THE SCOTCH GAME

Board Position
This is one of the simplest of all openings and is therefore very suitable for the beginner. Its main idea is violent attack on the centre, using rapid and aggressive development principles. Initial moves follow the "Épine Dorsale" until White's 3.P-Q4 move 3w (left), inviting a centre pawn exchange.
Its name derives from its successful use in correspondence games between the London Chess Club and the Edinburgh Chess Club in the period 1824-8. Less popular after the 1850's, it was unseen in World Championships for a century until resurrected by Kasparov and Karpov in 1990.
In the main play (below) Black counters with pressure against either the K-side or White's Q4(d4). Other immediate variations include the Scotch Gambit (qv.), the Goring Gambit and the Schmidt Variation (leading to a Scotch Four Knights Game transposition).
Begin or Clear or Groups or see move: 1 e4 e5 2 Nf3 Nc6 to 3 d4
3..exd4 4 Nxd4 4..Bc5 5 Be3 Qf6 6 c3 Nge7 7 Bc4 Ne5 8 Be2 d5 9 Nd2 c6 10 0-0 Bd7
4..Nf6 5 Nc3 Bb4 6 Nxc6 bxc6 7 Bd3 d5 8 exd5 cxd5 9 0-0 0-0 10 Bg5 c6 11 Qf3 Bd6

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Board Position

Board Position
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(To) THE SCOTCH GAME ("Épine Dorsale")

 1. P-K4...P-K4
White
attempts to occupy the centre with his King's Pawn, opening diagonals for his KB and Q and attacking squares Q5(d5) and KB5(f5).
Black has the same idea, replying with a mutual King's Pawn in an open defence (so termed because in an open game the centre tends to become opened up by pawn exchange rather than blocked by close play).

 2. Kt-KB3...Kt-QB3
White
brings his King's Knight closer to the centre and attacks a pawn, as per the golden rule: always develop with attack if possible.
Black defends the pawn and develops his Queen's Knight.

WHITE to Move or Jump or Clear
 
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