King's Indian: Kramer, 5...O-O 6.Ng3

ECO code: E70

1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nge2 O-O 6. Ng3

King's Indian: Kramer, 5...O-O 6.Ng3

This variation arises after the moves 1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Nge2 O-O 6. Ng3. White develops the knight to g3 instead of the more common f3, aiming for flexible piece placement and supporting central and kingside control.

Characteristic: The move 6.Ng3 is somewhat less common and signals White's intention to maintain a strong pawn center while preparing potential kingside activity. It keeps options open for f4 pawn advances and can support aggressive play against Black’s kingside.

Attacking or Defensive: As White, this move is generally considered attacking, focusing on control of the center and preparing for kingside initiatives. Black’s setup in the King's Indian is typically dynamic and counterattacking, so White’s Ng3 supports a robust center and kingside pressure.

Center Control: Yes, this opening strongly contests the center. White establishes a broad pawn center with pawns on d4 and e4, supported by pieces like the knight on g3, aiming to maintain spatial advantage and prepare for central or kingside breakthroughs.

Opening Preview

This opening is defined by the position shown on the board below. The moves displayed are a typical sequence that leads to it, but different sequences can reach the same position and still carry the same opening name.

Related Puzzles

Practice puzzles and train your tactics with real positions from games that used the King's Indian: Kramer, 5...O-O 6.Ng3, and sharpen your opening mastery.

Puzzle 1 of 1 - Move #25 white