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. 1e5

    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.

  3. 2.Nf3

    Develops the king’s knight and attacks Black’s e5-pawn.

    Idea: Increase central pressure while getting ready to castle.

  4. 2Nc6

    Defends e5 while developing the queen’s knight toward the center.

    Idea: Hold the central pawn and keep several classical setups available.

  5. 3.Bb5

    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.

  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.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.

  8. 4exd4

    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.

  9. 5.Nxd4

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

    Idea: Remove an active defender and improve the moving piece’s influence.

  10. 5Bg7

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

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

  11. 6.Be3

    Develops the bishop to e3, bringing it into the game.

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

  12. 6Nge7

    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.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.

  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.Qd2

    Repositions the queen to d2, where it influences a new part of the board.

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

  16. 8d5

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

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

Book continuations

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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.