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Scotch Game - Wikipedia, the free encyclopedia

Scotch Game

From Wikipedia, the free encyclopedia

This article uses algebraic notation to describe chess moves.
Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png

The Scotch Game is a chess opening that begins with the moves

1.e4 e5
2.Nf3 Nc6
3.d4

The Scotch Game received its name from a correspondence match in 1824 between Edinburgh and London. Popular in the 19th century, by 1900 the Scotch had lost favor among top players because it was thought to release the central tension too early and allow Black to equalize without difficulty. More recently the Scotch has regained some popularity and it has been used by grandmasters Kasparov and Timman as a surprise weapon to avoid the well-analyzed Ruy Lopez.

White aims to dominate the center by exchanging his d-pawn for Black's e-pawn. Black is practically forced to play 3...exd4 as he has no good way to maintain his pawn on e5. After 3...d6, White is better after 4.dxe5 dxe5 5.Qxd8+ Kxd8 6.Bc4, or he may simply play 4.Bb5, when 4...exd4 5.Nxd4 Bd7 transposes to the Steinitz defense to the Ruy Lopez. 3...Nxd4? is a strategic error: after 4.Nxd4 exd4 5.Qxd4 (5.Bc4 is the Napoleon Gambit) White's queen stands on a central square, and is not developed too early since it cannot be chased away effectively (5...c5? is a seriously weakening move that blocks Black's kings bishop). After 3...exd4, White can respond with the main line 4.Nxd4 or he can play a gambit by offering Black one or two pawns in exchange for rapid development.

Contents

[edit] Main variations

Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
Main line 4.Nxd4
Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
Scotch Gambit 4.Bc4
Image:chess_zhor_26.png
Image:chess_zver_26.png
a8 b8 c8 d8 e8 f8 g8 h8
a7 b7 c7 d7 e7 f7 g7 h7
a6 b6 c6 d6 e6 f6 g6 h6
a5 b5 c5 d5 e5 f5 g5 h5
a4 b4 c4 d4 e4 f4 g4 h4
a3 b3 c3 d3 e3 f3 g3 h3
a2 b2 c2 d2 e2 f2 g2 h2
a1 b1 c1 d1 e1 f1 g1 h1
Image:chess_zver_26.png
Image:chess_zhor_26.png
Göring Gambit 4.c3

After 1.e4 e5 2.Nf3 Nc6 3.d4 exd4, the most important continuations are

  • 4.Nxd4 (Main Line)
    • 4...Bc5
    • 4...Nf6
    • 4...Qh4!? (Steinitz)
  • 4.Bc4 (Scotch Gambit)
  • 4.c3 (Göring Gambit)

[edit] Main Line

In the main line after 4.Nxd4, Black has three major options. Either 4...Bc5 or 4...Nf6 offers Black good chances for an equal game.

[edit] 4...Bc5

After 4...Bc5 White has 5. Nxc6, 5. Be3, or 5. Nb3. After 5. Nxc6 play almost always continues 5...Qf6 (Black doesn't lose a piece on c6 because he is threatening mate with 6...Qxf2) 6. Qd2 dxc6 7. Nc3. On 5. Be3 play almost always continues 5...Qf6 6. c3 Nge7 7. Bc4 as proposed by IM Gary Lane in Winning with the Scotch. On 5. Nb3 play almost always continues 5...Bb6 6. a4 a6 7. Nc3.

[edit] 4...Nf6

After 4...Nf6 5. Nxc6 and 5. Nc3 (the Scotch Four Knights Game) are available to white. After 5. Nc3 almost always played is 5... Bb4 6. Nxc6 bxc6 7. Bd3 d5 8. exd5 cxd5 9. 0-0 0-0 10. Bg5 c6. After 5.Nxc6 bxc6 6. e5 Qe7 7. Qe2 Nd5 8. c4 is also very common. Where these main lines end, the first real opening decisions are made, which are too specific for this survey.

[edit] 4...Qh4!?

Steinitz's 4...Qh4!? almost wins a pawn by force, but White gets a lead in development and attacking chances as compensation. As of 2005, White's most successful line has been 5.Nc3 Bb4 6.Be2 Qxe4 7.Nb5 Bxc3+ 8.bxc3 Kd8 9.0-0, when Black's awkwardly placed king has generally proven more significant than his extra pawn.

[edit] Scotch Gambit

Instead of 4.Nxd4, White has two ways to offer a gambit. The Scotch Gambit starts with 4.Bc4. Black can transpose into the Two Knights Defense with 4...Nf6 or he can continue the Scotch with 4...Bc5 5.c3 and now 5...Nf6 will transpose into a safe variation of the Giuoco Piano. Black can instead accept the gambit with 5...dxc3 but this is riskier because White will gain a lead in development. A possible continuation is 6.Nxc3 (Grandmaster Sveshnikov has played 6.Bxf7+!? Kxf7 7.Qd5+ followed by 8.Qxc5) 6...d6 7.Qb3 Qd7 8.Nd5 Nge7 9.Qc3 0-0.

[edit] Göring Gambit

The Göring Gambit is a relative of the Danish Gambit that starts with 4.c3. Black can equalise by transposing to the Danish declined with 4...d5, often known as the Capablanca Variation; alternative ways of declining include 4...Nf6, 4...d3 and the relatively unexplored 4...Nge7. Alternatively Black can take the pawn with 4...dxc3; White can then transpose into the Danish by offering a second pawn with 5.Bc4. Black can accept the second pawn with 5...cxb2 6.Bxb2 d6 (6...Bb4+ is quite a popular alternative), which is risky, but Black can defend after either 7.Qb3 Qd7 or 7.0-0 Be6 8.Bxe6 fxe6 9.Qb3 Qd7. Black often declines the second pawn with 5...d6, usually leading to complications after 6.Nxc3 Nf6 7.Qb3 Qd7 8.Ng5 Ne5. To remain in the Göring proper, White recaptures with his knight with 5.Nxc3 and Black can defend with 5...Bb4 6.Bc4 d6, or 5...d6 leading to the same variations as 4...dxc3 5.Bc4 d6.

The Göring Gambit is not popular at master level, as its soundness is open to question and Black also has the equalising option 4...d5, but it remains popular at club level where it gives White reasonable practical chances.

[edit] References

[edit] External links

The Scotch Game Explained by Gary Lane Batsford 2005 ISBN 0-7134-8940-5

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