opening principles, not memorization...

Sort:
GMTolstoy

I am new to chess and want to do better at opening up the game.  I don't want to memorize all of the classic openings necessarily at this point, but rather am interested in learning the principles behind effective opening development.  It seems that many resources focus on specific openings and not so much on the theory/rationale of how to get things started in the game and why.  Any recommendations?

JuicyJ72

No beginner or intermediate player should memorize a bunch of moves.  But you are going to need to focus on a few openings.  Within those you can then learn the key prbciples, squares, tactics, and ideas.  So you can pick the French and then you build lines against the main white responses with ideas of undermining d4, gaining counterplay on the queenside etc.

orangehonda

There are a few general principals to opening a game, although probably every major opening has lines that break a few of these rules.  Still if you don't know them in the first place what good is it to point out the exceptions?  Not to worry though, following these guidelines will allow you to open any game competently.

You may also want to look at a few systems.  "Attacks" are white openings, "defenses" are black openings, and systems are a pattern of development a player can aim for against almost any move order by the opponent.  This lets you bypass dense opening theory and open a good strong game.  This site has an article that shows 3 of them, here's the link.  http://www.chess.com/article/view/3-simple-opening-systems

Ok so here they are.

1. In general you aim to control the center, specifically the 4 center squares.  If you control the flanks and give up the center your forces won't have very good lines of communication.  Imagine your opponent's pawn formation is like a bubble stretching into the center (correct), while yours is expanded on the sides, but sunken in at the center (incorrect).  If you need help on your queenside the pieces on the kingside won't be able to get there quickly etc.  Also because your opponent will have greater mobility he can freely attack where you're weak.  This is why the center is important.

Classical openings have you control the center with pawns.  Place at least 1 pawn on e4 or d4 (as white) or e5/d5 (as black).  If you can get two pawns abreast in the center that's even better.  Try to maintain at least 1 pawn in the center.  If you can't re-capture with a pawn to do so, try to place pieces to backup a pawn's future advance onto a center square.

2. The opening is about speed of development.  In chess a "piece" is any of the chessmen except a king or pawn.  In the opening develop each piece with 1 move and castle quickly.  Pawn moves do not count as development.  Ideally develop pieces to squares where they occupy or control one of the 4 center squares (or attack enemy pieces that control a center square)  Only move an already developed piece a 2nd or 3rd time for very good reason.  Launching an attack after developing only 1 or 2 pieces is a common mistake among beginners.

3. Develop with coordination, don't place pieces where they block further development.  It's usually more apparent where knights belong before bishops.  For example a bishop may have 4 or more squares to choose from, while a knight generally only has 2, especially the king's knight usually goes to f3 (f6 for black).  This is why it's said in general to develop knights before bishops.

After you develop the knights and at least 1 bishop, castle.  Castling is vital, it protects your king and brings a rook out of the corner.  Castle to a side where your pawns will be a good shield, which usually means they haven't moved yet.  An exception is the fianchetto where your bishop will take the place of a pawn.

After you castle, in order to finish development you need to clear your back rank to connect your rooks.  The rooks will slide along the back rank as important defenders of your back rank until later in the game.  The rooks like to slide to files that are open, half open, (or one you intend to open shorty).  An open file is a file with no pawns on it.  A half open file is a file with only 1 color pawn on it.

The queen is generally developed only a few squares away from where she starts, this is so enemy pieces can't kick her around.  Because of her value, enemy pieces are able to develop and make her move at the same time.  Too much of this and you fall behind in development.

So we have:

a). Move only 1 or 2 pawns, and unto or in control of the center.
b). Develop each piece with one move, and to influence the center.
c). Castle to a side with a healthy pawn shield (friendly pawns have not moved)
d). Now connect your rooks by clearing your back rank of any more knights or bishops, and move the queen only a few squares away.
e). Slide the rooks to important files.

The final 2 steps from above may not be complete until well after move 10, but that's ok.  Often your opponent and you will make some exchanges along the way.  A few moves to attack/defend and generally contest the center -- but ultimately you're aiming to bring your whole army out and connect your rooks.

If you can do this then you know how to open a game and in general how to develop your army.  If following these principals comes 2nd nature to you in your games, then in my opinion only at that point you can start to learn exceptions to the rules.  All openings follow the two most basic rules, utility of development (which usually means each piece once and to a useful square) and control of the center.

Exceptions are usually caused by if the game is open or closed, which mostly affects how much speed is required.  In closed games players have more time to finish development and may take time out to make extra pawn moves, staking out more territory, and can afford to wait on castling.  In open games speed is vital.  Open games mean a center file is open or will soon be opened -- closed games have a locked center with open files on the wings.

ErrantDeeds

@ Orangehonda - Great post! If a player has just started, and he follows your guidelines, he'll be beating his mates in no time :)

orangehonda

My post turned out to be characteristically long winded, but I hope it gave you some information you didn't already know.  I was waiting for someone to post a short list of rules, then I wouldn't have to write a million word essay -- but it didn't happen, so there ya go Tongue out

orangehonda
ErrantDeeds wrote:

@ Orangehonda - Great post! If a player has just started, and he follows your guidelines, he'll be beating his mates in no time :)


Thanks Smile

marvellosity
orangehonda wrote:

My post turned out to be characteristically long winded


Indeed, but a useful one as per usual.

Captainbob767
orangehonda wrote:

My post turned out to be characteristically long winded, but I hope it gave you some information you didn't already know.  I was waiting for someone to post a short list of rules, then I wouldn't have to write a million word essay -- but it didn't happen, so there ya go


Great post.. They should make it a sticky on the Openings Forum

ErrantDeeds
Captainbob767 wrote:
orangehonda wrote:

My post turned out to be characteristically long winded, but I hope it gave you some information you didn't already know.  I was waiting for someone to post a short list of rules, then I wouldn't have to write a million word essay -- but it didn't happen, so there ya go


Great post.. They should make it a sticky on the Openings Forum


 I agree! What do you think chess.com?

GMTolstoy
orangehonda wrote:

There are a few general principals to opening a game, although probably every major opening has lines that break a few of these rules.  Still if you don't know them in the first place what good is it to point out the exceptions?  Not to worry though, following these guidelines will allow you to open any game competently.

You may also want to look at a few systems.  "Attacks" are white openings, "defenses" are black openings, and systems are a pattern of development a player can aim for against almost any move order by the opponent.  This lets you bypass dense opening theory and open a good strong game.  This site has an article that shows 3 of them, here's the link.  http://www.chess.com/article/view/3-simple-opening-systems

Ok so here they are.

1. In general you aim to control the center, specifically the 4 center squares.  If you control the flanks and give up the center your forces won't have very good lines of communication.  Imagine your opponent's pawn formation is like a bubble stretching into the center (correct), while yours is expanded on the sides, but sunken in at the center (incorrect).  If you need help on your queenside the pieces on the kingside won't be able to get there quickly etc.  Also because your opponent will have greater mobility he can freely attack where you're weak.  This is why the center is important.

Classical openings have you control the center with pawns.  Place at least 1 pawn on e4 or d4 (as white) or e5/d5 (as black).  If you can get two pawns abreast in the center that's even better.  Try to maintain at least 1 pawn in the center.  If you can't re-capture with a pawn to do so, try to place pieces to backup a pawn's future advance onto a center square.

2. The opening is about speed of development.  In chess a "piece" is any of the chessmen except a king or pawn.  In the opening develop each piece with 1 move and castle quickly.  Pawn moves do not count as development.  Ideally develop pieces to squares where they occupy or control one of the 4 center squares (or attack enemy pieces that control a center square)  Only move an already developed piece a 2nd or 3rd time for very good reason.  Launching an attack after developing only 1 or 2 pieces is a common mistake among beginners.

3. Develop with coordination, don't place pieces where they block further development.  It's usually more apparent where knights belong before bishops.  For example a bishop may have 4 or more squares to choose from, while a knight generally only has 2, especially the king's knight usually goes to f3 (f6 for black).  This is why it's said in general to develop knights before bishops.

After you develop the knights and at least 1 bishop, castle.  Castling is vital, it protects your king and brings a rook out of the corner.  Castle to a side where your pawns will be a good shield, which usually means they haven't moved yet.  An exception is the fianchetto where your bishop will take the place of a pawn.

After you castle, in order to finish development you need to clear your back rank to connect your rooks.  The rooks will slide along the back rank as important defenders of your back rank until later in the game.  The rooks like to slide to files that are open, half open, (or one you intend to open shorty).  An open file is a file with no pawns on it.  A half open file is a file with only 1 color pawn on it.

The queen is generally developed only a few squares away from where she starts, this is so enemy pieces can't kick her around.  Because of her value, enemy pieces are able to develop and make her move at the same time.  Too much of this and you fall behind in development.

So we have:

a). Move only 1 or 2 pawns, and unto or in control of the center.
b). Develop each piece with one move, and to influence the center.
c). Castle to a side with a healthy pawn shield (friendly pawns have not moved)
d). Now connect your rooks by clearing your back rank of any more knights or bishops, and move the queen only a few squares away.
e). Slide the rooks to important files.

The final 2 steps from above may not be complete until well after move 10, but that's ok.  Often your opponent and you will make some exchanges along the way.  A few moves to attack/defend and generally contest the center -- but ultimately you're aiming to bring your whole army out and connect your rooks.

If you can do this then you know how to open a game and in general how to develop your army.  If following these principals comes 2nd nature to you in your games, then in my opinion only at that point you can start to learn exceptions to the rules.  All openings follow the two most basic rules, utility of development (which usually means each piece once and to a useful square) and control of the center.

Exceptions are usually caused by if the game is open or closed, which mostly affects how much speed is required.  In closed games players have more time to finish development and may take time out to make extra pawn moves, staking out more territory, and can afford to wait on castling.  In open games speed is vital.  Open games mean a center file is open or will soon be opened -- closed games have a locked center with open files on the wings.


GMTolstoy

Thank you for the detailed info.  People seem to be very helpful on this site with new players such as myself.  It is greaatly appreciated :)

ChessNetwork

Hi Jeff, you may find my video beneficial. It covers just a few of the basics out of the gate.

It's titled Basic Opening Ideas

http://www.youtube.com/watch?v=C_hJS29_IUk

Mansimar96

really good post man!! thanx a tonne