An opening is not a list of moves to memorise. It is a plan for getting your pieces off the back rank, your king out of the centre, and a pawn or two into the middle of the board before your opponent manages the same. Any opening that does those three things is a good opening for a beginner, and the four or five below do them so naturally that you can play them by understanding rather than by recall.

This guide covers what openings are actually for, then gives you three or four genuinely beginner-friendly choices with each colour — the moves, the plan behind each one, and the middlegame it is trying to reach. Every diagram loads straight into the board, so you can play the position instead of reading about it.

What an opening is actually for

Every opening in existence, from the Italian Game to the most obscure gambit, is trying to accomplish the same three jobs in the first ten to fifteen moves.

  1. Get a share of the centre. The squares d4, e4, d5 and e5 are where pieces reach the most squares and where they cross from one wing to the other. You take a share by putting a pawn there, by attacking it with a piece, or both. Centre control is the reason most first moves are 1. e4, 1. d4, 1. c4 or 1. Nf3 — every one of them touches a central square.
  2. Develop your pieces. A knight on b1 does nothing. A knight on c3 hits four useful squares. The opening is a race to convert back-rank furniture into working pieces, and the player who finishes first usually gets the attack.
  3. Make the king safe. Castling tucks the king behind a wall of pawns and drags a rook toward the middle. It is the only move that does two jobs at once, and it should happen inside the first ten moves in almost every game you play.

Here is what all three look like when they go right.

The Giuoco Pianissimo, a quiet line of the Italian Game. Both sides have a pawn in the centre, two minor pieces out, and a castled king by move seven. Nobody has memorised anything. Play this position →

Neither side has done anything clever here, and that is the point. The position is healthy because the moves were sensible, not because they were prepared.

When is the opening over?

The opening ends when your minor pieces are developed, your king is castled, and your queen has stepped off the back rank so that your rooks defend each other. That is a description of a position, not a move number — some games reach it by move nine, others take twenty. Once you get there, the question changes from "where do my pieces go?" to "what is my plan?", which is the subject of the transition to the middlegame.

Why memorising long lines is the wrong first move

Beginners lose openings for one reason far more often than any other: they spend their moves on pawns while their opponent spends theirs on pieces. No amount of memorised theory fixes that, and memorising theory actively gets in the way, because a line you have learned by rote falls apart the moment your opponent plays a move that isn't in it — which, below club level, is usually move four.

Look at what a handful of aimless pawn moves costs.

Black has played three pawn moves on the edges and has not developed a single piece. White has four pieces out, two pawns in the centre, and can castle next move. Play this position →

White is not better because White knew an opening. White is better because White answered the same three questions five times in a row. Black's ...h6 and ...a6 may look useful — they stop pieces landing on g5 and b5 — but neither develops anything, and against an opponent who is developing, that arithmetic is fatal.

The practical rule at this level: learn the first three or four moves of your opening and the plan behind them, then think. You will get more from one hour spent on tactics than from ten hours of memorising move eighteen of a line you will never reach. When you eventually do want to study lines properly, how to study opening books covers doing it in a way that sticks.

Beginner openings for White

All four of these follow the principles rather than fighting them, and none requires you to know more than a handful of moves to play the position sensibly.

1. The Italian Game — the best first opening

1. e4 e5
2. Nf3 Nc6
3. Bc4
The Italian Game. Three moves, two pieces developed, a pawn in the centre, and the bishop already aiming at f7 — the square only Black's king defends. Play this position →

The plan: develop naturally, castle, and build slowly with c3 and d3 or strike with d4. The bishop on c4 stares at f7, which at the start of the game is defended by the black king alone — that pressure sits in the background of every line and gives your tactics somewhere to point.

The Italian is the best possible first opening because every move is one you would find by reasoning. Knight to its best square, bishop to its best diagonal, castle. There is no move you have to take on faith, and the resulting positions are open enough that forks and pins actually appear.

2. The Scotch Game — an open game, cheaply

1. e4 e5
2. Nf3 Nc6
3. d4 exd4
4. Nxd4
The Scotch Game. The central tension is already resolved — open lines, free pieces, and very little theory to know. Play this position →

The plan: trade off the centre immediately, then develop into the open space with Nc3, Be3, Bd3 or Bc4, and castle. Because the centre is resolved by move four, there are no long strategic tensions to misjudge and no locked structures to plan around — it is pure piece play.

The Scotch Game is the low-theory choice for a player who likes open positions. You reach a normal-looking middlegame quickly, every time.

3. The London System — the same setup every game

1. d4 d5
2. Bf4 Nf6
3. e3 e6
4. Nf3 Be7
5. Bd3 O-O
6. Nbd2 c5
7. c3
The London System. White's pieces reach the same squares regardless of what Black does, and the bishop is outside the pawn chain rather than trapped behind it. Play this position →

The plan: develop the dark-squared bishop to f4 before playing e3, so it does not get shut in. Then build the same little fortress every game — pawns on d4, e3 and c3, knights on f3 and d2, bishop on d3 — castle, and look for Ne5 and a kingside build-up.

The London System is a system, not an opening: you aim for the same structure whatever Black plays. That makes it the lowest-maintenance choice on this list. The honest trade-off is that it rarely fights for an advantage and it can become a habit that stops you learning to react to what is in front of you. It is a fine place to start and a poor place to stay forever.

4. The Queen's Gambit — classical centre control

1. d4 d5
2. c4

The plan: offer the c-pawn to deflect Black's d5 pawn away from the centre. If Black takes with 2... dxc4, you do not need to hurry to win it back — play e3 and Bxc4 and you have a fine centre with a tempo. If Black declines with 2... e6 or 2... c6, you develop with Nc3, Nf3, Bg5 or Bf4, and e3, and play against the light squares.

The Queen's Gambit asks more of you strategically than the Italian, but it teaches the most valuable structural lesson in chess: a pawn on the fourth rank supported by another pawn is worth more than a pawn you simply grabbed. If that idea appeals, understanding pawn structures is where it leads.

What about the Ruy Lopez? The Ruy Lopez1. e4 e5 2. Nf3 Nc6 3. Bb5 — is one of the oldest and most respected openings in chess, and it is played at every level up to World Championship matches. That is precisely why it is not the best beginner choice: its reputation comes from deep, slow manoeuvring that only pays off if you already understand the structures. Play the Italian first; the Ruy Lopez will still be there in a year. The Vienna Game (1. e4 e5 2. Nc3) is another sound, low-theory alternative if you want something more aggressive.

A full walkthrough of these and more lives in best chess openings for White.

Beginner openings for Black

With Black you need two answers — one for 1. e4 and one for 1. d4 — because you do not get to choose. Pick one of each and stop there.

1. Against 1.e4: answer 1...e5

The most instructive reply to 1. e4 is 1... e5. It stakes the same central claim White just did, and it leads into the Italian Game, the Scotch, the Four Knights and other open positions from the black side — the same structures you are already learning as White, viewed from the other end. Learning both sides of one opening is worth twice as much as learning one side of two.

The one thing to know: after 1. e4 e5 2. Nf3, defend the e5 pawn with 2... Nc6. The tempting 2... Nf6 is the Petroff Defence, which is perfectly sound but leads to drier, more precise positions than a beginner needs.

2. Against 1.e4: the Caro-Kann Defence

1. e4 c6
2. d4 d5
The Caro-Kann, from Black's side. The c6 pawn supports ...d5, so Black challenges the centre immediately without blocking anything in. Play this position →

The plan: hit e4 with ...d5 on move two, supported by the c6 pawn. Whatever White does — take, push past with e5, or defend — Black gets a solid structure with no weaknesses and, crucially, the light-squared bishop can come out to f5 or g4 before ...e6 shuts it in.

That last detail is what separates the Caro-Kann from the French Defence, which reaches a similar structure but leaves the light-squared bishop stuck behind its own pawns for most of the game. Both are good; the Caro-Kann is easier.

3. Against 1.e4: the Scandinavian Defence

1. e4 d5
2. exd5 Qxd5
3. Nc3 Qa5
The Scandinavian. Black's queen has moved twice, but she has reached a square where she cannot be chased again — and Black's structure is completely intact. Play this position →

The plan: trade off White's e-pawn on move one, then develop with ...Nf6, ...Bf5 or ...Bg4, ...e6, ...Be7 and castle. Black knows what the position will look like whatever White plays, which removes most of the guesswork.

This does bend the "don't bring your queen out early" rule, so it is worth being precise about why it works: Black spends one tempo being chased, and then the queen sits on a5 (or d6, or d8) where no minor piece attacks her. Compare that with the Scholar's Mate attempt, where the queen gets chased repeatedly and the attacker falls hopelessly behind. The Scandinavian is the disciplined version of an early queen; a one-move mate hunt is not.

4. Against 1.d4: decline the Queen's Gambit

1. d4 d5
2. c4 e6
3. Nc3 Nf6
The Queen's Gambit Declined, from Black's side. The d5 pawn is held by a pawn, not a piece — the most reliable structure in chess. Play this position →

The plan: hold the d5 point with ...e6, develop with ...Nf6, ...Be7, castle, and then free the position with ...c5 or by trading the light-squared bishop off via ...b6 and ...Bb7. It is slow, safe and almost impossible to lose quickly.

If you dislike shutting in the c8 bishop, the Slav Defence supports d5 with ...c6 instead of ...e6 and reaches similar positions with the bishop still free. Save the King's Indian and the Sicilian for later — both are excellent, and both punish a player who does not yet know the resulting structures. The full set of options is in best chess openings for Black.

How much theory you actually need

For each opening you play, learn three things and nothing more:

  1. The first three to five moves, so you are not thinking from scratch on move two.
  2. Where each of your pieces wants to go. In the Italian: knights to f3 and c3, bishops to c4 and e3 or g5, castle short. In the London: the setup is the whole opening.
  3. What your pawn break is. Almost every opening has one pawn move that opens the position when you are ready — d4 in the Italian, ...c5 in the Queen's Gambit Declined, ...e5 in many Caro-Kann lines. Knowing which one is yours is worth more than twenty memorised moves.

Everything past that is answered at the board. When your opponent plays something you have not seen, ask the three questions in order: is anything of mine hanging? what does that move threaten? which of my pieces is doing the least? That sequence will out-perform recall at every level you will play for the next two years. If you want to formalise the process into an actual repertoire, building an opening repertoire is the next step, and the five opening principles is the underlying theory in full.

The mistakes that cost beginners the opening

  • Moving the same piece twice without a concrete reason. Every repeat move is a piece you did not develop.
  • Bringing the queen out early. Every attack on her is a free developing move for your opponent.
  • Grabbing pawns with the queen or a knight in the opening. One pawn is rarely worth three tempi — check the piece values against the cost of the moves.
  • Delaying castling. The more open the centre, the more urgent it is. Most of the disasters in common chess blunders start with a king still on e1 or e8.
  • Automatic edge pawn moves. h3 and a3 are sometimes useful and usually a wasted tempo. Play them when you can name the piece they are stopping.
  • Playing a different opening every game. You learn a structure by meeting it repeatedly. Pick one for White and two for Black and stay there for fifty games.

Practise these on the free board

Reading about openings changes nothing; playing them changes everything. Open a game against the computer on LocalChess and give yourself one job for the first ten moves — a pawn in the centre, every minor piece developed once, and the king castled. Play the Italian Game as White for five games in a row, then take Black in the same opening and see what it feels like from the other side.

Every diagram above has a Play this position link, so you can drop straight into the Italian, the London setup, the Caro-Kann or the Queen's Gambit Declined and try the plan yourself against a bot. When a game goes wrong, run it back through how to analyse your own games and find the move where the plan stopped — that one move is worth more study than any opening book. If any of the notation above was unfamiliar, how to read chess notation will take five minutes to fix it.