Flank openings

Queen's Pawn Game

1.d4

The Queen's Pawn Game starts with 1.d4 and is catalogued under ECO A40, in the flank openings half of the book. The catalog indexes 82 lines inside it, grouped into 49 named variations, and the position after those moves has 1 playable continuation to walk from here.

Opening repertoire map

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Current position
Semi-Slav Defense: Stoltz Variation, Center Variation
19 plies
Stoltz Variation, Center Variation, Mikhalchishin Line
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.d4

    Takes central space with a protected pawn and frees the queen’s bishop.

    Idea: Build a stable center that supports a broad positional setup.

  2. 1d5

    Mirrors White’s central claim and prevents an easy e4 expansion.

    Idea: Establish a firm center and develop behind the pawn chain.

  3. 2.c4

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

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

  4. 2c6

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

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

  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. 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.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.

  8. 4e6

    Advances to e6 to claim central space and control nearby key squares.

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

  9. 5.e3

    Advances to e3 to claim central space and control nearby key squares.

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

  10. 5Nbd7

    Develops the knight to d7, bringing it into the game.

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

  11. 6.Qc2

    Repositions the queen to c2, where it influences a new part of the board.

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

  12. 6Bd6

    Develops the bishop to d6, bringing it into the game.

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

  13. 7.e4

    Advances to e4 to claim central space and control nearby key squares.

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

  14. 7dxe4

    Captures the pawn on e4 and changes the local pawn or piece balance.

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

  15. 8.Nxe4

    Captures the pawn on e4 and changes the local pawn or piece balance.

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

  16. 8Nxe4

    Captures the knight on e4 and changes the local pawn or piece balance.

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

  17. 9.Qxe4

    Captures the knight on e4 and changes the local pawn or piece balance.

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

  18. 9e5

    Advances to e5 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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1 move

Named variations

Each line below is an indexed entry under Queen's Pawn Game. Open one to load it on the board and keep exploring from that position.

25 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 Queen's Pawn Game.