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Chess for beginners: how to beat the computer

The ideas that win most beginner games: piece values, opening principles, checking for threats, the common tactics, and how to beat each AI level.

Updated 4 min readBy the Aback Games team

Most chess games between beginners are not won by deep plans. They are won by the player who stops giving pieces away first. This guide covers the handful of habits that do that, then the tactics and endgames that turn an advantage into a win.

Everything here can be practised in Chess against the computer, as White or Black, at three levels.

Know what your pieces are worth

Players use a simple scale to judge trades:

  • Pawn: 1
  • Knight: 3
  • Bishop: 3
  • Rook: 5
  • Queen: 9
  • King: cannot be traded; losing it loses the game

Before you take a piece, count what you give up in return. Taking a pawn with your queen is fine if the queen is safe afterwards; trading your rook for a knight loses two points. The numbers are a guide, not a law, but they stop most bad trades.

Opening principles

You do not need to memorise openings. Follow these and you will reach a sound position in most games:

  1. Put a pawn or two in the centre: e4, d4, e5 or d5.
  2. Bring out your knights and bishops before anything else, ideally each one once.
  3. Castle early, usually on the king side, to tuck your king away and connect your rooks.
  4. Keep the queen at home for the first few moves. Brought out early, it gets chased around while the other side develops.
  5. Do not grab far-off pawns while your pieces are still at home.

Check every move: checks, captures, threats

Before each move, look at the board from your opponent’s side and ask three questions: which checks can they give, which of my pieces can they capture, and what does their last move threaten?

Then ask the same about your own move: after it, is anything of yours left undefended? A piece that is attacked and not defended is called hanging, and hanging pieces decide most beginner games.

This one habit, done every move, does more for your results than any opening.

The tactics that win material

  • Fork: one piece attacks two at once. Knights are the best at it, because their jumps are easy to miss. A knight check that also hits a rook or queen usually wins it.
  • Pin: a piece cannot move without exposing a more valuable piece behind it. A bishop pinning a knight to the king freezes the knight completely.
  • Skewer: the reverse of a pin. You attack a valuable piece; when it moves, you take the one behind it.
  • Discovered attack: moving one piece uncovers an attack by another. If the moving piece also attacks something, the opponent cannot answer both.

Look for these whenever two enemy pieces, or a piece and the king, stand on the same line or a knight’s jump apart.

Finishing the game

Being ahead is not enough; you need to checkmate. Practise these until they are automatic:

  • King and queen against king: use the queen to shrink the enemy king’s box a little at a time, bring your own king up, then mate on the edge. Watch out for stalemate: always leave the lone king a square to move to until the final move.
  • Two rooks against king: the rooks take turns checking along ranks, walking the king to the edge.
  • Passed pawns: a pawn with no enemy pawns in front of it or on the files beside it. Push it, with your king nearby, and it will often become a queen.

In the endgame the king becomes a strong piece. Bring it toward the centre once the queens are off the board.

Beating each computer level

Easy looks only one move ahead and adds randomness, so it often leaves pieces hanging. Take free material, keep your own pieces defended, and simplify by trading when you are ahead.

Medium looks about three moves ahead, so it sees short tactics. Do not leave pieces hanging, castle early, and aim for longer plans it cannot see, such as a pawn majority on one side that becomes a passed pawn.

Hard searches as deep as it can in under a second, usually five to seven moves ahead, and plays out captures before judging a position. Play solid chess: develop, castle, avoid weaknesses around your king, and look for endgames where long-term plans matter more than short tactics.

Playing as Black against any level is a little harder, because White moves first.

The special rules

Castling: the king moves two squares toward a rook and the rook jumps over it. Neither may have moved, the squares between must be empty, and the king may not be in check, pass through an attacked square or land on one.

En passant: when a pawn moves two squares and lands beside one of your pawns, your pawn may take it as if it had moved one square, but only on the very next move.

Promotion: a pawn that reaches the far side becomes a queen, rook, bishop or knight. Almost always pick the queen; a knight only when its check wins something at once.

Frequently asked questions

Why can I not move a piece?
Either your king is in check and that move does not get it out, or the piece is pinned to your king and moving it would leave the king in check. Both are illegal.
How do I get better quickly?
Play slowly enough to check for checks, captures and threats every move, and look at your losses afterwards to find the move where a piece was lost. That is where most games turn.
Is the Hard computer beatable?
Yes, with patient, solid play. It is strong at short tactics, so the way to beat it is to avoid tactical weaknesses and win slowly with better structure and a better endgame.
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Games in this guide

Chess

Play a full game of chess against the computer, as White or Black, at three levels. Every rule is in: castling, en passant, promotion and every draw.

  • Keyboard
  • Touch

Checkers

The classic board game of jumps and kings. Capture every piece of the computer, or leave it with no move.

  • Keyboard
  • Touch

Reversi

Outflank the computer on an 8 × 8 board: every disc you trap in a line flips to your side. Most discs at the end wins.

  • Keyboard
  • Touch

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