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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1
a
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c
d
e
f
g
h

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. 1d6

    Advances to d6 to claim central space and control nearby key squares.

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

  3. 2.d4

    Advances to d4 to claim central space and control nearby key squares.

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

  4. 2Nf6

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

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

  5. 3.Nc3

    Develops the knight to c3, bringing it into the game.

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

  6. 3e5

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

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

  7. 4.Nf3

    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. 4Nbd7

    Develops the knight to d7, bringing it into the game.

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

  9. 5.Bc4

    Develops the bishop to c4, bringing it into the game.

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

  10. 5Be7

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

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

  11. 6.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.

  12. 6O-O

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

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

  13. 7.Qe2

    Repositions the queen to e2, where it influences a new part of the board.

    Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.

  14. 7c6

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

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

  15. 8.a4

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

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

  16. 8exd4

    Captures the pawn on d4 and changes the local pawn or piece balance.

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

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.