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An opening course for White (ECO C33)

King's Gambit

1.e4 e5 2.f4 is the oldest attacking opening there is, and modern theory has an unflattering verdict on it: with accurate defence Black equalises, and in one line Fischer showed Black gets more than that. This course takes that seriously instead of pretending otherwise. It plays 3.Nf3, it sidesteps the Fischer Defence line the engines confirm is bad for White, and every line here was held to the same engine standard as the rest of the shelf. What you get for the pawn is real and practical: an open f-file aimed at f7, a free hand in the centre with d4, and an opponent who has to find a long series of only-moves in a position they last saw in a video. That is why it still scores at club level, and it is the only honest reason to play it.

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This course is part of your daily work.

Before the moves: the big ideas

The f-file is the payment

Taking on f4 opens the file your rook already stands on, pointing at f7, the square Black defends with his king and nothing else. Castling short in this opening is not a safety move, it is an attacking one: it connects the rook to the file the gambit opened.

Build the centre before you attack

The pawn on e4 plus d4 is the difference between a gambit and a swindle. Nearly every good version of this opening has White playing d4 in the first six moves, taking squares away from Black's pieces while his kingside pawns are still wandering. If you find yourself attacking without d4 in, you are probably losing.

Black's g-pawns cut both ways

After 3...g5 Black holds the extra pawn with a pawn chain that also blows a hole in his own kingside. He has a real attack down the g-file if you let him castle and consolidate; you have targets on g5, g4 and h5 for the rest of the game if you do not. Speed decides which of those two games gets played.

Know where the theory ends badly

This is the one opening in the repertoire where the engine's verdict on the main lines is a small minus for White. Between -0.4 and -1.0 is not a lost position and it is not a lie either. Play it because your opponent has to solve problems, keep an eye on your own king, and take the draw or the equal endgame when it is what the position offers.

The lines, chapter by chapter

Learning order, one scoresheet per chapter. The coach serves review one line a day; enter any line directly when you want it now.

Start Here: The Offer

Nine moves, no memorisation. This is the pawn, the file it opens, and the knight jump the whole opening is built around.

The pawn and the file

vs Black taking and holding with ...g5, 5 moves

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3...g5: Black Keeps the Pawn

The critical chapter. Black is trying to hold the material and White is trying to make the kingside pawns cost more than they are worth.

The Kieseritzky main line

vs 5...Nf6, hitting the centre, 9 moves

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The Kolisch: 5...d6

vs Black kicking the knight immediately, 9 moves

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5...Qe7, the greedy check

vs Black hitting e4 and daring White to defend it, 9 moves

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Defending with 4...f6trap

vs the natural way to hold g5, which loses on the spot, 8 moves

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The Modern Defences

Black's better-behaved answers: give the pawn back for development, or refuse to grab in the first place. These are the lines you will meet against players who have read something.

The Fischer Defence

vs 3...d6, and the line Fischer published as a bust, 7 moves

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The Modern Defence: 3...d5

vs Black giving the pawn back for the centre, 8 moves

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The Cunningham: 3...Be7

vs the developing move with a check behind it, 7 moves

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The knight grab that loses a piecetrap

vs 3...d6 with an early ...Nxe4, 8 moves

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When Black Declines

Roughly half your opponents will not take the pawn. These four lines cover almost everything they do instead.

The classical decline: 2...Bc5

vs the bishop that stops White castling, 8 moves

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2...Bc5 with the Na4 plan

vs the same bishop, hunted rather than pushed, 7 moves

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The Falkbeer Counter-Gambit

vs 2...d5, meeting a gambit with a gambit, 8 moves

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2...d5 3...Qxd5

vs recapturing with the queen, which costs time, 7 moves

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Sidelines and Accidents

The rest: one historical gambit worth knowing, one knight move that walks into the centre, and one countergambit that gives the pawn straight back.

The Bertin: three pawns for the attack

vs the Cunningham check, 4...Bh4+, 8 moves

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3...Nc6 and the d-pawn

vs the MacLeod, where the knight becomes a target, 8 moves

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3...f5, the second countergambit

vs Black offering a pawn back to blunt the attack, 7 moves

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Puzzles from this opening

Club games that started in the King's Gambit produced these tactics, and you solve every one from White's side, the seat you actually sit in. Difficulty follows your solving, the same as the puzzle room.

Solve them