Closed games

Blackmar-Diemer Gambit

1.d4 d5 2.e4

The Blackmar-Diemer Gambit starts with 1.d4 d5 2.e4 and is catalogued under ECO D00, in the closed games half of the book. The catalog indexes 18 lines inside it, grouped into 17 named variations, and the position after those moves has 1 playable continuation to walk from here.

Opening repertoire map

Root edges show how often each move is played around your Elo. Use the arrow on a position to reveal the next replies.

Current position
Blackmar-Diemer Gambit Accepted: Gunderam Defense
Popularity by Elo
Share of Lichess blitz, rapid, and classical games that continued with each move.
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Current setup

Move ideas

  1. 1.d4

    Takes central space with a protected pawn and frees the queen’s bishop.

    Idea: Build a stable center that supports a broad positional setup.

  2. 1d5

    Mirrors White’s central claim and prevents an easy e4 expansion.

    Idea: Establish a firm center and develop behind the pawn chain.

  3. 2.e4

    Advances to e4 to claim central space and control nearby key squares.

    Idea: Give the pieces room to develop behind a durable central foothold.

  4. 2dxe4

    Captures the pawn on e4 and changes the local pawn or piece balance.

    Idea: Open lines in the center and reshape the center for the next phase.

  5. 3.Nc3

    Develops the knight to c3, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  6. 3Nf6

    Develops the knight to f6, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  7. 4.f3

    Advances the f-pawn to gain kingside space and control new squares.

    Idea: Create useful wing space while keeping the central structure flexible.

  8. 4exf3

    Captures the pawn on f3 and changes the local pawn or piece balance.

    Idea: Open lines in the kingside and reshape the center for the next phase.

  9. 5.Nxf3

    Captures the pawn on f3 and changes the local pawn or piece balance.

    Idea: Remove an active defender and improve the moving piece’s influence.

  10. 5Bf5

    Develops the bishop to f5, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  11. 6.Ne5

    Repositions the knight to e5, where it influences a new part of the board.

    Idea: Improve the piece’s activity and support the next stage of the plan.

Book continuations

Waiting for Lichess game popularity.

1 move

Named variations

Each line below is an indexed entry under Blackmar-Diemer Gambit. Open one to load it on the board and keep exploring from that position.

ECO groups openings by the structures they lead to, so these families tend to share plans with the Blackmar-Diemer Gambit.