- 19openings
- 91annotated lines
- 1,865explained moves
The opening, explained move by move
Every move on this page comes with a reason. Step through a line, read why the move was played, then answer it back on the board. When your opponent plays something else, the course answers that move too.
Open Games · 1.e4 e5
Ruy Lopez (Spanish Game) C60–C99. The most respected opening in chess. Slow pressure that never goes away. 3.Bb5 attacks the knight that defends e5.
Semi-Open Games · 1.e4, Black declines e5
Sicilian Defence B20–B99. The most popular and most successful answer to 1.e4. Black plays to win, not to equalise. 1...c5 refuses symmetry from move one.
Scandinavian Defence B01. Hit e4 on move one, take back with the queen, and park her on a5. The one defence where you choose the structure before White does. 1...d5 attacks e4 before White has built anything around it.
Closed Games · 1.d4 d5
Queen's Gambit D06–D69. The oldest main road of 1.d4, and a gambit in name only. One plan for every reply Black can choose. White attacks the d5-pawn from the side with 2.c4.
London System D02 / A46 / A48. One setup against almost anything. The lowest-theory way to play 1.d4 well. White plays the same first five or six moves regardless of what Black does: 1.d4 d5 2.Bf4 Nf6 3.e3 e6 4.Nf3 c5 5.c3, then Bd3 (and often Nbd2, h3, O-O).
Opening Traps · know them from both sides
Scholar's Mate C20. Four moves to checkmate, and the cure that turns the queen raid into a lost tempo. Queen to h5, bishop to c4, both aimed at f7, the one square only the king defends.
Fried Liver Attack C57–C59. A knight lands on f7 and the king walks. Learn to spring it, to survive it, and the defence that makes it a museum piece. After 3.Bc4 Nf6 4.Ng5 two white pieces attack f7 and only the king defends it.
London: the Poisoned b2-Pawn D00. The London leaves b2 hanging on purpose. Take it before ...e6 and a knight forks king and rook on c7. Once the London bishop leaves c1, nothing guards b2, and every ...c5 and ...Qb6 aims at it.
London: the ...h5 Bishop Hunt D00. An ugly h-pawn move with one idea: wait for the automatic e3, then chase the London bishop until it has no square. After 1.d4 d5 2.Bf4, the move 2...h5 looks like a beginner's mistake, and the engine agrees it gives up most of a pawn.
Scandinavian: the Portuguese e-File Pin B01. Give back the pawn and two more to open the e-file, and the natural Be3 walks into a pin it cannot survive. In the Portuguese Variation, 1.e4 d5 2.exd5 Nf6 3.d4 Bg4, Black lets White keep the d5-pawn and offers more, to open lines while White's kingside pieces are still at home.
Scandinavian: Timman's Knight B01. c5 kicks the knight to d5, Qb3 hits it and b7, and one careless pawn move later Ne5 wins a piece. It ended a game between masters in eight moves. In the Modern Scandinavian, 2...Nf6 3.d4 Nxd5 4.c4 Nb6 5.Nf3 Bg4, the push 6.c5 asks the knight where it is going.
Legal's Mate C50. The pinned knight walks away and leaves the queen hanging. Take her, and it is mate in two. The oldest trap in the book.
Blackburne Shilling Gambit C50. Leave e5 hanging against the Italian. Take it, take f7, take the rook, and walk into a smothered mate. 3...Nd4 against the Italian abandons e5 and invites the greedy 4.Nxe5.
The Siberian Trap B21. A queen on c7, a knight on g4, and one guard on h2. Kick the knight and the other one jumps to d4. In the accepted Smith-Morra Gambit, Black's queen on c7 and a knight on g4 both aim at h2, and apart from the king the only white piece guarding it is the f3-knight.
The Magnus Smith Trap B57. Trade on c6, push e5, and if Black takes the pawn the d-file opens onto a queen guarded only by the king. In the Classical Sicilian with the bishop on c4, 6...g6 heads for a Dragon a move too late.
The Englund Gambit Trap A40. A bad gambit with one famous trick: the queen takes b2, the bishop that chases her is pinned, and c1 is left without a guard. 1.d4 e5 is objectively a poor gambit, and it survives on one trap.
The Elephant Trap D35. The f6-knight looks pinned and d5 looks loose. Take it, and the knight takes back anyway. The queen is given up, and won back with a piece to spare. In the Queen's Gambit Declined after 4.Bg5 Nbd7, the f6-knight looks pinned against the queen, and after 5.cxd5 exd5 the d5-pawn looks guarded only by that knight, because the d7-knight has shut the queen off from it.
Noah's Ark Trap C71. Three black pawns build a box around the Spanish bishop on b3, and the queen that took back on d4 only speeds them along. In the Ruy Lopez's Steinitz Defence Deferred, 5.d4 b5 6.Bb3 Nxd4 7.Nxd4 exd4 offers White a pawn in the centre.
The Fishing Pole C65. The knight on g4 is the bait, the h-pawn is the hook, and the h-file it opens is the line. In the Berlin, after 4.O-O, the move 4...Ng4?! puts a knight where it does nothing.
There are only three things happening in every opening ever played: the fight for the centre, the race to develop, and the question of where the king will be safe. Every move in this course is one of those three, or a preparation for one of them.
The rules the whole course is built on
- Fight for the centreA piece in the middle of the board touches more squares than the same piece on the edge. Pawns on d4/e4 (or d5/e5) take squares away from the opponent's pieces before those pieces even move. You can occupy the centre with pawns, or control it from a distance with pieces. Both work, and the difference between those two philosophies is the difference between the Queen's Gambit and the King's Indian.
- Develop with purpose, knights before bishopsGet a new piece into the game every move. Knights first, because a knight's best square is usually obvious on move two while a bishop's depends on where the pawns end up. Never move the same piece twice in the opening unless there is a concrete reason: every repeat move is a free move for your opponent.
- Castle early, usually before move tenThe king in the centre is the single most common cause of a lost game below master level. Castling also connects the rooks, which is how they enter the game at all.
- Do not bring the queen out earlyAn early queen looks aggressive and simply loses time. Every developing move your opponent makes chases her, and you end up three moves behind with nothing to show for it.
- Attack a pawn chain at its baseA chain of pawns is only as strong as the pawn holding it up. This one idea explains the French Defence, the King's Indian, the Advance Caro-Kann and half the positions in this course.
- Every advantage is paid forSpace costs flexibility. Extra material costs time. A strong bishop costs a weak colour complex. When you see a move that looks free, look for the bill.
How to use this course
Pick one opening for White with 1.e4 or 1.d4, one answer to 1.e4, and one answer to 1.d4. That is your whole repertoire: three openings, not twelve. Step through each variation until you can predict the next move before you play it, then read the plan card underneath and try to explain the position out loud in your own words.
Two ways to work through a line, and the switch sits above the board. Read walks you through it; play a move on the board at any point and the course answers that move. Drill hides what comes next and asks you for it, with a hint ladder and a score.
Do not memorise past the point where you understand. A player who knows six moves and the reason behind them beats a player who knows twenty and no reasons, because the second player is lost the moment the opponent deviates, and the opponent always deviates.
The vocabulary you need
- Tempo
- One move's worth of time. If your opponent has to move a piece twice because you attacked it, you have won a tempo. Gambits are the purchase of tempi with material.
- Development
- How many of your pieces are off their starting squares and doing something useful. Rooks on their original squares do not count.
- Pawn structure
- The skeleton of the position. Pieces move; pawns mostly do not. That is why the structure determines the plan: it is the part of the position you cannot take back.
- Outpost
- A square in or near the enemy camp that cannot be attacked by an enemy pawn. A knight on an outpost is often worth more than a rook.
- The bishop pair
- Having both bishops when your opponent has one bishop and a knight. Worth roughly half a pawn, and much more in open positions where the bishops have long diagonals.
- Bad bishop
- A bishop trapped behind its own pawns on the same colour squares. The French Defence's light-squared bishop is the most famous example in chess.
- Prophylaxis
- Stopping your opponent's idea before they have played it. Moves like h3 and a3 look like a wasted tempo and are often the strongest move on the board.
- Minority attack
- Advancing two pawns against three to force a weakness. The defining plan of the Exchange Queen's Gambit.
- Isolated queen's pawn (IQP)
- A d-pawn with no friendly pawns beside it. A weakness in the endgame and an attacking engine in the middlegame, so whoever has it must attack now.
- ECO code
- The catalogue number for an opening (A00–E99), used by every database and book. Useful for looking up more once you have chosen a repertoire.
When they play something else
Press They deviated above the board, or simply play their move on the board, and the course answers the move they actually played. Every answer carries the mark a player already reads:
- ??BlunderThere is a refutation, and here it is.
- ?!InaccuracyPlayable, but it costs something lasting.
- =PlayableA real move. Nothing to refute, so develop and carry on.
Most deviations are the third kind. A trainer that answers every one of them with a red cross teaches you to hunt for refutations that were never there.
Under the board is what Stockfish makes of the position you are looking at, and under the note is what the move just played did to that number. Positive is good for White, negative for Black, and a pawn is worth about 1.00, so +0.30 is a pleasant game and +1.50 is usually decisive at club level. Read it as a second opinion, not as an instruction: the engine will happily tell you a position is level in a way no human could hold over the board.
Reading the board cues
Every move in this course is annotated the way a good coach or a book like Chernev's Logical Chess: Move by Move would, covering what each move does as well as what was played. Under each move you'll see an On the board line telling you what the move attacks, defends, and which squares it controls. It is generated by a chess engine, so it's always accurate. Turn Arrows on, under the board, to see the same information drawn on the pieces:
- A green arrow is the move just played.
- A red arrow means the moved piece attacks an enemy piece on that square: a capture or a threat.
- A bright red arrow is a check.
- A blue arrow means the move defends one of your own pieces that was under attack.
- A dashed amber ring marks a key central square the piece now controls. That is the quiet, positional part of a move.
The aim is Fine's and Chernev's: once you can see why a move is played (what it hits, what it guards, what it fights for), you stop memorising and start understanding, and you can find reasonable moves even when your opponent leaves the book.
Reading the notation
Files are lettered a–h from White's left, ranks are numbered 1–8 from White's side. Pieces are K (king), Q (queen), R (rook), B (bishop), N (knight); a pawn move is written with no letter. Nf3 means a knight moves to f3, exd5 means the e-file pawn captures on d5, O-O is castling kingside and O-O-O is castling queenside. A move written 3...Bb4 is Black's third move; 3.Bb4 would be White's.