Queen's Pawn: Accelerated London & Steinitz Countergambit

Queen's Pawn Game: Accelerated London System

Definition

The Accelerated London System is a sub-variation of the Queen’s Pawn Game in which White brings the queen’s bishop to f4 on the second move, usually before committing the king’s knight to f3 or the c-pawn to c3. The most common starting position comes from 1. d4 d5 2. Bf4, though 1. d4 Nf6 2. Bf4 is also routine. By “accelerating” the bishop development, White hopes to sidestep certain anti-London set-ups and keep the repertoire flexible.

Typical Move Order

A canonical sequence might run:

  • 1. d4 d5
  • 2. Bf4 Nf6
  • 3. e3 e6
  • 4. Nf3 c5 (or 4…Bd6)
  • 5. c3 Nc6

Note that White postpones c2-c3 until move five, letting the b-knight retain the option of jumping to c3, and occasionally reserving an early pawn thrust with c4 or even an immediate e4 if Black is careless.

Strategic Themes

  • Early Piece Pressure. The bishop on f4 instantly eyes the c7–h2 diagonal, discouraging …c5 breaks until Black has prepared adequately.
  • Flexible Pawn Structure. Because the c-pawn is still back on c2, White can decide between the “Classic London” (c3, e3, Nbd2) or more ambitious plans with c4, Nc3, and sometimes Qb3.
  • King-side Safety. White often castles long after an early h4–h5 advance, borrowing ideas from the Jobava-London.

Historical & Practical Significance

While the traditional London dates to the 1920s, the accelerated version became fashionable in the 21st century when grandmasters such as Baadur Jobava and Magnus Carlsen began employing it to avoid the immense body of Queen’s Gambit theory. Carlsen used it to beat Maxime Vachier-Lagrave in a blitz game (Paris GCT, 2017), popularising adventurous lines with an early h-pawn push.

Illustrative Mini-Game

The following 15-move skirmish shows the typical attacking chances White may obtain:


Interesting Tidbits

  • The modern nickname “Turbo London” is sometimes used interchangeably with “Accelerated London.”
  • Because White has not played Nf3, the move …Bg4 can be met by the clever 3. f3!?, clamping down on the center at the cost of a modest pawn weakness.
  • Several engines rate 2. Bf4 as fractionally stronger than the traditional 2. Nf3 precisely because it keeps more central pawn breaks in reserve.

Steinitz Countergambit Accepted

Definition

The Steinitz Countergambit arises from the Scotch move-order 1. e4 e5 2. Nf3 Nc6 3. d4, where Black eschews the normal 3…exd4 and instead strikes back with the provocative 3…f5!?. The “Accepted” line refers specifically to 4. exf5, when White grabs the offered pawn and Black gambits material for rapid development and central tension.

Typical Move Order

  1. 1. e4 e5
  2. 2. Nf3 Nc6
  3. 3. d4 f5!? (Steinitz Countergambit)
  4. 4. exf5 e4
  5. 5. Ne5 Nf6
  6. 6. Nc3 Qe7 (or 6…Bb4)

After 4…e4 Black gains space and a lead in development, while White tries to consolidate the extra pawn. Positions often resemble a sharper cousin of the Latvian Gambit, but with Black’s queen’s knight already developed to c6.

Strategic Ideas

  • Initiative vs. Material. Black’s pawn sacrifice pursues rapid piece activity, open diagonals for the bishops, and latent king-side attacks, banking on the element of surprise.
  • Central Grip. The pawn on e4 cramps the white knight on f3 (or drives it to e5), enabling Black to follow up with …d5 or …d6 to cement the wedge.
  • Risk Factor. If White succeeds in neutralising the initiative, the extra pawn often tells in the long run, especially in endgames where Black can find himself structurally compromised.

Historical Notes

Wilhelm Steinitz (world champion 1886-1894) experimented with eccentric pawn moves and counter-sacrifices long before hypermodern theory emerged. Although the line never gained top-level acceptance, it embodies Steinitz’s fighting philosophy that “the best defense is a counter-attack.”

Game Fragment: Steinitz – von Bardeleben (Off-hand, 1895)

The following fragment illustrates the rough-and-tumble character of the accepted line:


Interesting Facts

  • The ECO code most commonly assigned to the line is C44, a catch-all for offbeat Open Games.
  • In several online databases the move 3…f5 scores a surprising 48-50 % for Black—remarkable for a pawn gambit—partly because of its rarity and surprise value at the club level.
  • Grandmaster Simon Williams once used the countergambit in a simultaneous exhibition, remarking tongue-in-cheek that “if it’s not sound, it’s at least loud.”
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Last updated 2025-07-03