Chess strategy is concerned with the evaluation of chess positions and setting up goals and long-term tactics for future play. During the evaluation, a player must take into account the value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares (e.g. diagonals, open files, black or white squares), and the possible moves the opponent will make after any move made.
The most basic way to evaluate one's position is to count the total value of pieces on both sides. The point values used for this purpose are based on experience. Usually pawns are considered to be worth one point, knights and bishops three points each, rooks five points, and queens nine points. The fighting value of the king in the endgame is approximately four points. These basic values are modified by other factors such as the position of the piece (e.g. advanced pawns are usually more valuable than those on their starting squares), coordination between pieces (e.g. a bishop pair usually coordinates better than the a bishop plus a knight), and the type of position (knights are generally better in closed positions with many pawns, while bishops are more powerful in open positions).
Another important factor in the evaluation of chess positions is the pawn structure or pawn skeleton. Since pawns are the most immobile and least valuable of the chess pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes, once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset, such as the possibility to develop an attack.
Material advantage applies both strategically and tactically. Generally more pieces or an aggregate of more powerful pieces means greater chances of winning. A fundamental strategic and tactical rule is to capture opponent pieces while preserving one's own.
Bishops and knights are called minor pieces. A knight is about as valuable as a bishop, but less valuable than a rook. Rooks and the queen are called major pieces. Bishops are usually considered slightly better than knights in open positions, such as toward the end of the game when many of the pieces have been captured, whereas knights have an advantage in closed positions. Having two bishops is a particularly powerful weapon, especially if the opposing player lacks one or both of his or her bishops.
Three pawns are more likely to be useful than a knight in the endgame, but in the middlegame a knight is often more powerful. Two minor pieces are stronger than a single rook, and two rooks are slightly stronger than a queen.
One commonly used simple scoring system is:
| Piece | Value |
|---|---|
| Pawn | 1 |
| Bishop | 3 |
| Knight | 3 |
| Rook | 5 |
| Queen | 9 |
The easiest way to gain space is to push the pawn skeleton forward. However, one must be careful not to over stretch. If the opponent succeeds in getting a protected piece behind enemy lines, this piece can become such a serious problem that a piece with a higher value might have to be exchanged for it.
Even a defended piece can be vulnerable. If the defending piece is also defending something else, it is called an overworked piece, and may not be able to fulfil its task. When there is more than one attacking piece, the number of defenders must also be increased, and their values taken into account. Except for defending pieces, it is also often necessary to defend key squares, open files and the backrank. These situations can easily occur if the pawn structure is weak.
Exchanging pieces is usually desirable to a player with an existing advantage in material, since it brings the endgame closer and thereby leaves the opponent with less time in which to recover ground. In the endgame even a single pawn advantage may decide the game.
When playing against stronger players, many beginners attempt to constantly exchange pieces "to simplify matters". However, stronger players are often relatively stronger in the endgame, whereas errors are more common during the more complicated middlegame.
Note that "the exchange" may also specifically mean a rook for a bishop or knight.
In the endgame, passed pawns, those which cannot be hindered by enemy pawns from promotion, are strong, especially if they are advanced or protected by another pawn. A passed pawn on the sixth row is roughly as strong as a knight or bishop and will often decide the game. (Also see isolated pawn, doubled pawns, backward pawn, connected pawns).
A fianchettoed bishop at, e.g., g2 after pawn g2-g3, can provide a strong defence for the castled king on g1 and often exert pressure on the long diagonal h1-a8. After a fianchetto, giving up the bishop can weaken the holes in the pawn chain; doing so in front of the castled king may thus impact its safety.
In general, a bishop is of roughly equal value to a knight. In certain circumstances, one can be more powerful than the other. If the game is "closed" with lots of interlocked pawn formations, the knight tends to be stronger, because it can hop over the pawns while they block the bishop. A bishop is also weak if it is restricted by his own pawns, especially if they are blocked and on the bishop's colour. Once a bishop is lost, the remaining bishop is considered weaker since the opponent can now plan his moves to play a white or black colour game.
In an open game with action on both sides of the board, the bishop tends to be stronger because of its long range. This is especially true in the endgame; if passed pawns race on opposite sides of the board, the player with a bishop usually has better winning chances than a player with a knight.
In middlegames and endgames with a passed pawn, Tarrasch's rule states that rooks, both friend and foe of the pawn, are usually strongest behind the pawn rather than in front of it.
Queens are the most powerful pieces. They have great mobility and can make many threats at once. For these reasons, mating attacks involving the queen are easier to achieve than those without. It is generally wise to wait to develop the queen until after the knights and bishops have been developed to prevent the queen from being attacked by minor pieces and losing tempo.
The king can become a strong piece in the endgame. With reduced material, a quick mate is not an immediate concern anymore, and moving the king towards the center of the board gives it more opportunities to make threats and actively influence play.
Because of different strategic and tactical patterns, a game of chess is usually divided into three distinct phases: Opening, usually the first 10 to 25 moves, when players develop their armies and set up the stage for the coming battle; middlegame, the developed phase of the game; and endgame, when most of the pieces are gone and kings start to take an active part in the struggle.
A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings and have been given names such as the Ruy Lopez or Sicilian Defence. They are catalogued in reference works such as the Encyclopaedia of Chess Openings. It is recommended for anyone but the chessmasters, that when left with a choice to either follow a standard opening or invent a new variation, one should do the first.
There are dozens of different openings, varying widely in character from quiet positional play (e.g. the Réti Opening) to very aggressive (e.g. the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to 30–35 moves or more. Professional players spend years studying openings, and continue doing so throughout their careers, as opening theory continues to evolve.
The fundamental strategic aims of most openings are similar:
During the opening, some pieces have a recognised optimum square they try to reach. Hence, an optimum deployment could be to push the king and queen pawn two steps followed by moving the knights so they protect the centre pawns and give additional control of the centre. One can then deploy the bishops, protected by the knights, to pin the oponents knights and pawns. The optimum opening is ended with a castling, moving the king to safety and deploying for a strong back-rank and a rook along the centre file.
Apart from these fundamentals, other strategic plans or tactical sequences may be employed in the opening.
Most players and theoreticians consider that White, by virtue of the first move, begins the game with a small advantage. Black usually strives to neutralize White's advantage and achieve equality, or to develop dynamic counterplay in an unbalanced position.
The middlegame is the part of the game when most pieces have been developed. Because the opening theory has ended, players have to assess the position, to form plans based on the features of the positions, and at the same time to take into account the tactical possibilities in the position.
Typical plans or strategical themes — for example the minority attack, that is the attack of queenside pawns against an opponent who has more pawns on the queenside — are often appropriate just for some pawn structures, resulting from a specific group of openings. The study of openings should therefore be connected with the preparation of plans typical for resulting middlegames.
Middlegame is also the phase in which most combinations occur. Middlegame combinations are often connected with the attack against the opponent's king; some typical patterns have their own names, for example the Boden's Mate or the Lasker—Bauer combination.
Another important strategical question in the middlegame is whether and how to reduce material and transform into an endgame (i.e. simplify). For example, minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of one or two pawns.
The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and endgame:
Endgames can be classified according to the type of pieces that remain on board. Basic checkmates are positions in which one side has only a king and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. For example, king and pawn endgames involve only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other more complicated endings are classified according to the pieces on board other than kings, e.g. "rook and pawn versus rook endgame".