Rossolimo: 3. ...e6

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Time to analyze this set of variations with the same depth as 3. ...Nf6.

Game 52

Game 53

Game 54

Game 55

Game 56

Game 57

Game 58

Game 59

Game 60

Game 61

Game 62

Game 63

Game 64

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New game played today:
 
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What I've learned so far:

3. ...e6 leads to many interesting complications, and allows white a fair bit of flexibility. This works in white's favor, since black must prepare against each to be fully prepared. On the other hand, many of these lines allow black to gain equality (nothing beyond, however), so white can't be too picky when looking for an advantage.

Black's third move serves two purposes: first, it makes way for Nge7, protecting black's other knight. Second, it prepares a central break with the d-pawn. The move does have drawbacks: it's rather slow in terms of development, and white's mission is to exploit this.

4. Bxc6: One of white's options is to immediately capture the knight on c6 before black can further reinforce it with the other knight on e7. Black must make the proper recapture, else black is stuck with two immobile bishops and a very static pawn structure:

After the proper recapture, 4. ...bxc6, black will have doubled c-pawns to deal with, but in exchange for two bishops. White's goal is clear: immobilize the bishops while targetting the pawns! White gets bonus points if white can force ...d5, resulting in the isolation of black's c-pawns. Other ideas for white include pushing the e5 pawn, as well as getting in f4 to support e5, and to cramp black's kingside (and thus, limit black's bishops). On the other hand, black's mission is to slowly stabilize his center. Black has a lethal positional advantage if black can ever pull off ...e5, since it stabilizes black's center and gets out of the way of black's light-squared bishop. Thus, both sides will be having a very tense positional duel over the center.

These games (with the immediate Bxc6 capture) lead to quite a different type of play from the main line, but the Rossolimo player need only to know one variation.

After Bxc6, white has a few choices:

5. d3, which prevents a c-pawn push, frees the bishop, and fixes white's pawn structure.

5. b3, which grants white's only bishop lots of mobility, and supports a d4 push in hypermodern style.

 

BACK TO MAINLINE, after 4. O-O, white plans to simply develop quickly, and be prepared to punish black for lollygagging in the opening: should black falter in his opening, some lines offer white a deadly attack down the e-file.

4. ...Nge7, for reasons previously mentioned: connecting the knights to neutralize Bxc6, and at the same time, preparing central expansion.

5. c3 allows white to have a Lopezesque pawn structure, aiming for a b3 or a4 break. Game 62 shows how white managed to win a pawn after the break.

5. b3 seems like a decent choice as well, similar to the other b3 line in that it prepares a d4 push. White must look out for the naked bishop when b-pawns are exchanged off, such as in game 57.

5. Re1 is another candidate move, with a bishop maneuver reminiscent of some lines in the 3. ...Nf6 variation, seen in game 58. Black may try 5. ...Nd4!?, which is now playable, unlike 3. ...Nd4 becuse black can hang onto d4 for longer and complete development, while white will face a dilemma regarding c-pawn placement. White can play 7. c4, like in the following game:

 

But 7. c3 is equally valid.

 



There you have it. Many lines tend to overlap and transpose, but the above games should give you some ideas regarding how to execute each idea. Your best bet is probably to familiarize with one plan, and experiement with move orders, and find somthing you'd like to stick with!

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