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, and the position after those moves has 1 playable continuation to walk from here.

Opening repertoire map

Root edges show how often each move is played around your Elo. Use the arrow on a position to reveal the next replies.

Current position
King's Gambit Accepted: Allgaier Gambit, Urusov Attack
Popularity by Elo
Share of Lichess blitz, rapid, and classical games that continued with each move.
8
7
6
5
4
3
2
1
a
b
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. 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.f4

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

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

  4. 2exf4

    Captures the pawn on f4 and changes the local pawn or piece balance.

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

  5. 3.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.

  6. 3g5

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

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

  7. 4.h4

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

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

  8. 4g4

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

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

  9. 5.Ng5

    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.

  10. 5h6

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

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

  11. 6.Nxf7

    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.

  12. 6Kxf7

    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.

  13. 7.Bc4+

    Develops the bishop to c4, bringing it into the game, forcing the king to answer a check.

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

  14. 7d5

    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

Waiting for Lichess game popularity.

1 move

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.