3D Chess

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Chess Opening Principles for Beginners

Control the centre, develop your pieces, castle early and avoid common opening traps: the principles that matter more than memorising moves.

Most beginners think learning openings means memorising long lines. It doesn't. Strong players follow a handful of principles in the first ten or so moves, and those principles will carry you through openings you've never seen. Memorise less; understand more.

1. Fight for the centre

The four squares in the middle of the board, d4, e4, d5 and e5, are the most important on the board. A piece in the centre reaches more squares and can switch quickly to either side. A knight on e5 attacks eight squares; on h5 it attacks only four.

That's why the most popular first moves are 1.e4 and 1.d4: each puts a pawn in the centre and opens a line for a bishop and the queen. You can also control the centre from a distance, with knights on f3 and c3 or a bishop on a long diagonal. Either way, every early move should help answer the question: who controls the middle?

2. Develop your pieces

Development means moving your pieces off their starting squares to places where they do something. In the opening, a move that develops a new piece is usually better than one that moves a piece twice.

A useful count: after about ten moves, how many of your minor pieces (knights and bishops) are developed? If the answer is four and your opponent's is two, you're probably better, even with equal material.

3. Castle early

In the centre, your king is in the line of fire once the central pawns trade off and the files open. Castling tucks the king behind a wall of pawns and brings a rook towards the middle in a single move. Most games between good players see both sides castle within the first ten or twelve moves.

Short castling (O-O) is quicker, because only the knight and bishop have to move out of the way. Long castling (O-O-O) needs the queen to move too, but puts the rook straight onto the d-file. After castling, try not to push the pawns in front of your king without a good reason: each pawn move leaves a hole the enemy pieces can use.

4. Connect your rooks

When the knights, bishops and queen have moved and the king has castled, your two rooks see each other along the back rank. That's called connecting the rooks, and it's a good sign that the opening is over. Next, put the rooks on open or half-open files, where they can pressure the enemy position.

5. Don't grab pawns at any cost

A pawn is worth a point, but three tempi of development can be worth more. The classic example is taking the b2 pawn with your queen early in the game: it often works, but just as often the queen gets trapped or the time spent lets your opponent start an attack. Before grabbing material in the opening, ask: what will my opponent do with the time I'm spending?

Traps to know

Two quick checkmates catch thousands of beginners every day.

Both traps teach the same lesson: f7 and f2 are weak at the start, and pushing the f- and g-pawns early exposes your king.

Putting it together

Here's a sample opening that follows every principle: 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.c3 Nf6 5.d3 d6 6.O-O O-O. Both sides have a pawn in the centre, both knights and the king's bishops are out, and both kings are safe. From here, the remaining pieces come out, the rooks find files, and the real fight begins. You can read more about this opening in our guide to the Italian Game.

Practise it

Play a game against the computer and, for each of your first ten moves, ask three questions: does it fight for the centre, does it develop a piece, and does it bring my king closer to safety? If a move does none of these, look for a better one.

Keep learning

Practise on the board