Blackmar-Diemer Gambit Accepted · D00
Ryder Gambit
1. d4 d5 2. e4 dxe4 3. Nc3 Nf6 4. f3 exf3 5. Qxf3
Black keeps the extra pawn; White plays for time, open lines, and initiative - the classic gambit trade.
The first 4 moves, explained
- 1. d4 Stakes a claim in the centre, controlling e5, and frees the bishop and queen.
- 1... d5 Stakes a claim in the centre, controlling e4, and frees the bishop and queen.
- 2. e4 Stakes a claim in the centre, controlling d5, and frees the bishop and queen. The pawn is genuinely on offer - this is the Blackmar-Diemer Gambit: development and initiative over material.
- 2... dxe4 Takes the pawn on e4, toward the centre and opens the d-file for the queen.
Sign in to read every move's note and train this line — 5 more moves in this line, 9 in all.
Where this fits
This line is one of 22 in the Blackmar-Diemer Gambit Accepted. If you want to know where your own games leave it, the guide on leaving theory explains how that is found.
