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Basic Principles of Chess Openings

Control the Center

For new players, learning the numerous gambits, defenses, attacks and variations of chess openings can
seem like an impossible task. Trying to learn detailed opening lines is not only unnecessary for beginners,
but probably counterproductive.

Instead, new players should first learn the basic principles of chess openings. These principles not
only set out a good, general guide on how to play the opening, but also help to make sense of more
advanced opening theory.

Our first opening principle is control of the center. The center -- particularly, the squares e4, d4, e5 and
d5 -- is the most important area of the chessboard; control of the center allows more mobility for the
pieces, as well as easy access to all parts of the board. Attacks in the center also tend to be the most
effective. These factors often turn the opening into a fierce battle for central control between the two sides.

In the diagram above, White has done an excellent job in establishing control of the center. His pawns on
e4 and d4 control many key squares, while the knights on f3 and c3 are well placed to quickly jump
wherever they may be needed.

Conversely, Black has played the first few moves poorly. His pawns on a5 and h5 do not influence the
center at all, and his knights on a6 and h6 are limited in their movements.

King Safety
In the opening, it is crucial to keep king safety in mind. Weakening the position of the king can lead to
quick losses, or force the sacrifice of material to keep our king from being checkmated. Similarly, if the
opponent's king looks vulnerable, it is important to exploit this before the king can find a more secure
position.

Often, the f-pawn (f2 for White, f7 for Black) is the weakest point in the opening for each side. The diagram
above arises after the moves 1. e4 e5 2. Nf3 f6? 3. Nxe5 fxe54. Qh5+. White is taking advantage of the
weak e8-h5 diagonal created by Black's second move, and has a large advantage.

Sometimes, these weaknesses can even result in quick checkmates. One example which works on the same
idea of weakness along the king's diagonal is the Fool's Mate.

King Safety - Castling

As king safety is so important, it is usually advisable to castle early, particularly for beginners. A castled king
is typically safer than one in the middle of the board, and castling will usually avoid the quick checkmates
that can be frustrating for beginners.

In the diagram above, both players have castled within the first 5 moves of the game. Both kings are quite
safe, and neither player needs to fear a quick checkmate.

It is also worth noting that the positions around the kings -- specifically, the three pawns in front of the
castled kings -- have not been disturbed. Moving these pawns in the opening will generally make the king
very vulnerable, as it opens lines of attack for the other player's pieces.
Development

When the game begins, the pieces have little influence. The knights are the only pieces which can move off
the bank rank; the others need pawns to move so that they can enter the battlefield.

The process of bringing the pieces off of the bank rank and into the game is known as development. It is
important to develop quickly; the player who is ahead in development has an advantage, as they have
better chances to attack or gain the initiative.

Development is more than just moving pieces. There are several principles to keep in mind when
developing.

o Knights and bishops should be developed first. In general, minor pieces should be brought into the
game before the major pieces. Knights and bishops can influence the center and create attacking
opportunities, while being less vulnerable to attacks than rooks or the queen.
o Don't overuse the queen early. Related to the previous principle, moving the queen around early in the
game is often a mistake. While the queen is valuable, this also makes it vulnerable; every time it is
attacked by a weaker piece, it must move to avoid capture. After all, trading a queen for a knight or
bishop isn't a good idea.
o Don't move the same piece multiple times in the opening unless necessary. It is more important to bring
many pieces into play, and attacks using only one or two pieces are rarely successful.
o Develop with threats. Threatening the opponent's pieces will force him to take defensive action, rather
than continuing his own development.

In the diagram above (which arises after the moves 1. e4 e5 2. Qg4 d6 3. Qh5 Nf6 4. Qf3 Bg4 5. Qa3 d5 6.
Qa5 Nc6 7. Qa4), White has only developed his queen, leaving him far behind Black. Meanwhile, Black has
followed the principles of development well, bringing three pieces into play and constantly harassing White's
queen.
Freedom

Freedom is related to development. In the opening, it's important to allow the pieces to move freely into the
game, facilitating healthy development. When pieces or the central pawns are blocked, it makes it much
more difficult to develop properly.

Pieces should also be developed to squares where they have great freedom of movement. A piece that has
very limited movement is not much better than one still on its starting square.

A common mistake made by beginners is developing one piece to a square that hinders the development of
other pieces. In the above diagram, both players have developed their kingside bishop to the square in
front of their d-pawn (d3 for White, d6 for Black). While developing a bishop is a good idea, the placement
of these bishops prevents each player from moving their d-pawn, making it more difficult to develop their
queenside bishops or gain more control over the center.

In addition, both bishops are now hemmed in somewhat by their own e-pawns, which block their
movements along one diagonal. For instance, the White bishop would have been better developed to c4 or
e2, where it would have had freedom of movement in two directions. Similarly, the Black bishop would have
more freedom on either c5 or e7.

Top Ten Rules to the Opening!


There are many rules and principles for the three different stages of a chess game, but the
focus of this article is how to "get out of the gates" in a hurry!

Rule #1 - Develop Your Pieces!

Development means "to build and create". Development, loosely translated to "chess
terms", means that in the beginning of the game you need to develop your position by
getting all of your pieces out as fast as possible. Using your entire army is an absolute must
when playing chess at a high level.

Rule #2 - Develop Your Pieces!

Wait a second, isn't that the same rule... Hhhhmmm, that's weird. Anyway, what I'd like to
point out with rule #2 is which pieces you should be developing first: In general,
your "minor" pieces should come out first. The minor pieces are your Knights and Bishops.
They're the easiest to develop, and because your Rooks and Queen can't really get into the
game until later (see rules 5 and 8) you shouldn't be thinking about moving "the big guys"
until the "little guys" are in the game.

Rule #3 - To Develop Your Pieces, or Not to Develop Your Pieces? DEVELOP!

Yes, development really is that important! Develop, develop, develop your pieces... Without
the help of all your dudes, how can you expect to win? With rule #3 I'd like to talk
about where you should be developing the pieces: Though rule #7 will reiterate this idea,
establish in your thinking now that the best place to develop your pieces is toward the
center. Below you will see a fun example of what, in a perfect world, might be the "best" way
to develop your pieces:

Danny's Top Ten vs. The Opening - Development

The true purpose of this example game is not to show the best moves for both sides, but to give an
example where you might develop your pieces if your opponent did nothing at all.1. e4 Nc6(1... e5A
much more equal try in the center, and the most common reply to 1.e4.)2. d4 Nb8?!Not so good, but
please just observe the way white develops his pieces. Again, the idea is to know how you might develop
if your opponent was "silly". 3. Nc3Nf6 4. Nf3 Ng8?! 5. Bc4 Nc6 6. Bf4 Nb8?!7. O-O(7. Qe2 Nc6 8. O-
O-O Nb8 9. Rhe1Would have been another way to develop strongly in the
center.)7... Nf6 8. Qe2 Ng8?! 9. Rad1 Nf6 10. Rfe1Ng8Please observe the "dream position". This
position is important to know not because you are likely to achieve it, but so that you understand what
'perfect development and center control" looks like! We should always complete our development
BEFORE we go off and chase our opponent's king or pieces. Get all your dudes out!

Rule #4 - Don't Move a Piece Twice Before Move 10!

After reviewing the first three rules and seeing an example of how one might want to
complete their development in a perfect world, this next step should be easy to understand.
Just look at the last example and imagine how crazy someone would need to be to move
their Knights back and forth while their opponent developed. Well, trying to battle the
enemy army by only using one piece at a time would be just as nuts. For example:

Danny's Top Ten vs. Rules to Opening 1

Let's look at what happens if a player uses only one piece and focuses solely on "one-move threats",
instead of using ALL of his or her pieces...1. e4White plays a good move by placing his pawn in the
center.1... Nf6which isn't necessarily a bad move, but definitely a risky one. This opening is called the
"Alekhine's Defense" and is playable at the Master level, but letting the Knight come "under fire" this early
in the game is not recommended for beginning players. Here is why: 2. e5First, white kicks the knight
once 2... Ne4(2... Nd5Is the main line "Alekhine's" way to play. Still risky for the knight
after: 3. c4 Nb64. d4where the position is playable, but not recommended to give your opponent that
much control over the center this early in the game.)3. d3Then he kicks him twice... 3... Nc54. d4Three
times... 4... Ne6 5. d5Four and counting... 5... Nc5 6. Be3Five times, and now white is developing his
pieces 6... Ne47. Bd3Six!!! 7... f5 8. f3And finally, seven times. Black's knight has finally run out of
squares...

Rule #5 - Don't Bring Your Queen Out Early!

If either player is truly following our first four rules, and has therefore developed all of the
minor pieces, the last thing you would want to do would be bring your Queen out too early.
Think about it: The Queen is worth more than any piece besides the King. Some would say
that the Queen is more important than your mother (just joking, for any kids reading this
). If the Queen starts mixing it up with the little guys, her chances of getting lost along the
way are pretty good. Here is an extreme example:

Bad Idea for Queen vs. Lessons of Development

1. e4 e5 2. Bc4 Nc6 3. Qh5 g6 4. Qf3 Nf65. g4? Nd4 6. Qd1 d5 7. exd5 Bxg4 8. f3(8. Be2 Bxe2 (8... Qx
d5 9. f3 O-O-Ois also winning for
black...) 9. Nxe2 Nf3+ 10. Kf1Qxd5)(8. Ne2 Nf3+ 9. Kf1 Bh3#)8... Ne4and black wins in view of the
coming check on h4.

Rule #6 - Get Castled (Before Move 10)!

Generally, it should even be possible to castle before move 7, but I'm a nice guy and will
give you some leeway. Getting Castled is one of the smartest things anyone ever did! Really,
it is... Probably the best invention since sliced bread, or even the "Walk-In" Closet !

Anyway, castling is the most efficient way to safe-guard your King, get your rook(s) into the
game, and coordinate your army all in one move. I am not sure we really need a diagram
here to teach us the importance of this move. Assuming you know the rules to castling (1--
You can't castle if you have moved either the King or the Rook(s); 2-- Can't castle out of
check; 3-- Can't castle into or through check). Okay, you are ready to castle, so "just do it"!

Rule #7 - Attack (Develop) Towards the Center!

Imagine a basketball game where your team never went to the rim or never crossed the
three point line. Now imagine a soccer game where the players on your team straddled the
edge of the field, but never ran down the middle of the field towards the goal. The likely
result of such a terrible team strategy would be a crushing defeat, and the punishment for
passive "non-centralized" development in chess can be just as devastating. You need to
develop your pieces to their most active squares possible! Below is one of my favorite
examples of what could (exaggerated of course, but still instructive) possibly happen to
someone after only one passive developing move.

Danny's Top Ten vs. Rules to Opening 2


1. d4 Is perhaps not as common as 1.e4 at the beginning levels of chess, but 1.d4 is a perfectly acceptable
way to attack the center and prepare the development of your pieces.1... Nf6Also a very common
response. Unlike the position after 1.e4, black's knight on f6 is perfectly safe and effectively putting
pressure on e4. 1...d5 is also playable for black of course. 2. Nd2?UUUGGGLLLYYY!!!! Why would white
ever want to develop his knight to a square that blocks the bishop, blocks the queen, blocks the king, and
weakens his defense of the d-pawn? Was this a losing move for white? No it wasn't a losing move;
however, the trick that black now executes was only even possible after this awkward development of the
knight. And black's idea is a good example of why we shouldn't even think about developing our pieces
passively...(2. c4Followed by Nc3 is the more standard way for white to gain space for his pieces and
attack the center.)2... e5!?This move was not the only way to attack the center or to try and expose
white's last knight move, but it is probably the most fun!(Also possible was2... d5)3. dxe5Why
not? 3... Ng4 4. h3??Not forced for white of course, but it is easy for white to make this mistake, because
pushing a pawn doesn't usually lose on the spot!! The problem is that this move allows black a killer blow,
which fully exposes the issues with white's development, caused by the second move... Can you see
black's move here??? Think about it!(White's best way to defend the pawn, and only chance to redeem
himself with an active developing move was4. Ngf3but black is doing just fine
after 4... Bc5 5. e3 Nc6where black will regain his pawn on e5 without too much trouble. The game would
have been roughly equal.)4... Ne3!!Amazing! Black is trapping white's queen! The only way not to lose the
queen on d1 is to capture the knight on e3, but that allows 5. fxe3 Qh4+ 6. g3 Qxg3#Pretty Cool trick
right? So don't ever develop your knight to a passive square without a REALLY, REALLY, REALLY good
reason... Or maybe a letter of permission from the president.

Rule #8 - Connect the Rooks!

This rule is in place as a kind of reminder or "insurance plan". What I mean by this is that if
you simply start following the rules of development, but somehow decide to get lazy along
the way, this rule will remind you that your "plan of development" isn't complete until
your Rooks are connected. If you read between the lines, what does it mean if your Rooks
are connected? It means you have (1) developed your minor pieces, (2) gotten castled,
and (3) finally brought your Queen out to a more active (but hopefully safe) square. If you
have indeed connected your Rooks, than you have likely completed the first stage of the
game...

Rule #9 - Develop Plans, Not Just Pieces!

Let's assume, for the sake of learning this rule, that you have grasped all the "basic"
concepts of the Opening: You plan to develop your pieces; you plan to attack toward the
center and you plan to do all this while keeping watch over your opponent's threats...
So if we know now that you are going to develop and get castled as soon as you can, and
that you no longer need to be reminded of those important steps, then here is what I would
like you to think about: When you develop your pieces, try and develop them
with "purpose".
What that means is simple: Instead of just getting the pieces out, start thinking
about where and why you are getting them out. Develop your Knights looking to attack
pawns! Develop your Bishops looking to pin Knights!! Develop your Rooks to open files (not
to files that will never become opened)!!! The possibilities are endless!

These are the principles of higher level chess, and the beginning fundamentals of learning
"Opening Theory", which essentially means playing the Opening and developing moves that
are considered "theoretically best" by Grandmasters and World Champions. Here is one
example of a "tournament Opening" with explanations:

Danny's Top Ten vs. Rules to Opening 2

1. e4Attacking the center1... e5Counterattacking the center2. Nf3Attacking the e5-


pawn.2... Nc6Defending the e5-pawn.3. Bb5Attacking the c6-knight, which in turn increases the attack on
the e5-pawn because the c6-knight is defending it.3... a6Indirectly defending the e5-pawn because if
white plays 4.Bxc6 black will respond 4...dxc6 and after 5.Nxe5 black can play 5...Qd4 applying a double
attack to the knight on e5 and the e4-pawn. 4. Ba4White retreats the bishop to safety.4... Nf6Attacking
the e4-pawn. 5. O-OIndirectly defending the e4-pawn because if black captures with the f6-knight, white
will use the open e-file against black's king with eventual moves like Re1.5... Be7Safeguarding the king on
the e-file so that black can now capture the e4-pawn.6. Re1Defending the e4-pawn.6... b5Stopping white
from capturing on c6 and then e5, as white has just defended his own e4-pawn. 7. Bb3Moving the bishop
to safety. 7... O-OFinally, safeguarding the king. CONGRATULATIONS! You just learned the first 7 moves
of Grand Master Theory in the "Ruy Lopez or Spanish Game". Every developing move was played to attack
a piece and/or with some kind of clear purpose!!!

Rule #10 - Attack "In the Direction" of Your Pawn(s) Structure!

What if I told you that one of the secrets to planning at a master level in chess was the
pawns? Here is the deal: Your pawns are the only pieces that can't go back. Which means
that every time they move forward, they are deciding something permanent about the
game you are playing. Weaknesses in the pawn structure or formation are positional
weaknesses, which means they're permanent in the position. Learning to recognize and then
attack pawn weakesses and the weak squares created by pawn moves, is the key to
understanding positional chess.

So what does that quick introduction to positional chess have to do with the Opening stage
of the game? The idea is that if a player looks for the open files and diagonals (or
sometimes lack thereof) created by the pawns in the beginning of the game -- he/she will
know where to develop the pieces. Pawns are telling your pieces exactly where to develop
with every move and trade, so take the time to think about your pawns before developing
your piece(s) to any random square.

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