

The Amar Opening arises after 1.Nh3 and falls under ECO code A00. This opening goes by several colorful names — including the Ammonia Opening (a play on the chemical formula NH3 and a comment on the move’s quality), the Paris Opening, and the Drunken Knight Opening. Chess author Tim Harding humorously proposed that "Amar" stands for "Absolutely mad and ridiculous." In truth, 1.Nh3 is not a blunder, but it does little to improve White’s position. The knight sits on the rim where it exerts minimal influence over the board — a poor square for a piece that thrives in the center. By placing the knight here, White essentially hands Black the initiative, effectively conceding the first-move advantage. Black can respond with virtually any reasonable move (the notable exception being 1...g5??, which drops a pawn and weakens the kingside) and comfortably achieve a slight edge. With 1.1 million Lichess games across all rating levels, it is a moderately popular opening.
Statistics
Based on 1.1 million Lichess games across all rating levels:
- White wins: 39.3%
- Black wins: 54.1%
- Draws: 6.6%
Interestingly, Black scores well in this opening, suggesting it offers strong counterplay.
Main Lines and Variations
After 1.Nh3, the main continuations include:
Each of these lines leads to distinct types of positions and requires its own understanding of the resulting pawn structures and piece placements.
Practice on Chessiverse
The best way to learn the Amar Opening is through practice. On Chessiverse, you can play chess against computer opponents that specialize in this opening. Our AI bots range from beginner to grandmaster level, each with unique playing styles — from aggressive attackers to solid defenders. Choose a bot that matches your rating and work your way up as you master the opening's key ideas.



