Practice the Italian Game in the Giuoco Piano, Two Knights Defense, and Evans Gambit. Study 14 lines from our Italian Game guide, solve 34 exercises, then play six positions against the bot.
Fourteen lines, one at a time: eleven you play as White, three you meet as Black. The Giuoco Piano comes first, then the Evans and the Fried Liver, then the Two Knights, the Hungarian and the Semi-Italian, then the traps and the two mates, with Black's own recipe last. Finish a line and its checkmark stays in your browser.
Keyboard: ← → step through the moves. Click any move chip to jump.
Where the moves come from: every line and position in this trainer comes from our Italian Game guide. That includes the evaluations you will see quoted: -0.21 for 4...d5 against the Ng5 raid, +1.26 for 6.Kf1 once the bishop lands on f2, +0.17 for the quiet 5.d3, and the two mates in one that sit in the guide's own test set.
This is the core of the trainer. Thirty-four positions across six themes: book moves, plans, traps, punishments, structure, endgame echoes. Every one of the 14 lines you stepped through in Step 1 is drilled at least twice, and the order is shuffled on each run so you answer from the board and not from memory of the queue. Click or drag a piece to play your answer. A wrong move gets a concrete refutation, and hints come in two stages before the answer itself is offered. Your score, streak, and solved drills stay in this browser.
Keyboard: Enter next drill · H hint · R reset the position.
Now play it out. Pick one of the six variations, set the bot's strength with the seven named levels or the Elo slider from 600 to 3000, and start. The coach card watches the moves and speaks up when the game reaches something the guide covers. Run the review when it ends.
Six positions from the guide, from the bare 3.Bc4 to the moment the white queen lands on b3. Each carries a goal for both colors, and picking one restarts the board there.
Four directions, each with a reason. Everything below links to a page that exists today.
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