Kings Pawn Opening - Wayward Queen - Kiddie Countergambit
King’s Pawn Opening (1. e4)
Definition
The King’s Pawn Opening is defined by the single move 1. e4, in which White advances the king’s pawn two squares. It is not an opening system in the sense of a fixed set of follow-up moves, but rather an entire family of openings that arise after this most popular first move in chess.
Typical Move Order
The only move that characterises the opening is 1. e4. From that starting point the game can branch into dozens of major defences and gambits, such as:
- 1…e5 → Open Games (e.g., Ruy Lopez, Italian, Scotch)
- 1…c5 → Sicilian Defence
- 1…e6 → French Defence
- 1…c6 → Caro-Kann Defence
- 1…d6 → Pirc/Modern
Usage in Play
By opening lines for the queen and king’s bishop and immediately fighting for the centre, 1. e4 leads to dynamic, often tactical play. Many players adopt it as a primary weapon when they wish to set problems for Black from move one.
Strategic and Historical Significance
- For more than a century, 1. e4 was the most common choice in World Championship games. Steinitz, Lasker, Capablanca and Fischer all built their repertoires around it.
- Contemporary databases show that 1. e4 scores very slightly higher than 1. d4 in practical play, though it also allows Black a wider range of counter-attacking choices.
- Because it opens the f1–a6 diagonal, castling kingside is often quick; however, the exposed pawn structure (the e-pawn is no longer sheltered by the king) means king safety can become an issue if the centre collapses.
Illustrative Game
Fischer–Spassky, Game 6, Reykjavík 1972, began with 1. e4 and evolved into the famous “Poisoned Pawn” variation of the Ruy Lopez. Fischer’s virtuoso manoeuvring gave him one of the most celebrated wins in championship history.
Interesting Facts
- The opening was once dubbed “Best by test” by Bobby Fischer.
- Garry Kasparov, despite a lifelong allegiance to 1. d4, switched to 1. e4 in his comeback match against the computer Deep Blue (1997) to sharpen play.
- Because beginners intuitively like to “move the pawn in front of the king,” most novice games start with 1. e4; this familiarity partially explains why many early tactical traps are rooted in King’s Pawn lines.
Wayward Queen Attack (Parham Attack)
Definition
The Wayward Queen Attack is an early-queen foray beginning 1. e4 e5 2. Qh5 (or, less commonly, 1. e4 e5 2. Qh5 !?). The queen simultaneously eyes the e5-pawn and creates a mate threat on f7 after 3. Qxf7# if Black is careless.
Typical Move Order
- e4 e5
- Qh5 … (2…Nc6 or 2…Nf6 are the principal replies)
- After 2…Nc6 3.Bc4, White renews the mate threat on f7.
Usage in Play
The line is popular in scholastic chess because it threatens an immediate checkmate and forces Black to find accurate responses. Against well-prepared opposition it is considered dubious; the early queen develops at the cost of tempi and can become a target for minor pieces.
Strategic Ideas & Common Plans
- White aims for fast, tactical blows: Qxf7#, Bxf7+, or discovered checks with the knight on g1.
- Black typically counters with development and tempo-gaining attacks on the white queen (…Nf6, …Nc6, …g6).
- If the early tactics are parried, Black usually obtains a better game because White’s queen on the rim hampers harmonious development.
Historical & Notable Games
- Although rarely played in elite classical events, Magnus Carlsen and other top grandmasters have employed 2.Qh5 in blitz and bullet chess to generate surprise value.
- A well-known miniature is Parham – Harmon, US Junior Open 1979, where the originator (Bernard Parham) scored a 14-move win.
Example Miniature
This line shows how quickly Black can solve his problems once the queen retreat (Qf3) occurs and normal development follows.
Interesting Facts
- The nickname “Wayward Queen” comes from the queen’s unusual early excursion; the alternative name “Parham Attack” honours American master Bernard Parham, who analysed and promoted it in the 1970s.
- Some engines evaluate the starting position after 2.Qh5 as roughly +0.20 for White—hardly winning—because the computer values time more highly than the immediate threats.
- The line is a favourite in internet blitz, where opponents have less time to find the refutations.
Kiddie Countergambit
Definition
The Kiddie Countergambit is Black’s sharp, sacrificial response to the Wayward Queen Attack. It arises after:
- e4 e5
- Qh5 Nc6
- Bc4 g6
- Qf3 f5 !?
Black gambits a pawn (or two) to accelerate development, drive the white queen around, and seize the initiative.
How It Is Used
Appearing frequently in junior events—hence the name “Kiddie”—the countergambit converts White’s attempted trap into a double-edged melee. Black’s ideas include …Nf6, …Nd4, and rapid piece play against f2 and c2 while the white queen vacillates between h5, f3 and d5.
Strategic Themes
- Central Control: After …f5 and often …Nf6, Black contests e4 and aims to occupy d4 with a knight.
- King Safety: Black’s kingside pawns (g6, f5) are advanced, so castling queenside or leaving the king in the centre may be considered.
- Tempo Play: Nearly every black move attacks the queen, forcing White to spend time saving it instead of completing development.
Illustrative Line
After only eight moves, every black piece is active, and White’s queen has already visited three squares. Engines think Black’s compensation is sufficient or even favourable despite being a pawn down.
Historical/Notable Games
- Parham – Grefe, U.S. Open blitz 1980. The originator of 2.Qh5 lost in 20 moves after walking into the Kiddie Countergambit, illustrating its practical sting.
- Numerous high-rating bullet encounters on platforms like Hikaru Nakamura feature this gambit; even super-GMs occasionally test it for surprise value.
Interesting Facts & Anecdotes
- The term “Kiddie” is a tongue-in-cheek jab from coaches who teach youngsters that “greed is bad”—take the pawn and you might get mated.
- Because theory is still sparse, many lines are terra incognita; practical over-the-board experience often trumps memorisation.
- Unlike its notorious cousin the Latvian Gambit (1.e4 e5 2.Nf3 f5 !?), the Kiddie Countergambit often leaves Black with a healthier pawn structure if White declines the gambit.