C H E S S         R U L E S

Opening & Middlegame




Every move:


Opening rules:

  1. Develop towards the 4 center squares (e4,e5,d4,d5).
  2. Open either 1.e4 (P-K4) or 1.d4 (P-Q4).
  3. Castle early.
  4. Don't start attacking until development is finished.
  5. Development is finished when the Rooks are connected.
  6. 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:

    1. Ruin your opponents pawn structure.
    2. Don't make weakening pawn moves.
    3. Trade off evenly when up material.
    4. Release all pins immediately.

    Middlegame Rules for Rooks:

    1. Put Rooks on open or semi-open files.
    2. Double Rooks on open or semi-open file.
    3. Put a Rook on the 7th rank.
    4. 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
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