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The opening is the start of the game, the first 10–15 moves. Its task is to get the pieces ready for battle. Beginners do not need to learn variations by heart: it is enough to follow a few principles.
1. Fight for the centre
The squares d4, e4, d5, e5 are the centre of the board. Pieces in the centre control more squares and reach either wing faster. Start with the central pawns: 1. e4 or 1. d4.
2. Develop the minor pieces
Bring out your knights and bishops as early as possible, towards the centre. A handy rule: “knights before bishops”: a knight's best square is usually obvious at once (f3, c3), while a bishop can wait until it is clear where it is needed most.
3. Castle
A king in the centre is a target. As soon as the squares between the king and the rook are free, castle, usually kingside (“Castling”).
1. 2. 3. 4. 5. 6.
4. Connect the rooks
The opening is over when all the minor pieces are developed, you have castled and the rooks “see” each other along the back rank. After that the rooks take the open files.
Common mistakes
Bringing the queen out early. A queen in the centre becomes a target: the opponent attacks it with minor pieces and develops with tempo.
1. 2. 3. 4. 5. 6.
Many moves with one piece. Every extra move with the same piece means another piece that never gets into play.
Many pawn moves on the wings. Moves like a3, h3, a6, h6 at the very start usually just waste time.
Greed. After grabbing a “free” pawn, check that you have not fallen behind in development or walked into a trap. Traps with a sacrifice are covered in the article “Gambit”, and a classic trap in “Légal's mate”.
What next
Once the principles become a habit, you can get to know specific openings — for example, the Italian Game or the Ruy Lopez. They grow out of the same ideas: the centre, development, castling.