Italian Game

Giuoco Pianissimo – Pinning with 8.Bg5

With early castling and 8.Bg5 White forces Black to free himself with ...h6 and ...g5. The ...g4 advance chases the f3-knight but leaves f5 weak: the white knight goes to h4, ready to jump to f5.

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.d3 Nf6 5.O-O d6 6.c3 O-O 7.Re1 a5 8.Bg5 h6 9.Bh4 g5 10.Bg3 Ba7 11.Na3 g4 12.Nh4 Nh5

Move by move

  1. 1.e4 – Occupies the centre and frees the queen and the f1-bishop, which in the Italian Game goes to c4 to aim at the weak f7 point.
  2. 1...e5 – Black contests the centre at once: the e5 pawn controls d4 and f4 and opens the diagonal for the f8-bishop and the queen.
  3. 2.Nf3 – Development with an attack: the knight hits the e5 pawn, controls d4 and prepares quick kingside castling.
  4. 2...Nc6 – Defends e5 while developing and adds control of d4, the square White wants for a pawn.
  5. 3.Bc4 – The Italian Game move: the bishop aims at f7, defended only by the king, and controls d5, making ...d5 harder to achieve.
  6. 3...Bc5 – The Giuoco Piano: Black replies symmetrically, aiming at f2 and controlling d4 to hinder the d2-d4 advance.
  7. 4.d3 – The Giuoco Pianissimo: White protects e4 and postpones the central fight; d3-d4 will come later, after c3 and full development.
  8. 4...Nf6 – Black develops the knight and attacks e4, now protected by d3; he prepares kingside castling.
  9. 5.O-O – White castles before c3: he keeps open the choice between c3, a4 or Nc3 depending on Black's reply.
  10. 5...d6 – Black supports e5 and opens the c8-bishop, with the same solid structure as the other Pianissimo lines.
  11. 6.c3 – White prepares d4 and the bishop's retreat to b3 or c2; we are back in typical Pianissimo positions.
  12. 6...O-O – Black castles and completes kingside development; the position is closed and neither side is in a hurry to break in the centre.
  13. 7.Re1 – With both kings castled, the rook goes to e1 to defend e4: this is the prelude to the Nbd2-f1-g3 manoeuvre, which brings the knight towards f5.
  14. 7...a5 – Black gains space and prepares ...a4 or ...Ba7; he holds b4 and prevents b2-b4 with tempo on the bishop.
  15. 8.Bg5 – The bishop pins the f6-knight to the d8-queen and increases the control of d5; it forces Black to decide whether to weaken the castled position with ...h6 and ...g5.
  16. 8...h6 – Black immediately asks the bishop to decide: exchange on f6 or keep the pin from h4.
  17. 9.Bh4 – White keeps the pin: to free himself Black will have to push ...g5, weakening the squares around his king.
  18. 9...g5 – Black breaks the pin and gains kingside space, but creates holes on f5 and h5 that White's knights can use.
  19. 10.Bg3 – The bishop retreats to g3, where it defends f2 and h2 and presses on the e5 pawn.
  20. 10...Ba7 – The bishop takes shelter on a7, out of reach of d4 and b4, keeping the diagonal towards f2.
  21. 11.Na3 – The knight develops towards c2, from where it can reach e3 and aim at the weak f5 and g4 squares.
  22. 11...g4 – Black continues the advance and chases the f3-knight, but his pawns leave weak squares behind them.
  23. 12.Nh4 – The knight goes to h4, ready to jump into f5, a square weakened by the ...g5-g4 advance.
  24. 12...Nh5 – The black knight attacks the g3-bishop and controls f4; Black wants to trade off the bishop that defends the white king.

How to exploit the position

Black has gained space with ...g5-g4 but weakened his castle; White has pieces ready to occupy the weak squares.

Master tips

Advanced pawns leave empty squares behind

When Black pushes ...g5 and ...g4, f5 and h5 are no longer controlled by pawns: that is where your knights go.

Model games