Scotch Game
The Scotch opens the centre on move three, so you play with pieces on open lines instead of shuffling pawns. There is almost nothing to memorise: recapture on d4 with the knight, develop everything, castle, and the position plays itself in a way most opponents under 1200 never quite keep up with.
Spar this openingYour setup
- Knightd4
- Knightc3
- Bishopd3 / c4 / e2
- Bishope3 / g5
- Rooke1 / d1
- Pawnse4 d4
- CastleO-O
Nf3 before d4. Knight first, then d4. With Nf3 already out you recapture on d4 with a piece that cannot be chased. Push d4 first and after ...exd4 you are recapturing with the queen, and ...Nc6 kicks her for free.
Nxd4 before Nc3. Take back on d4 before the queen's knight moves. A black pawn on d4 attacks c3: play Nc3 while it is still there and ...dxc3 just takes the knight.
Ideas
3.d4 swaps the centre pawns. From here the game is activity, not structure.
You give up the slow build-up of the Italian or Spanish on purpose. After ...exd4 Nxd4 the d- and e-files are half-open, your knight sits in the centre, and every piece has room. The plan is speed: develop, castle, rooks to the open files, and press before Black catches up.
Nxd4, never Qxd4. The knight on c6 is waiting for the queen.
Black's knight is already on c6, so a queen on d4 is captured at once. The knight recapture puts your best piece in the centre with nothing able to kick it. This is the one move you must never get wrong in the Scotch.
When the bishop points at your knight, defend it with Be3, then c3.
After ...Bc5 the d4-knight is attacked twice (bishop and knight) and defended once (queen). Be3 adds a defender and c3 adds a pawn, and only then do you bring the other knight out. Nc3 first drops a piece to ...Bxd4.
Trading on c6 leaves Black with c7 and c6 pawns that never move well.
In the main line the knight has done its job. Nxc6 bxc6 leaves Black's c-pawns doubled and the queenside loose, and it opens d3 for your bishop with e4 covered. You give up your best piece for a structure that stays worse all game.
...Qh4 or ...Qf6 looks scary. Answer with pieces, not pawns.
Black's queen comes out to hit e4 or f2. Nc3 covers e4, Be2 covers f3 and g4, Be3 covers d4 and f2. Each of those is a developing move, and the queen has to move again when your pieces arrive. Do not push g3 or f3 to chase her; that is exactly what she wants.
When Black frees the game with ...d5, take it, castle, then pin with Bg5.
...d5 is Black's whole point: it opens the c8-bishop and challenges e4. Take it, so the doubled pawn on c6 becomes an isolated pawn on d5. Castle, then Bg5 pins the knight that guards it. The pawn is a target for the rest of the game.
Rooks to d1 and e1, pieces at the c6/d5 pawns, no pawn-grabbing.
The Scotch middlegame is about the weak black pawn — c6 or d5 — and your lead in development. Put the rooks on the open files, keep the knight central or trade it for a bishop, and aim pieces at the pawn rather than winning it at once. If you find yourself chasing pawns with your queen, stop: the game is won by activity.
The structure
Traps
The tell: The pawn on d4 looks like it can be recaptured either way, and the queen recapture feels natural from the Centre Game.
Black's knight has been on c6 since move two, and d4 is one of its squares. Qxd4 loses the queen for a knight on move four. Nxd4 is the Scotch; there is no other recapture.
The tell: Black hits e4 with ...Nf6 and defending it with the bishop looks tidy.
The knight on d4 is defended only by the queen on d1, and a bishop on d3 stands between them. Nxd4 wins a piece for nothing. Defend e4 with Nc3, or trade on c6 first and then play Bd3.
The tell: Black plays ...Bc5 and then develops the other knight as if the bishop were safe.
Be3 does not attack c5 while your knight stands on d4, so ...Nf6 looks fine. Nxc6 moves the knight, and suddenly the e3-bishop sees straight through to c5. After ...bxc6 Bxc5 you have a piece for a pawn.
Model games
The whole recipe: knight recapture, Nc3, Nxc6 to double the pawns, Bd3, take on d5, castle, Bg5. Black's d5-pawn is the story of the middlegame.
Black points bishop and queen at d4. You defend it twice, develop, and castle; the black queen has moved three times and is still looking for a job.
...Qh4 grabs e4, and Ndb5 makes the black king walk to d8 on move eight. You are a pawn down and it does not matter: every white piece is out.
How the coach grades a move
Every move you play gets one of six grades, from the engine’s view of the position, with the book’s verdict taking over when it is harsher. The sentence beside it is always the reason. Tap it for what the move did, why this opening wants it, and whether anything was better.
- Best
- Nothing better was available.
- Good
- Within a few percent of best. Noise at this depth.
- Playable
- A small real gap. The better move is named, play goes on.
- Inaccuracy
- Seven to twelve points of winning chances. The game stops to show you.
- Mistake
- Twelve or more, or a move the book warns against, or a broken order rule.
- Blunder
- Twenty-five or more. Usually material.
Catalogued as C44–C45 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.