Current position
Ruy Lopez: Closed
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, and the position after those moves has 1 playable continuation to walk from here.
Root edges show how often each move is played around your Elo. Use the arrow on a position to reveal the next replies.
Current setup
Move ideas
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.
Meets White’s center directly and opens lines for Black’s queen and bishop.
Idea: Fight for equal central space in a balanced, open position.
Develops the king’s knight and attacks Black’s e5-pawn.
Idea: Increase central pressure while getting ready to castle.
Defends e5 while developing the queen’s knight toward the center.
Idea: Hold the central pawn and keep several classical setups available.
Develops the bishop and pressures the knight that helps defend e5.
Idea: Create long-term pressure on Black’s center before deciding whether to exchange.
Advances the a-pawn to gain queenside edge space and control new squares.
Idea: Create useful wing space while keeping the central structure flexible.
Repositions the bishop to a4, where it influences a new part of the board.
Idea: Improve the piece’s activity and support the next stage of the plan.
Develops the knight to f6, bringing it into the game.
Idea: Improve piece coordination and clear the back rank for castling and the rooks.
Tucks the king away and activates the rook in a single move.
Idea: Finish kingside development so the central pieces can coordinate safely.
Develops the bishop to e7, bringing it into the game.
Idea: Improve piece coordination and clear the back rank for castling and the rooks.
Repositions the rook to e1, where it influences a new part of the board.
Idea: Improve the piece’s activity and support the next stage of the plan.
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.
Repositions the bishop to b3, where it influences a new part of the board.
Idea: Improve the piece’s activity and support the next stage of the plan.
Advances to d6 to claim central space and control nearby key squares.
Idea: Give the pieces room to develop behind a durable central foothold.
Advances the c-pawn to gain queenside space and control new squares.
Idea: Create useful wing space while keeping the central structure flexible.
Repositions the knight to a5, where it influences a new part of the board.
Idea: Improve the piece’s activity and support the next stage of the plan.
Repositions the bishop to c2, where it influences a new part of the board.
Idea: Improve the piece’s activity and support the next stage of the plan.
Advances the c-pawn to gain queenside space and control new squares.
Idea: Create useful wing space while keeping the central structure flexible.
Advances to d4 to claim central space and control nearby key squares.
Idea: Give the pieces room to develop behind a durable central foothold.
Repositions the queen to c7, where it influences a new part of the board.
Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.
Develops the knight to d2, bringing it into the game.
Idea: Improve piece coordination and clear the back rank for castling and the rooks.
Tucks the king away and activates the rook in a single move.
Idea: Finish kingside development so the central pieces can coordinate safely.
Waiting for Lichess game popularity.
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.