Second best in chess
Second best
Definition
In chess slang, “second best” refers to a move that is not the engine’s top choice (the “best move”) but is still strong, sound, and often more practical for a human to play. It usually keeps a comparable evaluation (for example, within a few Centipawn of the best line) while avoiding extreme complexity, deep calculation, or heavy theory.
In analysis tools and streams, you’ll hear: “The engine wants X, but Y is second best and easier.” This term is common in casual and online chess commentary, especially in Blitz and Bullet.
How it is used in chess
- Engine analysis: With Multi-PV enabled, the “No. 2 line” is colloquially called the second-best move. See also: Engine, Eval, Best move.
- Practical decisions: Players choose a second-best move to preserve Practical chances, simplify, or sidestep an opponent’s Prepared variation/Home prep.
- Time management: In Time trouble or when Flagging becomes a factor, the second-best move can be safer and faster to execute.
- Psychology: A second-best move may avoid an opponent’s pet line or deny them their favorite structures, keeping the position in “your” comfort zone.
Strategic and historical significance
Modern engines often rate several moves as near-equals. Strong practical players (from club level to elite) sometimes prefer a slightly inferior-but-stable move over a razor-sharp “computer move” that requires long, accurate calculation. In the opening, choosing a second-best line can also be an anti-preparation weapon that leads to rich middle games without memorization battles. This idea echoes classic advice: when you see a good move, make sure a better one isn’t available—but once you’ve checked, a clear, human-friendly “second best” can be the right choice for the situation.
Examples
Example A: Najdorf practicality. After 1. e4 c5 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 a6, many engines prefer 6. Bg5! as “best,” leading to ultra-sharp theory. In fast time controls, players often pick the second-best but practical 6. Be2 or 6. Be3, keeping structure and development simple.
Mini-viewer (position after 5...a6, indicating the best idea 6. Bg5):
Example B: Closed Ruy Lopez structure. After 1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7. Bb3 O-O 8. c3 d6 9. h3, engines often favor the dynamic central break 10. d4! as best. A common “second best” choice is 10. a4—slower, but it clamps down on ...b4 and keeps plans straightforward.
Mini-viewer (position after 9. h3, highlighting 10. d4):
Example C: Endgame decisions. In a king-and-pawn ending where the “best” move triangulates to win a distant tempo, a player in Zeitnot might choose the second-best path that safely forces a draw instead of risking a miscalculation that loses. The move is not optimal objectively, but it is optimal practically.
When to choose the second best
- Time pressure: Reduce calculation load and avoid tactical landmines.
- Against heavy prep: Steer away from the opponent’s “book” and force them to think. See: Theory, TN.
- Risk management: Preserve king safety, structure, and long-term plans rather than chasing a narrow, “only-move” advantage.
- Practical endgames: Secure a technically simple win or a safe draw instead of a razor’s-edge best line.
Common misconceptions
- “Second best” means bad. False: it usually denotes a move that’s engine-approved but marginally inferior to the top line.
- Always play the second best to be unpredictable. Unreliable advice—first verify you’re not missing a clear win or a forced tactic.
- Engines only have one good move. In many positions, several moves evaluate closely; practical preference matters.
Interesting notes and anecdotes
- Commentators often say “The best move is computer-like; the second best is a solid human move.” This captures the human–engine tension in modern chess.
- In elite events, sidestepping an opponent’s lab with a “second best” idea can be a smart psychological ploy—trading a tiny Material or Space advantage for surprise value.
- On post-game reports, platforms may label a sound second-best choice as “Good” or “Excellent,” reserving “Best” for the engine’s top line and “Inaccuracy/Mistake/Blunder” for clear drops.
Related terms
- Best move, Human move, Practical chances, Engine, Eval, Centipawn
- Inaccuracy, Mistake, Blunder (how analysis tools classify suboptimal moves)
- Prepared variation, Home prep, Theory (why players sometimes prefer “second best”)
- Time trouble, Flag, Blitz, Bullet (practical, clock-driven contexts)
Quick takeaway
“Second best” is not an insult—it’s the practical cousin of perfection. In real games, especially fast ones, choosing a sound, human-friendly second-best move can score more points than chasing a razor-thin, engine-perfect line you can’t reliably calculate over the board.