1. e2e4  1... c7c5  2. g1f3  2... d7d6  3. c2c3  3... g8f6  4. f1d3 This is not the most popular of the Anti-Sicilians, but it still has close to 5,000 games in my database. White's idea is simple: the bishop goes back to c2 and then the d-pawn will be advanced one or two squares. The problem with this variation is that Black manages to develop the pieces without any problems, so it's not difficult to equalize. 4... b8c6  5. d3c2  5... c8g4  6. d2d3  6... e7e6  7. b1d2  7... d8c7  8. h2h3  8... g4h5  9. d1e2  9... f8e7  10. d2f1  10... e8c8 [%c_effect c8;square;c8;type;Interesting;persistent;true] A bold move. 10...d5 or 10...0-0 is safer. 11. f1g3 