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
French Defense: Tarrasch Variation, Closed Variation
Popularity by Elo
Share of Lichess blitz, rapid, and classical games that continued with each move.
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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. 1e6

    Prepares ...d5 to challenge White’s center with a supported pawn.

    Idea: Build a compact pawn chain, then attack its base with ...c5.

  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. 2d5

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

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

  5. 3.Nd2

    Develops the knight to d2, bringing it into the game.

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

  6. 3Nf6

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

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

  7. 4.e5

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

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

  8. 4Nfd7

    Repositions the knight to d7, where it influences a new part of the board.

    Idea: Improve the piece’s activity and support the next stage of the plan.

  9. 5.Bd3

    Develops the bishop to d3, bringing it into the game.

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

  10. 5c5

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

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

  11. 6.c3

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

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

  12. 6Nc6

    Develops the knight to c6, bringing it into the game.

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

  13. 7.Ne2

    Develops the knight to e2, bringing it into the game.

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

  14. 7cxd4

    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.

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.