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Trap Lab: stop the trap, then spring it
25 traps players under 1400 really meet, plus 20 famous traps and gambits. Any move that isn't a mistake counts.
Why we teach traps this way Show
- Stopping a trap builds a habitBefore every move, ask: what does my opponent threaten? That one question saves more games than any trick.
- Any safe move countsReal games rarely have one right answer. We accept every move that doesn't lose, so you learn to judge, not memorise.
- Springing it shows whyPlaying the trap from the other side makes the weakness (f7, an open file, a missing escape square) easy to see next time.
Scholar's Mate · stay safe · Black
White is going for a 4-move checkmate. You are Black. Stop it.
You are Black.
Trap 1 of 45 · King's Pawn Game: Wayward Queen Attack
Scholar's Mate
Step 1 of 5 · The plan · 1/6
The plan
White is setting the Scholar's Mate. White brings the queen out early and aims at f7 with queen and bishop. One natural developing move loses on the spot.
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All 11 toolsTrap Lab FAQs
Frequently Asked Questions
They help by building habits, not by winning with tricks. Each trap shows one habit that strong players have: check what your opponent threatens before you move, look after the weak f7 and f2 squares, and don't grab material that opens lines to your own king. Learning to stop a trap trains those habits; learning to spring it shows why they matter.
In a 'stop it' round, any move that isn't a mistake. We scored every legal move in each position with Stockfish ahead of time. On Normal, a move counts if it is within about one pawn of the best move and doesn't leave you clearly worse. Easy allows a little more, Strict a little less. After a right answer you'll see the other good moves too.
Anyone who knows how the pieces move: adult improvers, club players and children from about 7. The traps are the ones players under 1400 meet most.
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Every legal move scored by Stockfish 18 (depth 20, or depth 18 for the famous traps and gambits; close calls re-checked deeper). Board pieces: cburnett (BSD licence).