The Four Knights Game: d3 – How to Play Black

ECO C47 624,007 games Stockfish -0.43

When White chooses the quiet 4.d3 in the Four Knights Game, you have a clear path to a comfortable position. After 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.d3, the move 4...d5 strikes at the centre immediately and gives you a small but real edge. The numbers back it up: across 624,007 Lichess games, Black scores 51.9% from this position — a better result than White's 43.3%. The engine agrees, evaluating the position as slightly favourable for Black at -0.43. Let's see how to make the most of it.

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Why 4...d5 Is the Right Reply

After 4.d3, White's set-up is solid but passive. Your move 4...d5 does exactly what a good opening should: it challenges the centre immediately. By advancing the d-pawn, you open lines for your pieces and put immediate pressure on White's e4 pawn. If White exchanges on d5, you can recapture with the knight and develop with tempo. If White ignores the tension, you can keep the central pressure and look to open lines while your pieces are already well-placed. The statistics confirm this is the right approach — White never scores above 45% against any of the main replies from this position.

The Surprising Engine Choice: a3

You might expect White's best move to be something natural like exd5 or Bg5, but the engine's top choice is a3 — a quiet pawn move that prepares b4 and keeps the central tension. The idea is to avoid committing to any exchange and instead gain space on the queenside. Against a3, the suggested reply is ...Be7 (developing with a natural move), and after exd5 Nxd5, you have a comfortable position with equal play. While a3 is not what most club players play, knowing it's the engine's preference helps you understand that White is already a little uncomfortable and looking for a patient plan.

Punish White's Mistakes

Two moves in this position stand out as serious errors. The blunder is 5.Be3, which loses around 3.7 pawns according to the engine. White's bishop on e3 blocks the d-pawn and offers no pressure, while Black gains immediate activity against the weakened centre. The best reply in both cases is a3 avoided — the engine recommends Black play actively and keep the tension. The inaccuracy is 5.d4, which gives up about 0.6 pawns; White's centre push only helps Black open lines while pieces are already well-placed. If your opponent plays either of these — and many club players do — be ready to play actively and convert the edge. The drill below will help you practise the right response.

What the Statistics Tell Us

The numbers from 624,007 real games paint a clear picture. The most popular move, 5.exd5 (played 335,948 times), scores only 44.1% for White — that's well below the normal 50% baseline, meaning Black is doing something right. The second most popular, 5.Bg5 (151,740 games), scores 45.3% — still poor for White. The quiet 5.Be2 scores 43.5% and 5.Nxd5 scores 42.6%. What these numbers tell you is simple: no matter what White tries, you are statistically better from move 5 onward. Your task is to learn the key ideas so you convert that statistical edge into wins on the board.

Results across 624,007 Lichess games

43.3%
4.8%
51.9%
■ White 43.3% ■ Draw 4.8% ■ Black 51.9%
Most-played continuationGamesWhite wins
exd5335,94844.1%
Bg5151,74045.3%
Be241,38043.5%
Nxd524,92742.6%
Be318,15028.3%
d49,80729.8%

Frequently asked questions

Is the Four Knights Game: d3 good for Black?

Yes. After 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.d3 d5, Black scores 51.9% across 624,007 games and the engine gives Black a small edge at -0.43. You are slightly better from the start.

What is White's best move after 4...d5 in the Four Knights?

The engine's top choice is a3, a quiet prophylactic move preparing b4. This is followed by ...Be7 and a position with equal chances. Most club players, however, play 5.exd5 or 5.Bg5, which score poorly for White.

Why is 5.Be3 a blunder in this position?

Be3 loses about 3.7 pawns. The bishop on e3 blocks White's d-pawn and does nothing useful, while Black has immediate central pressure and gains a strong initiative or material advantage.

What is the main idea for Black after 4...d5?

Your main idea is to challenge White's centre. If White exchanges on d5, recapture with the knight to keep central pressure. If White does not exchange, you can take on e4 yourself, opening lines while your pieces are already well-developed.

How many games feature the Four Knights Game: d3?

Over 624K Lichess games have reached the Four Knights Game: d3 position. White wins 43.3%, Black wins 51.9%, with 4.8% draws — based on real rated games.