Part One — Beginner · Chapter 08

Beginner Strategy

~20 min read16 boards

In this chapter

  1. Tactics versus strategy
  2. Weaknesses
  3. Space
  4. Closed versus open positions
  5. Summary
  6. Check yourself

1. Tactics versus strategy

Chapter Seven was a lot to take in, so take a breath — this chapter is the calmer counterpart. Tactics are short, forcing sequences that win material or force mate right away; you saw plenty of those. Strategy is the opposite pace: reading a position where material is dead level, deciding who's actually better and why, and building a plan across several moves — pressuring the enemy kingside, say, or steering toward a favorable endgame — that pays off gradually rather than immediately. Neither one replaces the other. Strategic thinking is what tells you where to look for a tactic in a quiet position; a tactic is often what actually cashes in a strategic advantage once you've found it. This chapter walks through three of the biggest strategic ideas for a beginner to know: weaknesses, space, and the difference between open and closed positions.

2. Weaknesses

A weakness is any piece, pawn, or square that isn't adequately defended and can be exploited — sometimes right away, sometimes only after you've built up more pressure on it. Spotting weaknesses is exactly where strategy and tactics meet: strategic scanning finds the target, and a tactic you already know (often a pin or a fork, straight out of the last chapter) is what actually wins it.

Start by scanning for undefended pieces. Remember that pawns only defend diagonally, so a piece can be completely surrounded by friendly pawns and still be hanging.

Board 1 — Material is level, but Black's knight on c6 has no defender. Bb5 attacks and pins it; the only defense is ...Kd7 — which also forfeits castling. Qa4 piles on more pressure and the knight simply has no way out.

Two things are worth noticing before you even get to that combination. First, it's a bit of a trick question: Black's rook stuck in the corner on h8 is technically undefended too, but there's no way to actually get at it right now, so it isn't a real weakness — a weakness only matters if you can reach it. Second, there was more than one way to pin the c6 knight to the king along that same diagonal; the bishop just happens to be the cleanest piece for the job. Once the knight is pinned, it can't move to escape at all — moving it would expose the king to check, which is illegal — so all Black can do is bring help, and here there's no helper available. That's what makes ...Kd7 forced, and Qa4 lethal.

Sometimes a single move creates two weaknesses at once — which is just the fork idea from Chapter Seven, arrived at through strategic scanning instead of stumbling onto a tactic that was already sitting on the board. It's White's move here — see if you can spot the fork before revealing it.

Board 2 — Both the rook on a8 and the bishop on b4 are undefended. Qe4 attacks both; Black must save the rook — it's worth more, and it's also the only thing stopping Qxa8 from being back-rank mate — so the bishop falls next move.

Weaknesses don't need to be dramatic to matter, either. A single extra pawn in an endgame is rarely enough to win on its own, but if you can find a way to guarantee winning it, that's still real, lasting progress. It's White's move — try to find the guarantee before revealing it.

Board 3 — White is only up one pawn here, hardly decisive by itself — but Na5 attacks the b7 and c6 pawns at once. Push b6 to save one, and the pawn that defended c6 has just moved away, so the knight simply takes that one instead. White ends up two pawns ahead either way.
Rule of thumb

Go looking for weaknesses on every single move you consider, not just the obvious hanging queen (though if you ever do see one of those sitting undefended, by all means take it). Sometimes the entire reward is a single extra pawn, and that's still worth having.

Squares can be weak too, not only pieces. Two things make a square weak: it's poorly defended, and — this is the part beginners miss — most of the nearby pawns sit on the opposite color from that square. Since a pawn only ever defends squares matching the color it stands on, a king wrapped in pawns of one color has a hole on every square of the other color right next to it — Black's position below is like Swiss cheese, full of holes. Black is actually up a full knight here, but White has a forced mate in three. See if you can find the first move before revealing the line.

Board 4 — Black is up a full knight, but every kingside pawn sits on a light square, so the dark squares around the king are riddled with holes. 1.Qf6+ Kg8 (forced) 2.Bh6, and nothing stops Qg7# next — extra material doesn't save a king this porous.

The same idea flips over to the opposite color just as easily. It's White's move again — try to find the move that starts the attack.

Board 5 — Black's own pawns all sit on dark squares here, so the light squares are the weak ones instead. Qf5 lines the queen up with the bishop on the same diagonal, aimed straight into the king's shelter — Black is in serious danger within a few moves.
Watch out

A single pawn move can be the entire difference between a lost king and a safe one. Compare that last position to this near-twin, where Black played ...g6 instead of ...h6:

Board 6 — One pawn on a different square changes everything: the light squares around the king are no longer wide open, White has no breakthrough, and the position is close to equal. Pawn cover split between both colors is far safer than a wall of only one.

Take that lesson forward into your own games: when you're deciding which way to move a pawn near your king, think about which color squares you're giving up, not just which ones you're gaining.

3. Space

Space means the number of squares you control in the opponent's half of the board, where "control" means one of your pieces could capture anything that landed there — whether or not you actually would. A big space advantage cramps every one of the opponent's pieces while giving yours plenty of room to maneuver.

Board 7 — White's pieces control 10 empty squares in Black's half of the board; Black controls none at all in White's half. Nothing has been won yet, but every Black piece is that much more cramped for it.

Where does that kind of gap come from? Often simply from following the opening principles you already know.

Board 8 — Four moves in, White has developed normally. Black has shuffled both center pawns forward just one square instead of two, boxing in both of their own bishops. White already controls 8 squares in Black's territory to Black's 2 — a direct result of one side developing with a plan and the other without one.

That gap isn't automatic, though — it depends entirely on how both sides actually play. Push the position into sharper, well-known opening theory and the space battle is often a lot closer than you'd think.

Board 9 — A Sicilian Defense middlegame: White controls 14 squares in Black's territory, Black controls 15 in White's — essentially even, with both sides fighting hard for space on opposite wings.
Board 10 — A Scotch Opening middlegame: White edges it 12 squares to 10. Close contests like these two are the normal outcome once both sides know what they're doing — lopsided space usually means somebody made a mistake.

Space also isn't permanent — it shifts with every move and gets fought over constantly. If you're the cramped side, look to trade off specifically the enemy pieces or pawns doing the cramping; the piece you trade is worth the same points whether or not it controls half the board, but removing the one that's actually restricting you changes the balance in your favor. If you're the side with the advantage, be careful about trading just because a trade looks even on paper.

Board 11 — Material is dead equal (27 points each side), but White controls 14 empty squares in Black's half against Black's 2. That space advantage alone makes White's position vastly easier to play, before any material even changes hands.
Board 12 — The same position with every rook and queen traded off. White's edge has nearly vanished — 3 squares to 2 — and the game is now close to a dead draw. Trading down can quietly give away a positional advantage even while every trade looks materially fair.
Key idea

A rook is worth five points whether it controls two squares or twenty — but in practice, the one controlling twenty is doing vastly more work. Don't measure your pieces only by their point value; measure what they're actually doing on the board.

4. Closed versus open positions

Whether a position counts as open or closed comes down to exactly one thing: where the pawns are. Picture each side's eight pawns as a fence. When both fences are still mostly intact and pressed up against each other, almost nothing can get through, and the position is closed.

Board 13 — About as closed as chess gets: both fences are jammed flush against each other, and neither side can break through anywhere. (If this position ever happens to you in a real game, you and your opponent both need chess therapy.)

That's the extreme case just to make the picture vivid — real closed positions are rarely quite that frozen, but the principle is the same: pieces struggle to cross the center, and progress comes from slow maneuvering and pawn breaks rather than direct confrontation. The King's Indian Defense is the classic real-world example.

Board 14 — A typical King's Indian Defense structure, a favorite of Garry Kasparov's. Both sides keep eight pawns each and race pawn storms on opposite wings — White on the queenside, Black on the kingside. Black's break is the scarier one here, since it's aimed directly at White's king.

The more pawns remain locked on the board, the more closed — and usually the slower and more maneuvering-based — a position tends to be. Beginners often find closed positions frustrating because there's no obvious line to charge down; the fix is almost always the same idea from the space section — find a pawn break or a trade that undermines the opponent's chain, rather than trying to force pieces through a wall that isn't going anywhere on its own.

The French Defense's Advance Variation shows a closed structure actually forming, move by move, and how it immediately gets challenged.

Board 15 — 1.e4 e6 2.d4 d5 3.e5 c5: White's pawn chain locks the center and grabs space, walling off Black's own dark-squared bishop behind it. That e5 pawn also denies Black's pieces the d6 and f6 squares outright — nothing Black owns can land on either one. Black's reply, ...c5, is the standard answer to a locked chain — attack its base rather than trying to walk through it.

If White ever captures on c5, or Black captures on d4, the e5 pawn loses its defender and becomes a genuine target — exactly the kind of undermining trade that cracks open a closed structure. An open position is the opposite state entirely: pawns have been traded away, and pieces can see and capture clear across the board.

Board 16 — Both sides have traded three pawns each and a stack of pieces. White's queen already sees a long diagonal, and Black's queen, rook, and bishop on b7 all see the length of the board — pieces can capture clear from one side to the other with nothing in between.

Neither type of position is better than the other on principle — the skill is recognizing which one you're in and adjusting your plans to fit. Bishops in particular care enormously about this: they need open diagonals to do anything, so if your opponent has the bishop pair and you don't, keeping the position closed blunts their biggest advantage; if the bishops are on your side, opening the position lets them do their work. In a closed position, hunt for the pawn break or the trade that undermines the opponent's chain. In an open position, stay alert — beginners get caught out constantly by forgetting that a piece across the board can still reach them with nothing at all in the way.

5. Summary

Strategy is about reading a position and building a plan across many moves, rather than cashing in something immediate. Weaknesses — undefended pieces you can actually reach, or squares that are poorly guarded and sit on the "wrong" color relative to the nearby pawns — are worth hunting for constantly, since exploiting one is often just a tactic you already know from Chapter Seven. Even a single pawn is a weakness worth winning in an endgame.

Space, the number of squares you control in enemy territory, restricts the opponent's pieces and expands your own options; it comes naturally from following opening principles, though well-known sharp openings can leave it close to even on both sides. Defend a space advantage by avoiding trades that simplify it away, and fight for space you lack by trading off specifically the pieces or pawns doing the cramping. Finally, recognize whether a position is closed (pawns locked, slow maneuvering, look for breaks) or open (pawns traded away, long diagonals and files, danger from across the board) and adjust your plans — and which pieces you value most — accordingly.

Check yourself

How does strategy differ from tactics?

Tactics are short forcing sequences that win material or deliver mate immediately. Strategy is a longer-term plan built from reading who stands better in a position, even when material is level and nothing is immediately forcing.

Why doesn't a pawn always defend the pieces standing next to it?

Pawns only capture and defend diagonally, one square forward. A piece directly in front of, behind, or beside a pawn isn't defended by it at all.

In Board 1, why is Black's rook on h8 not actually a "weakness," even though nothing defends it?

A weakness only matters if you can reach it. The rook is undefended, but there's no way to attack it right now, so it isn't a usable target — unlike the knight on c6, which White can immediately pin and pile pressure onto.

What two conditions make a square "weak" near a king?

It's poorly defended by pieces, and most of the nearby pawns sit on the opposite color — since pawns only guard squares matching their own color, that leaves holes of the other color that enemy pieces can walk straight into.

In Board 3, why does Black lose a pawn no matter what they do?

Na5 attacks b7 directly. If Black pushes the pawn to b6 to save it, that same push removes the defender of c6, so the knight simply captures c6 instead.

What does "space" mean in chess, and what should you do if you're short on it?

Space is the number of squares you control in the opponent's half of the board. If you're cramped, trade off specifically the enemy pieces or pawns that are restricting you — removing the culprit shifts the balance in your favor.

Boards 9 and 10 show much closer space counts than Board 8. What does that tell you?

A lopsided space advantage like Board 8's usually means one side is playing worse, often by ignoring opening principles. In sharp, well-known openings played accurately by both sides, the space fight is often close to even instead.

You have a big space advantage. Why might you want to avoid simplifying trades?

Trading pieces one-for-one is materially even, but it can hand back your positional advantage — a piece is worth more when it controls a lot of space, and fewer pieces on the board means less for your space advantage to constrain, as Board 12 shows.

What single factor determines whether a position is open or closed?

Where the pawns are. Intact, mutually blocking pawn chains make a position closed; pawns that have been traded away open up the files and diagonals.

If your opponent has the bishop pair and you don't, should you aim to keep the position closed or open it up? Why?

Keep it closed. Bishops need open diagonals to be effective, so locking the pawn structure limits exactly the advantage your opponent is holding.

In the French Advance position (Board 15), why does Black play ...c5 instead of trying to attack White's e5 pawn directly?

The e5 pawn is defended by the pawn on d4, so there's nothing to attack yet. ...c5 undermines that defender instead — if a capture happens on c5 or d4, the e5 pawn loses its support and becomes a real target.