King's Indian Defence
Let White build the big centre, then hit it. ...Nf6, ...g6, ...Bg7, ...O-O, ...d6 and the strike ...e5 — the same five moves against everything, and a kingside attack that beginners love to play and hate to face.
Spar this openingYour setup
- Bishopg7
- Knightf6 / e8 / d7 / h5
- Knightc6 / d7 / a6 / e7
- Pawnsg6 d6
- CastleO-O
d6 before e5. ...d6 first. ...e5 without ...d6 lets dxe5 take the pawn with nothing to recapture.
Ideas
You don't fight for the centre with pawns early. You develop, castle, and hit it with ...e5 when everything is ready.
White's big centre (c4, d4, e4) is a target as much as an asset. ...Bg7 and ...e5 pressure d4; when White pushes d5 the centre locks and your kingside attack begins.
The pawn goes to d6, supporting ...e5. ...d5 hands White a big centre with tempo.
After ...d5 exd5 White's pawns roll forward and your bishop on g7 stares at a wall. ...d6 keeps the position flexible and prepares the real strike.
...Bg7 then ...O-O before anything else. Your king is safest behind the fianchetto.
Everything in the King's Indian depends on a safe king: the ...e5 strike, the ...f5 attack, and rerouting the knights all need the king tucked away first.
Once ...d6 and ...O-O are in, ...e5 asks d4 the question: push, take, or hold.
If dxe5 dxe5, the queens may come off — that's fine, you're equal and solid. If d5, the centre locks and you start the kingside attack. If White holds, keep the tension with ...Nc6.
The centre is locked. Reroute: ...Ne7, then ...Nd7 or ...Ne8 so the f-pawn can go ...f5.
A locked centre means a race on the wings. Your race is ...f5, ...f4, ...g5, rook lifts. White's is c5 and b4–b5. Whoever attacks faster wins, so don't defend — attack.
Four pawns is too many. ...c5 undermines d4 before White's attack starts.
The Four Pawns Attack leaves White behind in development. ...c5 forces d5 (then ...e6 breaks it) or dxc5, and their over-extended pawns become targets.
The Fianchetto is quiet. Prepare ...e5 with ...Nbd7 first so dxe5 doesn't win a pawn.
With the bishop on g2 White has no direct attack. ...Nbd7 supports ...e5; then ...e5 and you're comfortable.
Locked centre → ...f5, ...f4, ...g5, ...Rf7–g7. Open centre → pieces to the centre and trade when equal.
The King's Indian is a race on opposite wings. Push your kingside pawns and pieces at maximum speed; passive defence loses.
The structure
Model games
Develop, castle, ...d6 then the ...e5 strike; ...Nc6 keeps the tension until White pushes d5.
Against the quiet g3 setup, ...Nbd7 supports ...e5 so the strike doesn't drop a pawn.
f3 is slow; castle and strike with ...e5 as usual.
Four pawns is too many: ...c5 undermines d4 while White is behind in development.
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 E60–E99 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.