Four Knights Game
Knights out, bishop to b5, castle, d3: the same sound moves every game and nothing to memorise. You never take a risk, your king is safe by move five, and because you moved first you are always the one who gets to break the symmetry.
Spar this openingYour setup
- Knightf3
- Knightc3
- Bishopb5
- Bishopg5 / e3
- Kingg1
- Pawnse4 d3
- CastleO-O
O-O before d4. Castle before you open the centre. With Black's bishop on b4 pinning your c3-knight to an uncastled king, e4 has no real defender: after d4 exd4 Nxd4 Black plays ...Nxe4 and you cannot take back. Once the king is on g1 the pin is gone and d4 works.
Ideas
Copy for copy, you are always one move ahead. Cash that in, don't rush it.
Black often mirrors you: ...Nc6, ...Nf6, ...Bb4, ...O-O, ...d6. That is fine. Every mirror leaves you with the move, and in a symmetrical position the side with the move is the one who gets to change the structure first: Bg5, Nd5, or the d4 break. Finish development, then choose.
Bb5 pins the knight that guards e5 and clears the way to castle.
On b5 the bishop does two jobs at once. It ties the c6-knight to the king so e5 has one defender fewer, and it empties f1 so you can castle on the very next move. Bc4 looks more aggressive but runs into the fork trick ...Nxe4 and ...d5.
Bishop on c5 with no ...Nf6 yet? Nxe5, then d4 forks and wins the piece back.
After 3...Bc5 you can play Nxe5. If Black takes back ...Nxe5, d4 attacks both the bishop and the knight, and you regain the piece with a big centre. If Black tries ...Bxf2+ instead, Kxf2 Nxe5 d4 leaves material level and Black's knight running. It only works while e4 is still defended by your c3-knight and nothing of yours is loose.
When ...Bb4 pins c3, e4 is loose. Castle to break the pin before opening up.
The c3-knight guards e4, but a pinned piece cannot move, so once ...Bb4 lands your e4-pawn is effectively undefended. That is why you play d3 and not d4 in the main line, and why castling comes first. If the bishop takes on c3, bxc3 gives you two bishops and a half-open b-file for the rook.
After d3, Bg5 pins the f6-knight so Nd5 lands with real force.
Black's only freeing idea is ...d5. Bg5 pins the knight that would support it, and then Nd5 jumps into the hole with the knight and bishop both aimed at f6 and the black king. Black usually has to give up the b4-bishop to remove your c3-knight, which hands you the two bishops.
Prefer open positions? 4.d4 is the Scotch Four Knights: trade on d4, then Nxc6.
Instead of Bb5 you can strike with d4 at once, before Black has a bishop on b4. After ...exd4 Nxd4 Bb4 you play Nxc6 bxc6 Bd3 and the game is about Black's doubled c-pawns. It is a sound, honest alternative and a good change of pace if opponents keep mirroring you.
Finish developing, then break the symmetry: Nd5, Bxc6, or a prepared d4.
You do not need a knockout. Get castled, put the dark bishop on g5 or e3, and connect the rooks. Then pick the change of structure that suits the position: Nd5 into the outpost, Bxc6 to give Black doubled pawns, or d4 once the c3-knight is no longer pinned. Trade into an endgame where your structure is cleaner and grind.
The structure
Traps
The tell: The temptation to play the same d4 you know from the Scotch, even though Black's bishop is already on b4.
The knight on c3 is pinned to your uncastled king, so it cannot take back on e4. Black wins a pawn for nothing and your centre is gone. Castle first: once the king is on g1 the pin does not exist and d4 is fine.
The tell: Black plays ...Nxe4 and ...d5 as if your bishop were on c4.
Against Bc4 the ...d5 fork hits bishop and knight together. Against Bb5 it hits only the knight, and the knight simply steps away. You are a piece up for a pawn.
The tell: Black defends e5 with the f-pawn on move two.
The knight sacrifice opens the king's diagonal. After ...g6 Qxe5+ picks up the rook on h8; after ...Ke7 Qxe5+ Kf7 Bc4+ the king is chased into the open. If Black declines the knight you are a pawn up with a lead in development.
Model games
Full symmetry until Bg5 breaks it. Black gives up the bishop to stop Nd5, you take the two bishops and the centre, then re-route the bishop and play for d4.
The open alternative. Trade on d4 and then on c6, leave Black with doubled c-pawns, castle, and play against the isolated d5-pawn for the rest of the game.
Black's one sharp try. Trade the knight, push e5 to kick the other one, and take back on c3. Material is level and you are the better developed side.
How the coach grades a move
Every move you play gets one of six grades, from the engine’s view of the position, with the book’s verdict taking over when it is harsher. The sentence beside it is always the reason. Tap it for what the move did, why this opening wants it, and whether anything was better.
- Best
- Nothing better was available.
- Good
- Within a few percent of best. Noise at this depth.
- Playable
- A small real gap. The better move is named, play goes on.
- Inaccuracy
- Seven to twelve points of winning chances. The game stops to show you.
- Mistake
- Twelve or more, or a move the book warns against, or a broken order rule.
- Blunder
- Twenty-five or more. Usually material.
Catalogued as C46–C49 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.