Modern Defense
650 games, 56%: your second opening with Black. No move the engine calls broken, but three quiet positions where you lose, and a d4 square your opponents hand you.
- 1Against 2.c4 and 3.Nc3: strike right away with 3…c55 moves to find · 2 questions
- 2Against 2.c4 and 3.e4: 3…Nc6 and the d4 square3 moves to find · 2 questions
- 3Against 3.Nf3 and 4.Nc3: 4…Nc6, and the 8.d5 trap3 moves to find · 3 questions
- 4Against Nf3 and e4: the quiet system that costs you4 moves to find · 3 questions
- 5Against Be3, Qd2 and queenside castling3 moves to find · 2 questions
- 6The Caro-Modern: 1…c6 and the exf6 structure1 move to find · 3 questions
- ★Final quiz0/6 solved first try
The opening at a glance
One idea per card. The chapters explain it all move by move, too.
- At a glance
Modern Defense
650 games, 56%: your second opening with Black. No move the engine calls broken, but three quiet positions where you lose, and a d4 square your opponents hand you.
20 cards, one idea each. Swipe to move on.
- The big idea
The Modern is a patience contract. With 1…g6 and 2…Bg7, you let White take the whole center. The price: space, and positions where one slow move gets punished right away.
- The big idea
What you buy: a g7 bishop aiming at d4 from move two, and the right to pick your structure after seeing White's.
- The big idea
650 games, 56%, a bit below your overall score with Black (57.6%).
- The big idea
The file finds no recurring move that the engine says costs you a lot: your leaks are choices of plan, in four or five specific positions.
- The big idea
That's the best news possible, because a plan gets fixed in one session.
- The big idea
The thread of the course: when White keeps a pawn on d4, you hit it (…c5, …Nc6, …e5). When they push it to d5, the d4 square becomes yours for the whole game.
- The big idea
And when they play quietly, with Nf3, e4 and Bc4, you attack e4 instead of pushing slow pawns.
- Principle
Hit d4 above all
Your games: 38× · 55% of points
The g7 bishop aims at d4 from 2…Bg7. Add a pawn (…c5, …e5) or a knight (…Nc6): White has to decide right now.
- Principle
If d5, the d4 square is yours
Your games: 9× · 89% of points
When White pushes d5, no pawn can ever attack d4 again. Your knight settles there, and …c5 supports it.
- Principle
No slow move against Nf3 and e4
Without Nc3, …b5-b4 has nothing to chase. Against the quiet system, attack e4: …d6 then …Nf6.
- Principle
Block the h-pawn before anything else
Against Be3, Qd2 and queenside castling, answer h4 with …h5, then open the c-file with …c5.
- Principle
Give up the g7 bishop only for a structure
Your games: 13× · 58% of points
…Bxc3+ is worth it when it leaves two doubled, isolated c-pawns on c3 and c4. Otherwise, the g7 bishop stays your best piece.
- Imbalance
Space versus targets
Your games: 55× · 57% of points
White has the center (c4, d4, e4). You have a g7 bishop aiming at d4 and pawns ready to hit it.
- Imbalance
The doubled c-pawns
Your games: 10× · 60% of points
After …Bxc3+ bxc3, c3 and c4 have no neighboring pawn left to defend them: they are targets for the whole game.
- Imbalance
The f6-f7 structure
Your games: 10× · 30% of points
In the Caro-Modern, …exf6 gives you doubled f-pawns, but also the e-file, and the f6 pawn holds e5 and g5.
- Imbalance
Kings on opposite sides
Against White's queenside castling, your king waits in the center: the race is decided on the c- and h-files.
- The trade-off
What you gain
- One simple plan against almost everything: hit d4.
- 3…c5 against 3.Nc3: your best results in the whole family.
- Strong squares (d4) that White often hands you on their own.
- The trade-off
What you give up
- A slow move against Nf3 and e4 gets punished right away: 3…a6 scores 33% there.
- Against the Be3-Qd2 attack in the 1.e4 move order, you drop to 35%.
- The Caro-Modern leaves you a passive structure if you have no plan: 27%.
- That's all
Your turn
These ideas only stick once you play the moves. The chapters make you find the right ones.
Start chapter 1
Card 1 of 20: Modern Defense
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