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Basic Opening Strategy
General Principle #2: "Don't make any more pawn moves than necessary."
Every time you're thinking about moving a pawn during the
opening phase of the game, ask yourself: "Does it help me to control the
center? Does it assist in the development of my pieces? Does it
serve some other specific purpose, like protecting me against one of my
opponent's threats?" If the answer to all of these is "No"
then the pawn move is probably a waste of time (at best) or a downright
mistake (at worst). Consider the following moves:
1. e4
White opens with a central pawn, which helps to control
the center and develop the pieces (as we saw in "General Principles #1").
1...f6?
Black moves a pawn for no good reason. The only
remotely redeeming quality of this move is that it helps to control the central
e5 square. However, Black could protect the e5 square with a
developing move like 1...Nc6, or stake a claim further in the center
with a move like 1...e5. 1...f6 is also a weak move because it doesn't
prevent White from playing 2. d4 (the way 1...e5 does, for example), setting
up the perfect classical pawn center (see the note after the next move). 1...f6 is also bad because it
blocks the most natural square for the development of Black's Kingside Knight. Another bad thing about 1...f6 is that it weakens the pawn
shield protecting the Black King, potentially exposing His Majesty to checks
along the h5-e8 diagonal.
2. d4
Since Black has done nothing to prevent it, White simply
plays 2. d4 and sets up the perfect classical pawn center, establishing a
dominating control over the center and allowing the free and easy
development of all of White's pieces.
2...g5??
Clearly,
Black's last move doesn't promote control of the center nor the
development of the pieces, and further weakens the Black King's position.
In fact, it allows the devastating:
3. Qh5#!
Checkmate!!! By the way, this silly sequence is know as the "Fool's
Mate" since only a total fool would allow it! However, even though no
one is likely to play this exact sequence, it's not unusual for beginners to
make similar pawn moves which not only do nothing to promote the control of
the center or the development of the pieces, but also weaken the position of
the King. Make sure you don't do the same, and try to take advantage
of the situation if your opponent does!
Contrast this with
the following sequence of moves (click here to view an interactive board):
1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. d3 Bc5 5. O-O d6 6. Nc3 O-O
Notice that both players only made pawn moves
which helped to control of the center and develop their pieces, while
avoiding pawn moves which fail to do either, or which endanger the King's
position.
Here are a few thing to notice:
1) Strictly speaking, no pawn moves are necessary to develop Knights, since they can jump over
other pieces.
2) At least two moves are necessary to develop both Bishops: one to open a
dark-squared diagonal and one to open a light-squared diagonal.
3) Only one pawn move is necessary to develop the Queen. In some cases
a single pawn move (for example, e4 for White and ...e5 for Black) allows both one of the Bishops and
the Queen to develop. However, it's not always a good idea to develop
the Queen early in the game, as we will see in another lesson.
4) The Rooks usually cannot be developed properly until some pawns are
exchanged and some files open up. However, it's not always a good idea
to develop the Rooks early in the game, as we will see in another lesson.
Next: General
Principles 3 & 4
Copyright 2002 S. Evan Kreider. Used with permission. |
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