers how to win with white or black, there can be only one piece of advice - practice. This is the most effective and effective way consolidation of information. And even if you read dozens of books about checkers, you cannot do without a live game.
How not to lose?

If it is important for you to learn how to win at checkers, you need to think carefully about your moves (especially the first ones, which set the tone for the game). The most common moves at the start of the game are c3 - d4 and c3 - b4. E3 - d4 and g3-f4. However, not all of them can guarantee a good ending. But the move e3-f4 is considered the most “pillar” - after it it is difficult to develop any tactics, the checkers turn out to be clogged and the game comes to a dead end.

In order not to lose as a result, you must also be able to sacrifice: sometimes your opponent, in joy, hits one of your checkers, and thereby exposes several of his own to the battle. In addition, often in a battle of three or more pieces, the checker immediately goes into kings.


  1. Try not to leave the front checkers without reliable cover, always provide it.
  2. During the game, try to move your checkers to the kings, but do your best to prevent your opponent from doing this.
  3. Don't rush, think carefully about your move, even if it seems winning.
  4. Don't go overboard on defense.
  5. Occupy the center of the playing field with your checkers - a checker driven into a corner is much weaker than the “center” one.
  6. Develop your strategy and stick to it throughout the game.


Helpful authors

It’s not bad for the future winner of checkers tournaments to read and analyze the books of famous grandmasters, whose experience you can listen to - Evgeniy Kondrachenko, Eduard Tsoukernik, Viktor Litvinovich, Vasily Naumik and Igor Parchuk.

Decide on positions, practice, and soon you will definitely achieve your goal, reducing the number of lost games to a minimum.

If you have landed on this page, it means that you, like many other RuNet users, are concerned about the philosophical question: how to learn to win at checkers?

Not very long, but very beautiful game checkers on the beach from two beautiful girls

Do you want to beat them at checkers? – Read the article further!

Know that you are not alone, millions of people around the world search search engines every day for “ how to learn to play chess», «», « how to learn to play preference" and even " how to beat everyone at hide and seek“... Believe the experience of a seasoned checkers player who has won tens of thousands of games in his lifetime, there is no universal recipe for everyone. But there are universal tips that will definitely help learn to win at checkers someone who knows how to think and draw the right conclusions.

So, ten commandments, following which you can learn to play and win checkers, and if you replace the name of the game with another, you can learn to win at backgammon, dominoes, reversi, go, renju and any other game. So:

First commandment:

You need to stop wanting to win. At first glance, this is an absurd statement. After all, the ultimate goal of the game is victory. Cut down all the enemy's checkers, perhaps lock some of them. In a word, deprive him of possible moves. How can you not want this? That's the point. Set yourself a goal - to win the game and start playing. Abstract yourself from the desire to win. Enjoy the flow of the game itself.
A common misfortune from which not a single checkers player has yet been able to protect himself, to be able to stop in time, and not to chase an imaginary victory in the heat of passion. Very often this leads to disastrous results. Therefore, we set ourselves a goal - to win at checkers, and if we see that the goal is unattainable, we agree with a calm soul to a draw.

Commandment two:

To learn to swim, you need to get into the water, to learn how to win checkers, you need to play. As much as possible and as often as possible. But not with just anyone. You need to play with those who are stronger than you. There will always be such a person. And even when you become an international grandmaster, checkers will always be at hand computer program, which with good control will not yield to you in almost anything.

Commandment three:

To learn how to win, you need to know how to lose. More precisely, you need to lose 100 games. It’s not necessary to tick boxes or make notches, you yourself will feel when this moment has come, when you cross the line. But these 100 games should not be lost just like that, but wisely, with valuable experience gained after a bitter defeat.

Commandment four:

Keep a record. There is no need to record your every move. But be sure to keep a notebook in which you will write down the most interesting games, chronicle your participation in tournaments, and write down original ideas and positions. Perhaps in a few years these notes will seem naive to you and the ideas banal, but in order to learn how to win at checkers, this is simply necessary.

Fifth commandment:

Play sports. If not all the time, then at least before a serious tournament, you need to be in good physical shape. Agree, if you are healthy, then during the game you will not be distracted by thoughts of back pain, stiff and crunchy joints, etc. World champion in hundred squares Iser Kuperman prepared before each tournament not only at the board, but also during street runs.

Sixth commandment:

Lead whenever possible healthy image life. Playing while drunk or hungover worst enemy victory. It's quite difficult to win in this state. Smoking also interferes. Especially when there are 5-10 minutes left before the flag falls in a serious game, it will no longer be possible to run to the porch of the club for a smoke. And what happens to those who do not smoke on time, I think, does not need to be explained. Checkers fade into the background.

Seventh Commandment:

Read checkers books and magazines. Find smart books in the library and put them on your desk. Even if you never open Litvinovich-Negra's opening course or Wigman's The Joy of Creation, the very knowledge that you have them will strengthen your self-confidence.

Eighth Commandment:

Extort from some master grandmaster tricky option, and learn it from start to finish. To get started, just one option is enough. Do not doubt. Then there will be a snowball effect. As you play, you will notice how opponents who have already fallen for your grind begin to avoid it. This option will add branches that you will remember automatically. Over time, their number will reach a critical mass, and you will be able to win quite often at checkers in a familiar opening system.

Ninth Commandment:

Don't believe those who say that 7 moves are possible in the starting position. In fact Only the first two white moves 1.c3-b4 and 1.c3-d4 DO NOT LOSE. This secret was told to me by a grandmaster I knew, to whom the head coach of the Russian national team told it in confidence.

Tenth Commandment:

When you learn to win at checkers, forget about the ninth commandment. After all, you want to win, and after 1.c3-b4 and 1.c3-d4 all strong players know how to escape to a draw. You can only add them using other continuations.

All tips are tested from personal experience, each of them has at least a hundred won games behind it. In a word, play checkers and win, and also develop your own program of training tips. Good luck!

Game composition:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, located diagonally. The designation of game cells is alphanumeric (like on a chessboard).

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:


Rules:

The playing field (board) is positioned in such a way that the corner dark field is located on the left side of the player (Diagram No. 1).



Diagram No. 1

Diagram No. 2


The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells, as shown in the figure. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over (Diagram No. 3). The king can move diagonally to any number of free cells.


Diagram No. 3

Taking a checker The opponent's move is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it (Diagram No. 2). If after this move there is a continuation to capture other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game.


These rules for playing Russian checkers are standard, but changes can be made to them by mutual agreement of the players.


International (hundred-square) checkers.

The rules of the game of international (hundred-square) checkers are very similar to Russian checkers, but, nevertheless, they are different.


Game composition:

1. Game board 100 (10x10) cells. Cells of two contrasting colors, usually white and dark (gray or brown) arranged diagonally. All dark (black) fields have specific numbers - from 1 to 50.

2. Checkers of two different colors, 20 pieces each.


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat ahead of schedule.

If it is impossible for any of the participants in the game to win, the game is considered a draw.


Rules:

The game involves 2 players. The players are located on opposite sides of the board.



The choice of color by the players is determined by lot or by agreement. Checkers are placed on four rows closest to the player on dark cells, as shown in the figure. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one. A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

Taking a checker

For clarification, below are illustrative examples:



Diagram No. 6

Queen 10 can take one checker, placing himself on square 46.

A simple checker 36, removes 3 opponent’s checkers, ending up on square 29.

Therefore, checker 36 must capture.

Diagram No. 7

White has 2 options for capturing the opponent's checkers:

With queen 45 you can take 2 simple checkers and a queen, standing on square 16;

With a simple checker 26 you can take a queen and 2 simple checkers.

In all options, the quality and quantity are the same, so the player makes the capture based on tactical preferences.



These rules for playing international (hundred-square) checkers are standard, but changes can be made to them by mutual agreement of the players.


More detailed rules, when holding official competitions, you can find out in the Code of Rules for the sport “Checkers”, approved by Order No. 481 of the Ministry of Sports and Tourism of Russia dated May 12, 2010.


Brazilian checkers.

Brazilian checkers is played on a board of 8x8 cells according to the rules of international checkers.


Game composition:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, usually white and dark (gray or brown) arranged diagonally. All dark (black) fields have specific numbers - from 1 to 32.

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat ahead of schedule.

If it is impossible for any of the participants in the game to win, the game is considered a draw.


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

The playing field (board) is positioned in such a way that the corner dark field is located on the left side of the player.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark squares. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. If after this move there is a continuation for taking, the move continues, and the option is chosen according to the “majority rule”, i.e. taking the largest number of opponent's checkers; in this case, the king does not enjoy any advantages and does not impose any additional obligations on the player.

Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game. The opponent's checker(s) is removed from the board.

If a simple checker, in the process of capturing the opponent’s checkers, reaches the field of the last horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

English checkers (American, checkers)

Game composition:


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat ahead of schedule.

If it is impossible for any of the participants in the game to win, the game is considered a draw.


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The queen can move one square diagonally forward or backward

A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. When captured, the king moves only across one square in any direction, and not to any diagonal square, as in Russian or international checkers. Capturing the opponent's checker is mandatory, but if there are several continuations of the "battle", any one that is most tactically expedient is chosen (the main criterion is the absence of further continuations for captures).

If a simple checker, in the process of capturing the opponent’s checkers, reaches the field of the last horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

Pool

The rules of the game in Pool are very similar to Russian checkers, but, nevertheless, they are different.


Game composition:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, usually white and dark (gray or brown) arranged diagonally.

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat ahead of schedule.

If it is impossible for any of the participants in the game to win, the game is considered a draw.


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

The playing field (board) is positioned in such a way that the corner dark cell is located on the left side of the player.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark squares. The right to make the first move usually belongs to the player who plays with white (light) checkers. The moves are made by the opponents one by one.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. The king's capture of the opponent's checkers can be carried out through any number of diagonal cells, provided there is free space behind the “victim”. If she again finds herself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the queen must continue to capture subsequent ones and occupy any free square on the same diagonal behind the last taken checker.

Capturing the opponent’s checker is mandatory, but if there are several continuations of the “battle”, any one that is most tactically expedient is chosen (the main criterion is the absence of further continuations for captures).

If a simple checker, in the process of capturing the opponent’s checkers, reaches the field of the last horizontal line and is given the opportunity to further capture, then the checker continues the “battle”, while remaining simple.

Italian checkers

Rules of the game Italian checkers They resemble Checkers, but are nevertheless different.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark squares. The right to make the first move usually belongs to the player who plays with black (dark) checkers. The moves are made by the opponents one by one.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The queen has the right to move one square diagonally forward or backward.

A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. A simple checker is forbidden to “beat” the king. When captured, the king moves only across one square in any direction, and not to any diagonal square, as in Russian or international checkers. Capturing the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is chosen according to the "majority rule", i.e. taking the largest number of opponent's checkers; in this case, the king does not enjoy any advantages and does not impose any additional obligations on the player.

If a simple checker, in the process of capturing the opponent’s checkers, reaches the field of the last horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

At the beginning of the game, all opponents' checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. If after this move there is a continuation to capture other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game.

The king's capture of the opponent's checkers can be carried out through any number of diagonal cells, provided there is free space behind the “victim”. If she again finds herself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the queen must continue to capture subsequent ones and occupy any free square on the same diagonal behind the last taken checker.

Capturing the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is chosen according to the "majority rule", i.e. capturing the largest number of opponent's checkers

In cases where a simple checker, when captured, reaches the last horizontal row and is given the opportunity to further capture checkers, then it is obliged to continue the battle with the same move, but as a queen.

In cases where a checker has reached the last rank without being captured and is then given the opportunity to fight, it must hit, provided that this opportunity is retained only by the next move as a queen.

Broken checkers are removed from the board only at the end of the move; repeated “jumping” over broken checkers is prohibited.


Most board games, be it checkers, chess or backgammon, are primarily logic games, where you need to think through in advance not only your moves, but also the possible movements of your opponent. The result of each game depends to a large extent on the actions of the player himself, and fortune plays a very small role.

Checkers, despite the simplicity of the rules, is no exception. This game has quite a dynamic game process, but in any case, you need to carefully monitor your opponent’s progress and try to use each of his actions to your advantage.

There are basic rules of the game that apply to most types of checkers. Since the main goal in the game is to destroy all the enemy’s pieces before he can do it, most strategic tips are designed for this.

The exception is the games Poddavki or Chapaev, in which the gameplay is significantly different from the classic version and other methods are used.

The main task in each game is to expose your checkers to combat from the enemy as little as possible. To do this, try to walk in such a way that as many of your checkers as possible are adjacent to the wall. The pieces will be relatively safe, while the opponent will be exposed to attacks.


You can also use cunning maneuvers in this way: build a combination of pieces in order to give up one of your checkers, and thereby force your opponent to battle two of his own. This is a fairly effective method, but it requires calculations and sufficient gaming experience.



The queen in checkers has more possibilities than any simple piece. Therefore, do not forget about the transformation line (outer line playing field, closest to you). Any checker that lands on it will become a king and give an advantage to the opponent. Hitting the queen is not easy, because it destroys all the checkers in its field of action. Sometimes it is much easier to avoid its appearance than to try to destroy it afterwards.



As experience increases, each fan of the game develops his own strategy, which allows him to emerge victorious in most games. The most important thing in the game is not to miss a good opportunity. Therefore, before moving, carefully assess the current situation on the board and choose the best course of action.

First meeting with checkers game, a novice amateur should not try to memorize individual variations of the beginning until he has mastered the general laws of fighting on the checkers board. Only after a novice checkers player has accumulated some experience in the game and is able to independently evaluate this or that position will he be able to move on to studying the beginnings. But from the very first steps, the player must study the most common traps in the beginning, so as not to fall for them himself, and, if necessary, to entangle his opponent in the traps of his opponent.

At the very beginning of the game, after 3-8 moves have been made, we are faced with the possibility of carrying out various combinations.
The combination is usually preceded by a trap.

What is a trap? In the practice of playing openings, there are often positions in which, at first glance, a profitable continuation of the game is actually refuted by the opponent and leads to inevitable material losses or lost positions.

In this article we will introduce you to the most common pitfalls at the beginning of games.

1st trap


1. e3-d4 d6-c5 2. f2-e3 f6-g5 3. c3-b4?

This careless move immediately leads to a loss. Should have continued with 3. g3-h4 or 3. g1-f2.

3. ... g5-h4 4. b4:d6 h4:f12 5. e1:g3 c7:h4, and Black wins.

2nd trap


1. e3-d4 d6-e5 2. g3-h4 h6-g5 3. h2-g3? - an error that loses the game.

3...g5-f4! 4. g1-h2 f4-e3 5. d2:d6 e7:g1, and Black's win is obvious.

3rd trap


1. g3-f4 f6-e5 2. f2-g3 e7-f6 3. a3-b4 b6-c5? - Black falls into the trap.

4. g3-h4 c5:a3 (if 4. ... e5:g3, then 5. h2:f4 c5:a3 6. f4-g5 with a win) 5. f4-g5 h6:f4 6. e3:c5, and White is left with an extra checker.

4th trap


1. g3-h4 b6-a5 2. f2-g3 c7-b6 3. e3-f4 f6-e5? - decisive mistake, should have played 3...d6-c5

4. f4-g5 h6:f4 5. c3-d4 e5:c3 6. d2:b4 a5:c3 7. g3:a5, and White achieves a win.

5th trap


1. c3-b4 d6-e5 2. b4-a5 b6-c5 3. b2-c3?

A seemingly completely safe move immediately loses the game.

3. ... c5-d4 4. e3:c5 c7-b6 5. a5:c7 d8:b2 6. a1:c3 e5-f4 7. g3:e5 f6:b2

Having entered the queen square, Black wins.

6th trap


1. c3-d4 d6-c5 2. b2-c3 c7-d6 3. c3-b4 b6-a5 4. d4:b6 a5:c7 5. a1-b2 h6-g5 6. g3-h4?

White falls into a trap. Should have played 6. g3-f4

6. ...f6-e5! 7. h4:d4 d6-c5 8. d4:b6 c7:a1 and, having moved to kings, Black wins.

7th trap


1. c3-d4 d6-e5 2. b2-c3 e7-d6 3. a1-b2

A weak move that gives Black the opportunity to tie up the enemy's left flank. Much stronger 3. e3-f4

3. ... d6-c5 4. g3-h4? - this move immediately loses the game.

4. ... c5-b4 5. a3:c5 e5-f4 6. e3:e7 f8:b4 7. c3:a5 h6-g5 8. h4:f6 g7:a1, and Black wins.

8th trap

1. c3-d4 d6-c5 2. b2-c3 f6-g5 3. g3-f4 g7-f6 4. f4-e5?

A bad move, designed for Black to make a mistake. It is stronger to continue 4. c3-b4

4. ... f8-g7 ?? - loses. We must answer 4...h8-g7!

The traps we have discussed highlight the need for a comprehensive and critical analysis of each move at the beginning of the game.