Should I learn openings or endgames first?
Usually learn basic checkmates and a few simple endgames first, alongside opening principles (control the center, develop, and castle), not memorized lines. Add specific openings later, once your own games show which one keeps costing you.
By Daniel Rozin · Published · Updated
How this guide was made: drafted with AI assistance, then checked against the sources cited on this page before publishing. Spot a mistake? Tell me.
Key takeaways
Start with mates you can finish, and with opening habits you can explain. Save long opening lines for later.
- Usually learn basic checkmates and a few simple endgames before memorized opening lines.
- In the opening, control the center, develop the pieces, and castle.
- Add a specific opening later, when your own games show which one keeps costing you.
- At beginner and club level, hanging pieces and missed tactics often decide the game before opening theory does.
- A weekly focus can rotate mates, king-and-pawn basics, one small opening repertoire, and a review of your own games. That focus is not a rating plan.
- For a coach, the student's biggest recurring weakness usually sets the order. Endgame-first is a valid teaching order, not a rule.
Why not start with memorized openings?
At beginner and club level, games are often decided by hanging pieces and missed tactics before a memorized line matters.
A line you remember still loses if a piece is loose or a check goes unanswered. The check for that is how to stop blundering. Opening principles still belong in the first weeks: control the center, develop, and castle. Those are habits, not a stack of variations.
Specific openings come later, when the same line keeps showing up in your losses. How to choose that small set is which openings to learn: usually one system as White and one reply each to 1.e4 and 1.d4, after the principles are in place.
Why learn basic endgames early?
Basic endgames teach how the pieces cooperate, and they give you a way to convert a win once the tactics quiet down.
Chapter I of Chess Fundamentals (1921) begins with simple mates. José Raúl Capablanca writes: "The first thing a student should do, is to familiarise himself with the power of the pieces. This can best be done by learning how to accomplish quickly some of the simple mates." The next section is "Some Simple Mates," and the first example is king and rook against king. The wording is from the Project Gutenberg text of that book, eBook #33870.
King and queen against king, and king and rook against king, are the usual first mates. They show that the king has to help the major piece. A few king-and-pawn endings come next, because a won game often becomes a race of kings and a passed pawn. That is a starting set, not a full endgame course.
A simple study order for a busy week
Use one focus for the week, then keep tactics and one reviewed game going beside it. The list is a schedule you can finish. It is not a promise about rating.
- Basic mates: king and queen against a lone king, and king and rook against a lone king. On Lichess Practice, the Checkmates lesson Piece Checkmates I includes chapters named Queen mate and Rook mate.
- King-and-pawn basics: how the kings oppose each other, and which squares the king needs to reach. Lichess Practice lists those ideas under Pawn Endgames as Key Squares and Opposition.
- Opening principles, plus one system as White and one reply each to 1.e4 and 1.d4. The plans, not a long memorized tree, are in which openings to learn.
- Ongoing tactics, plus a review of your own games. Replay a game without an engine first, which is how to analyze your own chess games.
What about the middlegame?
The middlegame is the stretch after the pieces are out and before a simple ending. Basic mates and opening principles do not replace a plan there. Threats, the pawn structure, the least active piece, and a short idea are how to improve your chess middlegame.
How should a coach order the lessons?
Usually start from the student's biggest recurring weakness. Endgame-first is a valid teaching order. It is not a rule for every student.
If the games are full of hanging pieces, the next lessons are often checks, captures, and loose pieces, even when the student asked for an opening. If wins keep slipping away in simple endings, the next lessons are often the basic mates. Many coaches mix the phases in the same week: a mate, an opening principle, and one game from the student's own play.
The order follows the games in front of you. A method that begins with simple mates is still a common approach. Capablanca's book begins Chapter I that way. Mixing phases is common too.
What your own games can show
The Chess Fingerprint can show which opening scores worst, and whether longer games score worse than shorter ones. The fingerprint suggests a focus from its top leak; treat it as a signal, not a verdict.
Best and worst openings appear when you have at least 4 games in that line, and an opening leak is flagged when the worst score is 40% or less. Those cutoffs are this app's display rules. The score in games of 40 full moves or fewer is compared with the score in longer games. When shorter games score at least 10 points higher, and there are at least 10 longer games, one leak card is titled "Long games slip away — your endgame is the leak." That card's fix is endgame study. The report ranks the leaks and shows the first one as the next action. The same leak list goes into the weekly plan.
A deep scan is separate. It groups moves with the app's phase rule: if six or fewer pieces other than pawns and kings are left, the move is an endgame; otherwise a move on or before move 10 is an opening, and a later move is a middlegame. It reports average centipawns lost per move in each phase, plus blunder and mistake counts. A blunder is an evaluation drop of at least 200 centipawns, and a mistake is at least 100 and under 200. Positions already decided on both sides of the move are not counted as blunders. The phase with the highest average is the one the scan marks as needing the most work.
FAQ
Should beginners memorize openings?
Usually no. Opening principles come first: control the center, develop, and castle. Add a specific opening later, when your own games show which one keeps costing you. A memorized line does not replace a check for hanging pieces.
Which endgames should I learn first?
Usually king and queen against a lone king, then king and rook against a lone king. After those mates, king-and-pawn basics such as opposition and the squares a king needs to reach. That is a starting set, not a complete endgame course.
Is learning endgames first outdated?
No. It is still a common approach. Capablanca's Chess Fundamentals begins Chapter I with simple mates. Many coaches mix the phases. Endgame-first is a valid order, not a rule for every student.
What if I keep losing in the opening?
Often the loss is a hanging piece or a missed tactic, not a missing line of theory. Check those before you add opening moves. If the same opening idea still decides games after that, study that opening.
How should a coach order lessons?
Usually start from the student's biggest recurring weakness. Endgame-first is a valid teaching order, and it is not a rule. Many coaches mix a basic mate, an opening principle, and one of the student's own games in the same week.
What about the middlegame?
The middlegame still needs its own plan: the opponent's threats, the pawn structure, the least active piece, and a short idea. Basic mates and opening principles do not replace that work. The middlegame guide is the place for that plan.
Sources
- Chess Fundamentals, by José Raúl Capablanca (Project Gutenberg eBook #33870). Retrieved 2026-10-05. The 1921 book. Chapter I is headed First Principles: Endings, Middle-game and Openings. It opens with the sentence that begins The first thing a student should do, then the section Some Simple Mates. Example 1 is king and rook against king. That sentence was checked against this file on the retrieval date and matches the quotation, including the comma after do and the spelling familiarise. No other sentence from the book is used.
- Lichess Practice. Retrieved 2026-10-05. The Checkmates section includes a lesson named Piece Checkmates I. Its chapters include Queen mate and Rook mate. Direct lesson URL checked the same day: https://lichess.org/practice/checkmates/piece-checkmates-i/BJy6fEDf. The Pawn Endgames section includes lessons named Key Squares and Opposition. Lichess does not publish a required study order on that page.
- RookMentor Chess Fingerprint and deep scan (in the app). Retrieved 2026-10-05. Best and worst openings need at least 4 games. An opening leak is a score of 40% or less. Games of 40 full moves or fewer are compared with longer games. When shorter games score at least 10 points higher and there are at least 10 longer games, a leak is titled Long games slip away — your endgame is the leak, and its fix is endgame study. Leaks are ranked by severity. The report shows the top leak as the next action and passes the leak list into the weekly plan. The fingerprint suggests a focus from its top leak; treat it as a signal, not a verdict. In the deep scan, an endgame is a move with six or fewer pieces other than pawns and kings. Otherwise a move on or before move 10 is an opening, and a later move is a middlegame. The scan reports average centipawns lost per move in each phase. Each move's loss is capped at 1000 centipawns before that average. It also counts blunders of at least 200 centipawns and mistakes of at least 100 and under 200. Positions already decided on both sides of the move, meaning both evaluations are past 800 centipawns and have the same sign, are not counted as blunders. Stockfish in the deep scan runs in the browser.
Analyze your own games
See which opening keeps costing you, and whether longer games score worse. The Chess Fingerprint is free and needs no signup. It reads public chess.com or Lichess games and lists best and worst openings when you have at least 4 games in a line, and it flags an opening leak when the worst score is 40% or less. It also compares your score in games of 40 moves or fewer with your score in longer games. When shorter games score at least 10 points higher, and there are at least 10 longer games, one leak card is titled "Long games slip away — your endgame is the leak," and its fix is endgame study. The fingerprint suggests a focus from its top leak; treat it as a signal, not a verdict. The report shows that top leak as the next action and sends the leak list into the weekly plan. A deep scan, separate from the fingerprint, reports average centipawns lost per move by phase, plus blunder and mistake counts, using the app's opening, middlegame, and endgame split. Positions already decided on both sides of the move are not counted as blunders. Free, with a chess.com or Lichess username. Stockfish runs in your browser.
See this in your own gamesDiscuss this on r/RookMentor (run by the RookMentor team)