

1.d4 Nf6 2.c4 e6 3.Nf3 b6 4.g3 Bb7 5.Bg2 Be7 opens the Queen's Indian Defence: 1.d4 Nf6 2.c4... Be7, ECO E17. Across rating levels it shows up in 327,004 recorded games — enough data to map exactly where it succeeds and where it stalls.
History and Notable Players
It arises from the Queen's Indian Defence: 1.d4 Nf6 2.c4... 4.g3. Among the most prolific White practitioners are Borislav Ivkov (49 games), Ivan Farago (45 games), Igor Naumkin (42 games). Black-side regulars include Eduardas Rozentalis (96 games), Sergei Tiviakov (51 games), Anatoly Karpov (49 games).
Performance Across Rating Levels
How well the Queen's Indian Defence: 1.d4 Nf6 2.c4... Be7 works depends on what level you're playing at. Among 1200-rated players, it appears in 0.00% of games — 1,927 of them on record — with White winning 51% and Black 45.2%. At 1800 the opening surfaces in 0.01% of games; White wins 50%, Black 44.2%, draws 5.7%. Among 2500-rated players the line appears in 0.10% of games and draws spike to 11.1%, indicating tight preparation. Positions also become less sharp as level rises (sharpness 0.96 → 0.89).
Move Diversity and Theory Depth
Move choice is far from uniform in the Queen's Indian Defence: 1.d4 Nf6 2.c4... Be7. At 1200 Elo, the top reply is O-O, played 70% of the time. There are 2 other moves seeing meaningful share, and 92.5% of games stick to established theory. Entropy: 1.46. By 2500, O-O dominates at 93.9% of replies; only 2 viable alternatives remain and 99.6% of moves are theory. Entropy drops to 0.39. That entropy collapse is the signature of a line where preparation pays off: at the top, players know the best move and play it.
Main Lines and Variations
The main branches off 1.d4 Nf6 2.c4 e6 3.Nf3 b6 4.g3 Bb7 5.Bg2 Be7 include:
Each branch leads to a different middlegame character — the resulting pawn structure decides what kind of game you get.
Common Mistakes
- Drifting away from main theory — At 400 Elo, theory adherence sits at 85.9% — versus 98.5% at 2000. The most popular deviation is Nc3 (played 22.5% of the time at 400, much less so up top). It looks fine but quietly hands the better-prepared side an edge.
- Neglecting development — It can feel productive to make extra pawn moves early, but falling behind in piece development is what loses most amateur games — especially in open positions where active pieces find squares fast.
- Letting White own the centre — Hypermodern openings concede central space on purpose, but only if you strike back in time. Delay the counter-blow and you end up squeezed.
Practice on Chessiverse
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