Open games & French

Scotch Game

1.e4 e5 2.Nf3 Nc6 3.d4

The Scotch Game starts with 1.e4 e5 2.Nf3 Nc6 3.d4 and is catalogued under ECO C44, in the open games & french half of the book. The catalog indexes 53 lines inside it, grouped into 48 named variations.

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Current setup

Move ideas

  1. 1.e4

    Claims the center with a pawn and opens lines for the queen and king’s bishop.

    Idea: Build quick development and make early castling possible.

  2. 1e5

    Meets White’s center directly and opens lines for Black’s queen and bishop.

    Idea: Fight for equal central space in a balanced, open position.

  3. 2.Nf3

    Develops the king’s knight and attacks Black’s e5-pawn.

    Idea: Increase central pressure while getting ready to castle.

  4. 2Nc6

    Defends e5 while developing the queen’s knight toward the center.

    Idea: Hold the central pawn and keep several classical setups available.

  5. 3.d4

    Advances to d4 to claim central space and control nearby key squares.

    Idea: Give the pieces room to develop behind a durable central foothold.

  6. 3exd4

    Captures the pawn on d4 and changes the local pawn or piece balance.

    Idea: Open lines in the center and reshape the center for the next phase.

  7. 4.Nxd4

    Captures the pawn on d4 and changes the local pawn or piece balance.

    Idea: Remove an active defender and improve the moving piece’s influence.

  8. 4Qh4

    Repositions the queen to h4, where it influences a new part of the board.

    Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.

  9. 5.Nb5

    Repositions the knight to b5, where it influences a new part of the board.

    Idea: Improve the piece’s activity and support the next stage of the plan.

  10. 5Bb4+

    Develops the bishop to b4, bringing it into the game, forcing the king to answer a check.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  11. 6.Bd2

    Develops the bishop to d2, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  12. 6Qxe4+

    Captures the pawn on e4 and changes the local pawn or piece balance, forcing the king to answer a check.

    Idea: Remove an active defender and improve the moving piece’s influence.

  13. 7.Be2

    Develops the bishop to e2, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

  14. 7Kd8

    Repositions the king to d8, where it influences a new part of the board.

    Idea: Improve king safety or step toward a more useful endgame square.

  15. 8.O-O

    Tucks the king away and activates the rook in a single move.

    Idea: Finish kingside development so the central pieces can coordinate safely.

  16. 8Bxd2

    Captures the bishop on d2 and changes the local pawn or piece balance.

    Idea: Remove an active defender and improve the moving piece’s influence.

  17. 9.Nxd2

    Captures the bishop on d2 and changes the local pawn or piece balance.

    Idea: Remove an active defender and improve the moving piece’s influence.

  18. 9Qg6

    Repositions the queen to g6, where it influences a new part of the board.

    Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.

Book continuations

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0 moves
This is the end of the indexed line.

Named variations

Each line below is an indexed entry under Scotch Game. Open one to load it on the board and keep exploring from that position.

24 more named lines sit inside this family — the tree above walks all of them.

ECO groups openings by the structures they lead to, so these families tend to share plans with the Scotch Game.