SuitedGames

Chess Strategy for Beginners

Chess strategy for beginners starts with a short set of habits rather than deep plans: bring out your knights and bishops, fight for the centre, castle, count what every trade costs, and look for forks and pins before your opponent does.

The example positions below were all played through the same engine that runs our board. If you still need the moves themselves, start with how to play chess or the full chess rules.

Opening Principles

The opening is about getting pieces into play and the king to safety before the fighting starts. Five principles cover it.

  • Take the centre. The classical way is pawns on e4 and d4 for White, e5 and d5 for Black. Pieces on central squares can reach either side of the board quickly, and they cramp the pieces opposite.
  • Develop the minor pieces. Knights usually go to f3 and c3 (f6 and c6 for Black). Moving the d- and e-pawns opens the diagonals the bishops need.
  • Castle. The king is exposed in the middle of the board. Castling moves it toward a corner, behind its pawns, and brings a rook toward the centre in the same move.
  • Keep the queen and rooks back. They usually stay off the central squares until many minor pieces and pawns have been traded. A queen that comes out early is chased by pieces that develop as they attack her, and each retreat is a move your opponent gains.
  • Avoid pawn weaknesses. Doubled, isolated, and backward pawns are hard to defend later. Accept one only when you get something concrete for it.

The Best Chess Openings for Beginners

The best first openings are the ones that follow the principles above without needing pages of memorised moves. Pick one answer to 1.e4 and one to 1.d4 as Black, one first move as White, and learn the ideas rather than long lines.

OpeningMovesForThe idea
Italian Game1.e4 e5 2.Nf3 Nc6 3.Bc4WhiteCentre pawn, knight attacking e5, bishop aimed at f7; White can castle next move.
Ruy Lopez1.e4 e5 2.Nf3 Nc6 3.Bb5WhiteThe same start as the Italian, with the bishop attacking the knight that defends e5. Its theory runs deep, so learn the ideas first.
Queen's Gambit1.d4 d5 2.c4WhiteWhite offers the c-pawn. If Black takes it, Black gives up the centre and usually cannot keep the pawn. One of the oldest openings still in common use.
London System1.d4 and 2.Bf4WhiteA system rather than a line: pawns on d4, e3, and c3, knights on f3 and d2, bishops on f4 and d3, against almost any reply.
Queen's Gambit Declined1.d4 d5 2.c4 e6BlackBlack's classical main reply to the Queen's Gambit: keep a pawn on d5 and develop.
Sicilian Defence1.e4 c5BlackBlack fights for d4 from the side instead of copying 1...e5. Against it, the early Bc4 of the scholar's mate is a poor move.

After 1.e4 e5, White's most popular second move is 2.Nf3, which attacks the e5 pawn and gets ready to castle kingside; Black's most common reply is 2...Nc6. That is why the Italian Game and the Ruy Lopez are the natural places to start with White.

Fast Checkmates to Avoid

Both of the classic quick mates hit the same weak point: f2 for White and f7 for Black, the squares guarded only by the king at the start of the game.

Scholar's mate. 1.e4 e5 2.Qh5 Nc6 3.Bc4 Nf6?? 4.Qxf7#. Queen and bishop both aim at f7, and the queen takes there with the bishop behind it. The defence is simple: after 3.Bc4, play 3...g6, which closes the diagonal and attacks the queen. If White renews the threat with 4.Qf3, 4...Nf6 blocks it again, and White has moved the queen twice while Black has developed both knights.

Stopping the scholar's mate with 3...g6White: king on e1; queen on h5; 2 rooks on a1 and h1; 2 bishops on c1 and c4; 2 knights on b1 and g1; 8 pawns on a2, b2, c2, d2, e4, f2, g2, and h2. Black: king on e8; queen on d8; 2 rooks on a8 and h8; 2 bishops on c8 and f8; 2 knights on c6 and g8; 8 pawns on a7, b7, c7, d7, e5, f7, g6, and h7. White plays up the board from the bottom; a1 is a dark square and each player has a light square in the near right corner. An arrow shows g6 to h5. Position after 1.e4 e5 2.Qh5 Nc6 3.Bc4 g6. The pawn on g6 blocks the queen's path to f7 and attacks the queen on h5, which must move. The knight on c6 guards e5.♜︎♝︎♛︎♚︎♝︎♞︎♜︎♟︎♟︎♟︎♟︎♟︎♟︎♞︎♟︎♟︎♛︎♕︎♝︎♗︎♟︎♙︎♟︎♙︎♟︎♙︎♟︎♙︎♟︎♙︎♟︎♙︎♟︎♙︎♟︎♙︎♜︎♖︎♞︎♘︎♝︎♗︎♚︎♔︎♞︎♘︎♜︎♖︎abcdefgh87654321BlackWhite: moves first
1.e4 e5 2.Qh5 Nc6 3.Bc4 g6: the threat is gone
The g6 pawn blocks h5 to f7 and attacks the queen. 4.Qxe5+ would lose the queen to the knight on c6.

Fool's mate. 1.f3 e5 2.g4 Qh4#, the fastest mate in chess. It needs two weakening pawn moves in front of White's king, and it is the reason to leave the f- and g-pawns alone in the opening.

What the Pieces Are Worth

Count material before every capture. The standard values are pawn 1, knight 3, bishop 3, rook 5, and queen 9; the king is never traded, so it has no value. By that scale, giving up a bishop or knight to win a rook, called winning the exchange, gains about two pawns.

  • Trade when you are ahead. Swapping pieces with more material brings the endgame closer, where even one extra pawn can decide the game. When you are behind, keep pieces on the board.
  • The numbers bend. In open positions two bishops are usually rated above bishop and knight or two knights, because between them they cover both colours.
  • Check for defenders. Taking a defended pawn with your queen trades 9 points for 1. Before capturing, count how many of your pieces attack the square and how many of your opponent's defend it.

Forks, Pins, and Skewers

Tactics are short sequences that win material or force mate, and most of them use a handful of repeating patterns. Learn to see these three and you will win pieces, and stop losing them.

Fork. One piece attacks two or more at once. The knight is the classic forking piece: it attacks squares that are not on its own rank, file, or diagonal, so of the pieces it attacks, only another knight can attack it back.

A knight forkWhite: king on e1; knight on c7. Black: king on e8; rook on a8. White plays up the board from the bottom; a1 is a dark square and each player has a light square in the near right corner. An arrow shows c7 to e8. An arrow shows c7 to a8. The white knight on c7 checks the black king on e8 and attacks the rook on a8 at the same time. Black must move the king, and the knight then takes the rook.♜︎♚︎♞︎♘︎♚︎♔︎abcdefgh87654321BlackWhite: moves first
Nc7+ forks king and rook
Black's only legal moves are king moves, because the knight cannot be captured or blocked. Next move, Nxa8 wins the rook.

Pin. A piece cannot move because the king stands behind it, or should not move because a more valuable piece does. Against the king the pin is absolute, and moving the piece is illegal.

A pin against the kingWhite: king on e1; bishop on b5. Black: king on e8; knight on c6. White plays up the board from the bottom; a1 is a dark square and each player has a light square in the near right corner. An arrow shows b5 to e8. The white bishop on b5 attacks along the diagonal through the black knight on c6 to the black king on e8. The knight cannot move without exposing the king, so it has no legal move.♚︎♞︎♝︎♗︎♚︎♔︎abcdefgh87654321BlackWhite: moves first
The knight on c6 is pinned
Moving the knight would leave the king in check from b5, so the rules forbid it. Black to move has only king moves.

Skewer. The reverse of a pin: a valuable piece in front is attacked, moves away, and exposes a lesser piece behind it. Only queens, rooks, and bishops can skewer, because it needs a long line.

A skewer on the e-fileWhite: king on a1; rook on e1. Black: king on e5; queen on e8. White plays up the board from the bottom; a1 is a dark square and each player has a light square in the near right corner. An arrow shows e1 to e8. The white rook on e1 checks the black king on e5 along the e-file. The black queen stands behind the king on e8. When the king steps off the file, the rook takes the queen.♛︎♚︎♚︎♔︎♜︎♖︎abcdefgh87654321BlackWhite: moves first
Re1+ skewers king and queen
The king must leave the e-file, and Rxe8 wins the queen for nothing.

Two more patterns grow out of these. A discovered attack moves one piece out of the way so that the piece behind it attacks; if that attack is on the king, it is a discovered check. A double check, from two pieces at once, can only be met by a king move, because no single move can block or capture both checking pieces.

Endgame Basics

  • Use your king. With the queens gone, the king is a fighting piece, worth about four points in the endgame by one common reckoning. March it toward the centre and the pawns.
  • Push passed pawns. A pawn with no enemy pawn ahead of it on its own file or the files beside it can only be stopped by pieces. Rooks, yours and your opponent's, usually belong behind a passed pawn.
  • Know which pieces can mate. King and queen, or king and rook, can checkmate a lone king. King and one knight, or king and one bishop, can never do it, and king and two knights cannot force it.
  • Take the opposition. When the two kings stand on the same line with one square between them, the side that has to move may have to give way. It matters most in endings with only kings and pawns left.
  • Watch for stalemate. When you are far ahead, check that your opponent still has a legal move after yours. A lone king with no legal move and no check is a draw.

Practise Against the Computer

Reading about a fork is not the same as spotting one mid-game. Our board pits you, as White, against Stockfish at six levels. Start at Beginner, play the Italian Game, and move up a level once you win more often than you lose. The move list records every game in the notation used on this page, so you can see where a piece was lost.

Play Stockfish from Beginner to Maximum, free in your browser.

Play Chess Now