Scholar's Mate
The four-move checkmate every beginner meets, how it works, and the simple moves that stop it cold.
The target: f7
Scholar's Mate is the most common trap in beginner games. White brings the queen to h5 and the bishop to c4, and both aim at f7, the square beside Black's king that only the king protects. Step through the demo to see Black develop a knight, miss the threat, and lose in four moves.
See it from White
Your turn
Black just played knight to f6. Find White's checkmate.
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Queen takes f7 is mate. The bishop on c4 protects the queen, so the king can't take her, and every escape square is blocked.
Stop it
Your turn
You are Black. Stop the checkmate on f7.
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Pawn to g6 blocks the queen's diagonal and attacks her, so White loses time moving her again. Queen to e7 also works: it guards f7 and keeps the e-pawn safe.
The queen comes back
Chased from h5, White's queen often goes to f3 to aim at f7 again. Now knight to f6 is the perfect answer: it stands right on the f-file between the queen and f7, and it develops a piece toward the center at the same time.
Punish the wandering queen
Your turn
White's queen moves for the third time to aim at f7 again. Make her pay.
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Knight to d4 attacks the queen and threatens knight takes c2 check, forking the king and the rook on a1. White has spent three moves with the queen and now has to defend everything at once.
Check yourself
Question
With White's queen on h5 and bishop on c4, why is knight to f6 a blunder, when it was a great move against the queen on f3?
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A knight on f6 doesn't stand between h5 and f7, so the mate still works
Right. The queen reaches f7 along the diagonal through g6, and the knight on f6 is not on that road. Against the queen on f3 the knight blocks the f-file.