All chess openings

Semi-Slav — Botvinnik Variation

D44 · Played as black · Advanced · Queen's Gambit

Both sides give up material in the opening and neither king ever feels safe

The main line

1.d4 d5 2.c4 c6 3.Nf3 Nf6 4.Nc3 e6 5.Bg5 dxc4 6.e4 b5 7.e5 h6 8.Bh4 g5 9.Nxg5 hxg5

Strategic ideas

Key themes

Typical plans

The Botvinnik is what happens when both sides refuse to blink. Black holds d5 with both …c6 and …e6, grabs the c-pawn and clings to it with …b5. White responds by ripping the centre open with e4-e5 and Black's kingside gets shredded in the process. The resulting positions are the most analysed in chess — deep theory runs past move thirty in places, and both kings spend the game in mortal danger. Kramnik and Shirov built careers on it. It is not a line to improvise in.

Move by move

  1. d4 — White claims the centre.
  2. d5 — Black meets it symmetrically.
  3. c4 — White offers the Queen's Gambit.
  4. c6 — Black defends with the c-pawn, the Slav move order.
  5. Nf3 — White develops and controls e5.
  6. Nf6 — Black develops and defends d5.
  7. Nc3 — White develops and adds pressure to d5.
  8. e6 — Black plays …e6 as well. Both pawns now hold d5 — this is the Semi-Slav, and Black accepts that the c8-bishop is temporarily stuck.
  9. Bg5 — White pins the knight, the Anti-Meran move that invites the whole storm.
  10. dxc4 — Black takes the pawn and intends to hold it, which is the challenge the Botvinnik is built on.
  11. e4 — White grabs the centre rather than recovering the pawn. Material is officially secondary from here.
  12. b5 — Black defends the extra pawn. The queenside pawns are now a genuine long-term asset — if Black survives.
  13. e5 — White pushes past with tempo, attacking the f6-knight.
  14. h6 — Black asks the bishop the question, since the knight can't move while it's pinned.
  15. Bh4 — White keeps the pin, refusing to release the tension.
  16. g5 — Black plays the defining move — the only way to break the pin, and it hangs the g-pawn and wrecks the kingside for good.
  17. Nxg5 — White takes the pawn with the knight, offering a piece.
  18. hxg5 — Black takes back and is a piece up. White will collect the pawns on g5 and f6 straight back and get a raging initiative for the rest — the kingside is in ruins, the king can't castle safely, and every engine calls the whole thing balanced. Welcome to the Botvinnik Variation.

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