Scotch Game: Classical Variation, Intermezzo Variation
Scotch Game: Classical Variation
Definition
The Classical Variation is one of the main branches of the Scotch Game, beginning with the moves:
- 1. e4 e5
- 2. Nf3 Nc6
- 3. d4 exd4
- 4. Nxd4 Bc5
Black’s 4…Bc5 develops the bishop with tempo, eyeing the f2-square and posing an immediate question to White’s knight on d4. The term “Classical” reflects the development of the bishop to an active diagonal—an idea championed in the 19th century when open-game principles were being codified.
Typical Continuations
The most common reply is 5. Be3, when theory often follows:
- 5. Be3 Qf6
- 6. c3 Nge7
- 7. Bc4 Ne5
Another popular try is 5. Nxc6 Qf6 6. Qf3, reaching a sharp position in which both queens are exposed.
Strategic Themes
- Piece Activity vs. Pawn Structure: Black accepts doubled c-pawns after 5. Nxc6, but gains rapid development and pressure on f2.
- Central Tension: White usually builds a pawn center with c2-c3 & d4-d5, whereas Black relies on piece play and potential kingside attacks.
- King Safety: Opposite-side castling is frequent (White long, Black short), leading to race-position scenarios.
Historical Notes
Although Howard Staunton and other 19th-century masters toyed with the line, it earned “classical” status through its adoption by Wilhelm Steinitz. Later, Garry Kasparov revived the variation in the 1980s–1990s, using it against Anatoly Karpov and others.
Illustrative Mini-Game
The following fragment shows the main ideas for both sides:
Interesting Facts & Anecdotes
- Grandmaster Nigel Short once quipped that after 4…Bc5, “Black tells White: I’m ignoring your petty center—let’s fight for f2!”
- The line is popular at club level because Black’s moves are natural and easy to remember, while White must know several tactical subtleties.
- In 2001, Kasparov used the Classical Variation with Black to beat Étienne Bacrot in just 24 moves, showcasing the latent attacking power of Black’s setup.
Scotch Game: Intermezzo Variation
Definition
The Intermezzo (or “Schmidt”) Variation introduces an unexpected queen check on move four:
- 1. e4 e5
- 2. Nf3 Nc6
- 3. d4 exd4
- 4. Nxd4 Qh4+
The move 4…Qh4+ is an intermezzo (“in-between move”) that forces White to respond to a check before continuing normal development. Black hopes to disturb White’s coordination and potentially win the e4-pawn later.
Typical Continuations
White has two main replies:
- 5. Nc3 (most popular) d6 6. Be3 (transposing to calmer lines)
- 5. g3 Qxe4+ 6. Qe2 Qxe2+ 7. Nxe2 (leading to an endgame where White has the bishop pair for a pawn)
Strategic Features
- Time vs. Material: By snatching the e-pawn, Black concedes a lead in development, giving White attacking chances.
- King Position: White’s king often remains in the center for a few moves, so precise calculation is critical.
- Piece Placement: Black’s queen can become a target; moves like Nc3 and Be3 come with tempo.
Historical & Practical Relevance
Popular in the late 1800s (used by Louis Paulsen and Adolf Anderssen), the variation faded as theory showed White’s initiative outweighed Black’s pawn grab. Modern engines confirm that Black must tread carefully, yet surprise value keeps the line alive in blitz and rapid games.
Sample Tactical Sequence
This line illustrates how quickly tactics erupt around the stranded black queen.
Interesting Facts
- The move 4…Qh4+ earns an exclamation mark in many beginner books because it looks like a direct assault, yet grandmasters label it “dubious” (!?).
- Magnus Carlsen used the Intermezzo in an online blitz game (Chess.com Speed Chess, 2020) to surprise Wesley So and won in 27 moves.
- Because the queen appears on h4 so early, some commentators joke that Black’s monarch is “taking a selfie before the battle begins.”