Key ideas
- The main line runs 9.exd5 Nxd5 10.Nxe5 Nxe5 11.Rxe5 c6 12.d4 Bd6 13.Re1 Qh4 14.g3 Qh3. Black's queen sits on h3, the d6 bishop aims at White's weakened kingside, and ...Bg4 and ...Rae8 follow.
- 11...Nf6, Marshall's original move, has largely given way to 11...c6, which keeps the knight on d5 where it can jump to f4 or e3. 9...e4, the Steiner Variation, is an older alternative.
- White's defence rests on g3 to cover h2, Be3, Nd2 and Qd3 or Qf1 to neutralise the queen on h3. In the Spassky Variation, 15.Be3 Bg4 16.Qd3 Rae8 17.Nd2 Re6 18.a4, White counterattacks on the queenside while holding the king.
- Many players avoid the gambit with Anti-Marshall moves instead of 8.c3: 8.a4, 8.h3 or 8.d4, which keep the position closed and deny Black the ...d5 push.
Plans for White
Accept the pawn only if you know the defence. Develop with d4, g3, Be3 and Nd2, and return material when needed to break the attack. The b3 bishop is a key piece: it pressures d5 and f7 and can take on d5 to remove a defender.
Plans for Black
Compensation comes from development and the attack: ...Qh3, ...Bg4, rook lifts such as ...Re6-h6 or ...Re6-f6, and ...f5-f4 in many lines. If the attack stalls, the missing pawn tells in the endgame, so keep the initiative.
For the wider picture, see the Ruy Lopez guide.