QGA: 3.e4 e5 — Central Variation

QGA: 3.e4 e5

Definition

“QGA: 3.e4 e5” refers to a sharp branch of the Queen’s Gambit Accepted that arises after the moves
1. d4 d5  2. c4 dxc4  3. e4 e5.
Black immediately strikes back in the centre with 3…e5, returning the pawn (or preparing to) in order to prevent White from building a long-lasting pawn wedge on e4–d4 and to accelerate piece activity. The line is often called the “Central Variation” or “Mannheim Variation” of the QGA.

Typical Move-Order and Early Choices

After 3…e5, play almost always continues 4.Nf3 exd4 5.Bxc4, when both sides have open lines and a half-open d-file to contest. A few key sidelines are:

  • 4.d5 – grabbing space, but allowing 4…Nf6 with a Benoni-like structure.
  • 4.Nf3 exd4 5.Bxc4 Nc6 (main line), often leading to rapid development races.
  • 4.Nf3 exd4 5.Bxc4 Bb4+ 6.Nbd2 or 6.Bd2, reminiscent of the Ragozin idea in the QGD.

Strategic Themes

  • Immediate Central Clash: Both e-pawns vanish early, creating an open position where piece activity outweighs pawn structure.
  • Development Race: With the centre liquidated, the side that completes development first often seizes the initiative. Castling and connecting rooks are critical.
  • c- and d-Files: Because pawns disappear from c4, d4, e4, and e5, the c- and d-files become natural highways for major pieces.
  • Bishops on Open Diagonals: White’s c4-bishop and Black’s c8-bishop usually enjoy unobstructed scope. Tactics on the a2–g8 and a7–g1 diagonals frequently decide games.
  • Pawn Weaknesses: White’s d4 square and Black’s d5-square can become outposts for knights once the smoke clears.

Historical Context

The 3…e5 counter-strike was analysed as early as the 1890s in Mannheim, Germany—hence one of its nicknames. Emanuel Lasker, Max Euwe, and Salo Flohr all tested it, but it never reached the popularity of 3…Nf6 lines. Modern computer engines rate the variation as dynamically sound for Black, sparking a modest renaissance in rapid and online play.

Model Game 1 (Classical Illustration)

Euwe – Flohr, Zürich 1934
1.d4 d5 2.c4 dxc4 3.e4 e5 4.Nf3 exd4 5.Bxc4 Nc6 6.O-O Be6 7.Bxe6 fxe6 8.Qb3 Qd7 9.Qxb7 Rb8 10.Qa6 Nf6
White eventually converted an endgame a pawn up, but Black demonstrated how quickly his pieces coordinate after giving back the c-pawn.


Model Game 2 (Modern Dynamic Example)

Radjabov – Mamedyarov, Internet Blitz 2020
Both grandmasters fearlessly opened the centre and reached a highly tactical middlegame where opposite-side castling led to mutual king hunts—exactly the kind of mayhem the 3…e5 line invites.

Interesting Facts & Anecdotes

  • Because both e-pawns disappear by move five, some coaches call this line “the Scotch QGA” in reference to the Scotch Opening’s early e-pawn exchanges.
  • In the 1970s grandmaster Lubomir Ljubojević used 3…e5 as a surprise weapon, scoring several quick wins thanks to home analysis he jokingly dubbed “Operation Central Vacuum.”
  • Engines evaluate the main line after 6.O-O Be6 as roughly equal (+0.20 to +0.30 for White), but practical results in over-the-board play favour the second player—evidence of the variation’s counter-punching nature.
  • A famous trap: 4.Nf3 exd4 5.Bxc4 Nc6 6.O-O Bg4?! 7.Qb3! wins because …Qd7 fails to 8.Bxf7+ and 9.Qxb7. Many blitz players have resigned before move ten here.

Practical Tips

  1. White: Develop rapidly—Nf3, Bxc4, O-O, Re1—then push e4-e5 or d4-d5 only when pieces are poised to leap forward.
  2. Black: Do not cling to the c4-pawn; prioritise castling and central pressure with …Nc6, …Bg4, and the half-open e-file.
  3. Study miniatures—tactics abound and many end in under 25 moves.
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Last updated 2025-06-27