The Squirrel
- 1.e4Nf6
- 2.e5Nd5
- 3.c4Nf4
1,567 games
An offbeat Alekhine Defense sideline in which Black answers 3. c4 by sending the knight to f4, where it is soon harassed; engines favor White clearly.
Train it in TheoriaAbout the The Squirrel
The Squirrel arises when Black meets the Two Pawns Attack, 1. e4 Nf6 2. e5 Nd5 3. c4, with 3...Nf4 instead of the usual retreat to b6. The knight stays forward but lacks secure support on f4, and 4. d4, by far the most common reply, prepares to chase it again with gain of time while White builds a broad center. 4. g3 is the main alternative. Engines assess White as clearly better, and White scores well in practice.