Blackburne-Kloosterboer Gambit
- 1.e4d5
- 2.exd5c6
A Scandinavian gambit in which Black meets 2. exd5 with 2...c6, offering a pawn for rapid development; regarded as unsound but often seen online.
Train it in TheoriaAbout the Blackburne-Kloosterboer Gambit
The Blackburne-Kloosterboer Gambit arises after 1. e4 d5 2. exd5 c6. Black does not take back on d5 with the queen or prepare to regain the pawn with the king's knight. Instead the c-pawn challenges White's pawn on d5. If White captures on c6, Black can retake with the knight, ending up a pawn down but with a developed piece and without the tempo loss that ...Qxd5 invites. Wikibooks uses the name Blackburne Gambit for 2...c6 alone and keeps the Kloosterboer label for a specific follow-up after the gambit is accepted.
Accepting with 3. dxc6 is White's usual choice, appearing in more than half of the games. After the knight recapture, Black's pieces come out freely along open central lines, and the compensation consists of time and activity rather than any structural gain. The Kloosterboer Gambit proper is 3. dxc6 e5, in which Black leaves the pawn on c6, opens lines for the dark-squared bishop and stakes a claim in the center. Because the advanced c-pawn is still able to cause trouble, Black risks giving up more material, and the line is considered dubious. The gambit as a whole is usually judged unsound against acceptance, and the engine gives White a slight edge.
White has several ways to decline. The second most frequent reply, 3. Nc3, develops a piece and guards d5, keeping the pawn for the time being even though White's d-pawns are doubled. With 3. d4 White gives the pawn back: Black recaptures on d5 with the c-pawn, and the game transposes to the Exchange Variation of the Caro-Kann Defense, a symmetrical structure with few risks for either side. The engine also suggests 3. c4 and 3. c3, which support the d5 pawn with the c-pawn rather than with a piece.
In practice the gambit holds up much better than its theoretical reputation suggests. Across a large sample of online games Black scores slightly better than White, and draws are rare, which points to unbalanced positions where the side handling the initiative more accurately usually wins. Its appeal is mainly practical: it offers a quick route to open, active play for players who want to avoid the queen moves of the main Scandinavian.