Current position
Italian Game: Two Knights Defense, Fried Liver Attack
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 onto an active diagonal aimed at f7.
Idea: Accelerate kingside development and make Black’s weakest early square a target.
Develops the knight to f6, bringing it into the game.
Idea: Improve piece coordination and clear the back rank for castling and the rooks.
Repositions the knight to g5, 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 d5 to claim central space and control nearby key squares.
Idea: Give the pieces room to develop behind a durable central foothold.
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.
Captures the pawn on d5 and changes the local pawn or piece balance.
Idea: Remove an active defender and improve the moving piece’s influence.
Captures the pawn on f7 and changes the local pawn or piece balance.
Idea: Remove an active defender and improve the moving piece’s influence.
Captures the knight on f7 and changes the local pawn or piece balance.
Idea: Remove an active defender and improve the moving piece’s influence.
Repositions the queen to f3, where it influences a new part of the board, forcing the king to answer a check.
Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.
Repositions the king to e6, where it influences a new part of the board.
Idea: Improve king safety or step toward a more useful endgame square.
Develops the knight to c3, bringing it into the game.
Idea: Improve piece coordination and clear the back rank for castling and the rooks.
Repositions the knight to b4, 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 queen to e4, where it influences a new part of the board.
Idea: Coordinate threats carefully while avoiding unnecessary tempi against the queen.
Advances the c-pawn to gain queenside space and control new squares.
Idea: Create useful wing space while keeping the central structure flexible.
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 knight to a6, 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 d4 to claim central space and control nearby key squares.
Idea: Give the pieces room to develop behind a durable central foothold.
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.