Scotch Game: Classical Intermezzo Variation
Scotch Game, Classical Intermezzo Variation
Definition
The Scotch Game, Classical Intermezzo Variation is a sub-line of the Scotch Game (ECO code C45) that arises after the sequence 1. e4 e5 2. Nf3 Nc6 3. d4 exd4 4. Nxd4 Bc5 (the Classical Variation) 5. Be3 Qf6 when White plays the intermediate move 6. Nb5! instead of the more common 6. c3. The knight leap to b5 attacks the c7-square and the bishop on c5, forcing Black to make an awkward decision before normal development can resume.
Move Order and Key Position
Below is the basic path to the intermezzo. The diagram can be replayed using the embedded PGN:
A typical continuation is: 6…Bxe3 7. fxe3 Qe5 8. N1c3 a6 9. Na3 when both sides have unbalanced pawn structures and dynamic chances.
Strategic Ideas
- Zwischenzug theme. 6. Nb5 is an intermezzo—a move inserted before a routine recapture that changes the character of the position in White’s favour.
- Pressure on c7. From b5 the knight eyes the fork on c7 (Nc7+), tying Black’s pieces to defence and often provoking …a6, which drives the knight to a3 or d4 but weakens the queenside dark squares.
- Flexible centre. By delaying c2-c3, White keeps the c-pawn mobile. In several lines c2-c4 quickly follows, clamping down on d5 and gaining space.
- Piece play vs. pawn structure. White obtains rapid development and the two bishops (after …Bxe3 fxe3), at the cost of a potentially weakened e-pawn chain. Black aims at counter-attacking this structure later with …Nf6, …d6 or …d5.
Typical Plans
For White
- Complete development with Nc3, Qd2, 0-0-0.
- Push the queenside pawns—c4 and b4—to cramp Black’s minor pieces.
- Exploit the half-open f-file created by fxe3 for a kingside attack (Rf1-f4-h4 is thematic).
For Black
- Castle quickly (…Nf6, …0-0) to escape the centre.
- Target the e3-pawn with …Re8, …d5, or piece pressure.
- Use the extra tempo gained from White’s knight manoeuvres to equalise in development and seek exchanges that blunt the bishops.
Historical Background
Although the Classical Variation with 5. Be3 dates back to the 19th century (Staunton and Anderssen both tried it), the specific intermezzo 6. Nb5 became fashionable only in the late 1980s when grandmasters such as Alexander Beliavsky and Evgeny Sveshnikov began to champion it as a surprise weapon. The line remains a rare but fully respectable choice at top level, valued for its ability to pull Black out of book early.
Illustrative Game
Beliavsky – Sokolov, Brussels 1988
A pioneering encounter that showcased the strategic themes of the
variation. Beliavsky unleashed a kingside pawn storm after the
characteristic fxe3 recapture and eventually ground out a bishop-of-opposite-colour
ending.
Interesting Facts and Anecdotes
- The move 6. Nb5 is sometimes nicknamed the “Ghost Knight” because after Black drives it away with …a6 it vanishes to the edge of the board, only to re-emerge later via a3-c4-e3 or a3-b5, repeating the c7 threat.
- Engines value the position after 6. Nb5 at roughly +0.20 in White’s favour—small but persistent. Human players often find the ensuing positions trickier over the board than the numbers suggest.
- In a 2016 training match, former World Champion Vladimir Kramnik recommended the line to his second Daniil Dubov as an “antidote” to well-prepared computers because of its forcing yet little-explored nature.
Summary
The Classical Intermezzo Variation of the Scotch is a sharp, strategically rich sideline that leverages the power of the zwischenzug. It rewards players who enjoy initiative and piece activity, while demanding accurate defensive skills from Black. Though less common than 6. c3, it is fully sound and can be an effective surprise weapon—even at grandmaster level.