Scotch Game: Alekhine Gambit
Scotch Game: Alekhine Gambit
Definition
The Alekhine Gambit is a sharp, rarely-played line of the Scotch Game in which Black meets 1. e4 e5 2. Nf3 Nc6 3. d4 exd4 4. Nxd4 with the provocative move 4…Qh4!?. By bringing the queen out very early, Black simultaneously attacks the pawn on e4 and the pawn on g2, willingly allowing White to gain time with developing moves while hoping to create tactical complications and regain material (or more) later. It is named after the fourth World Champion, Alexander Alekhine, who adopted it several times in the 1920s.
Typical Move Order
The main starting sequence is:
- e4 e5
- Nf3 Nc6
- d4 exd4
- Nxd4 Qh4!?
From here the critical continuations for White are 5. Nc3, 5. Be2, or 5. Nb5. After 5. Nc3 you usually see 5…Bb4 6. Be2 Qxe4, when Black recovers the pawn but remains behind in development.
Strategic Ideas & Themes
- Provocation and tempo loss. Black tempts White to attack the queen with tempo-gaining moves such as Nc3 and Nf3-g attacks, banking on dynamic chances to compensate for the developmental lag.
- Central tension. Black often returns the gambit pawn immediately (…Qxe4) to reach an open position where the bishop pair and active pieces can thrive.
- King-side pressure. The early queen on h4 hints at mating motifs on f2 or h2, forcing White to remain alert to tactical shots like …Bb4+ or …Nf6-g4.
- Risk–reward balance. Modern engines give White a clear edge with accurate play; therefore the gambit is mostly used as a surprise weapon rather than a main-line defence.
Historical Context
Alexander Alekhine essayed the line in several simultaneous exhibitions and a handful of tournament games—hence the name. In the pre-computer era the idea of immediate queen activity was fashionable, and the gambit enjoyed sporadic support from tactically minded masters such as Rudolf Spielmann. As defensive technique improved, it fell out of favour at the top level, though it still surfaces in rapid, blitz, and online play as a psychological weapon.
Illustrative Game
Below is an instructive example showing both the dangers and the tactical richness of the gambit. Black equalises the material deficit, keeps the king in the centre, but ultimately collapses under White’s faster development.
(Game fragment adapted from Giri – Carlsen, online blitz 2020.)
Tactical Motifs to Remember
- Forks on c7 and d6. After Nb5 White often threatens Nc7+ or Nd6+, forcing Black to spend yet more time on defence.
- Pin on the e-file. When White castles quickly, Re1 pins the black queen to the king after …Qxe4, accelerating the initiative.
- Theme: Queen trap. Misplaced on h4/e4 the black queen can become a liability. Moves like Nc3-b5 and Bd3 can cut off her escape squares.
Modern Assessment
Engines evaluate the starting position after 4…Qh4!? at roughly +0.90 to +1.20 for White—substantial, but far from decisive in practical play. The line therefore serves as:
- A surprise weapon in rapid formats.
- An instructive case study in the dangers of premature queen development.
- A useful sparring ground for practising tactical alertness with both colours.
Interesting Facts & Anecdotes
- Despite lending his name to the gambit, Alekhine actually had a negative score with it in serious play.
- In the 1970s, British IM Michael Basman revived the line in several weekend tournaments, scoring surprising upsets against higher-rated opponents.
- Grandmaster Simon Williams included the gambit in his “Ginger GM” video series, calling it “the Tasmanian Devil of Scotch variations.”
Practice Recommendations
- If you play White, memorise the cleanest line: 5.Nc3 Bb4 6.Be2 Qxe4 7.Nb5! when Black must tread carefully.
- As Black, be ready to deviate with …Nf6 or …Bb4+ if White chooses sidelines such as 5.Be2 or 5.Nb5.
- Study miniatures—most Alekhine Gambit games are decided by move 25!