Loading opening...

Italian Game Opening Trainer

Learn the Italian Game with our free interactive trainer. Master the Giuoco Piano, Giuoco Pianissimo, Evans Gambit, and Two Knights Defense for White. 11 chapters.

beginner11 chaptersFor whiteFree · No signup

What you'll learn in this Italian Game trainer

1. Introduction to the Italian Game

1. e4 e5 2. Nf3 Nc6 3. Bc4

The Italian Game is one of the oldest openings in chess and one of the first most players learn. After 1.e4 e5 2.Nf3 Nc6, White plays 3.Bc4, pointing the bishop at f7 - the only square in Black's camp defended by the king alone - while clearing the way to castle. The chapters that follow cover each of Black's main replies.

2. Giuoco Piano

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. c3 Nf6 5. d4 exd4 6. cxd4

The Giuoco Piano arises after 3...Bc5, Black's most classical reply. White answers 4.c3, preparing to take the centre with d4. The result is the broad pawn duo on d4 and e4 that the whole variation is built around.

3. Greco Attack

5... exd4 6. cxd4 Bb4+ 7. Nc3 d6 8. O-O

The Greco Attack is the sharp continuation of the Giuoco Piano. Black takes on d4 and checks on b4 before White can consolidate, and White meets the check by developing rather than by retreating.

4. Giuoco Pianissimo

3... Bc5 4. c3 Nf6 5. d3 d6 6. O-O

Giuoco Piano means "quiet game"; the Giuoco Pianissimo is quieter still. Instead of the immediate d4, White supports the centre with d3 and improves the pieces slowly. The pawn structure stays closed and the game is decided by manoeuvring rather than by an early clash.

5. Main Ideas in the Giuoco Pianissimo

7. Nbd2 a6 8. h3 h6 9. Re1 Be6 10. Bxe6 fxe6 11. Nf1 Ba7 12. Ng3 Qe8 ...

Four plans recur in almost every Giuoco Pianissimo: reroute the b1 knight to g3, play h3, put the rook on e1, and break with d4 once it is prepared. This game shows all four carried out in order.

6. Evans Gambit

4. b4 Bxb4 5. c3 Ba5 6. d4 d6 7. Qb3

The Evans Gambit is the aggressive treatment of the Italian. White offers the b-pawn to gain time against the c5 bishop, build a large centre, open lines toward f7, and make it hard for Black to castle. It suits players who prefer initiative to material.

7. Two Knights Defense

3... Nf6 4. Ng5 d5 5. exd5 Na5 6. Bb5+ c6 7. dxc6 bxc6 8. Qf3

Instead of 3...Bc5, Black can develop with 3...Nf6, the Two Knights Defense. White's sharpest reply is 4.Ng5, adding a second attacker to f7 and forcing matters immediately.

8. Legal's Trap

4. Nc3 Bg4 5. h3 Bh5 6. Nxe5 Bxd1 7. Bxf7+ Ke7 8. Nd5#

Legal's Trap is the best known trap in the Italian. It punishes Black for pinning the f3 knight and then keeping the pin once it has been questioned. White gives up the queen and mates with three minor pieces.

9. Punishing 4...Nxe4

4... Nxe4 5. dxe5 Bc5 6. Qd5 Nxf2 7. Qxf7#

After 4.d4 in the Two Knights, Black can grab on e4. The pawn is recoverable, but a careless follow-up on move five hands White an immediate mate on f7.

10. Example Game: Greco vs NN, 1620

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. c3 Nf6 5. d4 exd4 6. cxd4 Bb6 ...

An early demonstration of the two themes that run through the whole opening: a broad pawn centre, and unrelenting pressure on f7. Greco was one of the first players to record his games, and the Italian was his main weapon.

11. Example Game: Kramnik vs Carlsen, 2017

1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5 4. c3 Nf6 5. d3 d6 6. O-O a6 ...

The Giuoco Pianissimo at the top level. Kramnik carries out all four standard plans - h3, Re1, the b1-d2-f1-g3 knight route, and the d4 break - and beats the reigning world champion with them.