Openings
Chess Opening Basics for Beginners: 7 Principles That Work
Beginners often think they need to memorise openings. They don't. Strong players start almost every game by following a handful of simple principles — and the opening moves follow from them. Here are the seven we teach first.
By the Notion Chess coaching team · · 7 min read
A quick note on notation
Moves below are written in standard chess notation: each square has a name (files a–h, ranks 1–8), pieces use capital letters — K king, Q queen, R rook, B bishop, N knight — and pawns use no letter. So Nf3 means "knight to f3" and e4 means "pawn to e4". O-O is castling on the king's side.
1. Control the centre
The four central squares — e4, d4, e5 and d5 — are the most important on the board. Pieces in the centre reach more squares, and controlling the centre makes it harder for your opponent to develop. Moves like 1.e4 or 1.d4 grab space immediately.
2. Develop your knights and bishops
"Developing" means moving pieces off the back row to useful squares. Knights and bishops come out first — often knights before bishops, because it's usually clearer where knights belong (f3 and c3 for White, f6 and c6 for Black).
3. Castle early
A king in the centre is a target once the position opens up. Castling tucks it behind pawns and connects your rook to the game. Aim to castle within the first ten moves or so in most games.
4. Don't move the same piece twice
Every move in the opening is a chance to bring a new piece into play. Moving one piece again and again (without a good reason, such as winning material or escaping an attack) leaves the rest of your army asleep.
5. Don't bring your queen out too early
It's tempting — the queen is powerful. But an early queen gets chased by smaller pieces, and each time it retreats your opponent develops with tempo. Let the minor pieces lead.
6. Connect your rooks
Once your knights and bishops are out, you've castled, and your queen has stepped off the back row, your rooks can "see" each other. That's the sign your opening is complete and the middlegame can begin.
7. Make every move count
Avoid unnecessary pawn moves — especially in front of your king (moving the f-pawn early is a common way to weaken it) — and don't grab pawns if it means falling far behind in development.
A principled example
Here's how a game might start when both players follow the principles:
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.O-O Nf6 5.d3 d6
Both sides have claimed the centre, developed knights and bishops, and White has already castled. No traps, no tricks — just healthy positions with every piece ready to play.
The trap every beginner should know
The Scholar's Mate catches more beginners than any other trap. White brings out the queen and bishop together to attack the weak f7 square:
1.e4 e5 2.Bc4 Nc6 3.Qh5 — threatening Qxf7# (checkmate).
If Black plays the natural-looking 3...Nf6??, then 4.Qxf7# ends the game. A good defence is 3...g6!, attacking the queen. After 4.Qf3 (threatening f7 again), 4...Nf6 blocks the queen's path, and Black is developing while White's queen has moved twice.
What to learn next
Once these principles are second nature, students start building a small opening repertoire — one or two openings with White and answers to 1.e4 and 1.d4 with Black. That's part of our intermediate program and of tournament preparation.