Play Black in the English Opening: King's English, Two Knights Variation with 3.e4
This is a line where you, as Black, get to challenge White right out of the gate. After 1.c4 e5 2.Nc3 Nf6 3.e4, you have already developed a knight and staked your claim in the centre. The resulting position — with your bishop on c5 — is flexible, aggressive, and statistically kind to Black. In the drill below you'll face the position after 3...Bc5, with White to move. The engine rates this roughly equal with a tiny plus for you: Stockfish gives -0.25, a small edge for Black, so you stand slightly better from the start. Let's see what that means in practice.
Play the English Opening: King's English Variation, Two Knights Variation: e4 against the engine
Free, no signup — you play black, the engine adapts to your level.
Jump into the interactive drill below and practice this exact position as Black. The engine adapts to your replies, so you'll quickly learn which plans work and
Create a free account →What Black Is Fighting For
Your bishop on c5 already eyes the weak f2-square, and your knight on f6 puts pressure on e4. Black's main idea is rapid development followed by central play with ...d5 or ...d6, targeting White's centre. White's queen and king are still at home, so any delay in their development gives you chances to seize the initiative. The statistics back this up: across 545,631 games from this exact position, Black wins 49.3% of the time, while White wins 46.9% (with only 3.8% draws). You are playing for a win here, not just equality.
The Engine's Answer and What It Reveals
The computer's top recommendation is 4.h3, a cautious move that prevents your bishop from coming to g4 and annoying the knight on f3 after ...d6. The engine's plan continues with 4...Nc6 5.Nf3 d6 — a solid, classical setup. White's h3 says they are worried about piece pressure rather than seizing space. That's a clue: you have already made White spend a tempo on a prophylactic move. If White plays something else, you may have even better chances. The most popular human move is 4.Nf3 (164,377 games), and against it White scores only 44.4% — that's a terrible result for White. In other words, the more natural White tries to be, the better it is for you.
Reading the Numbers: White's Choices and Your Replies
Here is how Black has performed against each of White's main options from this position (all figures from the Lichess database): - 4.Nf3 (most popular, 164,377 games): White scores just 44.4%. You can simply continue with ...Nc6 and ...d6, or strike quickly with ...d5. - 4.d3 (141,741 games): White scores 48.3%, still below average for White — a good sign for you. Develop naturally and look for ...d5 breaks. - 4.h3 (117,864 games): White scores 49.1%, the engine's choice though humans do slightly less well with it. Stick to the plan: ...Nc6, ...d6, and later ...Be6 or ...0-0. - 4.g3 (33,951 games): White scores 51.7% — the only line here where White breaks even. Be a bit more careful; fianchettoing helps White control the dark squares. - 4.a3 (18,232 games): White scores a miserable 43.9%. A pointless move — punish it by developing quickly and targeting the centre. Whatever White plays, you have a healthy score in every line except 4.g3, and even there it's close to equal.
The Typical Middlegame You'll Reach
After the most common sequence (4.Nf3 Nc6 5.d3 d6, for example), the position resembles a hybrid of a King's Indian with colours reversed — but you have an extra tempo and the bishop on c5 is well placed. Your pawn structure is solid: e5 and d6 control key central squares. Typical plans include a queenside expansion with ...a5-a4, a kingside attack with ...Ng4 and ...Qh4, or a central break with ...d5 when White's pieces are not well coordinated. Because White lacks a clear space advantage, the game often becomes a tactical fight where your better development decides matters.
Results across 545,631 Lichess games
| Most-played continuation | Games | White wins |
|---|---|---|
| Nf3 | 164,377 | 44.4% |
| d3 | 141,741 | 48.3% |
| h3 | 117,864 | 49.1% |
| g3 | 33,951 | 51.7% |
| Be2 | 23,966 | 52.4% |
| a3 | 18,232 | 43.9% |
Frequently asked questions
Is 3...Bc5 the best move for Black in the English Two Knights?
According to the statistics from 545,631 games, 3...Bc5 leads to a very healthy 49.3% win rate for Black, compared to 46.9% for White. The engine evaluation of -0.25 confirms Black has a slight edge. It is one of the most principled and aggressive ways to meet 3.e4.
How should Black respond if White plays 4.h3?
The engine's top reply is 4...Nc6, followed by 5.Nf3 d6. This solid setup develops your pieces and prepares to challenge White in the centre. White's h3 is a slightly passive move, so keep developing naturally and look for your chance to strike with ...d5 or a kingside attack.
What is White's worst move in this position?
Statistically, 4.a3 is White's worst option, scoring only 43.9% for White across 18,232 games. It does nothing for development or central control. Punish it by bringing out your pieces quickly, castling, and preparing a central break with ...d5.
Why does 4.g3 score better for White than 4.Nf3?
The fianchetto with 4.g3 (51.7% for White) helps White control the dark squares and prepares to recapture on g2 if needed, making it harder for your dark-squared bishop on c5 to dominate. Against 4.Nf3, White scores only 44.4%, because the natural knight development allows you to play ...d5 or ...Ng4 with strong counterplay.