King's Pawn Game: Wayward Queen Attack
King’s Pawn Game: Wayward Queen Attack (Parham Attack)
Definition
The Wayward Queen Attack arises after the moves 1.e4 e5 2.Qh5!?. Instead of the classical developing move 2.Nf3, White instantly hurls the queen toward the kingside, simultaneously:
- Attacking the unprotected pawn on e5
- Targeting the sensitive f7-square, the weakest point in Black’s starting position
It is sometimes called the Parham Attack after U.S. master Bernard Parham, who promoted the idea in the 1970s, and it often occurs in scholastic or online blitz play because it sets very concrete traps.
Typical Move-Orders
The opening can transpose into many sidelines, but three main branches dominate practice:
- 2…Nc6 – the most flexible move, defending e5 and inviting normal development.
- 2…Nf6 – attacking the white queen and counter-attacking the e4-pawn; considered the most accurate.
- 2…d6 – solid but passive; White usually continues 3.Bc4 aiming at f7.
Strategic Ideas
• For White: play is concrete and tactical. The queen eyes the
f7-square, the bishop often comes to c4, and quick mates such as
Scholar’s Mate (Qxf7#) are possible if Black is careless.
• For Black: avoid weakening the kingside, develop rapidly,
and force the white queen to retreat, gaining tempi. The move 2…Nf6! is
regarded as the cleanest antidote, often leading to positions where the
queen sits awkwardly on h5 while Black enjoys a lead in
development.
Model Mini-Trap
A classic pitfall for Black:
After 3.Bc4, Black’s natural developing move 3…Nf6?? blunders mate because the knight no longer guards f7.
Higher-Level Appearances
While rare in elite classical play, the opening occasionally surfaces in blitz where surprise value matters. Example: Nakamura vs. So, Chess.com Speed Chess 2018, where Hikaru Nakamura employed 2.Qh5 in a rapid game and drew comfortably.
Interesting Facts & Anecdotes
- The move 2.Qh5 was once described by GM Nigel Short as “annoying, but objectively dubious.”
- Bernard Parham advocated bringing the queen out on move two in almost every opening, claiming it follows a “levels of force” principle.
- On many online servers, thousands of games end in under 10 moves because of the simple trap shown above—hence the nickname “Kiddie Mate.”
King’s Pawn Game: Wayward Queen Attack, Kiddie Countergambit
Definition
The Kiddie Countergambit is an aggressive antidote for Black against the Wayward Queen Attack, beginning 1.e4 e5 2.Qh5 Nc6 3.Bc4 g6 4.Qf3 f5!?. Black deliberately weakens the kingside and offers a pawn (after 5.exf5) in order to seize the initiative, open lines against White’s over-extended queen, and race ahead in development.
Origins of the Name
“Kiddie” alludes to the fact that the Wayward Queen Attack is often tried by beginners (kiddies), and the countergambit is marketed as a spirited way for Black to turn the tables. The term is informal and does not appear in the Encyclopaedia of Chess Openings; it is mostly used in teaching literature and online commentary.
Key Ideas for Black
- Disrupt the queen: …g6 and …f5 force the white queen to decide between safety and material.
- Central control: After …Nf6, …Bg7, and …d6, Black often enjoys excellent piece activity despite the pawn deficit.
- Psychological weapon: The line steers the game away from scholarly-mate tactics into dynamic gambit play unfamiliar to many attackers.
Critical Continuation
One principled line runs:
Black regains the pawn with active pieces, while the queen on f3 blocks White’s kingside development.
Strategic Evaluation
Modern engines rate the resulting positions as roughly equal with perfect play. However, in practical blitz games the countergambit scores excellently because White must navigate complex tactics instead of the hoped-for quick mate.
Historical & Practical Significance
• First popularized on early internet servers (ICC, Playchess) in the
2000s, where gambits ruled fast-time-control play.
• Frequently recommended by streamers and coaches as an “antidote” to
student attempts at Scholar’s Mate.
• Notable outing: Svidler vs. So, Titled Tuesday 2021—Wesley So
essayed the line and won in 19 moves.
Fun Tidbits
- If White declines the gambit with 4.Qh3?!, Black can still reply 4…d5!, hitting the bishop and again challenging the queen.
- Because the line starts with …Nc6 and …g6, databases sometimes mis-tag it under the “Bongcloud Counter-Attack”—another humorous beginner-related name.
- Some coaches teach the gambit by calling the two central pawns sacrificed “tuition fees” for White’s premature queen excursion.