Part III · Openings Chapter 20 of 40
Opening principles and typical mistakes
Almost everyone knows the opening principles: the centre, development, castling. And yet games are lost in the opening all the time: a principle gets broken for an extra pawn or a quick attack. We look at the most common violations and at how the opponent punishes them.
What to know first: 10 · How to start a game
What you will learn
- count tempi and see who is ahead in development
- notice which lines a pawn move opens, and not bring the queen out too early
- punish an opponent who grabs pawns instead of developing and leaves the king in the centre
A game on lichess.org, 2014. White opened with the King's Gambit: 1. e4 e5 2. f4. Black declined the pawn and developed the bishop, 2… Bc5. White took on e5 anyway: 3. fxe5. A pawn is won, but there has been no pawn on f2 in front of the king since move two, and the knight on g1 never went to f3. Black to move.
Black to move, a game on lichess.org, 2014. How do you punish White for the capture?
Qh4+: the queen checks along the h4–e1 diagonal, which the f2 pawn used to close. If Ke2, then Qxe4#. White blocks with g3, and then Qxe4+: the queen checks again and at the same time attacks the rook on h1. White blocks the check, and the queen takes the rook. Full game.
White won a pawn and lost a rook. The move 2. f4 opened the diagonal to the king, but it could have been closed with 3. Nf3: the knight covers h4. The capture on e5 spent that move on a pawn. Almost every opening disaster looks like this: one move breaks a principle, and the opponent uses it at once. In chapter 10 you learned the principles themselves. This chapter is about what happens when they are broken, and how to punish it.
The three tasks of the opening
The opening has three tasks. Put pawns in the centre or control it with pieces. Bring out the minor pieces, that is, complete your development. Tuck the king away by castling. Everything else, from opening names to long variations, is a way to solve these three tasks faster than the opponent.
"Faster" is the key word here. A move that brings a task closer to completion is said to gain a tempo. A move that achieves nothing loses one. At the start of the game a tempo is expensive. If you spend two moves on what the opponent did in one, their pieces come out sooner, and they are the one who gets threats. Experienced players say that three tempi in the opening are worth about a pawn. It is a rough estimate, but it explains why gambits exist at all: a player gives up a pawn to gain time.
Tempi are lost in different ways. The same piece moves twice for no reason. A piece goes to a square from which an enemy pawn chases it, and it has to move again. A pawn makes a move that helps neither the centre nor development. The queen wanders around the board while the opponent develops pieces by attacking it.
There is a simple way to count tempi. Take the position after a few moves and give each side one point for every developed minor piece, every pawn in the centre and for castling. A piece that stands on a bad square or is about to be chased away counts as half. If one side has two or three points more, it is ahead in development and should act before the opponent catches up.
After 1. e4 e5 2. Nf3 Nc6 White played 3. Ng5 and then 4. Nf3, bringing the knight back. Meanwhile Black developed a bishop and the second knight. How many tempi did White lose?
White's position after move four is the same as after move two, while Black has brought out two pieces. White gave away two tempi. That does not lose yet, but the initiative has passed to Black.
Needless pawn moves
Every pawn move does two things. It gives something: space in the centre, a line for a bishop. And it takes something away: squares the pawn no longer protects and lines it no longer closes. Pawns do not move backwards, so the weakening stays for good.
The most dangerous are pawn moves in front of the king. The f2 pawn closes the e1–h4 diagonal, the f7 pawn the e8–h5 diagonal. You saw this in Fool's mate and at the start of this chapter. Moves with the edge pawns, a3, h3, b4, usually just lose a tempo in the opening, and sometimes open a line to a rook still sitting in the corner.
Black to move, a game on lichess.org, 2014. The game began 1. e4 d5 2. exd5 Qxd5, and White played 3. b4. The e2 pawn is gone, and so is the b2 pawn.
Qe5+: the queen checks along the open e-file and at the same time looks down the long diagonal at the rook on a1. While the pawn stood on b2, that diagonal was closed. White blocks the check, and …Qxa1 takes the rook. Full game.
Notice that b4 on its own did not hang anything. The rook on a1 was where it always is, and the queen on d5 was not looking at it. The mistake showed only in combination with something else, the open e-file. That is often how it goes. A pawn move creates a weakness, and the punishment comes when the opponent has a piece that can reach it.
This does not mean that flank pawn moves are always bad. In queen's pawn openings c4 fights for the centre. g3 before putting the bishop on g2 weakens f3 and h3, but the bishop covers them. Such moves are made for a specific purpose, on the understanding that the weakened squares will be protected. A bad pawn move is one with no purpose: h3 "just in case", or a3 to stop an enemy bishop from ever coming to b4 when the bishop had no plans to go there.
Which of these moves at the very start of the game weakens White's king most while it is still on e1?
The f2 pawn closes the e1–h4 diagonal. After f3 the enemy queen can check from h4, and if the g-pawn moves next, you get Fool's mate. On top of that, the pawn on f3 takes away the g1 knight's best square.
The early queen
The queen is the strongest piece, and that is exactly why it is vulnerable in the opening. It cannot be left en prise, and every enemy minor piece that attacks it gains a tempo: the piece develops and the queen moves away. Worse, the queen can be pinned. If there are no friendly pieces between the queen and the king, an enemy bishop steps onto that line, and the queen can no longer leave.
Black to move, a game on lichess.org, 2014. The Centre Game: 1. e4 e5 2. d4 exd4 3. Qxd4 Nc6. The knight attacked the queen, and White retreated, 4. Qc3.
Bb4: the bishop pins the queen on c3 to the king on e1, with nothing in between. The queen cannot leave the diagonal. It can only take the bishop, Qxb4, but then …Nxb4, and Black has won the queen for a bishop. Full game.
Black makes the same mistake too. In the Scandinavian Defence the queen comes out to d5 early and, once a knight attacks it, looks for a square to go to. One of the squares looks natural but puts the queen on the same line as the king.
White to move, a game on lichess.org, 2014. The game began 1. e4 d5 2. exd5 Qxd5 3. Nc3, and the queen went to c6.
Bb5: the bishop pins the queen on c6 to the king on e8; the d7 pawn has gone, and the diagonal is open. The queen can only take the bishop, …Qxb5, and then Nxb5. Full game.
An early queen is not always a mistake. In the Scandinavian Defence the queen comes out on move two, and it is a normal opening. But then every queen move has to be checked: which square it goes to, who can attack it there, and whether it ends up on the same line as the king.
A special case is a queen that comes out early with a capture. In the Centre Game 3. Qxd4 wins the pawn back, and without it White would be a pawn down. The queen capture is justified, but it hands the opponent a tempo: Black develops the knight with an attack. White should decide in advance where the queen will retreat and choose a square where it cannot be pinned or chased again.
Greed
An extra pawn in the opening looks tempting. Sometimes you really can take it. But for every pawn the opponent gets time, and if the capture is made with the queen, the queen ends up far from its own pieces, on the edge of the board, where it has few squares. Hence the old rule: before taking a pawn, look at how the queen will get back.
White to move, a game on lichess.org, 2014. The black queen has taken the h2 pawn and is attacking the rook on g1. The queen is in the corner of the board, and White's pieces are close by.
Rh1: the rook attacks the queen along the h-file. The queen has nowhere to go. The whole file is under the rook's fire, g2 is covered by the bishop on f1 and the queen on f3, the g3 pawn is protected by the queen, and g1 is also held by the rook. Black has to give up the queen for the rook, …Qxh1 Qxh1. Full game.
Greed can be deliberate. A gambit is an opening in which one player gives up a pawn on purpose for development and attack, and the opponent then decides whether to take it. Taking the pawn and returning it at a convenient moment is a normal way to play against a gambit. Taking it and hanging on to it at any cost while falling behind in development is the road to defeat. More about gambits in the next chapter.
Greed comes in another form as well. A player sees that they can win a piece and does not check what the opponent will reply. That is the subject of the next part of the chapter.
The king in the centre
While the king stands on e1 or e8, the central files are dangerous for it. Open the d- or e-file, and an enemy rook or queen lines up right opposite the king. So in openings where the central pawns get traded quickly, castling becomes urgent. If the centre is closed by pawns, the king can stay in the middle longer: the lines to it are shut, and the opponent will not open them soon. But even then, watch that you do not lose the right to castle, for example by moving the king to get out of a check. One of the most famous short games in chess history is about exactly this.
5… e5 and opens the centre, although the king is still on e8 and only one piece is developed.Now Black has a temptation. The knight on f6 can take the knight on e4, and it looks like simply winning a piece: the e4 knight is defended only by the queen on d3. Let us see what the engine thinks of it.
8… Nxe4 the white queen is no longer tied to defending the knight, while the black king still stands on e8 and there is not a single black piece on the open d-file. White's reply is in the next exercise.White to move. R. Réti vs S. Tartakower, Vienna, 1910. Black has just taken the knight on e4. Mate in three.
Qd8+: the queen sacrifices itself. The king must take, …Kxd8. Bg5+: a double check, the bishop along the diagonal and the rook on d1 along the file. A double check can only be answered by moving the king. If …Ke8, then Rd8#. The game went …Kc7, and Bd8#: the bishop is protected by the rook on d1, which also covers d6 and d7, the bishop covers b6, and b8, c8, b7 and c6 are occupied by Black's own pieces.
This game gathers almost every mistake of the chapter. An early queen on both sides, but White managed to castle and put a rook on the d-file, while Black spent moves on the queen and a pawn. An open centre with the king on e8. And at the end, greed: a piece taken without checking the opponent's reply. Qd8+ is exactly the combination from the previous chapter, a forced chain with a sacrifice.
Notice the choice of castling too. Réti castled long. Long castling puts the rook on the d-file at once, and in positions with an open centre this is often handier than short castling: the rook joins the game without an extra move. On the other hand, the king on c1 stands further from the corner and is usually less sheltered than on g1. How to choose the side for castling is something we will cover in the strategy part.
Opening traps
An opening trap is a position where a natural-looking move loses. Many traps have names, generations of players know them, and people still fall into them every day. Usually the victim of a trap takes something that looks free.
Here is one of the best known, in the Queen's Gambit. It is called the Elephant Trap. After 1. d4 d5 2. c4 e6 3. Nc3 Nf6 4. Bg5 Nbd7 5. cxd5 exd5 White sees that the knight on f6 is pinned by the bishop on g5: if it moves, White takes the queen on d8. It seems that nobody can defend the d5 pawn, and White takes it with the knight, 6. Nxd5.
Black to move. A study position: the Queen's Gambit trap after 6. Nxd5. The pin looks real. Test it.
…Nxd5: the knight takes, and Black gives up the queen. After 7. Bxd8 comes …Bb4+, White has only one way to block, 8. Qd2, and …Bxd2+ 9. Kxd2 Kxd8. The queens are off, and Black is a piece up for a pawn. If White does not take the queen, they are simply a knight down.
The pin on the f6 knight was not an absolute one: behind it stood the queen, not the king. Black could break it if they got more than the queen in return. Bb4+ is exactly the in-between move with check that changes everything.
Knowing traps is useful so that you do not fall into them yourself. Setting them in order to win is a poor strategy. A move that counts only on the opponent's mistake is usually worse than a normal one, and against a strong player you will be left with a worse position. A good opening move is useful in its own right and still leaves the opponent a chance to go wrong.
How do you avoid falling into one? The main sign of a trap is a gift. If in a well-known opening the opponent has left a piece or pawn undefended and you can take it at once, stop and ask yourself why nobody defended it. Experienced players rarely give material away for nothing. Look at the opponent's move after the capture: checks, captures, pins, attacks on the queen. If there is nothing dangerous, take it. If there is even one check, calculate it to the end.
A check on every move
All the mistakes in this chapter are alike: the player was thinking about their own plan and did not look at what had changed on the board. Before every move in the opening, ask yourself four questions.
- What did the opponent's last move change? What does it attack, which lines did it open?
- Does my move help development, the centre or the king's safety?
- Which squares and lines does my move open? Does the opponent have a piece that can use them?
- If I am taking material, what will the opponent answer with a check, a capture or a threat?
These questions take a few seconds, and in quick games they will become a habit over time. Many defeats in the first fifteen moves happen precisely because one of them was not asked.
In the opening the opponent has left a pawn undefended. You can take it only with the queen, and the queen will end up on the edge of the board, far from its own pieces. Your minor pieces are not developed yet. What is most sensible?
Concrete moves decide. If the queen has a safe way back and the opponent gets no strong threats, the pawn can be taken. If the queen can be trapped, or the opponent can gain tempi by attacking it, the pawn will cost more than it is worth.
What's next
The principles explain why each opening move is made. Concrete openings show how strong players solve the three tasks in different positions. The next chapter is about the open games, which begin with 1. e4 e5: the Italian and the Spanish, the Scotch and the gambits.