King's Indian: Kramer, 5...O-O
King's Indian : Kramer, 5…O-O
Definition
In the King’s Indian Defence (KID) the line known as the Kramer Variation begins with the moves 1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 O-O. Black’s fifth move—simply castling—gives the variation its name. By delaying any immediate central pawn thrusts (…e5 or …c5), Black keeps maximum flexibility as to how the struggle for the centre will unfold. Most opening manuals place the Kramer line in ECO codes E70-E71.
Typical Move Order
A representative sequence is:
After 6.Be2 e5 7.O-O, the game has transposed to one of the main Classical King’s Indian tabiyas, demonstrating the Kramer Variation’s role as a flexible gateway rather than a fixed system.
Strategic Themes
- Flexibility for Black – By not committing the e- or c-pawns too early, Black keeps White guessing whether the game will become a Classical KID (…e5), a Benoni style (…c5), or a Panno/Modern variation with …Nc6 followed by …a6.
- King Safety First – Castling eliminates the possibility of tactics based on the exposed king and frees the rook for central or kingside activity.
- Transpositional Tool – The Kramer move order acts like a switchyard: depending on White’s 6th move Black can steer into very different middlegames.
- Space versus Counter-punching – As in all KID systems, White enjoys extra central space, while Black relies on pawn breaks (…e5, …c5, or …f5) and piece activity to seize the initiative.
Main Continuations after 5…O-O
- 6.Be2 — The classical choice, usually followed by …e5 (Classical System) or the more flexible …Na6.
- 6.h3 — The Makagonov set-up, clamping down on …Bg4 before deciding on Be3, Bg5, or d5.
- 6.Bg5 — The Averbakh-Petrosian idea, pinning the knight and aiming for a quick d5 advance.
- 6.Be3 — Can transpose to the Petrosian or Gligorić systems once Black plays …e5.
- 6.g3 — Heading into the Fianchetto Variation after the move-order twist.
Historical Notes
The line is named after German theoretician Wilhelm (Willy) Kramer (1905-1985), who analysed many early King’s Indian structures in the 1930s. Although the move 5…O-O is today considered almost automatic, the name survived because Kramer’s published annotations highlighted the latent flexibility of delaying the pawn breaks.
Illustrative Games
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Petrosian – Fischer, Candidates Match 1971 (Game 2)
1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 O-O 6.Be2 e5 7.O-O Nc6 8.d5 Ne7 = A textbook Kramer move-order leading to the Classical line. Fischer later uncorked the standard …f5 break and won a model attacking game. -
Kasparov – Kramnik, Linares 1994
Kasparov adopted 6.h3 against Kramnik’s Kramer set-up. The game transposed to a sharp Makagonov and ended in a tense draw, showing how 5…O-O leaves all strategic doors open. -
Giri – Carlsen, Wijk aan Zee 2012
A modern illustration where Black chose the Benoni-style 6…c5 after the Kramer castling, achieving dynamic equality and eventually winning a long endgame.
Common Plans for Each Side
- For White
- Occupy the centre with pawns on d4 & e4.
- Prepare the thematic pawn advance d5 to cramp Black.
- Use space to manoeuvre pieces toward a kingside attack if Black locks the centre with …e5.
- For Black
- Choose the right moment for one of the breaks: …e5, …c5, or …f5.
- Exploit dark-square control created by the kingside fianchetto.
- Counter-attack rather than equalise: the KID ethos is to play for a win even from slightly cramped positions.
Interesting Facts & Anecdotes
- Because 5…O-O is so natural, many databases no longer label it separately—the name Kramer survives mainly in older books and ICCF correspondence archives.
- Top engines evaluate the position after 5…O-O at almost complete equality (≈ 0.20) yet practical results tilt slightly in Black’s favour in master play, underscoring the variation’s fighting potential.
- Grandmaster Nigel Short once joked that the Kramer is the “Schrödinger’s Variation” of the King’s Indian—“it is every system and none until Black actually pushes a pawn”.
When to Choose the Kramer Variation
Pick 5…O-O if you would like:
- Maximum flexibility with chances to transpose into your preferred KID branch depending on White’s reply.
- An early guarantee of king safety before the centre clarifies.
- A practical weapon that keeps theoretical workload manageable; you can postpone learning razor-sharp sub-lines until after White shows his hand on move 6.
Summary
The Kramer Variation of the King’s Indian Defence is not a sharp side-line but rather a philosophy of flexibility. By castling on move five, Black keeps every major KID structure in reserve, forcing White to reveal his intentions first. Whether the game steers into a Classical, Makagonov, Benoni, or Fianchetto set-up largely depends on the next couple of moves—making 5…O-O an ideal choice for players who relish dynamic, transpositional battles.