The Four Knights is a classical symmetrical opening: 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6, with both sides developing their knights. The main branches are gathered here: the Spanish Variation with its symmetrical system and the Rubinstein counter-blow, the Scotch Variation, the Glek System and the Italian Variation. At each branching point, choose which line to play.
The dimmed moves are the rest of the main line, and the dots mark branching points. Click any move to jump to that position.
The thin arrow on the board shows the next move.
You can also play the move on the board: pick the piece up and put it on the square.
The starting position. Choose your moves - at a branching point several continuations are available.
The Four Knights is one of the oldest and most logical open games. After 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 all four knights are symmetrically developed and the game follows classical principles: development, the centre, castling.
For a long time the opening was considered quiet and drawish, but the Rubinstein variations and the Glek System brought the bite back. It is an excellent opening to learn on: the plans are transparent and there are almost no crude traps.
The main question is how White fights for an edge: Spanish pressure with 4.Bb5, opening the centre with 4.d4, the flank move 4.g3, or the Italian 4.Bc4.
The most critical route is 4.Bb5 (the Spanish Variation). Black can keep the symmetry with 4...Bb4, or break it sharply with the counter-blow 4...Nd4 (the Rubinstein Variation), starting piece play in the centre at once.
If White does not fancy pure symmetry, there is 4.d4 (the Scotch Variation), opening the centre, and the fashionable Glek System 4.g3 with a fianchetto. And in the Italian 4.Bc4 it is important to remember the counter-blow 4...Nxe4 with the ...d5 fork - Black's standard way of equalising.
The Four Knights is the most natural set-up in the open games: both sides develop their knights and the position stays symmetrical for a long time. The main way to fight for an edge is the Spanish Four Knights: 4.Bb5, pressing on the c6 knight.
More active are the Belgrade Gambit (4.d4 exd4 5.Nd5!?) and the Halprin Gambit: White breaks the symmetry and gets the initiative at the cost of a pawn. The quiet route is 4.d4 exd4 5.Nxd4, exchanging in the centre with a small lead in development.
The opening's main problem for White is Black's mirror-image replies. To play for a win, you have to break the symmetry yourself, and as early as possible.
The most reliable route is symmetry: 4...Bb4 copies White's move and equalises almost automatically. After 5.0-0 0-0 6.d3 d6 the position is so level that both sides find it hard to play for an edge.
If you want a fight, there is the Rubinstein Variation 4...Nd4!?: the knight goes forward and breaks the symmetry, and 5.Nxe5 runs into 5...Qe7, winning the material back with a good game. A way out of the drawish channel.
The practical conclusion: as Black, the Four Knights is one of the simplest ways to equalise against 1.e4. It is hard for Black to fight for an edge here, but hard to lose too.
The typical set-ups this opening leads to - learn them, and the plan follows by itself.
Both sides have developed identically and castled. The position is quiet and very solid - which is exactly why this is considered the most peaceful opening after 1.e4 e5.
These are the main named variations. Click any one of them and it loads straight onto the board above, where you can play it out move by move. The trainer itself holds more lines than this: it also covers main-line continuations and transpositions that have no name of their own.
What to avoid, and what catches an unprepared opponent.
White gives up a knight to chase Black's pieces home with pawns. Objectively unsound, but unpleasant in blitz: you have to know the answer 6...Bb4.
You can copy White for a long time, but not forever: at some point the extra tempo gives him a concrete threat. It is worth planning in advance when to break the symmetry.
Traps in other openings - the 12 most common opening traps.
It does have a quiet reputation, but that should not be exaggerated. The symmetrical lines do tend towards equality, yet the Rubinstein Variation (4...Nd4) and the Glek System (4.g3) produce a lively fight. There are resources enough to play for a win.
It is the move 4...Nd4 after 4.Bb5: instead of defending, Black leaps into the centre with the knight, provoking complications and equalising through active counterplay. Named after the great Akiba Rubinstein.
Yes, it is one of the best openings to learn on: clear developing principles, few traps and a straightforward fight for the centre. It is a convenient way to pick up classical opening strategy.
After 4.Bc4 the move 4...Nxe4 is not a blunder but a standard counter-blow: 5.Nxe4 runs into 5...d5, forking the c4 bishop and the e4 knight, and Black wins the piece back and equalises.
Want the tactics that decide these positions? Start with the 12 most common opening traps and tactics for beginners. If you are just starting out, read the rules of chess and how to set up the board.
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