C46–C49 · Opening study

Four Knights Game

Both sides bring out both knights before anything else: the most natural opening in chess, with a quiet reputation and a surprising number of tricks.

1300–1600Learn the fork trick (...Nxe4 and ...d5) from both sides and stop giving pieces away on e5 and f7.
1600–2000Know the Scotch Four Knights main line to move 10 and why a queen on d4 lets e4-e5 come with tempo.
2000+Understand the Spanish Four Knights: the Bg5 pin, the ...Qe7 and ...Nd8-e6 unpin, and Rubinstein's 4...Nd4.

After 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 all four knights are developed and nothing is committed. White then picks the character of the game on move four: 4.d4 opens the centre (the Scotch Four Knights), 4.Bb5 pins and manoeuvres (the Spanish Four Knights), 4.Bc4 invites the fork trick, and 4.g3 is the modern Glek System. It was a main weapon of Rubinstein, Tarrasch and Capablanca's generation and is still played at the top as a low-risk way to get a game. The opening is sound for both sides and theory gives Black equality, but in our game data one mistake keeps returning: grabbing or sacrificing a piece on e5, e4 or f7 without counting what comes back.

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Four knights out, nothing committed

Move 1 of the line — press → or wait

Each side has developed both knights towards the centre and kept every pawn break in reserve. White's fourth move chooses the game: d4 to open it, Bb5 or Bc4 to develop first, g3 to fianchetto.

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The ideas in 7 positions

Click a card to see it on the board. 0/7 viewed

Choose your path

White chooses on move four: open the centre with d4, pin with Bb5, invite the fork trick with Bc4, or fianchetto with g3.

Starting point
1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6

Common mistakes, by level

Real patterns from club games. Every line is engine-checked; in the evals, plus is good for White.

These are the patterns worth knowing. For the full count, see the Four Knights Game mistakes players make most often at each rating.

Middlegame plans

What to do once the book runs out.

Now make it stick

Reading is the easy part. Solve the real mistakes from this opening until the patterns fire by themselves.

Sources: Wikipedia: Four Knights Game (history, Scotch and Spanish variations, Rubinstein, Halloween Gambit) · Wikibooks: Chess Opening Theory, 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 (CC BY-SA) · Our own game data: most frequent flagged mistakes in the Four Knights (Lichess games, both players rated 1800+) and fall rates from analysed Lichess games at 1200–1400, 1500–1700 and 1900–2100 (May 2024 sample) · Stockfish 19, depth 20 on every mistake; every idea, variation and plan line checked move by move at depth 16