Start here.

New to the club, or new to chess? This page has the habits that make players improve fast, the 35 principles strong players follow, the words you’ll hear at the board, and how to make a plan.

  • Starter
  • Lesson 1 of 8
  • 1 video · 3 boards
01 / Introduction

Tips for fast improvement

The best way to learn chess is to play with someone who explains the rules and helps you improve. Then make a habit of these, and try to beat stronger players as often as you can.

Write your games down

Use notation and go over each game afterwards. Don’t keep making the same mistakes!

Play longer games

Blitz is great fun, but mostly play longer games so you get time to think properly.

Concentrate

List your candidate moves and picture the board a few moves ahead before you choose.

Know why

When you learn an opening, learn why the moves are right or wrong. How will you punish your opponent’s mistakes?

Solve puzzles often

Puzzles sharpen your tactics. In a game, keep making plans to attack weaknesses and defend your own.

Study endgames

Easy wins are thrown away in the endgame all the time. Strong players save lost games with good technique.

02 / Rules of thumb

Top 35 chess principles

Principles are not rules. They tell you what usually works, so you have a good move to fall back on when you can’t calculate everything.

  1. Control the centre
  2. Develop your pieces quickly
  3. Knights before bishops
  4. Don’t move the same piece twice in the opening
  5. Don’t bring your queen out too early
  6. Castle before move 10
  7. Connect your rooks
  8. Rooks go to open or half-open files
  9. Knights on the rim are grim
  10. Try to avoid doubled pawns
  11. Try to avoid isolated pawns
  12. Try to avoid backward pawns
  13. Don’t trade a bishop for a knight without a good reason
  14. Avoid moving the pawns in front of your castled king
  15. Don’t open the centre if your own king is still there
  16. Two minor pieces are usually better than a rook and a pawn
  17. Three minor pieces are usually better than a queen
  18. Rooks are good on the 7th rank
  19. Doubled rooks on an open file are very strong
  20. Bishops like open positions, knights like closed ones
  21. Meet an attack on the wing with a counter-attack in the centre
  22. When two pawns can capture, capture towards the centre
  23. Activate your king in the endgame
  24. Rooks go behind passed pawns
  25. Two connected passed pawns on the 6th beat a rook
  26. Attack the base of a pawn chain
  27. Knights are the best blockaders of a pawn
  28. If you are cramped, trading pieces helps
  29. Trade your passive pieces for your opponent’s active ones
  30. When ahead in material, trade pieces, not pawns
  31. When behind in material, trade pawns, not pieces
  32. Opposite-coloured bishops: dangerous in the middlegame, drawish in the endgame
  33. Don’t play “hope” chess
  34. When you see a good move, look for a better one
  35. A really good player knows when to ignore a principle

For the ten opening rules in more detail, see Opening Techniques.

03 / Watch

30 chess terms every beginner should know

Fork, pin, skewer, zwischenzug… If you hear a word at the club and don’t know what it means, it is probably in here.

Play video: 30 chess terms all beginners should know
30 chess terms all beginners should know NM Nelson Lopez
04 / Thinking

How to make a plan

Being able to judge a position and make a plan is one of the most useful things you can learn in chess. Most new players just move pieces about. Planning is how you make the most of what is good in your position and the least of what is bad.

Five steps to a plan

  1. Find the imbalances in the position.
  2. Pick the side of the board (kingside, centre or queenside) where the imbalances favour you, or where you can create them.
  3. Dream about the best squares for your pieces.
  4. Choose candidate moves that help.
  5. Calculate to make sure it works.
05 / Thinking

The six imbalances

These are the six big differences to look for in any position.

1. Bishops and knights

  1. Bishops and knights are both worth 3 points.
  2. Bishops are best in open positions, where pawns don’t block their diagonals.
  3. Bishops are stronger in endgames because of their long range.
  4. A “bad bishop” is one on the same colour as your own centre pawns.
  5. A bishop can only ever use one colour. That is why the bishop pair is so valuable: together they cover both.
  6. Knights do well in closed positions with locked pawns, and usually stand best in the centre.
  7. Knights need outposts (support points). They are strongest on the 5th and 6th rank. A knight dug in on the 6th can be almost as good as a rook.
  8. Knights beat bishops in endgames where all the pawns are on one side.
  9. To beat a knight, take away its advanced support points. Then it is worse than a bishop.
Look

A bad bishop

Look

A knight on an outpost

2. The centre

  1. A full pawn centre gives you space and control of the key central squares.
  2. Once you have one, try to make it unbreakable. It will cramp your opponent for the rest of the game.
  3. Don’t push the centre pawns too early. Every pawn move leaves weak squares behind it. Only advance when it gains you something.
  4. If your opponent has a full pawn centre, attack it and try to break it up.
  5. If centre pawns are traded, open files appear for the rooks.
  6. If the centre gets locked, the play moves to the wings.
  7. With a closed centre, your pawns point the way: they point towards the side where you have more space, and that is where to attack.
  8. An open centre lets you attack with pieces. A closed centre usually means attacking with pawns, to win space and open files for your rooks.
Look

A full pawn centre

3. Space

  1. When you have more space, it is usually a good idea to avoid exchanges.
  2. If you have less space, an exchange or two gives your pieces more room.
  3. A space advantage lasts a long time. There’s no hurry to use it.

4. Pawn structure

  1. A weak pawn is only weak if it can be attacked.
  2. Weak pawns must be held back or blockaded before you can attack them properly.
  3. The weak square in front of a backward pawn is often a bigger problem than the pawn itself.
  4. A backward pawn isn’t bad if the square in front of it is well defended.
  5. Win a weak square by trading off the pieces that defend it.
  6. Doubled pawns are less flexible. The front one is usually the weakest.
  7. Doubled pawns do give you open files for rooks and control of extra squares.
  8. An isolated pawn is most vulnerable on a half-open file.
  9. An isolated d-pawn gives its owner space and open files. Play actively with your pieces.
  10. Hanging pawns (on c and d) control key squares, but become targets if they can’t advance.
  11. A protected passed pawn isn’t always an advantage if the square in front of it is blockaded.
  12. A passed pawn is very strong when you have play elsewhere, or when the squares in front of it are clear.

See doubled and isolated pawns on the board in Middle Game Tactics.

5. Development

A lead in development means you have more pieces in play than your opponent. It doesn’t last: they will catch up unless you use it.

  1. If you are ahead in development, do something active. Quiet moves give your opponent time to catch up.
  2. A lead in development counts most in open positions. If you have more pieces out and the position is open, attack!
  3. If the enemy king is still in the centre and you are ahead in development, that is your invitation to go for it.
  4. A closed position often cancels out a lead in development, because blocked files stop you getting in.

6. Your opponent’s plans

One big difference between club players and masters: masters always ask what their opponent is planning before they make their own plan.

Practise with a coach

Try it over the board on Saturday.

Our coaches go through these ideas in every session. Bring your questions, and your notation sheet.

Join a session