Grob's Attack

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This article uses algebraic notation to describe chess moves.
Grob's Attack
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Image:chess zver 26.png a8 rd b8 nd c8 bd d8 qd e8 kd f8 bd g8 nd h8 rd Image:chess zver 26.png
a7 pd b7 pd c7 pd d7 pd e7 pd f7 pd g7 pd h7 pd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 pl h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 pl b2 pl c2 pl d2 pl e2 pl f2 pl g2 h2 pl
a1 rl b1 nl c1 bl d1 ql e1 kl f1 bl g1 nl h1 rl
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Moves 1. g4
ECO A00
Named after Henri Grob
Parent Irregular chess opening
Synonym(s) Spike Opening, Ahlhausen's Opening, Genoa, San Pier D'Arena Opening, Fric's Opening, Kolibri's Opening.
Chessgames.com opening explorer

Grob's Attack is an unconventional chess opening where White immediately moves the king knight's pawn two squares ahead:

1. g4

The opening takes its name from Swiss International Master Henri Grob (1904–1974) who analyzed it extensively and played hundreds of correspondence games with it. In Grob's newspaper column analyses of this opening, he referred to it as the Spike Opening, a name which still enjoys limited usage. Other early references used the name Ahlhausen's Opening, after Carl Ahlhausen (1835–1892) of Berlin, one of the first to play 1.g4. Savielly Tartakower sometimes played this opening in simultaneous exhibitions and called it the Genoa or San Pier D'Arena Opening, after the city and suburb of Genoa where he first used it. In Czechoslovakia 1.g4 is called Fric's Opening, and in other parts of the world it is called Kolibri's Opening.

It is considered an irregular opening, so it is classified under the A00 code in the Encyclopaedia of Chess Openings.

The Grob is generally considered inferior and is usually not employed in serious competition, although International Master Michael Basman and Grandmaster Spyridon Skembris are advocates. It does, however, have a certain surprise value and the average player is unlikely to know how to refute it and more likely to get overconfident and make mistakes. Moreover, the lack of theory along this line may negate the repertoire of an experienced opponent. Intuitive play by Black can lead black into dangerous traps. Many of these traps rely on Black's replying with 1...d5, attacking the pawn with his queen's bishop. After 2.Bg2 Bxg4!?, White has an attack after 3.c4 and eventually Qb3, aiming at the weakened squares d5 and b7, an attack that may well be worth a pawn.

Image:chess zhor 22.png
Image:chess zver 22.png a8 rd b8 nd c8 d8 qd e8 kd f8 bd g8 nd h8 rd Image:chess zver 22.png
a7 pd b7 pd c7 pd d7 e7 pd f7 pd g7 pd h7 pd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 pd e5 f5 g5 h5
a4 b4 c4 pl d4 e4 f4 g4 bd h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 pl b2 pl c2 d2 pl e2 pl f2 pl g2 bl h2 pl
a1 rl b1 nl c1 bl d1 ql e1 kl f1 g1 nl h1 rl
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After 1. g4 d5 2.Bg2 Bxg4!? 3.c4
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Image:chess zver 22.png a8 rd b8 c8 d8 qd e8 kd f8 bd g8 nd h8 rd Image:chess zver 22.png
a7 pd b7 bl c7 pd d7 nd e7 pd f7 pd g7 pd h7 pd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 pl d4 pd e4 f4 g4 bd h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 pl b2 pl c2 d2 pl e2 pl f2 pl g2 h2 pl
a1 rl b1 nl c1 bl d1 ql e1 kl f1 g1 nl h1 rl
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After 3.c4 d4 4.Bxb7 Nd7
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Image:chess zver 22.png a8 qd b8 c8 d8 e8 kd f8 bd g8 nd h8 rd Image:chess zver 22.png
a7 pd b7 c7 pd d7 nd e7 pd f7 pd g7 pd h7 pd
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 pl d4 e4 f4 g4 bd h4
a3 b3 c3 d3 pd e3 f3 pl g3 h3
a2 pl b2 pl c2 d2 pl e2 pl f2 g2 h2 pl
a1 rl b1 nl c1 bl d1 ql e1 kl f1 g1 nl h1 rl
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Romford Countergambit, after 6...d3!

Black is not obliged to give White these opportunities. After 1...e5, Black can take aim at the h4-square, left weak by White's pawn advance. If 2.Bg2 h5 will force a weakening of White's pawn structure, and 2.d3 (intending to answer 2...h5 with 3.g5) or 2.h3 can be answered by 2...Ne7 with the threat of ...Ng6 followed by ...Nf4 or ...Nh4, disrupting White's kingside fianchetto. (Martin 2004)

A key element of the Grob is deploying the king's bishop on g2 and having it rule the diagonal. In order to further this goal white must keep the center clear of pawns. This leads to frequent "tearing at the center" with c4 often being white's third move.

Due to the unusual pawn structure white attains by playing g4 and c4 so early in the game, there is frequently little advantage to castling. Play often devolves into a wild and wide-open game, with a definitive advantage usually resolving itself in the first 20 moves.

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