The starting position. White moves first, and that single tempo is the whole reason opening theory exists.
Scandinavian Defence
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.
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The idea in one paragraph
attacks e4 before White has built anything around it. After the queen has to move again, and that lost tempo is the whole price of the opening: in return you know the position you are getting before the game starts. takes the queen off the d-file, and from a5 she pins the knight on c3 the moment White plays . Then comes . The light-squared bishop gets out before the e-pawn locks it in, which is the Caro-Kann's idea with the queen already in play.
The pawn structure
After the centre is lopsided from the start: White keeps a d-pawn and has no e-pawn, you keep an e-pawn and have no d-pawn. With ...c6 and ...e6 your pawns sit on c6 and e6, both guarding d5, against White's lone pawn on d4. White has more space and the half-open e-file; you have no weaknesses at all and a d5-square that is yours whenever you want it. The fight is over whether White's lead in development turns into an attack before you finish castling.
The plans
♔ White’s plans
- Bd2 to break the pin, then Qe2 and O-O-O: the main line, . With the bishop on d2, every knight jump from c3 is a discovered attack on your queen.
- Ne5 and the pawn storm g4 and h4 against the bishop on f5 ( ). It is the sharpest try, and the reason ...e6 has to come in time.
- Nd5 at the right moment, trading the knight for yours on f6 and changing your structure before you have castled: .
- Sidestep the main lines: , or , aiming for a position where the queen's early trip to the centre is simply a wasted move.
♚ Black’s plans
- Finish the set-up before anything else: , then . Nearly every line below reaches some version of it.
- Trade the knight that lands on e5. It is White's best piece in this structure and the one that hunts your bishop; ...Nbd7 is there to challenge it, as in .
- Use d5 as an outpost. Both of your pawns guard it and White's d-pawn can never attack it. Only a c2–c4 push can challenge a knight that lands there.
- Choose your king's wing late. When White castles long and starts pushing the g-pawn, castling short walks into the storm. The main line castles long instead: .
Traps and things that lose games
Trap 1
The Nd5 trick: after , the knight is offered and cannot be taken. or opens the d2–a5 diagonal and wins the queen. Play and the trade on f6 is all White gets.
The f4-fork
in the main line after , the natural-looking runs into : the queen checks the king on c1 and hits the knight on h4 in the same move.
The c2-raid (Timman–Piket, Amsterdam 1996)
after the c2-pawn has no defender (the bishop on d2 blocks the queen's path to it), and , the normal move, is what would give it one. takes it instead: wins a rook, and after the queen hits the knight on h4, so leaves Black a clean pawn up.
Trap 4
The h5 bluff: after , the active-looking loses to . The e6-pawn and the g6-pawn both fall, and your king has nowhere to hide. is the move.
Play this if you want one answer to 1.e4 that you can learn in a weekend and play for life. The positions are solid rather than sharp, and White's most popular systems all lead to the same pawn structure. The main danger, a lost tempo turning into a lost queen, comes down to a handful of patterns you will know cold after this page.
Your learning path: Scandinavian Defence
Beginner → MasterThe Scandinavian is the shortest road to a complete answer to 1.e4: one pawn structure, four or five White systems, and a handful of tactical patterns around a queen on a5.
- FoundationWeek one
Goal. Learn the set-up and the rules that keep the queen safe.
- The move order (3...Qa5, ...Nf6, ...c6, ...Bf5, ...e6), and why ...c6 comes before ...Bf5 when White plays an early Bd2.
- The discovered attack: once White's bishop is on d2, every knight move from c3 uncovers it against a5. Never capture on d5 while your queen is still on a5.
- The two traps of the main line, from both sides: 8.Nd5 that cannot be taken, and 12.Nh4?? Qf4+.
DrillPlay the main line from Black's side twenty times, and from 7.Bd2 onwards name your queen's escape squares before every move.Common mistakePlaying ...Bf5 on autopilot. After 5.Bd2 it walks into 6.Qf3!, and after 8.Qe2 the equally natural ...Nbd7 walks into 9.d5!Move on whenYou can set up the position after 11...Qc7 without a board and say why every black piece stands where it does. - StructureWeeks two to six
Goal. Know your pawn structure and what each trade does to it.
- The c6–e6 structure against a lone d4-pawn: d5 is yours, and only a c2–c4 push can ever challenge a piece on it.
- The three recaptures on f6: ...Qxf6 keeps the pawns whole, ...exf6 opens the e-file, ...gxf6 opens the g-file. Three different middlegames.
- The bishop trades: ...Bxc3 hands White the bishop pair to get rid of the knight that keeps jumping at your queen; ...Bxf3 doubles White's f-pawns.
DrillTake five master games from the 8.Nd5 line and five from the 5.Bd2 line. For each one, write down how Black recaptured on f6 and where the black king went.Common mistakeKeeping the bishop pair at all costs. In this opening the knight on c3 is the piece that hurts you; trade a bishop for it gladly.Move on whenYou can say which recapture on f6 you would choose in a given position, and why. - PlansMonths two to four
Goal. Meet the aggressive systems with a plan rather than a defence.
- 7.Ne5 with g4 and h4: trade the knight with ...Nbd7, let the bishop run to e4 and d5, and recapture on d5 with the c-pawn.
- 6.Ne5 with f4: fianchetto, castle, and hit d4, the pawn that holds the knight up.
- 3.Nf3: the queen stays on d5, and ...Bg4, ...Nc6, ...O-O-O and ...e5 hit d4 with everything.
DrillPlay ten training games against 7.Ne5 and ten against 3.Nf3. Stop each one at move fifteen and compare your position with the plan card.Common mistake...h5 to stop the h-pawn in the 7.Ne5 line. 10.Nxg6 fxg6 11.Qd3 and the e6- and g6-pawns are both hanging.Move on whenYou have met the g4–h4 storm in a real game and come out of it with a sound position. - MasteryOngoing
Goal. Play the middlegames and endgames as well as the opening.
- Which wing for your king: in the deep dive both kings go long, because White's g- and h-pawns are already running. Castle short only when they are still at home.
- Endgames with your knight on d5 against White's bishop pair, and why your c6-pawn and White's own d4-pawn make those bishops worse than they look.
- The model games: Timman–Piket for the punishment of a loose move order, Kasparov–Anand for how White squeezes when Black drifts against 6.Ne5.
DrillReplay Kasparov–Anand and stop at every Black move from move ten. Find a more active plan, then check it with an engine.Common mistakeTreating the Scandinavian as a drawing weapon. The structure is solid, but games are won by the side that uses d5 and the half-open files, not by the side that waits.Move on whenYou know your answer to every White move in the deviation panels, and can explain the main line's plan card from memory.
Whose games to study
Bent Larsen played 3...Qa5 against Karpov and Spassky at Montreal 1979, and Sergei Tiviakov, Ian Rogers and Gata Kamsky have played it against the world's best since. Their games are the best place to see the structure handled well.
What to learn after this
The Caro-Kann reaches the same c6–e6 structure against a lone d4-pawn without the early queen move, so it is the natural second defence: most of the plans on this page carry straight over.