Grünfeld Defence

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

You let White build a huge pawn centre on purpose, then hit it with the g7-bishop and ...c5 until it cracks. It is the most active reply to 1.d4 you can learn as a beginner, and most opponents under 1200 have no idea that a big centre can be a target rather than a trophy.

Spar this opening

Your setup

  • Bishopg7
  • Knightf6 / d5
  • Knightc6 / d7 / a6
  • Bishopg4 / e6 / b7
  • Queena5 / c7 / d7
  • Rookd8 / c8
  • Pawnsg6 c5
  • CastleO-O

g6 before d5. ...g6 first. ...d5 with no bishop coming to g7 is met by cxd5 Nxd5 e4 and White gets the big centre with tempo and nothing looking at it.

Nf6 before d5. The knight must be on f6 before ...d5. Otherwise cxd5 leaves only your queen to take back, and e4 kicks it around while White develops.

Ideas

Let them build it, then hit it

A big centre is only strong if nothing attacks it. Everything you own attacks it.

White gets pawns on c3, d4 and e4 and feels wonderful. Then the g7-bishop, ...c5, ...Nc6, ...Bg4 and ...Qa5 all land on d4 and c3 at once, and the centre has to be defended instead of used. The one thing you must not do is sit still: a centre nobody pressures simply rolls forward and wins.

Recapture with the knight, not the queen

After cxd5 it is ...Nxd5. The queen on d5 gets kicked by e4 and loses the game's tempo.

The knight on d5 is happy: e4 invites ...Nxc3 doubling the pawns, and Nxd5 Qxd5 leaves your queen central and their e4 impossible. The queen on d5 is miserable: e4 hits it, it must move again, and White's centre arrives for free. This one recapture is most of what the opening asks you to remember.

Trade on c3 and double the pawns

When e4 hits the knight, ...Nxc3 bxc3. The c3-pawn is your target for the rest of the game.

White can only recapture with the b-pawn, and now the queenside pawns are c3, d4 and a2 with a hole on b2. Your bishop hits c3 the moment d4 moves, ...Qa5 leans on it, and ...c5 makes d4 hard to hold. Retreating the knight instead hands White a healthy centre and keeps all their pieces.

...c5 is the hammer

Bishop to g7, then ...c5. Keep the tension; taking on d4 fixes their pawns for them.

The pawn on c5 attacks d4 and combines with the bishop and ...Nc6. Do not play ...cxd4 without a reason: cxd4 repairs the doubled c-pawn, closes your bishop's diagonal, and turns their weakness into a healthy centre. Let White be the one who has to resolve it.

Against Qb3: take c4 and castle

The queen wants your d5-pawn. Give it c4 instead, castle, and hit the queen with your knights.

In the Russian System White's queen goes to b3 to win the d5-pawn or make you defend it awkwardly. ...dxc4 Qxc4 gives it up in exchange for time: the queen is now a target on c4, ...Nc6 and ...Na5 or ...Nd7–b6 hit it, and your ...c5 or ...Bg4 comes while White is still moving the queen.

Their pawns are targets, not free food

d4 is guarded twice. Pile up before you take, and never grab with the queen.

Every White pawn in the Exchange looks loose and almost none of them are. d4 has c3 and the queen behind it, e4 has the bishop or Nd2, and a2 is guarded by the rook. Count defenders before you take. The Grünfeld wins by pressure that forces a concession, not by snatching a pawn on move eight.

When the book runs out

Castle, then attack d4 with everything: ...Nc6, ...Bg4, ...Qa5, ...Rd8.

Out of book you have one job: make White's centre uncomfortable. Pin the knight that defends d4 with ...Bg4, put a knight on c6, lean on c3 with ...Qa5, and bring a rook to d8. If White pushes d5 to escape the pressure, your bishop's diagonal opens and the c3-pawn hangs; if they hold, they spend all their moves defending. Either way you are doing the asking.

The structure

The Exchange Grünfeld after 7...c5: White's pawns on c3, d4 and e4 look proud, and the bishop on g7 and pawn on c5 are already leaning on d4. The doubled c-pawn is the weakness you created with ...Nxc3.

Traps

The queen recapture
d4 Nf6 c4 g6 Nc3 d5 cxd5 Qxd5 e4 Qxe4+ Nxe4

The tell: You recapture on d5 with the queen and the e4-pawn looks free.

The knight on c3 guards e4. ...Qxd5 already loses time to e4; ...Qxe4 loses the queen. Recapture with the knight on d5, and trade it on c3 when e4 comes.

The knight trade that hangs e4
d4 Nf6 c4 g6 Nc3 d5 cxd5 Nxd5 Nxd5 Qxd5 e4 Qxe4+

The tell: White simplifies with Nxd5 and then pushes e4 out of habit.

The knight on c3 was the only thing guarding e4. Once it is traded, your queen on d5 sits on the diagonal and e4 is just a pawn with check. Look for it every time a queen lands on d5.

d5 uncovers c3
d4 Nf6 c4 g6 Nc3 d5 cxd5 Nxd5 e4 Nxc3 bxc3 Bg7 Bc4 c5 d5 Bxc3+ Bd2 Bxa1 Qxa1

The tell: The pawn on d4 is under fire and White pushes it forward to get away.

The d4-pawn was the only thing between your bishop and c3. Push it and the bishop takes on c3 with check, then on a1. White gets a bishop for a rook and a pawn. The lesson is the whole opening in one move: a big centre that moves forward under pressure leaves holes behind it.

Model games

Exchange main line: the bishop pair on c4 and e3
d4 Nf6 c4 g6 Nc3 d5 cxd5 Nxd5 e4 Nxc3 bxc3 Bg7 Bc4 c5 Ne2 Nc6 Be3 O-O O-O Bg4 f3 Na5 Bd3 cxd4 cxd4 Be6

The classical picture: White gets the centre, you get pressure. ...Bg4 pins, ...Na5 kicks the bishop, and after ...cxd4 the d4-pawn is isolated and your bishop on e6 owns the light squares.

Exchange with Nf3: grabbing a2
d4 Nf6 c4 g6 Nc3 d5 cxd5 Nxd5 e4 Nxc3 bxc3 Bg7 Nf3 c5 Rb1 O-O Be2 cxd4 cxd4 Qa5+ Bd2 Qxa2 O-O

The modern main line. Once the rook has left a1, ...cxd4 and ...Qa5+ pick up the a2-pawn. White gets a lead in development for it; you get a pawn and a queen that must find its way home. Sharp, and worth knowing exists.

Russian System: hitting the queen
d4 Nf6 c4 g6 Nc3 d5 Nf3 Bg7 Qb3 dxc4 Qxc4 O-O e4 Bg4 Be3 Nfd7 Qb3 Nb6 Rd1 Nc6 d5 Ne5

You give up d5 for time. ...Bg4 pins, the knight reroutes to b6 to hit the queen, and when White pushes d5 to escape, ...Ne5 lands on the best square on the board.

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 D70–D99 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.