The Four Knights Game is a King’s Pawn Opening beginning with 1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6

 

Four Knights Game

 

This opening is a classical example of both players adhering strictly to the classical Opening Principles of chess – both sides claim space in the center and rapidly develop their knights to their most active squares.  While the Four Knights Game isn’t considered as ambitious as some of white’s more popular options after 1. e4 e5 (such as the Ruy Lopez or the Italian Game), it certainly remains a solid opening choice – for both white and black!

 

 

White has two main options in this symmetrical position – the Scotch Four Knights Game with 4. d4 and the Spanish Four Knights Game with 4. Bb5

4. d4 – the Scotch Four Knights Game

Scotch Four Knights Game

White uses his extra move to thrust forward in the center.  Black often continues with 4…exd4 5. Nxd4 Bb4 (other moves aren’t as popular – for example, 5…Bc5 6. Be3! and white is able to develop with a threat.  Black must prevent white from winning a piece with Nxc6.)

The most popular line by far continues with 6. Nxc6 bxc6 7. Bd3 d5 8. exd5 cxd5 9. 0-0 0-0

Scotch Four Knights Main Line

Both sides rush to evacuate the king from the center now that the e-file has opened up.  Black may also castle before striking back at the center with …d5, but that will generally result in this same position – just with a different move order!

White will often play 10. Bg5 here, pinning the black knight. After 10…c6 to stabilize black’s central pawn, white can play 11. Qf3 to increase the pressure.

If black breaks the pin with 11…Be7, we’re left with an interesting position:

 

Hanging Pawns

Black has the infamous “Hanging Pawns” structure, with the c-and-d pawns in the center with no friendly pawns on adjacent files.  Black has a space advantage for the time being, but white has a more compact pawn structure, easy piece development, and no real weaknesses. The position is roughly equal.

4. Bb5 – The Spanish Four Knights Game

 

 

Spanish Four Knights Game

White develops the light-squared bishop actively, completing his kingside development.  Black can do the same with 4…Bb4

“Removing the Defender” ideas to win the black e-pawn here do not work.  For example, after 5. Bxc6?! bxc6 6. Nxe5 Qe7, white isn’t going to be able to maintain their extra pawn.

Instead both players will generally focus on rapid development. 5. 0-0 0-0 6. d3 d6 7. Bg5

 

 

Nd5 is the threat

White is threatening to play Nd5, when the pawn structure on black’s kingside would be wrecked. To prevent this, black will usually break the symmetry here and play 7…Bxc3

Maintaining the symmetry with 7…Bg4 can be dangerous for black after 8. Nd5 Nd4.  In a highly tactical position, white’s extra move is bound to come in handy eventually.  White has won some fast games in this line if black is not careful – see the video above for examples!

After 8. bxc3 Qe7:

 

Main Line Four Knights

Black’s c6 knight is rather restricted by the central pawns, so black will often re-route this knight to e6, where it can attack white’s bishop and break the pin.

White can preempt this with 9. Bxc6, but giving up the “bishop pair” not very ambitious. The pawn structure would become symmetrical once more, and the game is equal.

Instead, after 9. Re1 Ne8 10. d4 Ne6:

 

The bishop is attacked

White’s most ambitious option is 11. Bc1! Surprisingly, the bishop has the most scope from its starting square – it may swing to the other diagonal with Ba3 later, if it suits white’s purposes.

Fourth Move Alternatives

Besides 4. d4 and 4. Bb5, white has some alternative options in the Four Knights Game, but most of them are not well-regarded. For example:

  • 4. Be2 (or 4. d3) is certainly playable, but why not actively develop the light bishop? Black can play 4…Bb4
  • 4. g3 is white’s most popular alternative on move 4. There’s not much reason to fianchetto the bishop when it already has a great line of development, but some players prefer this setup.
  • 4. Bc4 looks like an active square for the bishop, but it allows the infamous “center fork trick” after 4…Nxe4 5. Nxe4 d5.  Black temporarily sacrifices a knight, but restores material equality with this fork. Black obtains a space advantage.
  • 4. Nxe5?! Nxe5 5. d4 is the Halloween Gambit, but it’s certainly far from sound. A piece is a lot to invest for a mere space advantage!

Conclusion

The Four Knights Game is an easy-to-learn, fundamentally sound opening that can be played at any level of chess. Both players will develop rapidly and castle early in almost all variations, and the struggle will begin from there!

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Blake

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