Queens Pawn Opening, BDG, Vienna & Gunderam Attack
Queen’s Pawn Opening (QPO)
Definition
The Queen’s Pawn Opening is the family of chess openings that begin with the move 1. d4. White advances the queen’s pawn two squares, occupying the centre and preparing to develop the light-squared bishop as well as the queen. Unlike 1. e4, it keeps the path of the f1-bishop closed, leading to positions that are often more strategic than tactical.
Typical Usage
- Controlling central squares – The pawn on d4 immediately influences e5 and c5.
- Opening repertoire backbone – Many positional players (e.g. Kramnik, Petrosian) made 1.d4 their main weapon.
- Gateway to a vast tree of variations such as the Queen’s Gambit, London System, Catalan, Torre, Colle and Benoni-type positions.
Strategic & Historical Significance
1.d4 appeared regularly in the mid-19th century but rose to prominence after Steinitz and later Capablanca demonstrated its solidity. The hyper-modern revolution (Nimzowitsch, Réti) further enriched QPO theory, introducing fianchetto structures and complex pawn play.
Illustrative Example
Game 7, World Championship 1927 – José Raúl Capablanca vs. Alexander Alekhine
Interesting Facts
- Statistically, 1.d4 scores fractionally better than 1.e4 in master play, though the difference is small.
- Because the move does not immediately expose a king-side pawn (f2), early tactics against the white king are rarer than in the King’s Pawn Openings.
- The opening was once considered “dull,” leading Tartakower to joke that it was chosen by players who wanted “even chances.” Modern engines show it can be every bit as sharp as 1.e4.
Blackmar–Diemer Gambit (BDG)
Definition
The Blackmar–Diemer Gambit arises after 1.d4 d5 2.e4 dxe4 3.Nc3. White sacrifices a pawn to gain rapid development and attacking chances, especially against Black’s f7-square.
How It Is Used
- Development Lead – White hopes to castle quickly and mobilise pieces while Black spends time safeguarding the extra pawn.
- King-side Initiative – Typical plans include Bc4, Qe2, 0-0-0, and rook lifts to the g-file.
- Psychological Weapon – Popular in club play because it drags Black out of mainstream theory early.
Accepted vs. Declined
If Black holds the pawn (…exf3), the line is “Accepted” and positions can become razor-sharp; declining with …e6 or …c6 often transposes to French or Caro-Kann structures with reversed colours.
Historical Notes
- Armand Edward Blackmar (1826-1888) first introduced 1.d4 d5 2.e4 around 1882.
- German enthusiast Emil Josef Diemer (1908-1990) revived and popularised the idea in the 1950s, adding the key follow-up 3.Nc3.
- Diemer reportedly played more than 2,000 casual BDG games through postal chess, annotating them in bright red ink to emphasise attacks!
Model Game
Diemer – Schenk, Bad Kissingen 1956
Interesting Facts
- The ECO code for the BDG is D00, a classification it shares with many off-beat Queen’s Pawn lines.
- Engine evaluations typically give Black a small plus (≈ -0.50) after best defence, yet practical results in rapid and blitz are surprisingly balanced.
Vienna
Definition(s)
“Vienna” can refer to two distinct chess concepts, both named after the Austrian capital’s vibrant chess scene:
- Vienna Game: The King’s-pawn opening 1.e4 e5 2.Nc3.
- Vienna Defence/Variation in the Blackmar–Diemer: After 1.d4 d5 2.e4 dxe4 3.Nc3 Nf6 4.f3 exf3 5.Nxf3, Black plays 5…Bf5 or 5…Bg4, developing the queen’s-bishop before reinforcing the centre, an idea tested in early 20th-century Vienna tournaments.
Usage & Strategic Ideas
In the Vienna Game White aims for rapid development and often a kingside attack with f2-f4 (the “Vienna Gambit”).
In the BDG Vienna Defence Black counters the gambit pawn’s compensation by pinning the knight or over-protecting e4, seeking piece trades to blunt White’s initiative.
Historical Significance
- The Vienna Game was a favourite of Steinitz and later Fischer, who used it as a surprise weapon in blitz.
- The BDG Vienna line was recommended by Austrian master Hans Müller as an
anti-romantic
antidote to Diemer’s swashbuckling style.
Example Miniatures
Vienna Game – Steinitz vs. Mackenzie, Vienna 1882 (12 moves)
BDG Vienna Defence – Diemer vs. Kramer, Nuremberg 1957
Gunderam Attack (or Gunderam Defence)
Definition
The Gunderam Attack is a branch of the Accepted Blackmar–Diemer Gambit in which Black fianchettoes the king’s-bishop early, challenging White’s attacking setup. The typical move order is
1.d4 d5 2.e4 dxe4 3.Nc3 Nf6 4.f3 exf3 5.Nxf3 g6.
Strategic Themes
- Counterplay on dark squares – …Bg7 hits the central e5-square and discourages an immediate assault on f7.
- Delayed development – Black postpones …c6 or …e6, keeping the bishop active outside the pawn chain.
- White’s attacking tries – Common ideas include Bc4, 0-0, Qe1–h4, and sometimes the pawn storm h4–h5 to undermine g6.
Origins & Naming
The line is named after Dr. Gerhard Gunderam (1902-1971), a German master who analysed it extensively in correspondence play during the 1950s, arguing that the fianchetto “kills the romance” of the BDG.
Illustrative Game
Gunderam – Schultze, Correspondence 1955 (White shows typical ideas)
Interesting Nuggets
- Modern engines give Black roughly −0.30 in the starting Gunderam position, but practical results remain near 50-50 below master level.
- Diemer allegedly referred to this defence as the
Fianchetto of Fear
, noting that “only frightened defenders place the bishop on g7.” - In some databases the line is classified under ECO code D00 – the same umbrella as the main BDG.