A gift to blitz players

I had a nice email last week from Jonathan of the Norwald chess set makers from Denmark, who has offered us a guide to get better at blitz chess.  It’s long and thorough — thank you Jonathan!
The original is here https://norwald.dk/en-intl/blogs/artikler/how-to-get-better-at-blitz-chess, a copy is given below, and their other articles are here https://norwald.dk/en-intl/blogs/artikler


How to Get Better at Blitz Chess – The Complete Guide

If you have walked through the Luxembourg Gardens in Paris, you may have seen them. A couple of chess tables under the trees. Usually older men, a clock beside the board and a small group of spectators standing with their hands in their pockets. Challengers come and go. The man on one side of the table looks as if he has been sitting there since 1987.

Maybe you stood and watched for a while. Maybe you considered sitting down.

And maybe it was just as well that you did not.

Because a player who has played thousands of blitz games at a table like that is not just a friendly pensioner with a chessboard. He recognises the positions before you have seen them. He plays quickly without rushing. He knows when to stop and think, and he knows how to give an opponent problems while the clock is running. It looks like improvisation. It is not.

This guide has two aims. The first is to make you concretely better at blitz chess – online, at the club or in the park. The second is less measurable: to give you a little more courage to one day actually sit down in the empty chair.

The guide is long. It is written to be read in sections and returned to. Some parts are for you if you know the rules and play a little online. Others are for you if your rating is well above 1600 and you still want to know why you lose winning positions on time. Skip around freely.


What do you actually need to get better at?

FIDE, the international chess federation, defines a blitz game as a game in which each player has no more than 10 minutes for all their moves – or where the starting time plus 60 times the increment adds up to no more than 10 minutes. The increment is the number of seconds added to the clock after each move. So 3+2 means three minutes plus two seconds per move, and the calculation is 3 minutes + 60 × 2 seconds = 5 minutes. That is blitz chess.

The other terms you will come across:

  • Bullet: under roughly three minutes per player. “Bullet” is an internet term, not a category in the FIDE Laws of Chess.
  • Blitz: typically 3+0, 3+2, 5+0 or 5+3.
  • Rapid: more than 10 and less than 60 minutes. 15+10 is a classic rapid time control.
  • Classical: 60 minutes or more per player.

Chess platforms draw the boundaries slightly differently. Chess.com and Lichess, for example, both classify 10+0 as rapid even though under FIDE rules it is formally blitz. In practice, that does not matter much. What matters is the time control you are actually playing.

Good chess – quickly

There are two different skills involved. One is to play good chess: understand positions, calculate variations and choose good moves. The other is to play good chess quickly and consistently, move after move, while the clock is running.

The two are closely connected, but they are not the same. The American grandmaster Daniel Naroditsky (1995–2025), who for years was among the world’s best blitz and bullet players and one of the most popular chess educators online, wrote about exactly this in his article series The Blitz Chess Manifesto on chess.com. His point was that the gap between blitz and classical chess is smaller than many people think – but the relationship is far from linear. Not every strong tournament player is equally good at blitz, and vice versa. Blitz requires you to look at the game through slightly different lenses.

The research points in the same direction. In 2004, psychologist Bruce Burns studied results from blitz tournaments and found that up to 81 percent of the variation in playing strength could be explained by how players performed with less than five percent of normal thinking time. In other words, a strong blitz player is, to a large extent, simply a strong chess player.

But a Dutch study from 2007 (van Harreveld, Wagenmakers and van der Maas) adds an important nuance. The shorter the time control, the less accurately the rating difference predicts the result. As thinking time decreases, stronger players lose some of their advantage. The authors conclude that the slower part of thinking – calculation and search – is at least as important to strong players as it is to weaker ones.

That is the starting point of this guide. Blitz chess is not a different sport in which bad tricks suddenly become good. Good blitz is built on good chess. But the time limit changes the conditions under which decisions are made, and there are skills you can train specifically.

Strong blitz players do not simply think faster. They:

  • recognise more positions and patterns without having to calculate them from scratch
  • know which positions actually require calculation
  • use time unevenly and deliberately
  • often reach positions they understand and can play quickly
  • set the opponent practical problems
  • adjust their play to both the position on the board and the position on the clock
  • learn systematically from many fast games

If this guide has to be reduced to one sentence, it is this:

You do not become good at blitz by rushing every move. You become good by being able to play many moves quickly, so that you have time for the few moves that should not be played quickly.


See more, calculate less

An experienced player does not go through every variation ten times faster than a beginner. They simply see fewer irrelevant possibilities. The position immediately looks familiar: a back-rank motif, a fork, an overloaded defender, a typical pawn break, a familiar mating pattern, an elementary endgame. They spend almost no time working out the solution from scratch.

This is well documented in research. As early as the 1940s, Dutch psychologist and chess master Adriaan de Groot showed that grandmasters often find the right move in their first impression of a position. William Chase and Herbert Simon later explained this by showing that experienced players store recognisable patterns and groups of pieces in long-term memory, and therefore see a position as a small number of meaningful units rather than 25 individual pieces.

There is also brain research on the subject. A Spanish EEG study from 2019 compared chess players’ brain activity in rapid chess (15+10) and one-minute games. In the fastest games, the researchers observed a pattern they interpret as increased retrieval of familiar patterns from memory. The study is small (14 players), and the interpretation is cautious. But it fits what most blitz players know from experience: when time disappears, you live on what you already know.

The point is not that intuition replaces calculation. In a 2026 study, Michael Vidulich and Pamela Tsang analysed games by 20 grandmasters and seven world champions. Even the very best players made more serious errors under severe time pressure. What distinguished them was that they were strategic with their time: they played intuitively when it was safe to do so, and thought when it was necessary. That is exactly the skill this guide is about.

Solving a difficult problem and recognising an easy one

The two skills look similar, but they are trained differently:

  • Solving a difficult problem: You have time, the position is complicated, and you have to calculate your way through it.
  • Recognising a simple problem instantly: You see the position and the solution is simply there. No calculation, or only a brief check.

Both are necessary. But blitz especially rewards the latter. If you need 20 seconds to find a fork you could have seen in two, you have spent 18 seconds that you will miss later.

White to move. You have 10 seconds.

Solution: 1.Qd8+! Rxd8 2.Rxd8#. The rook on c8 is the only defender of Black’s back rank. The queen forces it away. Black has no alternative: the king can go to neither f8 nor h8 because the queen controls the entire eighth rank.

Why it matters in blitz: The position requires no calculation if you know the pattern. Black king behind three unmoved pawns, one defender of the back rank and two heavy pieces on the d-file. It is one of the most common mating patterns in amateur chess, and it should take a second to see. If you only spot it after calculating, you have not automated it yet.

What should you train?

If pattern recognition is the core skill, the training is easy to describe. You need to have seen the typical situations so many times that you no longer have to think about them: tactical motifs, simple mating patterns, elementary endgames, the structures from your own openings – and your own recurring mistakes, because those are the ones you are most likely to meet again.

For tactical training, one simple rule applies: many easy problems solved quickly build recognition. A few difficult problems solved slowly build calculation. You need both, but if you want to improve at blitz, a significant part of your training should consist of problems you can solve in under ten seconds – and repeat until you can.


Time is part of the position

In a blitz game you have two positions: the one on the board and the one on the clock. A winning position with four seconds left against an opponent with a minute is not necessarily winning in practice. A slightly worse position with twice as much time may be the better one to have.

Daniel Naroditsky opened his article The Art of Time Management with a joke: many people think time management in blitz is based on three principles. You have to be fast. You have to be fast. And you have to be fast. His point was that of course the aim is to be fast, but telling someone to play faster is useless. The question is not whether to be fast, but how.

His answer was simple: some decisions deserve more time than others.

Critical moments

Not all moves are equally important. Some moves should almost never cost much time:

  • a standard developing move in an opening you know
  • a recapture that is forced
  • a simple king move after a check
  • a move in a plan you have already formed

Other moves deserve time because they determine the direction of the game:

  • a possible sacrifice
  • an irreversible change in the pawn structure
  • a choice between a queen trade and continuing the attack
  • a tactical complication
  • the transition into an endgame

It may sound obvious. But look at your own games. How many times have you spent 25 seconds on move ten because you were not quite sure whether the knight belonged on d2 or f3, and then played move 30 – the move where the position actually collapsed – in three?

The main principle is:

Play the easy moves quickly enough that you have time for the difficult ones.

How long is “a long time”?

Naroditsky carried out an unscientific but instructive experiment. He recorded how long Hikaru Nakamura spent on each move in three of his blitz wins on Chess.com. Across all three games, Nakamura spent ten seconds or more on a move only three times – and those were the moments that decided the game.

On that basis, Naroditsky proposed a rule of thumb: only spend 15 seconds or more on a move if you believe the position is critical. He stressed that it is not a fixed rule, but a way of monitoring how you use your time. If you have spent a minute on three moves without improving your position or solving a concrete problem, you have probably spent too much time.

The number should be treated with caution. What is right in 3+0 for a 2400 player is not necessarily right in 5+3 for a 1300 player. But the idea works at every level: long thinks should be exceptions, and they should be used where they make a difference.

Slow down when you are winning – and when you are losing

One of Naroditsky’s principles runs counter to what most people do. He recommended slowing down in two situations: when you are winning, and when you are losing.

The first part is easy to understand. When the win is close, it is tempting to get carried away and play everything too quickly – until you hang your queen or stalemate your opponent. If you have time, spend a few extra seconds checking for traps.

The second part is less obvious. If you are losing, conventional wisdom says to play quickly and try to pressure your opponent on the clock. But if the opponent has plenty of time because you made the mistake early, you are only going to lose faster. Then it is better to concentrate on the position and find the defensive moves and traps that actually have a chance.

Use your opponent’s time too

The time your opponent spends thinking is not a break. It is thinking time that does not come off your own clock.

While your opponent is thinking, you can:

  • understand why the last move was played
  • guess the likely next move
  • find your natural replies to the two or three most likely moves
  • judge whether the position is approaching a critical decision

Naroditsky wrote that anticipation had saved him more often than all his premoves combined. He also explained why anticipation matters more in blitz than in classical chess. In a long game you can take time to regroup after an unexpected move. In blitz, an unexpected move can be fatal because you do not have time to start again from scratch.

Anticipation and premoves are not the same thing

Online there are also premoves. You choose your move while it is your opponent’s turn, and the server executes it as soon as the opponent has moved. On Chess.com it costs only 0.1 seconds.

But Chess.com’s own help pages are clear: a premove is executed even if the opponent plays something unexpected. It is only cancelled if it has become illegal – for example because you are in check.

So distinguish clearly between two things:

  • Anticipation: “If they play X, I will probably reply Y.” You still have the chance to see what actually happened.
  • Premove: “Whatever they play, the computer executes Y.”

The first is a fundamental chess skill. The second exists only online.

Premoves are safe when the move is practically forced: a recapture where the opponent has no meaningful alternative, or a sequence in a winning endgame where no reply changes anything. They are dangerous in every other type of position. The classic example is premoving a recapture when the opponent instead plays an in-between move – for example attacking your queen. The recapture is still legal, so the server executes it and the queen is lost. If you often lose that way, the answer is not to avoid premoves entirely, but to use them more selectively.


A simple decision system

Traditional chess books often give long checklists for every move. You do not have time for that in blitz. But you do have time for five short questions, and most of them take a second once they have become a habit:

  1. What did my opponent’s last move change? Which squares does the piece attack now? What has it stopped defending?
  2. Is there a concrete threat or tactic for either side?
  3. Do I have a natural move? A move that fits the plan and does not require calculation.
  4. Is the position critical? Then calculate. Otherwise play the natural move.
  5. Before you release the piece: What is my opponent’s strongest reply?

The fifth question is the most important and the one most often skipped. Many serious blunders in blitz happen not because the player could not see the problem, but because the player did not look.

Checks, captures and threats – as a search method

In tactical positions it is useful to look at forcing moves first: checks, captures and threats. It is a quick and systematic way to find moves that can change the position in a single move – both yours and your opponent’s.

But it is a search method, not a rule for choosing moves. A check is not better than a quiet improving move just because it is a check. Often the opposite is true: a pointless check drives the king where it wants to go and wastes a tempo. The aim is to make sure you do not miss something forcing, not to play it automatically.

Black has just captured your queen on d1. White to move. You have 8 seconds.

Most players automatically recapture with one of the rooks. It is a perfectly good move – afterwards you are a rook up.

Solution: 1.Rxe8#. The black king cannot escape the back rank, and the queen on d1 can neither capture on e8 nor interpose on f8.

Why it matters in blitz: the recapture feels forced, and those are exactly the moves people premove or play by reflex. Question 2 – is there a concrete tactic? – takes one second and may reveal mate instead of a routine recapture. Notice, by the way, that the king is on g2. If it were on g1, the rook on e1 would be pinned by the queen on d1 and Rxe8 would be illegal. Details matter, even when you are in a hurry.

When the system becomes automatic

The aim is not to sit there reciting five questions. The aim is for the questions to become part of the way you see the board. That only happens through repetition. A good place to start is to choose one question – usually the first or the fifth – and focus on it for an entire training session.


Openings and simple plans

There is no list of “the five best blitz openings” that applies to everyone. What works is a personal repertoire with the right characteristics. A good blitz repertoire:

  • often leads to structures you know
  • has plans you understand
  • lets you play a large part of the opening without using much time
  • contains tactical motifs you have seen many times
  • is not so broad that all your training becomes superficial
  • does not necessarily give your opponent 15 free moves from memory

The last point is worth thinking about. If you play the most theoretical main line, there is a good chance your opponent has seen it just as many times as you have. You both spend two seconds on the first fifteen moves, and the game only really begins after that.

An example from a specialist

American grandmaster Maxim Dlugy, whom Chess.com presents as one of the world’s best blitz players, made an instructional series for Chess.com called Best Blitz Openings. He covered, among other things, the London System, the Vienna Game, the Sicilian with 3.Bb5, the Leningrad Dutch and Alekhine’s Defence.

The reasons are practical, not theoretical. The London is described as solid and flexible. The Vienna is presented as a quick route to a good, playable position. On the Leningrad Dutch, the series itself notes that some consider it positionally dubious – but that it works as a weapon in blitz.

Use the list as an illustration, not as a prescription. The right repertoire for you is the one you understand and enjoy playing.

Know the ideas, not just the moves

If your repertoire ends the moment your opponent plays a move that was not in the video, you have not learned the opening. You have learned a sequence of moves.

For every opening you play, you should know:

  • the natural squares for your pieces
  • the typical pawn breaks
  • which pieces are usually good and which are bad
  • which exchanges you want
  • which endgames the structure typically leads to

That makes you faster even when your opponent leaves theory. You do not need to remember the next move. You need to know where the pieces belong.

A practical test: take a position from your opening after 12–15 moves. Can you say within ten seconds what the plan is for both sides? If not, that is the part of the repertoire you need to work on – not move 16 of the main line.

Simple plans are fast plans

A simple plan is one of the most underrated time-saving tools in blitz. If you know what you are trying to achieve, the next decisions become easier and faster.

Imagine two ways of playing a middlegame. In the first, you start from scratch on every move. In the second, you have decided:

I want to control the c-file, exchange my bad bishop and then attack the isolated pawn.

Several of the next moves become almost automatic. The rook goes to c1. The bishop heads for a square where it can be exchanged. The knight finds a route towards the isolated pawn. You still need to check for tactics on every move – questions 2 and 5 from the decision system – but you do not have to rethink the position from scratch.

This is the bridge between ordinary positional chess and time management. A plan is not only a strategic idea. It is also a way of saving time.

A plan must of course be abandoned when necessary. If your opponent suddenly attacks on the kingside, that is not the moment to cling to the c-file. But that is precisely a critical moment: the position has changed character, and now you should use time.

Make the game easy for yourself and difficult for your opponent

Imagine two moves that are roughly equally good.

Move A gives your opponent one obvious reply. They play it in a second, and the position is clear.

Move B leaves three or four reasonable options with different plans and a couple of tactical details that have to be checked.

In a classical game the difference is small. Your opponent has time to find the right answer. In blitz, B can have greater practical value because it forces them to spend time – and because every extra decision is another chance for a mistake.

But there is an important condition: B must also be a good chess move.

This is where many blitz guides go wrong. They recommend traps and tricks that work against weak opponents but are objectively bad. That is not practical chess. It is simply bad chess with an excuse.

A better formulation:

When several moves are objectively acceptable, the best practical choice in blitz may be the one you understand well, can follow up quickly, and that gives your opponent more difficult choices to make.

Practical ways to do that:

  • Keep the tension if it forces your opponent to choose. An exchange often solves your opponent’s problems for them. Do not exchange without a reason.
  • Create small, concrete threats. A threat demands a response. It costs time even if the response is easy.
  • Avoid simplifying when the position is equal and your opponent has less time. Complex positions demand the most from the player with the least time.
  • Choose structures you know and your opponent may not. That is the whole point of a personal repertoire.

It is not manipulation. It is part of chess. Strong players have always chosen between equally good moves based on which positions their opponent is least comfortable in.

When you’re winning

A surprisingly large number of blitz games are lost from clearly winning positions. The reason is rarely that the player did not know how to win. The problem is that they were looking for the wrong thing: mate, a beautiful combination, more material or “the most precise” move. Often the most important thing is something else entirely: removing your opponent’s counterplay.

Principles:

  • Exchange your opponent’s active pieces. Not every piece – the ones creating problems for you.
  • A queen trade is often attractive when you are materially ahead. Without queens, most perpetual checks and sudden mating attacks disappear.
  • Reduce tactical complexity. A position with fewer loose pieces is easier to play quickly.
  • Be careful about automatically exchanging everything. A drawn pawn endgame, or the wrong-coloured bishop with a rook pawn, can throw away a winning position.

The aim is not to find the move that gives the highest engine evaluation. It is:

Keep the position clearly winning – and easy to play.

White is a rook up. The black queen on b2 attacks a2 and f2. White to move. You have 15 seconds.

Solution: 1.Qe5+! The queen is on the same diagonal as both the black king and the black queen.

  • If Black captures with 1…Qxe5, 2.Rxe5 follows, and White is a clean rook up with the queens off the board.
  • If Black moves the king (Kg8, Kf8 or Kh6), White takes the queen on b2 (a skewer).
  • 1…f6 blocks the check, but White still takes the queen on b2 – and at the same time escapes the attack from the f-pawn.

Why it matters in blitz: there are other moves that also preserve the advantage. But 1.Qe5+ removes the entire problem that could make the game difficult: the black queen’s ability to pick off pawns and give checks. What remains is an endgame with an extra rook that can be played at two seconds per move.

When you’re losing

The logic often reverses. If quiet simplification leads to an easy loss, it is usually better to keep pieces on the board, create imbalances, open lines towards the enemy king, make concrete threats – and avoid voluntary exchanges that make the win straightforward.

That does not mean sacrificing pieces without a reason. A sacrifice that threatens nothing merely gives your opponent an easier game. Good practical defence is still chess: find the moves that actually create problems.

And remember Naroditsky’s point from the time-management section: if your opponent has plenty of time, you gain nothing by playing quickly. It is better to use your time to find the best defensive moves.

White is two rooks down. White to move. You have 10 seconds.

Solution: 1.Qg6+! Kh8 2.Qh6+ Kg8 3.Qg6+ and perpetual check. After 1.Qg6+, Kh8 is the only legal move: f7, g7 and h7 are covered by the queen, f8 is occupied by Black’s own rook, and no black piece can interpose on g7. After 2.Qh6+, Kg8 is the only move. Black cannot escape the loop.

Why it matters in blitz: players who are losing often stop looking for checks. Perpetual check is one of the most common saving patterns in blitz, and a king without a pawn shield is the signal you should react to.

When should you resign?

As a rule, you should resign later in blitz than in classical chess. Not because etiquette does not matter, but because time, tactical mistakes and stalemate possibilities can change a position that would otherwise be lost.

A simple rule of thumb: if your opponent has plenty of time and the position is trivially winning – queen against nothing, for example – there is no reason to play on. If your opponent has only a few seconds, or if the win still requires technique, it is entirely legitimate to make them prove it.


60 seconds, 30 seconds, 10 seconds

Your strategy has to change as your clock runs down. It sounds obvious, but many players do the opposite: they keep playing as if they had three minutes until they suddenly have five seconds and panic.

The numbers below are guidelines. The point is not the exact numbers, but that your behaviour should change in stages.

With about one minute

You can still play relatively normal chess. But long calculations become dangerous. A single 20-second think costs a third of your remaining time.

  • Rely on plans and patterns. Save calculation for positions where there is a concrete tactical decision.
  • Start steering towards positions you can play quickly.
  • Check your opponent’s clock. If they have less time than you, a complex position is your friend. If they have more, a simple position is your friend.

With about 30 seconds

It becomes increasingly important to find good moves that are also easy to follow up quickly.

  • Avoid lines where every move requires fresh calculation unless it is necessary.
  • Prefer moves that reduce your opponent’s options: exchanges when you are better, safe king positions, locked structures.
  • Use your opponent’s time actively. If you know how you will reply to their likely moves, you can save several seconds per move.

With about 10 seconds

Here the time control matters enormously.

With increment you can keep your clock steady. If you play every move in under two seconds in 3+2, your time stays constant or increases. That requires safe, simple moves – and no panic.

Without increment you rely much more heavily on pattern recognition. Choose moves that do not require difficult follow-ups: avoid positions where your opponent has many checks and where one missed capture ruins everything.

Be very careful not to treat 3+0 and 3+2 as the same game. A two-second increment radically changes the end of a game. In 3+2, ten seconds can be many moves. In 3+0, ten seconds can be almost nothing.

When you are winning with only seconds left

One of the most frustrating ways to throw away a winning position in time trouble is not to lose on time. It is to stalemate your opponent.

White to move. You have 5 seconds. Which moves are checkmate – and which lead to stalemate?

Solution: 1.Qh5# and 1.Qh2# are both checkmate. The white king on f7 covers g8 and g7, so the black king has only h7 as an escape square. Both moves give check on the h-file while also taking away h7.

But 1.Qe4, 1.Qd3 and 1.Qc2 – moves that look as though they “box the king in” by covering h7 along the diagonal – are all stalemate. Black has no legal moves and is not in check.

Why it matters in blitz: with only a few seconds left, many players make the move that “feels right”: take away the final escape square. Here that is the wrong move. The simple rule is: when your opponent has only the king left, check whether he still has a legal move after your move. It takes one second.

3+0, 3+2, 5+0, 5+3

The four most common blitz time controls reward slightly different behaviour. It is not a mathematical formula; it is a question of what the clock rewards.

Time control What the clock rewards What you should do differently
3+0 Speed and simple positions. Time is a scarce resource and does not come back. Play the opening quickly. Avoid long thinks in the middlegame. Expect endgames to be decided by the clock.
3+2 Endgame technique. It becomes harder to win on time alone. You can recover from only a few seconds by playing safe moves. Elementary endgame knowledge pays off.
5+0 Time for a few longer thinks. You can spend 30–40 seconds on a truly critical move. But perfectionism across many moves is still punished heavily.
5+3 Closer to “real” chess in the endgame. Correct technique matters more than raw speed. A technical advantage should often be converted on the board.

In 3+0, a player with twice as much time as the opponent can often win an equal position simply by playing quickly and safely. In 5+3 this works less often because the increment allows your opponent to keep the clock alive by playing quickly.

If you want to improve at blitz, rather than merely win as many games as possible today, it is worth training with increment. You are more likely to have to play out the endgame on the board rather than simply win on time. That is where you learn the most. The FIDE World Blitz Championship, incidentally, is played at 3+2.


Tactics – but the useful kind

Blitz is not only about tactics. But tactics matter a great deal because many games are decided there, and because tactical patterns are among the easiest things to turn into reflexes.

The diagrams below were chosen because they train recognition rather than calculation. Try to solve them within the stated time. If you cannot, that is not a failure. It is a problem you should see again in a week. Every example in this guide was constructed for the purpose.

White to move. You have 5 seconds.

Solution: 1.Ne7+ and 2.Nxc6. The knight gives check and attacks the queen at the same time. A knight check cannot be blocked, so Black has to move the king.

Why it matters in blitz: knight forks are among the easiest patterns to miss in fast play because a knight does not move along lines. Train yourself to see squares from which a knight attacks the king and queen at the same time.

White to move. You have 8 seconds.

Solution: 1.Rh6+! Check along the sixth rank. The king is in front, the queen behind it on a6. The king has to leave the rank – c6 and e6 are still in check – and then the rook takes the queen. Black cannot interpose because the queen cannot reach any of the squares between the rook and king.

Why it matters in blitz: a skewer is the mirror image of a pin. The more valuable piece is in front and has to move. King and queen on the same rank, file or diagonal is a pattern you should react to immediately – both when they are your opponent’s pieces and when they are your own.

Black’s queen attacks your bishop on e4. White to move. You have 8 seconds.

Solution: 1.Bxb7+ (discovered check). The bishop captures the queen while the rook on e1 gives check at the same time. 1.Bc6+ also wins the queen: it is double check from bishop and rook, so Black has to move the king, and after 1…Kf8, 2.Re8 is even checkmate.

Why it matters in blitz: the natural response to an attack is to move the attacked piece to safety. But when that piece stands in front of a rook or queen on an open line, ask whether it can move with gain.

Your queen on h5 is attacked by the knight on f6. White to move. You have 15 seconds.

Solution: 1.Bxf6! Remove the defender. The knight on f6 attacked the queen and was also the only piece apart from the king defending h7. White now threatens 2.Qxh7#: the king cannot capture the queen because the bishop on d3 covers h7.

  • 1…gxf6 2.Qxh7#
  • Most other replies, for example 1…Nd5, also lose to 2.Qxh7#.
  • Black can try 1…g6 or 1…h6 to stop the immediate mate. White has won a knight in any case.

Why it matters in blitz: the natural reaction is to move the queen because it is under attack. But instead of defending, you can often capture the attacking piece. The queen-and-bishop battery against h7 is one of the most common attacking patterns against a castled king – and the knight on f6 is the classic defender.

White to move. You have 10 seconds.

Solution: 1.Qg8+! Rxg8 2.Nf7#. Smothered mate. The king cannot capture the queen because the knight on h6 covers g8, so the rook has to capture. The king is then surrounded by its own pieces.

Why it matters in blitz: smothered mate is rare, but it is built on a very common position: a castled king that has moved into the corner to avoid checks, and a rook beside it. The picture – king on h8, rook on f8, pawns on g7 and h7, a knight able to reach f7 – is something you should recognise immediately.

The same applies to the other side of the board. Most of the patterns above can be prevented with a single move: an escape square for the king, a defended piece, a king moving away from an open line. In blitz, that is rarely a wasted tempo.


Endgames you do not have time to calculate

In classical chess you can spend ten minutes working out whether a pawn ending is won. In blitz you have ten seconds. That is why elementary endgame knowledge is worth more in blitz than almost anything else. It saves thinking.

If you know whether an endgame is won, you do not have to work it out with 17 seconds left.

That is why the positions below are included. Not so that you can explain them, but so that you can play them without thinking. The aim is automatic recall: you should know the position so well that you do not have to work out the solution again with 20 seconds left.

Level Endgames you should know in your sleep
Beginner Mate with a queen. Mate with a rook. King and pawn versus king. The rule of the square.
Intermediate Opposition and key squares. Pawn races. The active king. Basic rook endgames.
Advanced Lucena and Philidor. Typical fortresses and theoretical draws, such as the wrong-coloured bishop with a rook pawn.

The quick mate

Naroditsky included a principle he almost thought was too obvious to mention: optimise your basic mating technique. There are many ways to mate with a queen or rook, and some are far quicker and safer than others. He wrote that he only properly learned the fastest method for mating with a rook after he had become a grandmaster.

His recommendation is boring, but it works: play a few games against a computer or a friend where you practise only the elementary mates against the clock.

King and pawn versus king

White to move. Is the position won?

Solution: yes – and it would also be won with Black to move. A king on the sixth rank in front of its pawn always wins, except with a rook pawn. For example 1.Ke6 Ke8 2.d6 Kd8 3.d7 Kc7 4.Ke7, and the pawn promotes.

Why it matters in blitz: it is the rule, not the calculation, that makes you fast. If you know it, you immediately know whether you can trade down into a pawn ending.

White to move. Is the position won? What if Black is to move?

Solution: with White to move it is a draw because Black has the opposition: the kings face each other with one square in between, and the player who has to move must give way. With Black to move, White wins because the black king has to step aside and the white king reaches one of the key squares c6, d6 or e6.

Why it matters in blitz: key squares make the concept usable under time pressure. For a pawn on the fourth rank, the key squares are the three squares two ranks in front of the pawn. Once your king reaches one of them, the endgame is won. You do not need to calculate. You need to count squares.

White to move. Can the black king catch the pawn?

Solution: no. After 1.a5, the pawn’s square is a5–d5–d8–a8. The black king on f4 cannot enter the square on its next move, so the pawn promotes, for example 1…Ke5 2.a6 Kd6 3.a7 Kc7 4.a8Q.

Why it matters in blitz: the rule of the square replaces move-by-move calculation with one glance. If the king can enter the square when it is to move, it catches the pawn. If not, it does not. Remember that a pawn on its starting rank can move two squares, so the square is counted from the third rank.

Lucena and Philidor

The two most important positions in rook endgames. One shows how to win. The other shows how to draw. Both are methods that you can either execute in ten seconds – or fail to execute in a minute.

White to move. How does White win?

Solution: by “building a bridge”. 1.Rd1+ Ke7 2.Rd4! Ra1 3.Kc7 Rc1+ 4.Kb6 Rb1+ 5.Kc6 Rc1+ 6.Kb5 Rb1+ 7.Rb4. The rook on the fourth rank blocks the checks and the pawn promotes.

Why it matters in blitz: without the method, you can spend a minute checking back and forth and end up losing on time. With the method, every move is known in advance.

Black to move. How does Black hold the draw?

Solution: Black keeps the rook on the sixth rank – here a6, b6 or c6 – so that the white king cannot advance. When White plays e6 to give the king shelter, the rook drops down the file and checks from behind as soon as the king moves forward. The pawn is now in front of the king and no longer provides shelter.

Why it matters in blitz: Philidor is one of the most common drawing techniques in rook endgames. If you know it, you can save half a point in many 3+2 and 5+3 games, where the increment gives enough time to defend correctly – but only if you do not have to discover the method along the way.


Psychology

Blitz is not only a test of chess. It also tests how you handle losing, stress and time pressure. Most of the problems are familiar, and most of the solutions are simple. The hard part is using them.

Tilt

One loss becomes three because the next game starts three seconds later. Online it is especially easy: the button for a new game is right there.

The solution is a rule you set in advance. For example: after two losses in a row, I take a five-minute break. Or: after three losses in a row, I stop for the day. The rule has to be decided before you need it, because you do not make good decisions while you are angry.

Revenge chess

You immediately want to win the rating points back. It is a form of tilt with a specific objective, which can make it even more damaging. The games become faster, more aggressive and less thoughtful. You are not winning the rating back. You are simply losing more.

When your opponent’s pace is contagious

Your opponent moves instantly, and you start doing the same even when the position requires thought. It is a natural reaction, but it is your opponent’s pace, not the position’s demand.

Remember: if your opponent is playing quickly, you have more time than they do. That is an advantage you can use. Do not let their pace determine yours.

Panic after a mistake

You hang a pawn or a piece and then spend half a minute trying to “fix” the mistake immediately. Often you find nothing, and now you have lost both material and time.

The most important principle:

A mistake creates a new position. Play the position in front of you.

The position you had one move ago no longer exists. The question is not how to get the lost material back. The question is what the best move is now. It may be to put your opponent under pressure. It may be to get the position under control. But it is a new decision, not a repair job.

Your surroundings

Naroditsky wrote that playing good blitz requires the right conditions: a stable internet connection, a place without distractions and a reasonably calm mind. He described playing blitz in cafés, lecture halls and airports, while eating or talking on the phone – and said it never worked. He showed two of his own games, one played in a noisy student lounge with an unstable connection, the other in a quiet library. It was hard to believe they had been played by the same person.

If you are particularly stressed or irritated one day, his advice was to skip blitz. It is harder to play well and resist tilt when your emotions are already running high. Five games played with full concentration are worth more than 30 played on your phone on the bus.


How to actually train blitz chess

The most common advice is to solve puzzles and play lots of games. It is not wrong, but it is not enough. Many players have played 10,000 blitz games without improving for years. They have made the same mistakes 10,000 times.

The difference is whether you learn from the games. That requires a simple workflow:

Play → find the critical moment → analyse it yourself → check with an engine → identify the pattern → train it → play again.

The most important step is the third: analyse the position yourself before you turn on the engine. If you go straight to the computer, you learn the computer’s answer. You do not learn why you chose the wrong move. And it is the mistake in your own thinking that is likely to recur in the next game.

A 45–60 minute training session

  1. 5–10 minutes: tactical warm-up. Easy puzzles, quickly. The aim is to get your eyes working, not to be challenged.
  2. Play 4–6 focused games at 5+3 or 3+2. The increment gives you games that are decided on the board and are worth analysing.
  3. After the session: find the first truly critical moment in each game. Not every mistake. The first place where the game took a decisive turn.
  4. Analyse it without an engine. What were you thinking? What did you miss? How much time did you have?
  5. Then use an engine. Was your analysis right? What did you overlook?
  6. Classify the mistake: tactics, opening, time management, positional understanding, endgame or a simple oversight.
  7. Choose one thing to work on in your next session. One. Not five.

If you want to be slightly more systematic, keep a simple mistake log: date, time control, type of mistake and one sentence about what happened. After a month you will see patterns. Maybe you lose half your games on time despite being better. Maybe you always miss knight forks. That is where your training should go. It should not feel like schoolwork – but five minutes of reflection after a training session is worth more than five extra games.

Use your clock as data

Both Chess.com and Lichess store how much time was left after every move. It is an underused source of information. Look at three or four of your games and ask:

  • Where did I spend the most time? Were those the critical moments?
  • How much time did I use in the opening?
  • How many of my mistakes were played in under two seconds?

The answers tell you more about your time management than any guide.

Training by level

The rating ranges below are guidelines, not scientific boundaries. They roughly correspond to online blitz ratings.

If you are a beginner

The biggest gains come from stopping hanging pieces, developing your pieces, getting your king safe, and learning the basic tactical patterns and simple mates. Do not spend months on deep opening theory, exotic gambits or subtle endgames. Those are not what decide your games.

About 800–1200

  • tactical awareness, especially your opponent’s threats
  • questions 1 and 5 from the decision system
  • a small repertoire you know well
  • simple endgames
  • having enough time for critical positions

About 1200–1600

  • pattern recognition
  • positional plans and pawn structures from your openings
  • critical moments
  • consistent post-game analysis

In this range, time management starts to matter more. Many players have enough chess skill for the next level but lose games on the clock.

About 1600–2000

  • repertoire depth: know your structures better than your variations
  • practical decisions: the difficult choices between equally good moves
  • Lucena, Philidor and typical rook endgames
  • your own recurring mistakes

Over 2000

At this level, general advice is less useful. You probably know most of what is in this guide. What separates players is individual: specific gaps in the repertoire, patterns in how you use your time, particular structures you struggle with, and tactical accuracy under pressure.

The best training is often to find the 10–20 games you lost from a good position and see what keeps recurring.


Online and over the board

Chess.com and Lichess are excellent for blitz. You can find an opponent in seconds, play hundreds of games, track your rating, analyse with a strong engine and train puzzles. Most of the training described in this guide is easiest to do online.

But if you have only played blitz on a screen, you should try playing over the board. It is a different experience:

  • You have to move the pieces by hand and press the clock with the same hand.
  • The board is three-dimensional and looks different from a screen. Diagonals are harder to see at first.
  • There are no premoves. You have to anticipate your opponent’s moves yourself.
  • Your opponent is sitting in front of you. You see their reactions, and they see yours.
  • Time trouble becomes physical. You feel it in your hands.

And, quite simply, it is fun.

Our completely unbiased recommendation is, naturally, that you do it on a Norwald board.

Two rules you should know

Press the clock with the hand you use to move. The FIDE Laws of Chess require it.

Illegal moves have consequences. Online you cannot make an illegal move. Over the board you can, and in time trouble it happens. Under the current FIDE rules, the following applies in blitz:

  • An illegal move is completed when the player presses the clock.
  • For the first completed illegal move, the position is restored to the position before the move and the opponent receives one extra minute.
  • For the second completed illegal move by the same player, that player loses the game – unless the opponent cannot checkmate by any sequence of legal moves. In that case the game is drawn.

In practice, that means an illegal move in time trouble can cost you both time and – the second time – the game. Better to play a legal move half a second slower. In tournaments where an arbiter is not watching every game, the penalty only takes effect if the arbiter sees it or if the opponent claims it before making their own move. Otherwise the move stands.


25 rules for better blitz chess

If you have read the whole guide, it can be reduced to these sentences. If you have not, you can use them as a short summary.

On time

  1. Play the easy moves quickly so that you have time for the difficult ones.
  2. Use time when the position changes character – not when you are unsure about a developing move.
  3. Use your opponent’s thinking time. It is free.
  4. Anticipation is a chess skill. Premoves are a tool that exists only online. Do not confuse the two.
  5. Do not let your opponent’s pace determine yours.
  6. With increment, five seconds can last for many moves. Without increment, they can be almost nothing.
  7. Slow down when you are winning. That is when you risk stalemating your opponent.

On seeing

  1. Ask what your opponent’s last move changed before looking for your own.
  2. Before you release the piece: what is your opponent’s strongest reply?
  3. Checks, captures and threats are a search method, not a rule for choosing moves.
  4. A recapture that feels forced is exactly the move you should check.
  5. Many easy problems build recognition. A few difficult problems build calculation. You need both.

On plans and openings

  1. Know your structures better than your variations.
  2. A simple plan saves time on every one of the next moves.
  3. A move you understand is often more valuable in practice than a computer line you do not understand.
  4. When several moves are good, choose the one that gives your opponent the most problems.
  5. Bad traps are not practical chess. They are simply bad chess.

On advantages and disadvantages

  1. When you are clearly ahead, make the position easier.
  2. When you are losing, give your opponent problems – real problems.
  3. When your opponent’s king lacks a pawn shield, look for perpetual check.
  4. Resign later in blitz than in classical chess.

On learning

  1. Know elementary endgames so well that you do not have to work them out again each time.
  2. A mistake creates a new position. Play the position in front of you.
  3. Decide your tilt rule before you need it.
  4. Do not just play more blitz. Learn from the games you play.

Back to the park

You never finish learning blitz chess. As you get better, the problems move. You become faster at the things that once cost you time, and discover new decisions that still require it. That is what makes it fun to keep going.

We hope the guide has made you a little better – or at least given you some specific things to work on in your next game.

The guide is not finished. If you have advice, experience or corrections, write to us. It gets better because of it.

And the next time you walk through the Luxembourg Gardens, or another park where people are playing, and you see the empty chair on the other side of the board:

Sit down.

You may lose.

But now you know a little more about what you are getting into.


Sources and further reading

Hopes and fears

I’m going to have to wind into this one from a distance…

Mostly I play chess, but I know how to play some other games, and I’m
sort of generally interested in games in general.

Game theory was much discussed from a mathematical angle when I was in
college, but what interests me more is the thoughts and feelings of game
players, which are usually far from mathematical.

“It seems to us that the theories associated with board reconstruction
experiments represent an idealised picture of master chess which may be
misleading. … So often, as any player will agree, it is hopes and
fears which seem to influence the choice of a move.”
— Hartston and
Wason

So I was more than interested to be sent a link by our former tyrannical
landlord Steven Crane of Clifton Road Games ( http://cliftonroadgames.co.uk/ ):
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg%2Fdaily%2Fli%2…

Have a read of that first and see what you think.

Steven commented to me at the time:

“Probably doesn’t apply directly to chess, due to the lack of “hidden” information, but there might be something in the general idea…”

Oh, if only there was nothing hidden in chess!

“You see, but you do not observe. The distinction is clear.” Sherlock Holmes, in A Scandal in Bohemia

What is so limited in chess, is a firm grasp of what is actually there,
and what is so often present, is a paralysing fear of what our opponent
might have seen that we cannot see.

It should all be there laid on the chessboard – indeed, I often say
that’s what I like about the game – but what lies even a short way ahead
is shrouded in mist, if not fog, if not a dense curtain… and our history
of being surprised by our opponents’ replies makes us fearful of what
might happen next.

And even when we see things, we may be also be justly admonished as
was Watson on another occasion:

“Watson, you can see everything. You fail, however, to reason from what you see. ” Sherlock Holmes, The Adventure of the Blue Carbuncle.

I found the discussion of Magic card-counting had parallels with two
discussions I had with young people who had agreed draws in these two
positions. See what you think first, then I’ll tell you what I told
them.

Black offers a draw to White: do you accept?

White offers a draw to Black: do you accept?

To put the question at all to you, suggests that there is something
better to do than shake hands and find the snack stand. An indeed there
was:


I guess I hope there might be some general sort of logic or way of feeling
about the position that would make these promising young players look a
bit harder and longer next time. I certainly found the language used
about the Magic game very familiar, even if the rules and elements were
foreign.

Don’t be afraid of ghosts, look to see what is real.

Think twice … at least!

As part of a chess program on television an extract from Kotov’s book ‘The White and the Black’ was shown. The scene depicts Alekhin giving a simultaneous display against 30 German officers of the General staff in occupied Prague in 1943. The last game to finish is against Obersturbannfuhrer Spak. ‘I resign’, declares the German officer:


Alekhin turns the board round, and takes the Black pieces himself, and says ‘Play on!’ Two moves follow and the German again declares that, believe it or not, he must resign as White’s game is hopeless.

Alekhin again turns the board around and now announces mate in three on White’s behalf.

Clearly apocryphal in my view but sincere H/T Red October and Benzol on chessgames.com

http://www.chessgames.com/perl/chessplayer?pid=10240%3Ekpage=20

Queen sacrifices

Meanwhile, here are three games from Gandalf which explore the
wilder shores of compensation for a Queen (83,84,85)

Click […] for list of games

Tartakower on the English

A fine addition to my collection of wonderful annotations (H/T Edward Winter)

Click […] for list of games

Tartakower annotated White’s first move as follows (H/T Edward Winter):

“An opening which the master from Bremen has been playing, almost without exception, for about 30 years.

Just recently, however, I learned that in annotating the game Eliskases v L. Steiner, which Black won prettily …, the German master and journalist Leonhardt expressed his joy that this tortuous opening, which comes from the Eastern Jews (Ost-Juden) Nimzowitsch and Tartakower, will lose some of its worth.

With such remarks, Leonhardt is certainly doing his homeland a disservice. His hope of flattering official circles may well backfire and he may well be “corrected” for publishing assertions which are:

1. untrue, since the opening was introduced by the Englishman Staunton;

2. maladroit, since the system was developed by the German Carls;

3. ridiculous, since in the game in question, Eliskases v L. Steiner, the move 1.c4 was played by a good Tyrolean, whereas it was refuted by a Semitic player;

4. preposterous, since in chess we take pleasure in seeking truth, without players’ personalities playing any role;

5. unhealthy, since in chess we prefer to be rid of political, ethnological, etc. discussions; and finally;

6. harmful, since the German authorities recommend their citizens not to make attacks on foreigners.”

Going back in time

This page happened
because I wanted a place to store these positions,
but my
well-behaved chess databases refuse to do things like
accept a
position without a King (see below).

For example, I have had trouble entering this one on a database:

---N--R-
pp---p--
---K--p-
--------
--p-----
---pp--p
---P-pB-
-Q----BR

Mate in ONE (Fischer [not that one]).

[HINT] [SOLUTION]

Proof games

rnbqkb-r
ppp-pppp
--------
---p----
--------
--------
PPPPPPPP
RNBQKB-R

What is the shortest series of legal moves leading to this position?

[HINT] [SOLUTION]

Retrograde puzzles

http://www.janko.at/Retros/

B-KRN---
PP------
--QK-R--
--------
--------
--------
--------
--------

Colour the pieces. What was the last move?
(Husserl, 66/71)

[HINT] [SOLUTION]

Logic puzzles

--------
--------
--------
-r-b----
B-------
--------
--------
---k----

Where is the White King?
Raymond Smullyan 1957

[HINT] [SOLUTION]

That’s an old puzzle of his, but it’s reproduced in The Chess
Mysteries of the Arabian Knights
(sic) as well as many
anthologies. To pack so much into such a small space is art.

r-b-k--r
p-p-p-p-
-p---p-p
--------
--------
P-------
-PPPPPPP
--BQKB--

Black to move. Can Black castle short here? (1…O-O)
Raymond Smullyan 1957

[HINT] [SOLUTION]

k-K-----
----Q---
--------
--B-P---
---P----
-------P
--------
-------B

Checkmate! But which square is a1 and which h8?
Raymond Smullyan 1957

[HINT] [SOLUTION]

The Chess Mysteries of Sherlock Holmes

The solutions to Smullyan’s most fiendish problems run to many pages.

If you like these, you might also like his book of logic puzzles,

What is the name of this book? But this is hard to ask for in
a shop…

__________________________________________________________

[HINT]

If you find it difficult to solve looking at the diagram,
try setting up the position on a board.

[HINT]

It’s natural to assume that a piece that appears to be on its
original square is indeed on its original square.

[HINT]

Only one King can be in check, and whichever is the Black King is at the
moment in double check. And double checks have to be discoveries…

[HINT]

White’s last move must have been with the King, and White’s King must
have been the victim and the deliverer of a discovered check

[HINT]

What was White’s last move?
And before that?
So what were Black’s possible last moves?

[HINT]

White’s last move seems obvious, but what was Black’s last move?

__________________________________________________________

[SOLUTION]

Seriously, set it up on a board.

[SOLUTION]

1.Nf3 Nf6 2.Ne5 d5 3.Nc6 Nd7 4.Nxb8 Nxb8

[SOLUTION]

Double checks have to be discoveries, and you can’t discover a contact
check from a Queen, so it seems that:
the Q on c6 is White,
and the wK is on d6,
so the N on e8 is White,
and the R on d8 is White,
the bK is on c8, and
so the discovery is 1.c7xd8/R check
and the Pb7 is Black,
so the Ba8 is White (by promotion a7-a8/B)
and the Pa7 is also White.

[SOLUTION]

With wPc2 and bPb4, the last moves must have been
1…Bd5+
2. c2-c4 b4xc3 en passant
3.Kxc3+

[SOLUTION]

Suppose Black can castle.
That means, Black’s last move was with a Bishop or a Pawn.
White’s last move was a2-a3, but what about the one before that?
Whatever piece White moved then, it was captured by Black on Black’s last move.
Black could not have made their last move by capturing with a Pawn
because there is no square that this Pawn could have come from.
Black could not have made their last move by capturing with the Bishop,
because the only piece that could be on c8 is a Knight, and where could
it have come from? Only d6, and that must have meant that Black’s King
stood still while the Knight checked it from d6. That’s not possible.
So Black didn’t make their last move with a Pawn or Bishop.
So Black did make their last move with a King or a Rook.
Not the Ra8, as the Knight could not have reached a8 from b6 or c7.
So Black made their last move with a King or Rh8. (e.g. 1.Nd6-e8 Kd8xe8 or 1.Ng6-h8 Rg8xh8)
So Black cannot castle king’s-side now (yet maybe it’s legal to castle long later).

[SOLUTION]

Assuming the lower left hand corner is a1, e4-e5 discovered check and mate seems like a solution.
But Black has no legal last move with the King.
So Black must have last moved a different piece.
Which White must have captured last move.
But the “e5” pawn would have come from “f4”, so…
The “h1” Bishop must be (a) newly promoted, and (b) the capturing piece.
So Black’s last move was e.g. …R”h1″ (actually …Ra8)
And White’s last move was Pb7xa8/B#
So the lower left hand corner is h8.

ECO opening codes

Notes:

  ——–

  1. checks are not indicated – an ECO quirk

  2. I have been sparing with the qualifications (lines
with and without

  certain moves) as they are implicit in the classification
anyhow.

  3. I have typed all the castling moves with capital ‘O’s
not zeroes (0).

  4. Volunteers to proofread take one step forward.

  5. English variation names added Spring 1997

 



Main ECO codes
A

– 1. R’ 1. e4, 1. d4

  Irregular openings.

  – 1. d4 R’ 1 …d5, 1… Nf6

  Untypical replies to 1.d4

  – 1. d4 Nf6 2. R’ 2. c4

  Untypical replies to 1…Nf6

  – 1. d4 Nf6 2. c4 R’ 2… e6, 2… g6

  Untypical Indian systems.

B

– 1. e4 R’ 1… c5, 1… e6, 1… e5

  Most Semi-Open Defences

  – 1. e4 c5

  Sicilian Defence

C

– 1. e4 e6

  French defence

  – 1. e4 e5

  Double King Pawn games

D

– 1. d4 d5

  Double Queen Pawn games

 

  – 1. d4 Nf6 2. c4 g6 + d7-d5

  Grunfeld Defence

E

– 1. d4 Nf6 2. c4 e6

  Indian systems with …e6

  – 1. d4 Nf6 2. c4 g6 ‘ d7-d5

  Indian systems with …g6 (except Grunfeld)

 

Main ECO codes for each class

Full ECO codes

A

– 1. R’ 1. e4, 1. d4

  Irregular openings.

  – 1. d4 R’ 1 …d5, 1… Nf6

  Untypical replies to 1.d4

  – 1. d4 Nf6 2. R’ 2. c4 (humongous typo on (c) page!)

  Untypical replies to 1…Nf6

  – 1. d4 Nf6 2. c4 R’ 2… e6, 2… g6

  Untypical Indian systems.

A0

1. R’ 1. e4, 1. d4, 1. c4

  Irregular openings.

A00

1. R,

  1. g3,

  1. b4

  Irregular Openings,

  Benko Opening,

  Sokolsky (Polish Opening)

A01

1. b3

  Nimzo-Larsen Attack

A02

1. f4

  Bird’s Opening

A03

1. f4 d5

  Bird’s Opening

A04

1. Nf3

  Reti Opening

A05

1. Nf3 Nf6

  Reti Opening with 1…Nf6

A06

1. Nf3 d5

  Reti Opening with 1…d5

A07

1. Nf3 d5 2. g3

  Reti Opening, Barcza System

A08

1. Nf3 d5 2. g3 c5 3. Bg2

  Reti Opening, Barcza System

A09

1. Nf3 d5 2. c4

  Reti Opening

A1

1. c4

  English Opening

A10

1 c4

  English Opening

A11

1 c4 c6

  English Opening, systems with 1…e6

A12

1 c4 c6 2. Nf3 d5 3. b3

  (Reti Opening)

A13

1 c4 e6

  English Opening, systems with 1…e6

A14

1 c4 e6 2. Nf3 d5 3. g3 Nf6 4. Bg2 Be7 5. O-O

  (Reti Opening)

A15

1 c4 Nf6

  English Opening, systems with 1…Nf6

A16

1 c4 Nf6 2. Nc3

  English Opening, systems with 1…Nf6

A17

1 c4 Nf6 2. Nc3 e6

  English Opening, Anglo-Indian

A18

1 c4 Nf6 2. Nc3 e6 3. e4

  Flohr-Mikenas Variation

A19

1 c4 Nf6 2. Nc3 e6 3. e4 c5

  Flohr-Mikenas Variation

A2

1. c4 e5

  English Opening with 1…e5 (King’s English, or Reversed
Sicilian)

A20

1. c4 e5

  English Opening, Reversed Sicilian

A21

1. c4 e5 2. Nc3

  English Opening, Reversed Sicilian

A22

1. c4 e5 2. Nc3 Nf6

  English Opening, Reversed Sicilian

A23

1. c4 e5 2. Nc3 Nf6 3. g3 c6

  English Opening, Reversed Sicilian

A24

1. c4 e5 2. Nc3 Nf6 3. g3 g6

  English Opening, Reversed Sicilian

A25

1. c4 e5 2. Nc3 Nc6

  English Opening, Reversed Sicilian, Closed Systems

A26

1. c4 e5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. d3 d6

  English Opening, Reversed Sicilian, Closed Systems

A27

1. c4 e5 2. Nc3 Nc6 3. Nf3

  English Opening, Reversed Sicilian, Closed Systems

A28

1. c4 e5 2. Nc3 Nc6 3. Nf3 Nf6

  English Opening, Reversed Sicilian, Four Knights’
Variation

A29

1. c4 e5 2. Nc3 Nc6 3. Nf3 Nf6 4. g3

  English Opening, Reversed Sicilian, Four Knights’
Variation

A3

1. c4 c5

  Symmetrical English

A30

1. c4 c5

  Symmetrical English

A31

1. c4 c5 2. Nf3 Nf6 3. d4

  Symmetrical English, Anti-Benoni

A32

1. c4 c5 2. Nf3 Nf6 3. d4 cd4 4. Nd4 e6

  Symmetrical English, Anti-Benoni

A33

1. c4 c5 2. Nf3 Nf6 3. d4 cd4 4. Nd4 e6 5. Nc3 Nc6

  Symmetrical English, Anti-Benoni

A34

1. c4 c5 2. Nc3

  Symmetrical English

A35

1. c4 c5 2. Nc3 Nc6

  Symmetrical English, Closed systems

A36

1. c4 c5 2. Nc3 Nc6 3. g3

  Symmetrical English, Closed systems

A37

1. c4 c5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. Nf3

  Symmetrical English, Closed systems

A38

1. c4 c5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. Nf3 Nf6

  Symmetrical English, Closed systems

A39

1. c4 c5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. Nf3 Nf6 6. O-O O-O 7. d4

  English Opening, Maroczy Bind

A4

1. d4

  Queen Pawn games

A40

1. d4

  Queen Pawn games

A41

1. d4 d6

  Queen Pawn games, systems with 1…d6

A42

1. d4 d6 2. c4 g6 3. Nc3 Bg7 4. e4

  Modern Defence, Averbakh Variation

A43

1. d4 c5

  Benoni

A44

1. d4 c5 2. d5 e5

  Old Benoni (…g6) or Czech Benoni (…Be7)

A45

1. d4 Nf6

  Indian systems

A46

1. d4 Nf6 2. Nf3

  Indian systems with 2. Nf3

A47

1. d4 Nf6 2. Nf3 b6

  Indian systems with 2. Nf3

A48

1. d4 Nf6 2. Nf3 g6

  Indian systems with 2. Nf3

A49

1. d4 Nf6 2. Nf3 g6 3. g3

  Indian systems with 2. Nf3

A5

1. d4 Nf6 2. c4

  Indian systems

A50

1. d4 Nf6 2. c4

  Indian systems with 2. c4

A51

1. d4 Nf6 2. c4 e5

  Budapest Gambit

A52

1. d4 Nf6 2. c4 e5 3. de5 Ng4

  Budapest Gambit, main line accepted

A53

1. d4 Nf6 2. c4 d6

  Old Indian Defence

A54

1. d4 Nf6 2. c4 d6 3. Nc3 e5 4. Nf3

  Old Indian Defence

A55

1. d4 Nf6 2. c4 d6 3. Nc3 e5 4. Nf3 Nbd7 5. e4

  Old Indian Defence

A56

1. d4 Nf6 2. c4 c5

  Benoni Defence

A57

1. d4 Nf6 2. c4 c5 3. d5 b5

  Benko Gambit

A58

1. d4 Nf6 2. c4 c5 3. d5 b5 4. cb5 a6 5. ba6

  Benko Gambit Accepted

A59

1. d4 Nf6 2. c4 c5 3. d5 b5 4. cb5 a6 5. ba6 Ba6 6. Nc3 d6 7. e4

  Benko Gambit Accepted, Classical Variation

A6

1. d4 Nf6 2. c4 c5 3. d5 e6

  Modern Benoni

A60

1. d4 Nf6 2. c4 c5 3. d5 e6

  Modern Benoni

A61

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. Nf3 g6

  Modern Benoni

A62

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. Nf3 g6 7. g3
Bg7 8. Bg2 O-O

  Modern Benoni, Fianchetto Variation

A63

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. Nf3 g6 7. g3
Bg7 8. Bg2 O-O 8. Bg2 O-O 9. O-O Nbd7

  Modern Benoni, Fianchetto Variation

A64

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. Nf3 g6 7. g3
Bg7 8. Bg2 O-O 8. Bg2 O-O 9. O-O Nbd7 10. Nd2 a6 11. a4 Re8

  Modern Benoni, Fianchetto Variation

A65

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4

  Modern Benoni, Main Variation

A66

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. f4

  Modern Benoni, Four Pawns (Mikenas) Attack

A67

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. f4 Bg7
8. Bb5

  Modern Benoni, Bishop Check Variation (Taimanov)

A68

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. f4 Bg7
8. Nf3 O-O

  Modern Benoni, Four Pawns (Mikenas) Attack

A69

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. f4 Bg7
8. Nf3 O-O 9. Be2 Re8

  Modern Benoni, Four Pawns (Mikenas) Attack

A7

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3

  Modern Benoni, Classical variation

A70

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3

  Modern Benoni, Classical Variation

A71

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2

  Modern Benoni, Classical Variation

A72

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O

  Modern Benoni, Classical Variation

A73

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O

  Modern Benoni, Classical Variation

A74

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O a6

  Modern Benoni, Classical Variation

A75

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O a6 10. a4 Bg4

  Modern Benoni, Classical Variation

A76

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O Re8

  Modern Benoni, Classical Variation

A77

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O Re8 10. Nd2

  Modern Benoni, Classical Variation

A78

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O Re8 10. Nd2 Na6

  Modern Benoni, Classical Variation

A79

1. d4 Nf6 2. c4 c5 3. d5 e6 4. Nc3 ed5 5. cd5 d6 6. e4 g6 7. Nf3
Bg7 8. Be2 O-O 9. O-O Re8 10. Nd2 Na6 11. f3 Nc7

  Modern Benoni, Classical Variation

A8

1. d4 f5

  Dutch Defence

A80

1. d4 f5

  Dutch Defence

A81

1. d4 f5 2. g3

  Dutch Defence

A82

1. d4 f5 2. e4

  Dutch Defence, Staunton Gambit

A83

1. d4 f5 2. e4 fe4 3. Nc3 Nf6 4. Bg5

  Dutch Defence, Staunton Gambit

A84

1. d4 f5 2. c4

  Dutch Defence

A85

1. d4 f5 2. c4 Nf6 3. Nc3

  Dutch Defence

A86

1. d4 f5 2. c4 Nf6 3. g3

  Dutch Defence

A87

1. d4 f5 2. c4 Nf6 3. g3 g6 4. Bg2 Bg7 5. Nf3

  Dutch Defence, Leningrad Variation

A88

1. d4 f5 2. c4 Nf6 3. g3 g6 4. Bg2 Bg7 5. Nf3 O-O 6. O-O d6 7. Nc3
c6

  Dutch Defence, Leningrad Variation

A89

1. d4 f5 2. c4 Nf6 3. g3 g6 4. Bg2 Bg7 5. Nf3 O-O 6. O-O d6 7. Nc3
Nc6

  Dutch Defence, Leningrad Variation

A9

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2

  Dutch Defence, Classical variation

A90

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2

  Dutch Defence, Classical Variation

A91

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7

  Dutch Defence, Classical Variation

A92

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O

  Dutch Defence, Classical Variation

A93

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d5 7. b3

  Dutch Defence, Stonewall Variation

A94

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d5 7. b3
c6 8. Ba3

  Dutch Defence, Stonewall Variation

A95

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d5 7. Nc3
c6

  Dutch Defence, Stonewall Variation

A96

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d6

  Dutch Defence, Iljin-Zhenevsky Variation

A97

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d6 7. Nc3
Qe8

  Dutch Defence, Iljin-Zhenevsky Variation

A98

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d6 7. Nc3
Qe8 8. Qc2

  Dutch Defence, Iljin-Zhenevsky Variation

A99

1. d4 f5 2. c4 Nf6 3. g3 e6 4. Bg2 Be7 5. Nf3 O-O 6. O-O d6 7. Nc3
Qe8 8. b3

  Dutch Defence, Iljin-Zhenevsky Variation

B

– 1. e4 R’ 1… c5, 1… e6, 1… e5

  Most Semi-Open Defences

  – 1. e4 c5

  Sicilian Defence

B0

1. e4

  King Pawn games

B00

1. e4 R + 1… Nc6

  King Pawn games, inc. Nimzovitch defence

B01

1. e4 d5

  Centre Counter Defence (Scandanavian)

B02

1. e4 Nf6

  Alekhin’s Defence

B03

1. e4 Nf6 2. e5 Nd5 3. d4

  Alekhin’s Defence

B04

1. e4 Nf6 2. e5 Nd5 3. d4 d6 4. Nf3

  Alekhin’s Defence, Classical Variation

B05

1. e4 Nf6 2. e5 Nd5 3. d4 d6 4. Nf3 Bg4

  Alekhin’s Defence, Classical Variation

B06

1. e4 g6

  Modern Defence

B07

1. e4 d6 2. d4 Nf6

  Pirc (Robatsch) Defence

B08

1. e4 d6 2. d4 Nf6 3. Nc3 g6 4. Nf3

  Pirc Defence, Classical Variation

B09

1. e4 d6 2. d4 Nf63. Nc3 g6 4. f4

  Pirc Defence, Austrian Attack

B1

1. e4 c6

  Caro-Kann Defence

B10

1. e4 c6

  Caro-Kann Defence

B11

1. e4 c6 2. Nf3 d5 3. Nc3 Bg4

  Caro-Kann Defence, Two Knights’ Variation

B12

1. e4 c6 2. d4

  Caro-Kann Defence

B13

1. e4 c6 2. d4 d5 3. ed5 cd5

  Caro-Kann Defence, Exchange Variation

B14

1. e4 c6 2. d4 d5 3. ed5 cd5 4. c4 Nf6 5. Nc3

  Caro-Kann Defence, Panov-Botvinnik attack

B15

1. e4 c6 2. d4 d5 3. Nc3

  Caro-Kann Defence

B16

1. e4 c6 2. d4 d5 3. Nc3 de4 4. Ne4 Nf6 5. Nf6 gf6

  Caro-Kann Defence, Bronstein-Larsen variation

B17

1. e4 c6 2. d4 d5 3. Nc3 de4 4. Ne4 Nd7

  Caro-Kann Defence, with 4…Nd7

B18

1. e4 c6 2. d4 d5 3. Nc3 de4 4. Ne4 Bf5

  Caro-Kann Defence, classical variation

B19

1. e4 c6 2. d4 d5 3. Nc3 de4 4. Ne4 Bf5 5. Ng3 Bg6 6. h4 h6 7. Nf3
Nd7

  Caro-Kann Defence, classical variation

B2

1. e4 c5

  Sicilian Defence

B20

1. e4 c5

  Sicilian Defence

B21

1. e4 c5: – 2. f4, -2. d4

  Sicilian Defence, Grand Prix (Vincken) Attack and Morra
Gambit

B22

1. e4 c5 2.c3

  Sicilian Defence, Alapin Variation

B23

1. e4 c5 2. Nc3

  Sicilian Defence, Closed Variation

B24

1. e4 c5 2. Nc3 Nc6 3. g3

  Sicilian Defence, Closed Variation

B25

1. e4 c5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. d3 d6

  Sicilian Defence, Closed Variation

B26

1. e4 c5 2. Nc3 Nc6 3. g3 g6 4. Bg2 Bg7 5. d3 d6 6. Be3

  Sicilian Defence, Closed Variation

B27

1. e4 c5 2. Nf3

  Sicilian Defence

B28

1. e4 c5 2. Nf3 a6

  Sicilian Defence, O’Kelly Variation

B29

1. e4 c5 2. Nf3 Nf6

  Sicilian Defence, Nimzovitch Variation

B3

1. e4 c5 2. Nf3 Nc6

  Sicilian Defence with 2…Nc6

B30

1. e4 c5 2. Nf3 Nc6

  Sicilian Defence with 2…Nc6

B31

1. e4 c5 2. Nf3 Nc6 3. Bb5 g6

  Sicilian Defence, Rossolimo Variation

B32

1. e4 c5 2. Nf3 Nc6 3. d4

  Sicilian Defence

B33

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4

  Sicilian Defence

B34

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6

  Sicilian Defence, Accelerated Dragon Variation

B35

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6 5. Nc3 Bg7 6. Be3 Nf6 7.
Bc4

  Sicilian Defence, Accelerated Dragon Variation

B36

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6 5. c4

  Sicilian Defence, Accelerated Dragon Variation, Maroczy
Bind

B37

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6 5. c4 Bg7

  Sicilian Defence, Accelerated Dragon Variation, Maroczy
Bind

B38

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6 5. c4 Bg7 6. Be3

  Sicilian Defence, Accelerated Dragon Variation, Maroczy
Bind

B39

1. e4 c5 2. Nf3 Nc6 3. d4 cd4 4. Nd4 g6 5. c4 Bg7 6. Be3 Nf6 7. Nc3
Ng4

  Sicilian Defence, Accelerated Dragon Variation, Maroczy
Bind

B4

1. e4 c5 2. Nf3 e6

  Sicilian Defence with 2…e6

B40

1. e4 c5 2. Nf3 e6

  Sicilian Defence with 2…e6

B41

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 a6

  Sicilian Defence, Kan Variation

B42

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 a6 5. Bd3

  Sicilian Defence, Kan Variation

B43

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 a6 5. Nc3

  Sicilian Defence, Kan Variation

B44

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6

  Sicilian Defence, Paulsen/Taimanov Variation

B45

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6 5. Nc3

  Sicilian Defence, Paulsen/Taimanov Variation

B46

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6 5. Nc3 a6

  Sicilian Defence, Paulsen/Taimanov Variation

B47

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6 5. Nc3 Qc7

  Sicilian Defence, Paulsen/Taimanov Variation

B48

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6 5. Nc3 Qc7 6. Be3

  Sicilian Defence, Paulsen/Taimanov Variation

B49

1. e4 c5 2. Nf3 e6 3. d4 cd4 4. Nd4 Nc6 5. Nc3 Qc7 6. Be3 a6 7. Be2

  Sicilian Defence, Paulsen/Taimanov Variation

B5

1. e4 c5 2. Nf3 d6

  Sicilian Defence with 2…d6

B50

1. e4 c5 2. Nf3 d6

  Sicilian Defence with 2…d6

B51

1. e4 c5 2. Nf3 d6 3. Bb5

  Sicilian Defence, Sicilian Check Variation

B52

1. e4 c5 2. Nf3 d6 3. Bb5 Bd7

  Sicilian Defence, Sicilian Check Variation

B53

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Qd4

  Sicilian Defence, Chekhover Variation

B54

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4

  Sicilian Defence

B55

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. f3 e5 6. Bb5

  Sicilian Defence

B56

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3

  Sicilian Defence

B57

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bc4

  Sicilian Defence, Sozin Variation

B58

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Be2

  Sicilian Defence

B59

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Be2 e5 7. Nb3

  Sicilian Defence, Boleslavsky Variation

B6

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5

  Sicilian Defence, Richter-Rauser Attack

B60

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5

  Sicilian Defence, Richter-Rauser Attack

B61

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 Bd7 7.
Qd2

  Sicilian Defence, Richter-Rauser Attack

B62

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6

  Sicilian Defence, Richter-Rauser Attack

B63

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2

  Sicilian Defence, Richter-Rauser Attack

B64

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
Be7 8. O-O-O O-O 9. f4

  Sicilian Defence, Richter-Rauser Attack

B65

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
Be7 8. O-O-O O-O 9. f4 Nd4 10. Qd4

  Sicilian Defence, Richter-Rauser Attack

B66

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
a6

  Sicilian Defence, Richter-Rauser Attack

B67

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
a6 8. O-O-O Bd7

  Sicilian Defence, Richter-Rauser Attack

B68

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
a6 8. O-O-O Bd7 9. f4 Be7

  Sicilian Defence, Richter-Rauser Attack

B69

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 Nc6 6. Bg5 e6 7. Qd2
a6 8. O-O-O Bd7 9. f4 Be7 10. Nf3 b5 11. Bf6

  Sicilian Defence, Richter-Rauser Attack

B7

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6

  Sicilian Defence, Dragon Variation

B70

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6

  Sicilian Defence, Dragon Variation

B71

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. f4

  Sicilian Defence, Dragon Variation, Levenfish
variation

B72

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3

  Sicilian Defence, Dragon Variation

B73

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. Be2
Nc6 8. O-O

  Sicilian Defence, Dragon Variation, Classical
Variation

B74

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. Be2
Nc6 8. O-O O-O 9. Nb3

  Sicilian Defence, Dragon Variation, Classical
Variation

B75

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3

  Sicilian Defence, Dragon Variation, Yugoslav Attack

B76

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3
O-O

  Sicilian Defence, Dragon Variation, Yugoslav Attack

B77

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3
O-O 8. Qd2 Nc6 9. Bc4

  Sicilian Defence, Dragon Variation, Yugoslav Attack

B78

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3
O-O 8. Qd2 Nc6 9. Bc4 Bd7 10. O-O-O

  Sicilian Defence, Dragon Variation, Yugoslav Attack

B79

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3
O-O 8. Qd2 Nc6 9. Bc4 Bd7 10. O-O-O Qa5 11. Bb3 Rfc8 12. h4

  Sicilian Defence, Dragon Variation, Yugoslav Attack

B8

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6

  Sicilian Defence, Scheveningen Variation

B80

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6

  Sicilian Defence, Scheveningen Variation

B81

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. g4

  Sicilian Defence, Scheveningen Variation, Keres
Attack

B82

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. f4

  Sicilian Defence, Scheveningen Variation

B83

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Be2

  Sicilian Defence, Scheveningen Variation, Classical
System

B84

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Be2 a6

  Sicilian Defence, Scheveningen Variation, Classical
System

B85

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Be2 a6 7. O-O
Qc7 8. f4 Nc6

  Sicilian Defence, Scheveningen Variation, Classicial
System

B86

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Bc4

  Sicilian Defence, Scheveningen Variation

B87

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Bc4 a6 7. Bb3
b5

  (Sicilian Defence, Najdorf Variation)

B88

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Bc4 Nc6

  (Sicilian Defence, Najdorf Variation)

B89

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 e6 6. Bc4 Nc6 7. Be3

  (Sicilian Defence, Najdorf Variation)

B9

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6

  Sicilian Defence, Najforf Variation

B90

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6

  Sicilian Defence, Najdorf Variation

B91

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. g3

  Sicilian Defence, Najdorf Variation

B92

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Be2

  Sicilian Defence, Najdorf Variation

B93

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. f4

  Sicilian Defence, Najdorf Variation

B94

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5

  Sicilian Defence, Najdorf Variation

B95

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5 e6

  Sicilian Defence, Najdorf Variation

B96

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5 e6 7. f4

  Sicilian Defence, Najdorf Variation

B97

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5 e6 7. f4
Qb6

  Sicilian Defence, Najdorf Variation, Poisoned Pawn
Variation

B98

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5 e6 7. f4
Be7

  Sicilian Defence, Najdorf Variation

B99

1. e4 c5 2. Nf3 d6 3. d4 cd4 4. Nd4 Nf6 5. Nc3 a6 6. Bg5 e6 7. f4
Be7 8. Qf3 Qc7 9. O-O-O Nbd7

  Sicilian Defence, Najdorf Variation

C

– 1. e4 e6

  French defence

  – 1. e4 e5

  Double King Pawn games

C0

1. e4 e6

  French Defence

C00

1. e4 e6

  French Defence

C01

1. e4 e6 2. d4 d5 3. ed5 ed5

  French Defence, Exchange Variation

C02

1. e4 e6 2. d4 d5 3. e5

  French Defence, Advance Variation

C03

1. e4 e6 2. d4 d5 3. Nd2

  French Defence, Tarrasch Variation

C04

1. e4 e6 2. d4 d5 3. Nd2 Nc6 4. Ngf3 Nf6

  French Defence, Tarrasch Variation, Guimard system

C05

1. e4 e6 2. d4 d5 3. Nd2 Nf6

  French Defence, Tarrasch Variation

C06

1. e4 e6 2. d4 d5 3. Nd2 Nf6 4. e5 Nfd7 5. Bd3 c5 6. c3 Nc6 7. Ne2
cd4 8. cd4

  French Defence, Tarrasch Variation

C07

1. e4 e6 2. d4 d5 3. Nd2 c5

  French Defence, Tarrasch Variation

C08

1. e4 e6 2. d4 d5 3. Nd2 c5 4. ed5 ed5

  French Defence, Tarrasch Variation

C09

1. e4 e6 2. d4 d5 3. Nd2 c5 4. ed5 ed5 5. Ngf3 Nc6

  French Defence, Tarrasch Variation

C1

1. e4 e6 2. d4 d5 3. Nc3

  French Defence with 3. Nc3

C10

1. e4 e6 2. d4 d5 3. Nc3

  French Defence

C11

1. e4 e6 2. d4 d5 3. Nc3 Nf6

  French Defence, Classical Variation

C12

1. e4 e6 2. d4 d5 3. Nc3 Nf6 4. Bg5 Bb4

  French Defence, MacCutcheon Variation

C13

1. e4 e6 2. d4 d5 3. Nc3 Nf6 4. Bg5 Be7

  French Defence, Classical Variation

C14

1. e4 e6 2. d4 d5 3. Nc3 Nf6 4. Bg5 Be7 5. e5 Nfd7 6. Be7 Qe7

  French Defence, Classical Variation

C15

1. e4 e6 2. d4 d5 3. Nc3 Bb4

  French Defence, Winawer Variation

C16

1. e4 e6 2. d4 d5 3. Nc3 Bb4 4. e5

  French Defence, Winawer Variation

C17

1. e4 e6 2. d4 d5 3. Nc3 Bb4 4. e5 c5

  French Defence, Winawer Variation

C18

1. e4 e6 2. d4 d5 3. Nc3 Bb4 4. e5 c5 5. a3 Bc3 6. bc3

  French Defence, Winawer Variation

C19

1. e4 e6 2. d4 d5 3. Nc3 Bb4 4. e5 c5 5. a3 Bc3 6. bc3 Ne7

  French Defence, Winawer Variation

C2

1. e4 e5

  Double King Pawn games

C20

1. e4 e5

  Double King Pawn games

C21

1. e4 e5 2. d4 ed4

  Centre Game & Danish Gambit

C22

1. e4 e5 2. d4 ed4 3. Qd4 Nc6

  Centre Game

C23

1. e4 e5 2. Bc4

  Bishop’s Opening

C24

1. e4 e5 2. Bc4 Nf6

  Bishop’s Opening

C25

1. e4 e5 2. Nc3

  Vienna Game

C26

1. e4 e5 2. Nc3 Nf6

  Vienna Game

C27

1. e4 e5 2. Nc3 Nf6 3. Bc4 Ne4

  Vienna Game, Frankenstein-Dracula Variation

C28

1. e4 e5 2. Nc3 Nf6 3. Bc4 Nc6

  Vienna Game

C29

1. e4 e5 2. Nc3 Nf6 3. f4 d5

  Vienna Gambit

C3

1. e4 e5 2. f4

  King’s Gambit

C30

1. e4 e5 2. f4

  King’s Gambit

C31

1. e4 e5 2. f4 d5

  King’s Gambit

C32

1. e4 e5 2. f4 d5 3. ed5 e4 4. d3 Nf6

  King’s Gambit, Falkbeer Counter-Gambit

C33

1. e4 e5 2. f4 ef4

  King’s Gambit Accepted

C34

1. e4 e5 2. f4 ef4 3. Nf3

  King’s Knight’s Gambit

C35

1. e4 e5 2. f4 ef4 3. Nf3 Be7

  King’s Gambit, Cunningham Variation

C36

1. e4 e5 2. f4 ef4 3. Nf3 d5

  King’s Gambit, Modern Variation

C37

1. e4 e5 2. f4 ef4 3. Nf3 g5

  King’s Gambit

C38

1. e4 e5 2. f4 ef4 3. Nf3 g5 4. Bc4 Bg7

  King’s Gambit, Hanstein Variation

C39

1. e4 e5 2. f4 ef4 3. Nf3 g5 4. h4

  King’s Gambit, Kieseritsky Variation

C4

1. e4 e5 2. Nf3

  Double King Pawn games with 2. Nf3

C40

1. e4 e5 2. Nf3

  Double King Pawn games

C41

1. e4 e5 2. Nf3 d6

  Philidor Defence

C42

1. e4 e5 2. Nf3 Nf6

  Petroff Defence

C43

1. e4 e5 2. Nf3 Nf6 3. d4

  Petroff Defence, Steinitz Variation

C44

1. e4 e5 2. Nf3 Nc6

  Double King Pawn games

C45

1. e4 e5 2. Nf3 Nc6 3. d4 ed4 4. Nd4

  Scotch Game

C46

1. e4 e5 2. Nf3 Nc6 3. Nc3

  Three Knights’ Game

C47

1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6 4. d4

  Scotch Four Knights’

C48

1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6 4. Bb5

  Four Knights’ Game

C49

1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6 4. Bb5 Bb4

  Four Knights’ Game

C5

1. e4 e5 2. Nf3 Nc6 3. Bc4

  Italian Game

C50

1. e4 e5 2. Nf3 Nc6 3. Bc4

  Italian Game

C51

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. b4

  Evans’ Gambit

C52

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. b4 Bb4 5. c3 Ba5

  Evans’ Gambit

C53

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. c3

  Giuoco Piano

C54

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. c3 Nf6 5. d4 ed4 6. cd4

  Giuoco Piano

C55

1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6

  Two Knights’ Defence

C56

1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. d4 ed4 5. O-O Ne4

  Two Knights’ Defence

C57

1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. Ng5

  Two Knights’ Defence

C58

1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. Ng5 d5 5. ed5 Na5

  Two Knights’ Defence, main line gambit

C59

1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. Ng5 d5 5. ed5 Na5 6. Bb5 c6 7.
dc6 bc6 8. Be2 h6

  Two Knights’ Defence, main line gambit

C6

1. e4 e5 2. Nf3 Nc6 3. Bb5

  Ruy Lopez (Spanish Game)

C60

1. e4 e5 2. Nf3 Nc6 3. Bb5

  Ruy Lopez Opening (Spanish Game)

C61

1. e4 e5 2. Nf3 Nc6 3. Bb5 Nd4

  Ruy Lopez, Bird’s Defence

C62

1. e4 e5 2. Nf3 Nc6 3. Bb5 d6

  Ruy Lopez, Steinitz Defence

C63

1. e4 e5 2. Nf3 Nc6 3. Bb5 f5

  Ruy Lopez, Schliemann Gambit

C64

1. e4 e5 2. Nf3 Nc6 3. Bb5 Bc5

  Ruy Lopez, Classical Defence

C65

1. e4 e5 2. Nf3 Nc6 3. Bb5 Nf6

  Ruy Lopez, Berlin Defence

C66

1. e4 e5 2. Nf3 Nc6 3. Bb5 Nf6 4. O-O d6

  Ruy Lopez, Berlin Defence

C67

1. e4 e5 2. Nf3 Nc6 3. Bb5 Nf6 4. O-O Ne4

  Ruy Lopez, Berlin Defence

C68

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Bc6

  Ruy Lopez, Exchange Variation

C69

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Bc6 dc6 5. O-O

  Ruy Lopez, Exchange Variation

C7

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4

  Ruy Lopez (Spanish Game), Morphy Defence

C70

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4

  Ruy Lopez, Morphy Defence

C71

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6

  Ruy Lopez, Modern Steinitz Variation

C72

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6 5. O-O

  Ruy Lopez, Modern Steinitz Variation

C73

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6 5. Bc6 bc6 6. d4

  Ruy Lopez, Modern Steinitz Variation

C74

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6 5. c3

  Ruy Lopez, Modern Steinitz Variation

C75

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6 5. c3 Bd7

  Ruy Lopez, Modern Steinitz Variation

C76

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 d6 5. c3 Bd7 6. d4 g6

  Ruy Lopez, Modern Steinitz Variation

C77

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6

  Ruy Lopez, Morphy Defence

C78

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O

  Ruy Lopez, Morphy Defence

C79

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O d6

  Ruy Lopez, Modern Steinitz Variation

C8

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 5. O-O: + 5…Ne4, 5… Be7

  Ruy Lopez (Spanish Game), Open Morphy Defence
(5…Ne4)

  Ruy Lopez (Spanish Game), Closed Morphy Defence
(5…Be7)

C80

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Ne4

  Ruy Lopez, Open Morphy Variation

C81

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Ne4 6. d4 b5 7. Bb3
d5 8. de5 Be6 9. Qe2

  Ruy Lopez, Open Morphy Variation

C82

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Ne4 6. d4 b5 7. Bb3
d5 8. de5 Be6 9. c3

  Ruy Lopez, Open Morphy Variation

C83

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Ne4 6. d4 b5 7. Bb3
d5 8. de5 Be6 9. c3 Be7

  Ruy Lopez, Open Morphy Variation

C84

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7

  Ruy Lopez, Closed Morphy Defence

C85

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Bc6 dc6

  Ruy Lopez, Delayed Exchange Variation

C86

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Qe2

  Ruy Lopez, Worral Attack

C87

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 d6

  Ruy Lopez, Closed Morphy Defence

C88

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3

  Ruy Lopez, Closed Morphy Defence

C89

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d5

  Ruy Lopez, Marshall Gambit

C9

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 5. O-O Be7 6. Re1 b5 7. Bb3
O-O 8. c3 d6

  Ruy Lopez (Spanish Game), Closed Morphy Defence
(5…Be7), Main line

C90

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6

  Ruy Lopez, Closed Morphy Defence

C91

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. d4

  Ruy Lopez, Closed Morphy Defence

C92

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3

  Ruy Lopez, Closed Morphy Defence

C93

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 h6

  Ruy Lopez, Closed Morphy Defence

C94

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Nb8

  Ruy Lopez, Closed Morphy Defence, Breyer Variation

C95

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Nb8 10. d4

  Ruy Lopez, Closed Morphy Defence, Breyer Variation

C96

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Na5 10. Bc2

  Ruy Lopez, Closed Morphy Defence, Tchigorin Variation

C97

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Na5 10. Bc2 c5 11. d4 Qc7

  Ruy Lopez, Closed Morphy Defence, Tchigorin Variation

C98

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Na5 10. Bc2 c5 11. d4 Qc7 12. Nbd2 Nc6

  Ruy Lopez, Closed Morphy Defence, Tchigorin Variation

C99

1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7.
Bb3 O-O 8. c3 d6 9. h3 Na5 10. Bc2 c5 11. d4 Qc7 12. Nbd2 cd4 13.
cd4

  Ruy Lopez, Closed Morphy Defence, Tchigorin Variation

D

– 1. d4 d5

  Double Queen Pawn games

  – 1. d4 Nf6 2. c4 g6 + d7-d5

  Grunfeld Defence

D0

1. d4 d5

  Double Queen Pawn games

D00

1. d4 d5

  Double Queen Pawn games

D01

1. d4 d5 2. Nc3 Nf6 3. Bg5

  (Richter-)Veresov System

D02

1. d4 d5 2. Nf3

  Double Queen Pawn games

D03

1. d4 d5 2. Nf3 Nf6 3. Bg5

  Double Queen Pawn games

D04

1. d4 d5 2. Nf3 Nf6 3. e3

  Colle System

D05

1. d4 d5 2. Nf3 Nf6 3. e3 e6

  Colle System

D06

1. d4 d5 2. c4

  Queen’s Gambit

D07

1. d4 d5 2. c4 Nc6

  Queen’s Gambit, Tchigorin defence

D08

1. d4 d5 2. c4 e5

  Queen’s Gambit, Albin Counter-Gambit

D09

1. d4 d5 2. c4 e5 3. de5 d4 4. Nf3 Nc6 5. g3

  Queen’s Gambit, Albin Counter-Gambit

D1

1. d4 d5 2. c4 c6

  Queen’s Gambit Declined, Slav Defence

D10

1. d4 d5 2. c4 c6

  Queen’s Gambit Declined, Slav Defence

D11

1. d4 d5 2. c4 c6 3. Nf3

  Queen’s Gambit Declined, Slav Defence

D12

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. e3 Bf5

  Queen’s Gambit Declined, Slav Defence

D13

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. cd5 cd5

  Queen’s Gambit Declined, Slav Defence, Exchange
Variation

D14

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. cd5 cd5 5. Bf4 Bf5

  Queen’s Gambit Declined, Slav Defence, Exchange
Variation

D15

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. Nc3

  Queen’s Gambit Declined, Slav Defence

D16

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. Nc3 dc4 5. a4

  Queen’s Gambit Declined, Slav Defence, Dutch
Variation

D17

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. Nc3 dc4 5. a4 Bf5

  Queen’s Gambit Declined, Slav Defence, Dutch
Variation

D18

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. Nc3 dc4 5. a4 Bf5 6. e3

  Queen’s Gambit Declined, Slav Defence, Dutch
Variation

D19

1. d4 d5 2. c4 c6 3. Nf3 Nf6 4. Nc3 dc4 5. a4 Bf5 6. e3 e6 7. Bc4
Bb4 8. O-O O-O 9. Qe2

  Queen’s Gambit Declined, Slav Defence, Dutch
Variation

D2

1. d4 d5 2. c4 dc4

  Queen’s Gambit Accepted

D20

1. d4 d5 2. c4 dc4

  Queen’s Gambit Accepted

D21

1. d4 d5 2. c4 dc4 3. Nf3

  Queen’s Gambit Accepted

D22

1. d4 d5 2. c4 dc4 3. Nf3 a6 4. e3

  Queen’s Gambit Accepted, Alekhin Variation

D23

1. d4 d5 2. c4 dc4 3. Nf3 Nf6

  Queen’s Gambit Accepted

D24

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. Nc3

  Queen’s Gambit Accepted

D25

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. e3

  Queen’s Gambit Accepted

D26

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. e3 e6

  Queen’s Gambit Accepted

D27

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. e3 e6 5. Bc4 c5 6. O-O a6

  Queen’s Gambit Accepted

D28

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. e3 e6 5. Bc4 c5 6. O-O a6 7. Qe2

  Queen’s Gambit Accepted

D29

1. d4 d5 2. c4 dc4 3. Nf3 Nf6 4. e3 e6 5. Bc4 c5 6. O-O a6 7. Qe2
b5 8. Bb3 Bb7

  Queen’s Gambit Accepted

D3

1. d4 d5 2. c4 e6

  Queen’s Gambit Declined, Orthodox Defence

D30

1. d4 d5 2. c4 e6

  Queen’s Gambit Declined, Orthodox Defence

D31

1. d4 d5 2. c4 e6 3. Nc3

  Queen’s Gambit Declined, Orthodox Defence

D32

1. d4 d5 2. c4 e6 3. Nc3 c5

  Queen’s Gambit Declined, Tarrasch Defence

D33

1. d4 d5 2. c4 e6 3. Nc3 c5 4. cd5 ed5 5. Nf3 Nc6 6. g3

  Queen’s Gambit Declined, Tarrasch Defence,
Schlechter-Rubinstein system

D34

1. d4 d5 2. c4 e6 3. Nc3 c5 4. cd5 ed5 5. Nf3 Nc6 6. g3 Nf6 7. Bg2
Be7

  Queen’s Gambit Declined, Tarrasch Defence,
Schlechter-Rubinstein system

D35

1. d4 d5 2. c4 e6 3. Nc3 Nf6

  Queen’s Gambit Declined, Orthodox Defence

D36

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. cd5 ed5 5. Bg5 c6 6. Qc2

  Queen’s Gambit Declined, Exchange Variation

D37

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3

  Queen’s Gambit Declined, Orthodox Defence

D38

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 Bb4

  Queen’s Gambit Declined, Ragozin Variation

D39

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 Bb4 5. Bg5 dc4

  Queen’s Gambit Declined, Vienna Variation

D4

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3

  Queen’s Gambit Declined, Orthodox Defence with 4. Nf3

D40

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c5

  Queen’s Gambit Declined, Semi-Tarrasch (Improved
Tarrasch) Defence

D41

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c5 5. cd5

  Queen’s Gambit Declined, Semi-Tarrasch (Improved
Tarrasch) Defence

D42

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c5 5. cd5 Nd5 6. e3 Nc6 7. Bd3

  Queen’s Gambit Declined, Semi-Tarrasch (Improved
Tarrasch) Defence

D43

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6

  Queen’s Gambit Declined, Semi-Slav Defence

D44

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. Bg5 dc4

  Queen’s Gambit Declined, Semi-Slav Defence, Anti-Meran
System

D45

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. e3

  Queen’s Gambit Declined, Semi-Slav Defence

D46

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. e3 Nbd7 6. Bd3

  Queen’s Gambit Declined, Semi-Slav Defence

D47

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. e3 Nbd7 6. Bd3 dc4 7. Bc4

  Queen’s Gambit Declined, Semi-Slav Defence, Meran
Variation

D48

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. e3 Nbd7 6. Bd3 dc4 7. Bc4
b5 8. Bd3 a6

  Queen’s Gambit Declined, Semi-Slav Defence, Meran
Variation

D49

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Nf3 c6 5. e3 Nbd7 6. Bd3 dc4 7. Bc4
b5 8. Bd3 a6 9. e4 c5 10. e5 cd4 11. Nb5

  Queen’s Gambit Declined, Semi-Slav Defence, Meran
Variation

D5

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5

  Queen’s Gambit Declined, Orthodox Defence with 4. Bg5

D50

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5

  Queen’s Gambit Declined, Orthodox Defence

D51

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Nbd7

  Queen’s Gambit Declined, Orthodox Defence

D52

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Nbd7 5. e3 c6 6. Nf3

  Queen’s Gambit Declined, Orthodox Defence

D53

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7

  Queen’s Gambit Declined, Orthodox Defence

D54

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Rc1

  Queen’s Gambit Declined, Orthodox Defence

D55

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3

  Queen’s Gambit Declined, Orthodox Defence

D56

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 h6 7. Bh4

  Queen’s Gambit Declined, Orthodox Defence

D57

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 h6 7. Bh4
Ne4 8. Be7 Qe7 9. cd5 Nc3 10. bc3

  Queen’s Gambit Declined, Orthodox Defence, Lasker
System

D58

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 h6 7. Bh4
b6

  Queen’s Gambit Declined, Orthodox Defence, Tartakower
Variation

D59

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 h6 7. Bh4
b6 8. cd5 Nd5

D6

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7

  Queen’s Gambit Declined, Orthodox Defence with 4. Bg5,
main line

D60

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7

  Queen’s Gambit Declined, Orthodox Defence

D61

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Qc2

  Queen’s Gambit Declined, Orthodox Defence, Rubinstein
Variation

D62

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Qc2 c5 8. dc5

  Queen’s Gambit Declined, Orthodox Defence, Rubinstein
Variation

D63

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1

  Queen’s Gambit Declined, Orthodox Defence

D64

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Qc2

  Queen’s Gambit Declined, Orthodox Defence, Tempo-Struggle
Variation

D65

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Qc2 a6 9. cd5

  Queen’s Gambit Declined, Orthodox Defence, Tempo-Struggle
Variation

D66

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Bd3

  Queen’s Gambit Declined, Orthodox Defence, Main
Variation

D67

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Bd3 dc4 9. Bc4 Nd5

  Queen’s Gambit Declined, Orthodox Defence, Capablanca
System

D68

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Bd3 dc4 9. Bc4 Nd5 10. Be7 Qe7 11. O-O Nc3 12. Rc3 e5

  Queen’s Gambit Declined, Orthodox Defence, Capablanca
System

D69

1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Be7 5. e3 O-O 6. Nf3 Nbd7 7.
Rc1 c6 8. Bd3 dc4 9. Bc4 Nd5 10. Be7 Qe7 11. O-O Nc3 12. Rc3 e5 13.
de5 Ne5 14. Ne5 Qe5

  Queen’s Gambit Declined, Orthodox Defence, Capablanca
System

D7

1. d4 Nf6 2. c4 g6 R’ d7-d5

  mostly King’s Indian Defence

D70

1. d4 Nf6 2. c4 g6

  King’s Indian Defence

D71

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. cd5 Nd5

  Grunfeld Defence, Fianchetto Variation

D72

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. cd5 Nd5 6. e4 Nb6 7. Ne2

  Grunfeld Defence, Fianchetto Variation

D73

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O

  Grunfeld Defence, Fianchetto Variation

D74

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. cd5 Nd5 7. O-O

  Grunfeld Defence, Fianchetto Variation

D75

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. cd5 Nd5 7. O-O
c5

  Grunfeld Defence, Fianchetto Variation

D76

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. cd5 Nd5 7. O-O
Nb6

  Grunfeld Defence, Fianchetto Variation

D77

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. O-O

  Grunfeld Defence, Fianchetto Variation

D78

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. O-O c6

  Grunfeld Defence, Fianchetto Variation, Schlechter
System

D79

1. d4 Nf6 2. c4 g6 3. g3 d5 4. Bg2 Bg7 5. Nf3 O-O 6. O-O c6 7. cd5
cd5

  Grunfeld Defence, Fianchetto Variation

D8

1. d4 Nf6 2. c4 g6 3. Nc3 d5

  Grunfeld Defence

D80

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Bg5

  Grunfeld Defence, Taimanov Variation

D81

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Qb3

  Grunfeld Defence, system with 4. Bf4

D82

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Bf4

  Grunfeld Defence, system with 4. Bf4

D83

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Bf4 Bg7 5. e3 O-O

  Grunfeld Defence, system with 4. Bf4

D84

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Bf4 Bg7 5. e3 O-O 6. cd5 Nd5 7. Nd5
Qd5 8. Bc7

  Grunfeld Defence, system with 4. Bf4

D85

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. cd5 Nd5

  Grunfeld Defence, Exchange Variation

D86

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. cd5 Nd5 5. e4 Nc3 6. bc3 Bg7 7. Bc4

  Grunfeld Defence, Exchange Variation

D87

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. cd5 Nd5 5. e4 Nc3 6. bc3 Bg7 7. Bc4
O-O 8. Ne2 c5

  Grunfeld Defence, Exchange Variation

D88

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. cd5 Nd5 5. e4 Nc3 6. bc3 Bg7 7. Bc4
O-O 8. Ne2 c5 9. O-O Nc6 10. Be3 cd4 11. cd4

  Grunfeld Defence, Exchange Variation

D89

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. cd5 Nd5 5. e4 Nc3 6. bc3 Bg7 7. Bc4
O-O 8. Ne2 c5 9. O-O Nc6 10. Be3 cd4 11. cd4 Bg4 12. f3 Na5 13. Bd3

  Grunfeld Defence, Exchange Variation

D9

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3

  Grunfeld Defence

D90

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3

  Grunfeld Defence

D91

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Bg5

  Grunfeld Defence, system with 5. Bg5

D92

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Bf4

  Grunfeld Defence, system with 5. Bf4

D93

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Bf4 O-O 6. e3

  Grunfeld Defence,

D94

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. e3

  Grunfeld Defence, Quiet (slow) system

D95

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. e3 O-O 6. Qb3

  Grunfeld Defence, Quiet (slow) system

D96

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Qb3

  Grunfeld Defence, Russian system

D97

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Qb3 dc4 6. Qc4 O-O 7. e4

  Grunfeld Defence, Russian system

D98

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Qb3 dc4 6. Qc4 O-O 7. e4
Bg4

  Grunfeld Defence, Russian system

D99

1. d4 Nf6 2. c4 g6 3. Nc3 d5 4. Nf3 Bg7 5. Qb3 dc4 6. Qc4 O-O 7. e4
Bg4 8. Be3 Nfd7 9. Qb3

  Grunfeld Defence, Russian system, Smyslov variation

E

– 1. d4 Nf6 2. c4 e6

  Indian systems with …e6

  – 1. d4 Nf6 2. c4 g6 ‘ d7-d5

  Indian systems with …g6 (except Grunfeld)

E0

1. d4 Nf6 2. c4 e6 3. g3

  Neo-Catalan

E00

1. d4 Nf6 2. c4 e6 3. g3

  Neo-Catalan

E01

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2

  Catalan

E02

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 dc4 5. Qa4

  Catalan, Open Variation

E03

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 dc4 5. Qa4 Nbd7 6. Qc4

  Catalan, Open Variation

E04

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 dc4 5. Nf3

  Catalan, Open Variation

E05

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 dc4 5. Nf3 Be7

  Catalan, Open Variation

E06

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 Be7 5. Nf3

  Catalan, Closed Variation

E07

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 Be7 5. Nf3 O-O 6. O-O Nbd7

  Catalan, Closed Variation

E08

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 Be7 5. Nf3 O-O 6. O-O Nbd7 7.
Qc2

  Catalan, Closed Variation

E09

1. d4 Nf6 2. c4 e6 3. g3 d5 4. Bg2 Be7 5. Nf3 O-O 6. O-O Nbd7 7.
Qc2 c6 8. Nbd2

  Catalan, Closed Variation

E1

1. d4 Nf6 2. c4 e6 3. Nf3

  Indian Defences with 3. Nf3

E10

1. d4 Nf6 2. c4 e6 3. Nf3

  Indian system with 2…e6

E11

1. d4 Nf6 2. c4 e6 3. Nf3 Bb4

  Bogo-Indian Defence

E12

1. d4 Nf6 2. c4 e6 3. Nf3 b6

  Queen’s Indian Defence

E13

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. Nc3 Bb7 5. Bg5 h6 6. Bh4 Bb4

  Queen’s Indian Defence

E14

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. e3

  Queen’s Indian Defence, Closed Variation

E15

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3

  Queen’s Indian Defence, Classical Variation

E16

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3 Bb7 5. Bg2 Bb4

  Queen’s Indian Defence, Classical Variation

E17

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3 Bb7 5. Bg2 Be7

  Queen’s Indian Defence, Classical Variation

E18

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3 Bb7 5. Bg2 Be7 6. O-O O-O 7. Nc3

  Queen’s Indian Defence, Classical Variation

E19

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3 Bb7 5. Bg2 Be7 6. O-O O-O 7. Nc3
Ne4 8. Qc2 Nc3 9. Qc3

  Queen’s Indian Defence, Classical Variation

E2

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4

  Nimzo-Indian Defence

E20

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4

  Nimzo-Indian Defence

E21

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Nf3

  Nimzo-Indian Defence, Three Knights’ System

E22

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qb3

  Nimzo-Indian Defence, Spielmann Variation

E23

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qb3 c5 5. dc5 Nc6

  Nimzo-Indian Defence, Spielmann Variation

E24

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3

  Nimzo-Indian Defence, Samisch Variation

E25

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3 c5 6. f3 d5 7. cd5

  Nimzo-Indian Defence, Open Samisch Variation

E26

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3 c5 6. e3

  Nimzo-Indian Defence, Closed Samisch Variation

E27

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3 O-O

  Nimzo-Indian Defence, Samisch Variation

E28

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3 O-O 6. e3

  Nimzo-Indian Defence, Closed Samisch Variation

E29

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. a3 Bc3 5. bc3 O-O 6. e3 c5 7. Bd3
Nc6

  Nimzo-Indian Defence, Closed Samisch Variation

E3

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4: + 4. Bg5, 4. Qc2

  Nimzo-Indian Defence, Leningrad Variation

  Nimzo-Indian Defence, Classical Variation

E30

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Bg5

  Nimzo-Indian Defence, Leningrad Variation

E31

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Bg5 h6 5. Bh4 c5 6. d5 d6

  Nimzo-Indian Defence, Leningrad Variation

E32

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2

  Nimzo-Indian Defence, Classical Variation

E33

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 Nc6

  Nimzo-Indian Defence, Classical Variation, Milner-Barry
Variation

E34

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 d5

  Nimzo-Indian Defence, Classical Variation

E35

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 d5 5. cd5 ed5

  Nimzo-Indian Defence, Classical Variation

E36

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 d5 5. a3

  Nimzo-Indian Defence, Classical Variation

E37

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 d5 5. a3 Bc3 6. Qc3 Ne4 7. Qc2

  Nimzo-Indian Defence, Classical Variation

E38

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 c5

  Nimzo-Indian Defence, Classical Variation

E39

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. Qc2 c5 5. dc5 O-O 6. Nf3

  Nimzo-Indian Defence, Classical Variation

E4

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3

  Nimzo-Indian Defence, Rubinstein Variation

E40

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3

  Nimzo-Indian Defence, Rubinstein Variation

E41

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 c5

  Nimzo-Indian Defence, Rubinstein Variation, Hubner
System

E42

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 c5 5. Ne2

  Nimzo-Indian Defence, Rubinstein Variation, Rubinstein
System

E43

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 b6

  Nimzo-Indian Defence, Rubinstein Variation, Fischer
Variation

E44

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 b6 5. Ne2

  Nimzo-Indian Defence, Rubinstein Variation, Fischer
Variation

E45

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 b6 5. Ne2 Ba6

  Nimzo-Indian Defence, Rubinstein Variation, Fischer
Variation

E46

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O

  Nimzo-Indian Defence, Rubinstein Variation, (main
line)

E47

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Bd3

  Nimzo-Indian Defence, Rubinstein Variation, (main
line)

E48

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Bd3 d5

  Nimzo-Indian Defence, Rubinstein Variation (main
line)

E49

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Bd3 d5 6. a3 Bc3 7. bc3

  Nimzo-Indian Defence, Rubinstein Variation (Closed
Samisch Variation)

E5

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3

  Nimzo-Indian Defence, Rubinstein Variation with
4…O-O

E50

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3

  Nimzo-Indian Defence, Rubinstein Variation

E51

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5

  Nimzo-Indian Defence, Rubinstein Variation

E52

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 b6

  Nimzo-Indian Defence, Rubinstein Variation, Tal
Variation

E53

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5

  Nimzo-Indian Defence, Rubinstein Variation

E54

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
dc4 8. Bc4

  Nimzo-Indian Defence, Rubinstein Variation, Bronstein
(Bd7) and Smyslov (Qe7) Variations

E55

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
dc4 8. Bc4 Nbd7

  Nimzo-Indian Defence, Rubinstein Variation, Parma
Variation

E56

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
Nc6

  Nimzo-Indian Defence, Rubinstein Variation (main
line)

E57

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
Nc6 8. a3 dc4 9. Bc4 cd4

  Nimzo-Indian Defence, Rubinstein Variation (main
line)

E58

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
Nc6 8. a3 Bc3 9. bc3

  Nimzo-Indian Defence, Rubinstein Variation (main
line)

E59

1. d4 Nf6 2. c4 e6 3. Nc3 Bb4 4. e3 O-O 5. Nf3 d5 6. Bd3 c5 7. O-O
Nc6 8. a3 Bc3 9. bc3 dc4 10. Bc4

  Nimzo-Indian Defence, Rubinstein Variation (main
line)

E6

1. d4 Nf6 2. c4 g6 R’ d7-d5

  King’s Indian Defence

E60

1. d4 Nf6 2. c4 g6

  King’s Indian Defence

E61

1. d4 Nf6 2. c4 g6 3. Nc3

  King’s Indian Defence

E62

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3

  King’s Indian Defence, Fianchetto Variation

E63

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 Nc6 7. O-O
a6

  King’s Indian Defence, Fianchetto Variation, Panno
system

E64

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 c5

  King’s Indian Defence, Fianchetto Variation, Leningrad
variation

E65

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 c5 7. O-O

  King’s Indian Defence, Fianchetto Variation, Leningrad
variation

E66

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 c5 7. O-O
Nc6 8. d5

  King’s Indian Defence, Fianchetto Variation, Leningrad
variation

E67

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 Nbd7

  King’s Indian Defence, Fianchetto Variation, classical
system

E68

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 Nbd7 7.
O-O e5 8. e4

  King’s Indian Defence, Fianchetto Variation, classical
system

E69

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. Nf3 d6 5. g3 O-O 6. Bg2 Nbd7 7.
O-O e5 8. e4 c6 9. h3

  King’s Indian Defence, Fianchetto Variation, classical
system

E7

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4

  King’s Indian Defence

E70

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4

  King’s Indian Defence

E71

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. h3

  King’s Indian Defence, system with 5.h3

E72

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. g3

  King’s Indian Defence, Fianchetto Variation

E73

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Be2

  King’s Indian Defence

E74

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Be2 O-O 6. Bg5 c5

  King’s Indian Defence, Averbakh Variation

E75

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Be2 O-O 6. Bg5 c5 7. d5
e6

  King’s Indian Defence, Averbakh Variation

E76

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f4

  King’s Indian Defence, Four Pawns’ Attack

E77

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f4 O-O 6. Be2

  King’s Indian Defence, Four Pawns’ Attack

E78

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f4 O-O 6. Be2 c5 7. Nf3

  King’s Indian Defence, Four Pawns’ Attack

E79

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f4 O-O 6. Be2 c5 7. Nf3
cd4 8. Nd4 Nc6 9. Be3

  King’s Indian Defence, Four Pawns’ Attack

E8

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3

  King’s Indian Defence, Samisch Variation

E80

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3

  King’s Indian Defence, Samisch Variation

E81

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O

  King’s Indian Defence, Samisch Variation

E82

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 b6

  King’s Indian Defence, Samisch Variation, Byrne
System

E83

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 Nc6

  King’s Indian Defence, Samisch Variation

E84

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 Nc6 7. Nge2
a6 8. Qd2 Rb8

  King’s Indian Defence, Samisch Variation

E85

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 e5

  King’s Indian Defence, Samisch Variation

E86

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 e5 7. Nge2
c6

  King’s Indian Defence, Samisch Variation

E87

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 e5 7. d5

  King’s Indian Defence, Samisch Variation

E88

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 e5 7. d5 c6

  King’s Indian Defence, Samisch Variation

E89

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. f3 O-O 6. Be3 e5 7. d5 c6
8. Nge2 cd5

  King’s Indian Defence, Samisch Variation

E9

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3

  King’s Indian Defence, Classical Variation

E90

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3

  King’s Indian Defence, Classical Variation

E91

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2

  King’s Indian Defence, Classical Variation

E92

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5

  King’s Indian Defence, Classical Variation

E93

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. d5
Nbd7

  King’s Indian Defence, Classical Variation, Petrosian
System

E94

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O

  King’s Indian Defence, Classical Variation, Old
system

E95

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O
Nbd7 8. Re1

  King’s Indian Defence, Classical Variation, Old
system

E96

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O
Nbd7 8. Re1 c6 9. Bf1 a5

  King’s Indian Defence, Classical Variation, Old
system

E97

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O
Nc6

  King’s Indian Defence, Classical Variation, Mar del Plata
Variation

E98

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O
Nc6 8. d5 Ne7 9. Ne1

  King’s Indian Defence, Classical Variation, Mar del Plata
Variation

E99

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. O-O
Nc6 8. d5 Ne7 9. Ne1 Nd7 10. f3 f5

  King’s Indian Defence, Classical Variation, Mar del Plata
Variation

Lessons from Tartakower

Savielly Tartakower was the wittiest of masters, and, it was said, “too in love with chess to ever become world champion”. According to his translator, Golombek, he would reject a simple advantageous line in the hope of creating something more worthwhile with a more complex line. This is undoubtedly an expression of Tartakower’s taste: less for him could mean only less, and Capablanca’s trademark efficiency and elegance had no personal appeal for SGT.

He was regarded as world champion journalist, and his best games collections from Bell (published as a single volume by Dover, superb value as long as you speak descriptive) are peppered with anecdotes, bon mots , and provocative observations. For example, he throws away in a footnote one of the best definitions I have seen of a game that would qualify for a beauty prize. His epigrams, or Tartakowerisms, as they were called, are a splendid source of entertainment for the armchair player.

The chessplayer’s proof of existence: “ Erro ergo sum ” (I err, therefore I am).

“Some part of a mistake is always correct.”

“The blunders are all there on the board, waiting to be made.”

“An isolated Pawn spreads gloom over the whole chessboard”

“A chess game is divided into three stages: the first, when you hope you have the advantage, the second when you believe you have an advantage, and the third… when you know you’re going to lose!”

“A draw can be obtained normally by repeating three moves, but also by one bad move.”

“The winner of the game is the player who makes the next-to-last mistake.”

The Dover book also records some of his favourite quips: he was once scolded by Capablanca: ”

‘You have no solidity’
 ‘That is my saving grace’ ,” he replied.

In these volumes, and his famous annotated collection of games edited with duMont, he emphasises the didactic qualities of each game, pointing out which chess concepts the games exemplify.

But the chess is superb too. He was a tireless experimenter in the openings, a true hypermodern, a fearless attacker and a man regarded by Nimzovitch as one of the top endgame players in the world at the time (in the rather teasing statement “the third best endgame artist of all the living masters”). His style matured, from early heroics and later love of complexity (‘a system consisting in the lack of system”), into a player who could really play any sort of position well – a hallmark of all the great masters.

Opening

Tartakower Saviely – Mieses Jacques [A82], Baden-Baden, 1925

SGT titles this game, “The miniature blockade”. Before this game had drawn five games in a row, and his opponent teased him:

“Have you had sufficient preparation for obtaining your 6th draw?”.

1.d4 f5 2.e4 fxe4 3.Nc3 Nf6 4.g4 A hypermodern touch, considered by modern theory as over-doing things a bit. 4…d5 5.g5 Ng8 6.f3 exf3 7.Qxf3 e6 8.Bd3 g6

After just eight moves, Black is riddled with dark-square holes. 9.Nge2 Qe7 10.Bf4 c6 11.Be5 Bg7 12.Qg3 Na6 13.0-0 Bd7 A gesture towards development. 14.Bd6 Qd8 15.Qf4

A fine example of a weak colour-complex. 1-0

Tartakower Saviely – Przepiorka Dawid [B12] Budapest (Hungary), 1929

1.e4 c6 2.d4 d5 3.f3 “New and good”, claimed SGT; this offshoot is enjoying a current fashion among English GMs. 3…dxe4 4.fxe4 e5 5.Nf3 “Stimulates the game to fresh activity” SGT 5…exd4 6.Bc4 Be6

Offering an exchange, of which GM Tartakower is not too shy. 7.Bxe6 fxe6 8.0-0 Be7 9.Nxd4 Qd7 10.Qh5+ Kd8 11.Be3 c5 12.Rd1! A sacrifice! 12…cxd4 13.Rxd4 Bd6 14.e5 Nf6 15.exf6 gxf6 16.Nc3 This game, says SGT, with its varied motifs, gives him the most pleasure of all his creations. 1-0

Middlegame

Maroczy,G – Tartakower,S Teplitz-Schonau, 1922

1.d4 e6 2.c4 f5

This is an important bit of move-order: the option of …Bb4(+) gives Black several nice ways of avoiding the main lines of the Dutch. 3.Nc3 Nf6 4.a3 Be7 5.e3 0-0 6.Bd3 d5 7.Nf3 c6 8.0-0 Ne4 9.Qc2 Bd6 10.b3 Nd7 11.Bb2 Rf6 12.Rfe1 Rh6 13.g3 Qf6 14.Bf1 g5 15.Rad1 g4 16.Nxe4 fxe4 17.Nd2

17…Rxh2

Spielmann remarked that when you see a player make a sacrifice of a Rook, you can also see the immediate concrete threats that motivated it. The only exception to this he knew was this extraordinary sacrifice of Tartakower, where tactical threats manifest themselves only later.

18.Kxh2 Qxf2+ 19.Kh1 Nf6 20.Re2 Qxg3 21.Nb1 Nh5 22.Qd2 Bd7 23.Rf2 Qh4+ 24.Kg1 Bg3 25.Bc3 Bxf2+ 26.Qxf2 g3 27.Qg2 Rf8 28.Be1 Rxf1+ 29.Kxf1 e5 30.Kg1 Bg4 31.Bxg3 Nxg3 32.Re1 Nh5 33.Qf2 Qg5 34.dxe5 Bf3+ 35.Kf1 Ng3+

If this sacrifice looks more routine now – like one of Tal’s – it is a tribute to the influence this game has had on sacrificial technique. Once SGT had shown that this sort of thing can work, other players felt brave enough to have a go. But you can search the games of earlier masters of attack like Morphy and Andersson and find nothing like it. Fabulous. 0-1

Tartakower Saviely – Tarrasch Siegbert [A52] It, Semmering , 1926

“My Best Game”.

1.d4 Nf6 2.c4 e5 3.dxe5 Ng4

A curiosity: the austere Tarrasch ventures this gambit of the hypermoderns Breyer and Abonyi, while Tartakower replies in the style of… Dr.Tarrasch. Critics of Tartakower often dismissed his style as trappy, and suggested he won only games that his opponents contrived to lose; but Tartakower says of his opponent’s play in this game that it is remarkably free from errors.

4.e4 Nxe5 5.Nc3 Bb4 6.Nf3 Bxc3+ 7.bxc3 Qe7 8.Be2 0-0 9.Nd4 d6 10.0-0 Na6 11.f4 Nc6 12.Re1 Nxd4 13.cxd4

White offers a Pawn, which there is no point in declining.

13…Qxe4 [13…Bd7 14.Bd3 Nb4 15.Bb1 Rad8 16.a3± SGT] 14.Bf3 Qg6 15.Ba3 Qf6 16.Qd2 c6 17.d5 c5 18.Bb2 Qd8 19.Qc3 f6 20.Re3 Bd7 21.Rae1 Rf7 22.g4 Nc7 23.g5

Tartakower’s strategy is all straight lines and moral rectitude, lofty ideals that triumph over the material Pawn deficit.

23…Ne8 24.f5 fxg5 25.Bh5 Nf6 26.Bxf7+ Kxf7 27.Qd2 Ng8 28.Qe2 Bxf5 29.Rf3 Nh6 30.Rxf5+ Nxf5 31.Qe6+ Kf8 32.Qxf5+ Kg8 33.Qe6+ Kh8 34.Rf1 1-0

“You really have confidence in your pieces”, commented Tarrasch. “Rather, my pieces have confidence in me”, replied SGT.

Tartakower,S – Colle,E [A00] Bartfeld, 1926

1.b4

“The ultimate truth in chess?” SGT

1…e5 2.Bb2 f6 3.e4 Bxb4 4.Bc4 Ne7 5.f4

A hearteningly fresh angle on this opening, although again, by modern standards, again over-doing things a bit. Why Capablanca was whingeing that chess openings had been played out is a mystery, though…

5…d5 6.exd5 exf4 7.Qf3 Bd6 8.Ne2 Ng6 9.d4 Qe7 10.Bc1 Bf5 11.Bd3 Bxd3 12.Qxd3 0-0 13.0-0 Re8 14.Nxf4 Nxf4 15.Bxf4 Bxf4 16.Rxf4

Tartakower reflects here that his opening has not been much of a success.

16…Na6 17.Nd2 Qe3+ 18.Qxe3 Rxe3

19.Rb1 Rc3 20.Rb2 b6 21.Rf3 Rxf3 22.gxf3

Now White is better placed to make use of his advantages. He will create a passed d-Pawn.

22…Rd8 23.c4 Nb8 24.Kf2 Kf7 25.a4 c6

A sign of distress: Black helps White with his main plan, for fear of making more concessions trying to do something to stop it.

26.dxc6 Nxc6 27.d5 Na5 28.Ke3 Nb7 29.Kd4 Rc8 30.Ne4 h6

31.a5!

The Black knight is tied to d6.

31…f5 32.axb6 fxe4 33.bxa7 1-0

Lowcki,N – Tartakower,S [C41] Jurata, 1937

“A bizarre ending”.

1.e4 e5 2.Nf3 d6 3.Bc4 Be6 4.Bxe6 fxe6 5.c3 Nc6 6.Qb3 Qc8 7.Ng5 Nd8

A curiously cramped system to adopt. 8.0-0 [8.d4] 8…Be7 9.d4 Bxg5 10.Bxg5 Nf7 11.Bh4 c6 12.Nd2 Qd7 13.Rad1 exd4 14.cxd4 Ne7 15.f4 0-0 16.Bxe7 Qxe7 17.f5

White is determined to make something stick.

17…Nd8 18.Rde1 Kh8 19.d5 cxd5 20.exd5 e5 21.Ne4 Nf7 22.Qe3

22…Qh4 Finally, counterplay is sought. 23.Rf3 Rac8 24.Rh3 Qf4 25.Qxa7 Rc1 26.Qe3 Rxe1+ 27.Qxe1 Ng5 28.Rh4 Qxf5

Among SGT’s craftier traps: “devilish”, he claims.

29.Nxd6 Qg6 30.Rg4 Qxd6 31.Rxg5

White has a Pawn, Black the initiative.

31…Qb6+ 32.Kh1 Qb5 33.Kg1 Qc5+ 34.Kh1 Qc4 35.Kg1 Qd4+ 36.Kh1 Qe4 37.Qc1 Qd3 38.Kg1 Qd4+ 39.Kh1 Qd2

A piquant finish to exploit the back rank, reminiscent both of the composed game Adams-Torre, and the genuine brilliancy Bernstein-Capablanca. 0-1

Endgame

Capablanca,J – Tartakower,S [B42] Vienna (2), 1914

1.e4 c5 2.Nf3 e6 3.d4 cxd4 4.Nxd4 a6 5.Bd3 Nf6 6.0-0 d5 7.exd5 Nxd5 8.c3 Bc5 9.Nf3 Nd7 10.Nbd2 N7f6 11.Ne4 Nxe4 12.Bxe4 Nf6 13.Qxd8+ Kxd8 14.Bc2 Ke7 15.Ng5 h6 16.Ne4 Nxe4 17.Bxe4

“What a really great virtuoso of the game of chess Senor Capablanca must have been, to have been able to inflict on his adversary – by means so simple and with such reduced material – these development troubles! A miniature type of art, but _art_ all the same.”

SGT grabs some space on the King’s-side, refusing the White Bishops space, and when White tries the same on the Queen’s-side, he takes the chance to swap off Pawns and pieces.

17…f5 18.Bc2 g5 19.Re1 Kf6 20.b4 Bb6 21.Bb2 Rd8 22.Re2 a5 23.Rae1 axb4 24.Bb3 bxc3 25.Bxc3+ Bd4 26.Bxd4+ Rxd4 27.Bxe6

The White Rooks cannot be denied an entry to e7, but after that?

27…Rd6 28.Bb3 Bd7 29.Re7 Kg6 30.h3 Rf8 31.R1e2 h5 32.Bc2 g4 33.Kh2 Rc8 34.Bb3 Rf8 35.Bc2 Rc8 36.Bb3 Rf8 37.Bc2 1/2-1/2

Sergeant,E – Tartakower,S [B02] Hastings (6), 1945

“Once demobilised and returned to civilian life, what could a chessmaster of more than fifty-eight years of age do except… continue. ”

“I tried to create for myself a new style which I may term ‘neo-pragmatic’, trying to obtain maximum effects from the reasoned co-ordination of all the four factors in chess: time, space, material and force.” SGT

Tartakower was proud to win this tournament, the first to be held after the war.

1.e4 Nf6 2.e5 Nd5 3.c4 Nb6 4.c5 Nd5 5.Bc4 e6 6.Nc3 Nxc3 7.bxc3 d5 8.cxd6 cxd6 9.exd6 Bxd6 10.d4 0-0 11.Nf3 Qc7 12.Qd3 Nd7 13.0-0 b6 14.Bb3 Bb7 15.h3 e5 16.Ng5 Nf6 17.dxe5 Bxe5 18.Ba3 Rad8 19.Qc4 Bh2+ 20.Kh1 Qxc4 21.Bxc4 Bd6 22.Bxd6 Rxd6 23.Rad1

“…the endings procured for me many an additional half-point”.

White has weaknesses on the Queen’s-side.

23…Rc6 24.Bb3 Rxc3 25.Rfe1 Rc7 26.Nxf7 Rcxf7 27.Re7 Bd5 28.Bxd5 Nxd5 29.Rxf7 Rxf7 30.Rxd5 Rxf2 31.Rd8+ Rf8 32.Rd7 a5 33.Rb7 Rf6 34.Kh2 h5 35.Kg3 Kh7 36.Kh4 Kh6 37.g4 g5+ 38.Kg3 h4+ 39.Kg2 Kg6 40.a4 Re6 41.Kf2 Kf6 42.Kf3 Kg6 43.Kf2 Rc6 44.Ke3 Rc3+ 45.Kd4 Rxh3 46.Rxb6+ Kf7 47.Rb5 Rf3 48.Rxa5 Rf4+ 49.Ke5 h3 50.Ra7+ Kg6 51.Ra6+ Kg7 52.Rb6 Rxg4 53.Rb1 Rxa4 0-1

Thomas,G – Tartakower,S [C11] Hastings (2), 1945

1.e4 e6 2.d4 d5 3.Nc3 dxe4 4.Nxe4 Nf6 5.Bg5 Be7 6.Nxf6+ Bxf6 7.Bxf6 Qxf6 8.c3 0-0 9.Bd3 Nc6 10.Nf3 e5 11.dxe5 Nxe5 12.Nxe5 Qxe5+ 13.Qe2 Qxe2+ 14.Bxe2

Another “… additional half-point” is in the offing. I can imagine this game being given up as a draw here at our club, and in loftier arenas too.

14…Be6

Here is the first clue: White is not yet free to develop as he wishes.

15.0-0 Rfd8 16.Rfd1 Rxd1+ 17.Bxd1 Rd8 18.Bf3! Kf8 19.b3 b6 20.Rd1 Rxd1+ 21.Bxd1 Ke7 22.Bc2 a5 23.a4?

Weakening. Leave your Pawns alone! [23.Kf1; 23.Bxh7?? g6]

23…Kd6 24.f3 Kc5 25.Kf2

White still looks solid enough, but Black can break through on the Queen’s-side.

25…c6 26.Ke3 b5 27.axb5 cxb5 28.g4 Now the Ph7 is vulnerable.

28…h6 29.h4 Bd7 30.g5 hxg5 31.hxg5 a4 32.Kf4 a3 33.Bb1 b4

“Such victories, achieved by imperceptible means, show no surface brilliance, but are all the same rich in instruction”. SGT 0-1

Gruenfeld,E – Tartakower,S [D21] Semmering, 1926

1.d4 d5 2.c4 dxc4 3.Nf3 Bg4 4.Ne5 Bh5 5.Nxc4 e6 6.Qb3 Nc6 7.e3 Rb8 8.Nc3 Nf6 9.Be2 Bxe2 10.Nxe2 Bb4+ 11.Nc3 0-0 12.0-0 Nd5 13.Nxd5 Qxd5 14.Qc2 e5 15.Nxe5 Nxe5 16.dxe5 Qxe5 17.Bd2 Bxd2 18.Qxd2 Rfd8 19.Qc2 Rd5 20.Rad1 Rbd8 21.Rxd5 Rxd5 22.Rd1 g6 23.Rxd5 Qxd5

A delicate Queen ending has arisen. Black can count three advantages: the distant majority, the open file, and more active (centralised) Queen.

24.a3 c5 25.h3 b5 26.Qc3 c4 27.f4?! [27.f3! f5!] 27…Qe4! 28.Kf2

Black’s manoeuvres are succeeding; White attempts a blockade.

28…a5!

The delicacy goes out of the position, and a more forceful phase supersedes.

29.g4 [29.Qxa5 Qc2+ 30.Kf3 Qxb2-+] 29…h6 30.h4 Qh1 31.Kg3 Qg1+ 32.Kf3 Qh2 33.g5 h5 34.Ke4 Qxh4 35.Qxa5 Qh1+ 36.Ke5 Qc6 37.Qa7 h4 38.f5 gxf5 39.Kxf5 Qf3+ 40.Ke5 h3 41.Kd4 Qg4+ 0-1

Play-through versions of the games

Middlegame endings and endgame openings

What is an endgame, and what is a queenless middlegame? I’ll look at a couple of the latter, then a game of mine which moved from one into the other. Lastly, I include some examples of lines to practice with.

Anon – Barcza (Debrecen) 1934

  1. e4 Nc6 2. d4 d5 3. exd5 Qxd5 4. Nf3 Bg4 5. Nc3 ? 5… Bxf3 6. Nxd5 Bxd1 7. Nxc7+ Kd7 8. Nxa8 Bxc2 9. Bf4 e5 10. dxe5 Bb4+

The key themes of this position: rapid development, open lines, exposed king and giving up material or development – have little to do with the ending (pawn majority, rook on the seventh, active king, etc.)

  1. Ke2 ?

[11. Bd2 Bxd2+ 12. Kxd2 Bf5 with about equal material]

11… Nge7 12. Nc7 Nd4+ 13. Ke3 Nef5# 0-1

Hubner – Benko (Hungary) 1976 [Mednis]

  1. d4 g6 2. c4 d6 3. Nc3 Bg7 4. e4 e5 5. dxe5 dxe5 6. Qxd8+ Kxd8

A more complex queenless middlegame in modern master play

  1. f4 Nd7 8. Nf3 c6 9. Be2 f6 10. O-O Ke8 11. g3 Nh6 12. Kg2 Nf7 13. Be3 Bf8 14. Rad1 b6 15. a3 Be7 16. Ne1 Bc5 ?!

Black was afraid of Nd3 and; b4

  1. Nc2 Bxe3 18. Nxe3 h5 19. b4 Bb7 20. Kg1 Rd8 21. h4 Nf8 22. c5

White is better developed and starts to open lines – again, classic middlegame ideas, but not so much in the ending when direct attacks have little chance of success.

22… Rxd1 23. Bxd1 bxc5 24. Bb3 Nd7

[24…cxb4 25. axb4 and Rd1]

  1. Rd1 Bc8 26. b5

still working for open lines

26… cxb5 27. Nxb5 exf4 28. gxf4 Nb6 29. Nxa7 Bb7 30. Nb5 Ke7 ?

[30… Bxe4 31. Bxf7+ Kxf7 32. Nd6+]

[30… Bc6]

  1. Bxf7 Kxf7 32. Nd6+ Ke7 33. Nxb7 Ra8 34. Nxc5 Rxa3 35. Kf2 Rc3 36. Rb1 1-0

Regis,D – Dobber,P (Paignton #3)

  1. e4 d6 2. d4 e5 3. dxe5

[3. Nf3 of course transposes to the Philidor, but I thought the text was critical]

3… dxe5 4. Qxd8+ Kxd8 5. Bc4 f6 6. Be3 c6

[6… Nd7 ! 7. Nc3 Bc5 this idea my opponent showed me the following day; I think it equalises 8. Bxc5 Nxc5 9. O-O-O+ Nd7 10. f4 exf4]

  1. Nc3 Kc7 8. O-O-O Nd7 9. f4 Bb4 10. Nf3 Ne7 11. fxe5 fxe5 12. Rhf1 Ng6

White is better mobilised but needs a breakthrough. The next phase shows White trying various ideas and angles …

  1. Ng5

[13. h4 h5 14. Bf7 Ne7 15. Be6 Bxc3 16. bxc3 Nf6 17. Bxc8 Raxc8 18. Nxe5 Rcd8]

13… Nf6 14. Bf7

[14. Nf7 Rf8 15. Bg5 Bxc3 16. Bxf6 gxf6 17. bxc3 Bg4 18. Rd2 Nf4 19. g3 Be2 20. Bxe2 Nxe2+ 21. Rxe2 Rxf7 22. Ref2 Raf8 23. g4 h6]

14… Ne7 15. Be6

[15. Ne6+ Bxe6 16. Bxe6 was worth a punt – next game!]

15… h6 16. Bxc8 Raxc8

[16… hxg5 17. Be6 Bxc3 18. bxc3 Rae8 19. Bxg5 Rxh2 20. Bxf6 gxf6 21. Rd7+ Kb6 22. Bf7]

  1. Nf7 Ng4 18. Bg1 Rhf8 19. h3 Nf6 20. Nxe5 Bxc3 21. bxc3 Rcd8

White has a pawn but it is very vulnerable

  1. Bc5

[22. Rxd8 Rxd8 23. Nf7 is interesting: 23… Rd7 24. Bh2+ Kb6 25. e5 Nfd5 26. Kb2 Ne3]

22… Rxd1+ 23. Rxd1 Re8

how to keep the pawn?

  1. Bd6+ Kb6 25. Nc4+ Ka6 26. Rd4 Ng6 27. e5 Nd5 28. Rg4

determined but inadequate: …b5 will bring the house down

28… Re6 29. Kd2 b5 30. Nb2 Nxe5 31. Bxe5 Rxe5 32. Rxg7

32… Rg5

Knight endings are harder to draw than rook endings but Black hoped to sac the knight for the K-side pawns and blockade on the Queen’s-side

[32… Nf4 draws, I’m pretty sure 33. Rf7 Nxg2 34. Rf6 Rh5 35. Rxc6+ Kb7 36. Rg6 Nf4 37. Rg7+ Kb6 may even be better for Black]

  1. Rxg5 hxg5 34. g3 Nf6 35. h4 Ne4+ 36. Kd3 Nxg3 37. hxg5 Kb6

some careful footwork secures the win

  1. c4 Kc5 39. cxb5 cxb5 40. g6 Nh5 41. Ke4 Kb4

[41… Kd6 42. Kf5 Ke7 43. Kg5 Ng7 44. Nd3 Ne6+ 45. Kh6 Kf6 46. Nf4]

  1. Nd3+ Kc3 43. Nf4 Nf6+ 44. Ke5 Ng8

[44… Ng4+ 45. Kf5 Nh6+ 46. Kg5 Ng8 47. Nd5+ Kxc2 48. Nf6 Ne7 49. g7 Kb2 50. Nd5 Ng8 51. Kg6 a5 52. Kh7 b4 53. Kxg8 b3 54. axb3 Kxb3]

  1. Nd5+ Kxc2

[45… Kb2 saves a move, but is still too late]

  1. Nf6 Ne7

[46… Nh6 47. Kf4 Kb2 48. Kg5 Ng8 49. Nxg8 a5 50. Nf6]

  1. g7 1-0

Endgame Openings

King’s Indian Defence

  1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nf3 O-O 6. Be2 e5 7. dxe5 dxe5 8. Qxd8 Rxd8 9. Bg5

English Opening, Andersson-Book line

  1. c4 Nf6 2. Nc3 d5 3. cxd5 Nxd5 4. Nf3 g6 5. e4 Nxc3 6. dxc3 Qxd1+ 7. Kxd1

English Opening, Double Fianchetto

  1. c4 c5 2. Nf3 Nf6 3. g3 b6 4. Bg2 Bb7 5. O-O g6 6. b3 Bg7 7. Bb2 O-O 8. Nc3 d5 9. Nxd5 Nxd5 10. Bxg7 Kxg7 11. cxd5 Qxd5 12. d4 cxd4 13. Qxd4+ Qxd4 14. Nxd4 Bxg2 15. Kxg2

French Defence, Tarrasch Variation

  1. e4 e6 2. d4 d5 3. Nd2 c5 4. exd5 exd5 5. Bb5+ Bd7 6. Qe2+ Qe7 7. Bxd7+ Nxd7 8. dxc5 Qxe2+ 9. Nxe2 Bxc5

Sicilian Defence, Accelerated Dragon

  1. e4 c5 2. Nf3 Nc6 3. d4 cxd4 4. Nxd4 g6 5. c4 Nf6 6. Nc3 Nxd4 7. Qxd4 d6 8. Bg5 Bg7 9. f3 O-O 10. Qd2 Be6 11. Rc1 Qa5 12. b3 Rfc8 13. Be2 a6 14. Na4 Qxd2+ 15. Kxd2

Sicilian Defence, Dragon Variation

  1. e4 c5 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 g6 6. Be3 Bg7 7. f3 O-O 8. Qd2 Nc6 9. g4 Nxd4 10. Bxd4 Be6 11. O-O-O Qa5 12. Kb1 Rfc8 13. a3 Rab8 14. g5 Nh5 15. Nd5 Qxd2 16. Rxd2 Bxd5 17. exd5

Modern Defence, Averbakh Variation

  1. e4 g6 2. d4 Bg7 3. c4 d6 4. Nc3 e5 5. dxe5 dxe5 6. Qxd8+ Kxd8 7. f4

Petroff Defence, Lasker Variation

  1. e4 e5 2. Nf3 Nf6 3. Nxe5 d6 4. Nf3 Nxe4 5. Qe2 Qe7 6. d3 Nf6 7. Bg5 Nbd7 8. Nc3 Qxe2+ 9. Bxe2

 

Ruy Lopez Exchange Variation

  1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Bxc6 dxc6 5. d4 exd4 6. Qxd4 Qxd4 7. Nxd4
  1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Bxc6 dxc6 5. O-O f6 6. d4 exd4 7. Nxd4 c5 8. Nb3 Qxd1 9. Rxd1

 

Fix this first

From Dalton Perrine: https://chesschatter.substack.com/p/common-chess-mistakes-by-rating

Training PriorityUnder 15001500 to 18001800 to 20002000+
Fix firstBlunder checkingBlunder checking;
time management
Prophylaxis;
calculation depth
Consistency;
the mental game
High payoffShallow calculation;
king safety
Wrong-moment trades;
passive defending
Endgame technique;
emotional control
Endgame precision;
calculation depth
Matters, slowerPassive defendingPawn breaks;
prophylaxis;
calculation
Misjudging positions;
pawn breaks
Fine-tuning prophylaxis
Mostly fixes itselfWeak pawns;
piece placement
Piece placement;
targeting weaknesses
Wrong-moment trades;
time management
Positional polish
Low payoff to train nowEndgame theory;
positional study
Deep opening theoryBlunder checking;
king safety
Basic safety,
already solved