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Opening Trainer: the first 10 moves, line by line
Watch it, practise it, play it from memory, then drill every line the way real players answer.
Why we teach openings this way Show
- Ideas before movesEvery move comes with one line on its idea: develop, take the centre, castle. Players who know why can find good moves when the opponent leaves the line.
- Ten moves, not thirtyBelow about 1500, games leave the known moves early. Ten moves gets you to a good middlegame; after that, thinking beats memory.
- Real replies, spaced practiceOpponents answer the way players at your rating actually do, and lines come back after a day, three days and a week, so they stick.
Two Knights: calm 4.d3 · move 0 of 10
White's bishop aims at f7 from move three. You learn the golden rules early: take the centre, develop knights and bishops, and castle quickly.
Train this opening on real puzzlesFrom the Lichess puzzle database, by rating levelOpen
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Openings are the start. Thinking wins the game.
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Frequently Asked Questions
Below about 1500, most games leave the well-known moves well before move 10, and what decides them is what you do next. Ten moves is enough to reach a good middlegame with a plan; after that, thinking beats memory.
From what players at each rating actually play, counted in the Lichess game database, then checked with Stockfish so none of your moves gives anything away. A coach wrote a one-line note for each of your moves so you learn the idea, not just the move.
Each line moves up a box when you play it from memory without a mistake: due again tomorrow, then in 3 days, then in a week. A mistake sends it back to the start. Lines that are due are marked, so a few minutes a day is enough.
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Lichess database October 2026 (CC0), 400,000 games; lines checked with Stockfish 18 depth 18 Board pieces: cburnett (BSD licence).