Slav Defence
The Queen's Gambit answered with ...c6 instead of ...e6: d5 is supported and your light bishop is still free to come out. No bad bishop, no cramp, one simple structure against everything White tries.
Spar this openingYour setup
- Knightf6
- Bishopf5 / g4
- Knightd7 / c6
- Bishope7 / b4 / d6
- Pawnsc6 e6
- CastleO-O
Bf5 or Bg4 before e6. Bishop out before ...e6, or you've locked it in and built a Queen's Gambit Declined with extra steps.
Ideas
The QGD's ...e6 shuts the c8-bishop in. ...c6 does the same job and leaves it free.
Everything in the Slav follows from this: you can take on c4 later and get the bishop to f5 or g4 with a healthy structure.
After Nf3 and Nc3, ...dxc4 forces a4, then ...Bf5 — bishop out, White has spent a move on a4.
Taking too early lets White regain the pawn with e3/Bxc4 and no cost. After Nc3, White must stop ...b5 with a4 — a move that develops nothing.
After a4, ...b5?? drops material: axb5 cxb5 Nxb5. Give the pawn back and enjoy free development.
The Slav cheerfully returns the c4-pawn; what you keep is the developed bishop and the sound structure. Holding the pawn opens the a-file onto your rook.
...cxd5, ...Nf6, ...Nc6, and the bishop to f5 before ...e6. Answer Qb3 with ...Bb4.
The Exchange Slav is symmetrical and equal. The only trick is Qb3 hitting b7 and d5 — with the bishop already on f5, ...Bb4 pins the knight and everything holds.
If Qb3 comes before your bishop is out, ...Qb6 or ...Qc7 defends; if the bishop is already on f5, ...Bb4.
Qb3 attacks b7 (left loose when the bishop leaves c8) and d5. It looks scary and isn't: one calm move covers both.
Finish: ...e6, ...Be7 or ...Bb4, ...O-O, ...Nbd7. Then free the game with ...c5 or ...e5.
You have no weaknesses and an active bishop. Complete development, castle, and hit back in the centre when your pieces are ready.
The structure
Traps
The tell: You've taken on c4 and White plays a4.
...b5 looks like it keeps the pawn. Instead axb5 cxb5 Nxb5 wins it back with interest and the a-file opens onto your rook. Just play ...Bf5.
Model games
Take on c4 once both knights are out, develop the bishop to f5 after a4, then ...e6 and ...Bb4.
Symmetrical: mirror White's development and get the bishop to f5 before ...e6.
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 D10–D19 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.