Semi-open games

King's Pawn Game

1.e4

The King's Pawn Game starts with 1.e4 and is catalogued under ECO B00, in the semi-open games half of the book. The catalog indexes 38 lines inside it, grouped into 35 named variations.

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Current setup

Move ideas

  1. 1.e4

    Claims the center with a pawn and opens lines for the queen and king’s bishop.

    Idea: Build quick development and make early castling possible.

  2. 1c5

    Challenges d4 from the flank instead of mirroring White’s e-pawn.

    Idea: Create an unbalanced center and active queenside counterplay.

  3. 2.f4

    Advances the f-pawn to gain kingside space and control new squares.

    Idea: Create useful wing space while keeping the central structure flexible.

  4. 2d5

    Advances to d5 to claim central space and control nearby key squares.

    Idea: Give the pieces room to develop behind a durable central foothold.

  5. 3.exd5

    Captures the pawn on d5 and changes the local pawn or piece balance.

    Idea: Open lines in the center and reshape the center for the next phase.

  6. 3Nf6

    Develops the knight to f6, bringing it into the game.

    Idea: Improve piece coordination and clear the back rank for castling and the rooks.

Book continuations

Waiting for Lichess game popularity.

0 moves
This is the end of the indexed line.

Named variations

Each line below is an indexed entry under King's Pawn Game. Open one to load it on the board and keep exploring from that position.

11 more named lines sit inside this family — the tree above walks all of them.

ECO groups openings by the structures they lead to, so these families tend to share plans with the King's Pawn Game.