E00-E99

เกมรับอินเดียน

E70
King's Indian: 4.e4
The KID with 4.e4. White builds a full classical center, inviting Black to find immediate and effective counter-attacks.
E71
King's Indian: Makogonov System
The Makogonov Variation. White plays h3 to prevent the Ng4 and Bg4 maneuvers, leading to a slower and more positional King's Indian.
E72
King's Indian: e4 & g3
The KID with e4 and g3. A hybrid system where White combines central dominance with a solid kingside fianchetto.
E73
King's Indian: 5.Be2
The KID with 5.Be2. White develops naturally and prepares for kingside castling, keeping the center fluid and adaptable.
E74
King's Indian: Averbakh, 6.Bg5 c5
The Averbakh Variation. White plays Bg5 to pin the knight and disrupt Black's coordination. It is a very effective positional weapon.
E75
King's Indian: Averbakh, Main Line
The main line of the Averbakh. Both sides follow a deep strategic path where White controls the center and Black seeks queenside activity.
E76
King's Indian: Four Pawns Attack
The Four Pawns Attack. White pushes c4, d4, e4, and f4 to create a massive center. It is the most aggressive and risky attempt to refute the KID.
E77
King's Indian: Four Pawns, 6.Be2
The Four Pawns Attack with 6.Be2. White completes development while maintaining the aggressive pawn structure.
E78
King's Indian: Four Pawns, 6.Nf3
The Four Pawns Attack with 6.Nf3. White focuses on piece coordination to support the massive center before starting the attack.
E79
King's Indian: Four Pawns, Main Line
The theoretical main line of the Four Pawns Attack. A highly volatile system where one mistake for either side usually results in immediate defeat.