In an earlier post, I proposed 2...Nf6 as the remedy, calling White's bluff. White grabs the pawn, but Black gets plenty of tempi in return. Computer analysis, my past experience and even a brutal Nakamura-Anonymous blitz game all confirmed its strength. Black wasn't just in good shape; I had a difficult time keeping Black's edge down to a clear advantage!
That's where we left off. I haven't noticed any subsequent Nakamura games in this variation where his opponents tried 2...Nf6 (and he seems to have given up the line in blitz, though he might just be waiting for people to forget about it before bringing it out again), and no one challenged the specifics of my analysis. So there's nothing left but for me to try to fix 2.Qh5? on my own.
So, one fine day I'm musing about the variation, and the Center Counter comes to mind: 1.e4 d5 2.exd5 Qxd5 3.Nc3 Qa5. The queen's moving around, sure, but it's not really that horrible on a5, and it's pretty tough for White to prove a meaningful advantage against this opening. Likewise, 1.e4 e5 2.d4 exd4 3.Qxd4 Nc6 4.Qa4 is a viable alternative to the usual 4.Qe3 in the Center Game. With those ideas in mind, I produced the obvious application 1.e4 e5 2.Qh5? Nf6 3.Qxe5+ Be7 4.Qd4(!) Nc6 5.Qa4.
In comparison with the Center Game variation, Black has already achieved ...Nf6 and ...Be7, but (a) Be7 doesn't seem like much of an achievement, while (b) in return for Black's two (one and a half?) extra tempi, White is a pawn up!
Nevertheless, these tempi matter, and while I don't see as clear a path to a big advantage for Black as I did in the earlier variations, it's still White who must do the scrambling.
Have a look, here.
