Queen's Gambit

1.d4 d5 2.c4

A gambit in name only: c4 leans on d5 and you always get the pawn back with a lead in development. You learn one thing that lasts a chess lifetime — how to fight for the centre with pawns — and Black's popular replies each have a simple, calm answer.

Spar this opening

Your setup

  • Knightc3
  • Knightf3
  • Bishopg5 / f4
  • Bishopd3 / e2 / c4
  • Pawnsd4 e3
  • CastleO-O

Bg5 or Bf4 before e3. Dark bishop out before e3, or it's stuck behind its own pawn — the same rule as the London.

Ideas

c4 leans on d5

You're not giving a pawn away. You're asking Black a question about the centre every single move.

If Black takes on c4, e3 and Bxc4 win it back and your pieces are out. If Black defends with ...e6, their bishop is shut in. If ...c6, they've spent a move that develops nothing. Whatever they choose, you keep developing toward a better centre.

Against ...e6: pin with Bg5

Nc3, Bg5, e3, Nf3, Bd3, castle. Keep the pin — Bh4 when ...h6 asks.

The pin on f6 means d5 has one less defender and Black's kingside development is awkward. Trading on f6 gives that away for nothing; step back to h4 and keep asking.

Against ...dxc4: don't chase, develop

Nf3, e3, Bxc4. The pawn comes back by itself.

Qa4+ to win the pawn immediately works but brings your queen out for nothing. Nf3 first stops ...e5, e3 prepares Bxc4, and you castle with a lead. If Black tries to hold the pawn with ...b5, a4 breaks it up.

Against ...c6: Nf3, Nc3, and a4 if they take

The Slav keeps Black's bishop free. Develop normally; after ...dxc4 play a4 so ...b5 can't hold the pawn.

Black's plan is ...dxc4 and ...Bf5 with a solid structure. a4 stops ...b5, then e3 and Bxc4 regain the pawn while your pieces are better placed.

An early ...Bf5 or ...Bg4? Take on d5

cxd5 Qxd5 Nc3 — the queen is chased and b7 is loose. Qb3 next hits it.

When Black develops the bishop before dealing with the centre, d5 is under-defended. cxd5 forces the queen out, Nc3 kicks it, and Qb3 attacks the b7-pawn the bishop left behind.

If they play ...e5: take, and don't play e3

2...e5 3.dxe5 d4 — then Nf3, not e3. The Lasker trap punishes e3.

After 3.dxe5 d4 the pawn on d4 looks annoying. 4.e3? runs into ...Bb4+ 5.Bd2 dxe3! and the trap that ends with a promotion to a knight. 4.Nf3 keeps everything calm and the extra pawn.

When the book runs out

In the QGD, the minority attack (b4–b5) or a central e4 break; in the QGA, use the extra space and castle.

Your structure is healthier and your pieces better placed. Pick one plan: b4–b5 to create a weakness on c6, or prepare e4 with Re1 and Qe2. Don't do both at once.

The structure

The classical QGD: pin kept with Bh4, solid centre. White's long-term plan on the queenside is the minority attack, b4–b5.

Traps

The Elephant Trap (don't fall for it)
d4 d5 c4 e6 Nc3 Nf6 Bg5 Nbd7 cxd5 exd5 Nxd5 Nxd5 Bxd8 Bb4+ Qd2 Bxd2+ Kxd2 Kxd8

The tell: Black plays ...Nbd7, apparently leaving the f6-knight pinned and d5 loose.

Nxd5 looks like it wins a pawn because the f6-knight is pinned. It isn't: ...Nxd5 Bxd8 Bb4+ and Black wins the queen back with a piece to spare. Just play e3.

The Lasker Trap (don't fall for it)
d4 d5 c4 e5 dxe5 d4 e3 Bb4+ Bd2 dxe3 Bxb4 exf2+ Ke2 fxg1=N+

The tell: Black plays the Albin (2...e5) and after dxe5 pushes ...d4.

e3 looks like it undermines the pawn. Instead ...Bb4+ Bd2 dxe3! Bxb4 exf2+ Ke2 fxg1=N+ and Black is winning. Play 4.Nf3 and keep the extra pawn quietly.

Model games

Declined (2...e6)
d4 d5 c4 e6 Nc3 Nf6 Bg5 Be7 e3 O-O Nf3 h6 Bh4

The classical QGD: pin the knight, build the e3/Nf3/Bd3 setup, and keep the pin with Bh4 when asked.

Accepted (2...dxc4)
d4 d5 c4 dxc4 Nf3 Nf6 e3 e6 Bxc4 c5 O-O

Regain the pawn calmly with e3 and Bxc4, castle, and enjoy the lead in development.

Slav (2...c6)
d4 d5 c4 c6 Nf3 Nf6 Nc3 dxc4 a4 Bf5 e3

Against the Slav's ...dxc4, a4 stops ...b5 and e3, Bxc4 regains the pawn.

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 D06–D69 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.