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.

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  1. 1Against 2.c4 and 3.Nc3: strike right away with 3…c55 moves to find · 2 questions
  2. 2Against 2.c4 and 3.e4: 3…Nc6 and the d4 square3 moves to find · 2 questions
  3. 3Against 3.Nf3 and 4.Nc3: 4…Nc6, and the 8.d5 trap3 moves to find · 3 questions
  4. 4Against Nf3 and e4: the quiet system that costs you4 moves to find · 3 questions
  5. 5Against Be3, Qd2 and queenside castling3 moves to find · 2 questions
  6. 6The Caro-Modern: 1…c6 and the exf6 structure1 move to find · 3 questions
  7. ★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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