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. 1c6

    Prepares ...d5 while keeping the light-squared bishop’s diagonal open.

    Idea: Challenge the center with a sound pawn structure and good endgame prospects.

  3. 2.d3

    Advances to d3 to claim central space and control nearby key squares.

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

  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.Nd2

    Develops the knight to d2, bringing it into the game.

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

  6. 3g6

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

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

  7. 4.Ngf3

    Develops the knight to f3, bringing it into the game.

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

  8. 4Bg7

    Develops the bishop to g7, bringing it into the game.

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

  9. 5.g3

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

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

  10. 5e5

    Advances to e5 to claim central space and control nearby key squares.

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

  11. 6.Bg2

    Develops the bishop to g2, bringing it into the game.

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

  12. 6Ne7

    Develops the knight to e7, bringing it into the game.

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

  13. 7.O-O

    Tucks the king away and activates the rook in a single move.

    Idea: Finish kingside development so the central pieces can coordinate safely.

  14. 7O-O

    Tucks the king away and activates the rook in a single move.

    Idea: Finish kingside development so the central pieces can coordinate safely.

  15. 8.b4

    Advances the b-pawn to gain queenside space and control new squares.

    Idea: Prepare a fianchetto or discourage the opponent’s expansion on that wing.

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.