Ask a room of improving players what they study, and many will say "openings". They memorize lines, watch videos on named variations, and still lose games by move 15. The reason is simple: below roughly 1500, games are rarely decided by who knows more theory. They're decided by who breaks the basic principles first.
The five principles below have guided players for more than a century. Grandmasters still follow them — they just know when an exception is justified. Learn the principles first; specific openings will make far more sense afterwards.
1. Fight for the center
The four central squares — d4, e4, d5, e5 — are the most valuable real estate on the board. A knight on e5 controls eight squares; the same knight on h5 controls four. Pieces in or near the center can switch to either wing quickly.
The simplest way to fight for the center is a central pawn move on move one: 1.e4 or 1.d4. These two moves dominate chess at every level for exactly this reason.
Notice that "fighting for the center" doesn't mean standing on it. The knight on f3 isn't on a central square, but it attacks e5 and controls d4.
2. Develop your minor pieces
Knights and bishops (the minor pieces) should come out before rooks and the queen. Minor pieces on good squares are hard to chase away; the queen out early gets harassed by pawns and minor pieces, each harassing move being a free developing move for your opponent.
A common, reliable order is knights before bishops. Knights have fewer good squares (f3 and c3 are classic), while bishops benefit from waiting until the pawn structure shows which diagonal is best.
A quick self-check after eight to ten moves: how many of your four minor pieces have left the back rank? Four is good. Two, when your opponent has four, means you're behind.
3. Castle early
A king on e1 is a target once the center opens. Castling tucks the king away and brings a rook toward the center in a single move.
To castle kingside you only need to clear the knight and bishop, which is why so many openings castle by move four or five.
4. Don't move the same piece twice without a reason
Every opening move is a unit of time — a tempo. Moving a knight from g1 to f3, then to g5, then back to f3 spends three tempi to end up where you started, while your opponent developed three pieces.
Legitimate reasons to move a piece again: to capture, to escape capture, or to execute a concrete tactic. "It looks nicer on that square" is not one of them.
5. Don't bring the queen out too early
This is the most common beginner mistake precisely because the queen is powerful and sees threats immediately. A typical example is 2.Qh5 aiming at f7. If the opponent defends correctly, your queen gets chased and you lose time.
A ten-move checklist
After about ten moves, pause and ask:
- Do I have pawns or pieces controlling the center?
- Are all four minor pieces developed? Which one is still at home?
- Have I castled, or can I castle within a move or two?
- Has any piece moved two or three times without a reason?
- Are my rooks connected — nothing between them on the back rank?
Question five is the sign that your opening is complete. When the rooks see each other, you're ready for the middlegame.
The principles in a real opening
Watch how the Scotch Game follows almost every principle in order:
- 3.d4 fights for the center directly.
- 4.Nxd4 recaptures with a developing move.
- 5...bxc6 recaptures toward the center — a classic structural principle.
- 6.e5 gains time by attacking a developed piece.
Not every move is "textbook" — White moves the king's knight three times in this line — but each has a clear link to the principles, and the extra knight moves are justified by the capture and the gain of space. That's how to read any opening: ask which principle each move serves.
When to break the principles
Principles are defaults, not commandments. There are three good reasons to break them:
A concrete tactic. If your opponent leaves a piece hanging, taking it usually matters more than developing. Principles apply when no concrete calculation is better.
Your opponent broke them first. When the opponent brings the queen out early, "develop with tempo against the queen" is the principle-based punishment.
A well-studied opening. Many modern openings give up the center temporarily to attack it later (the hypermodern approach), or push flank pawns before developing. They work because players understand the concrete plans behind them — not because the principles are wrong.
How to learn openings after the principles
Once the principles feel automatic, pick one opening for White and one defense against each of 1.e4 and 1.d4. Learn the ideas first, then a handful of main lines. The London System is a popular low-theory choice for White; the Italian Game teaches classical principles almost move by move.
The best way to check your understanding is to play a game on ChessDigi and use Review game afterwards. The engine will show which of your opening moves cost the most — and very often it's one of the five principles above.
Frequently asked questions
Do beginners need to memorize openings?
Not yet. Up to about 1200–1500, applying the principles consistently is more valuable than memorizing lines. After that, pick a small repertoire and learn it by ideas.
What is the best first move in chess?
1.e4 and 1.d4 are the most natural, since both take the center and open lines for pieces. 1.c4 and 1.Nf3 are also excellent. At club level, the differences are far smaller than the difference made by good principles afterwards.
Why shouldn't I bring my queen out early?
Because it becomes a target. Each time it has to move away from a developing piece or pawn, your opponent gains a free move. After a few such moves, they're fully developed and you're not.
Should I play the same opening every game?
For learning, yes — at least for a while. Playing the same opening repeatedly shows you the typical plans and the typical mistakes, and your reviews become far more useful because they build on each other. Variety is fine later, once the principles and one repertoire feel natural.
How many moves does the opening last?
There's no fixed number. The opening is usually over when minor pieces are developed, the king is castled and the rooks are connected — often around move 10 to 15.