In Black's third move, he captures the Pawn that White has just played and removes it from the board. He has also moved his own Pawn from the middle of the board which better enables White to form a center which was the advantage he hoped to gain when he offered Black the Pawn. Black, however, has retained the advantage of force having one more Pawn than his adversary and if he can keep it he may eventually win the game.
4, | P—Q4 |
Q—R5 (ch.) |
(4) White, having enticed Black's Pawn from the center, proceeds to occupy it himself by moving his QP to Q4. This square, however, is commanded by the Black Knight, but if he captured the White Pawn he would place himself on a square commanded by the White Queen. This move constitutes the Steinmetz Gambit and all games of that name must follow the moves as recorded up to this point.
In Black's fourth move, he brings out