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Smith-Morra Gambit: White gives a pawn for fast development

Against the Sicilian, White offers a pawn on move three and gets open lines and a lead in development. A favorite weapon at club level.

Also called:Smith-Morra Gambit、Morra Gambit、Sicilian Smith-Morra

The Smith-Morra Gambit is 1. e4 c5 2. d4 cxd4 3. c3. Black plays the Sicilian Defense, and instead of learning a mountain of Open Sicilian theory, White just offers another pawn. If Black takes it, White uses the extra time to bring out the knights, bishops and rooks. It's very common in club games and blitz. To try this style yourself, you can play chess online free and practice against the computer.

Moves and position

  1. 1. e4 c5 Black plays the Sicilian Defense.
  2. 2. d4 cxd4 White pushes d4, and Black takes with the c-pawn.
  3. 3. c3 White offers another pawn and invites Black to take it.
  4. 3... dxc3 4. Nxc3 Black takes, and White's knight recaptures on c3.

Do the math: White is a pawn down but already has a knight out, the c- and d-files are open, the bishop can go to c4 right away, and the rooks will soon land on the c- and d-files. Black has an extra pawn, but pays for it with slow development and a lot of traps to watch out for.

What White wants

  • Lead in development: Nf3, Bc4, castle short, Qe2, then rooks to the d- and c-files, several moves ahead of Black.
  • Aim at f7 and d6: the bishop on c4 eyes f7, and a rook on the d-file eyes Black's d6 pawn.
  • Find tactics: Black's pieces aren't out yet, so a knight jump to b5 or d5, or a push to e5 to open things up, are common ideas.

What Black wants

  • Finish development first: the extra pawn can wait. Develop safely and castle, and once White's attack fades, the extra pawn becomes a real advantage.
  • Don't get greedy: Black is already a pawn up, so don't go after a second one, especially the pawn on e5.
  • Don't take if you don't want the risk: Black can decline the pawn and steer toward more familiar positions.

Main lines

Gambit accepted: 3... dxc3

White is fully developed with a rook on the d-file; Black blocks the center with e5 and holds on to the extra pawn.

This is the most common main line. White plays Bc4, castles, Qe2 and Rd1, and every piece is out. Black builds a wall with e6 and d6, then pushes e5 when the time is right. As long as Black castles safely, the extra pawn can often be carried into the endgame.

There's also a famous trap along this road: Black's queen goes to c7, a knight jumps to g4, and if White carelessly plays h3, White gets mated. The full explanation is in the "Siberian Trap" section of the Sicilian Defense page.

Declining: 3... Nf6

Black doesn't take the pawn and brings out the knight to hit e4. White's pawn goes to e5 to chase it, and the game looks a lot like the Alapin.

If Black doesn't want to play White's game, the knight comes out first and White recaptures on d4 with the c-pawn. That way White hasn't given anything, Black doesn't have to worry about traps, and the game is calmer.

Giving the pawn back: 3... d3

Black's pawn goes to d3 and the white bishop takes it. White's c-pawn is stuck on c3, so the knight can't come out to c3.

This is a clever move. Black simply hands the pawn back, but forces White to take with the bishop. White's c-pawn is still on c3, so the knight has to come out via d2, and development isn't as fast.

A common trap: take on e5, lose the queen

Black is already a pawn up. When White pushes e5, it's tempting to grab another one:

Black takes on e5 with the knight, White's knight trades it off, and Black's pawn takes back. It looks like Black has won another pawn.

But once Black's pawn leaves d6, the whole d-file opens, and Black's queen on d8 is staring at White's queen:

White's bishop takes on f7 with check and drags the black king away, then White's queen takes Black's queen down the d-file.

This is the classic "check first, then win the big piece" trick: White gives the bishop and gets a queen for it. The right move is 7... dxe5 or 7... Ng4, not taking on e5 with the knight. Remember this: when your opponent hands out pawns too generously, check f7 and the d-file first.

Who it suits

  • White players who like to attack: you get a clear plan and lots of tactics from the start, great for blitz.
  • Players who don't want to learn Open Sicilian theory: when Black plays 1... c5, White can steer the game onto familiar ground by move two.
  • Black players who want to practice defense: take the pawn, hold on, and you learn how to win with an extra pawn.

Like the King's Gambit, it gives a pawn for development. The difference is that the King's Gambit gives the f-pawn to attack Black's king, while the Smith-Morra gives the c-pawn to open lines on the queenside and in the center.

Frequently asked questions

Is the Smith-Morra Gambit a good opening?

At club level it's very practical, and Black can easily fall into a trap without preparation. It's rare among professionals, because with accurate play Black's extra pawn usually counts for more.

Does Black have to take the pawn?

No. 3... Nf6 and 3... d3 are both safe ways to decline, and the game becomes calmer. If you don't know White's attacking ideas well, declining is perfectly fine.

Why is it called the Smith-Morra?

It's named after two players: Pierre Morra of France and Ken Smith of the United States, who both studied and played this gambit for many years.

Try it yourself

Use the button below to start a game against the computer from the Smith-Morra Gambit position, and see if you can turn your lead in development into an attack. For the full picture of the Sicilian, go back to the Sicilian Defense. To see other openings, go back to the openings guide. To try a different level, head home and play chess online.

Play this opening against the computer