C H E S S R U L E S
Opening & Middlegame
Every move:
- Rule 1 - Answer opponents threat (of the piece that just moved).
- Rule 1 - Answer opponents threat. (This rule is so important I put it twice.)
- Rule 1-b - Answer the threat of any pieces BEHIND the piece that just moved.
- Rule 2 - Re-capture material when opponent captures.
- Rule 3 - Capture/Trade "pieces" if opponent offers trade.
- Rule 4 - Play with your pieces, not with your pawns.
Opening rules:
- Develop towards the 4 center squares (e4,e5,d4,d5).
- Open either 1.e4 (P-K4) or 1.d4 (P-Q4).
- Castle early.
- Don't start attacking until development is finished.
- Development is finished when the Rooks are connected.
- Do not start attacking until Rooks are connected on back rank.
B & N on 1 side is 1 fist - B & N on other side is the other fist.
(Bring both fists out to attack AND/OR defend.)
Do not make weakening pawn moves. (Only 2 are really needed!)
Remember, since you should be following these rules, your opponent should be also.
Try to prevent opponent from achieving them.
Middlegame Rules:
- Ruin your opponents pawn structure.
- Double pawns.
- Isolate pawns.
- Don't make weakening pawn moves.
- Trade off evenly when up material.
- Release all pins immediately.
Middlegame Rules for Rooks:
- Put Rooks on open or semi-open files.
- Double Rooks on open or semi-open file.
- Put a Rook on the 7th rank.
- Double Rooks on the 7th rank.
Every Move (Do the following):
Opponent moves: What does it do? What does it protect/unprotect?
Evaluate the imbalances between minor pieces
Evaluate the pawn structure (especially if it was a pawn move)
Determine Space Advantage if any
Determine Material imbalance if any
Determine useful files, diagonals and outposts/squares
Determine development needs
Evaluate threats you can make and if you can grab the initiative