
London and Jobava: Ideas, Models and Attack
Build a dynamic repertoire with the London System and the Jobava, combining strategic ideas, classic models and attacking plans.
ARLTBy GM Andrés Rodríguez and GM Leonardo Tristán
What to learn first, in what order, and what to skip. The road from the basic rules to playing complete games without feeling lost.
Starting chess has a problem other games do not: there is too much material available, and almost all of it is written for someone who already plays. You open YouTube looking for "how to learn chess" and three clicks later you are watching the Najdorf.
This is the short route, in the order that works.
The rules take an afternoon: how each piece moves, castling, en passant, promotion, check, checkmate and the ways to draw.
But there is something that is almost never taught alongside the rules and should be: how to deliver mate. It is desperately frustrating to reach an endgame a queen up and be unable to finish. Three positions are enough:
Half an hour on each and you can finish any game you win.
This is when real games begin, and the first lesson is the most important one in all of beginner chess: before you move, look at what your opponent can take.
It sounds obvious. It is not: the overwhelming majority of beginner games are decided because somebody left a piece where it could be captured.
The routine, for life:
Three questions, five seconds, and you are already above the average of your band.
At the same time, start on basic tactics: pin, double attack, knight fork, back-rank mate. Ten minutes a day. These are the patterns that win games when nobody knows any strategy yet.
This is where almost everyone gets lost studying variations. You do not need to. Three principles cover the first ten moves of almost any game:
1. Occupy the centre with a pawn. e4 or d4 as White; e5, d5, c5 or e6 as Black. The centre is where pieces reach everything from.
2. Develop knights and bishops towards the centre, and castle. Knights before bishops, and the king tucked away before move ten.
3. Do not move the same piece twice without a reason, and do not bring the queen out early. An early queen gets chased, and you lose four moves while your opponent develops.
That gets you to move twelve with a playable position against anyone at your level. Everything else is a luxury for now.
Once you stop giving pieces away, a lot of games start reaching the endgame. And an enormous number of half points get lost there for want of three things:
It is less material than it sounds and it decides games for the rest of your life.
Named openings. Sicilian, French, King's Indian: they are excellent and they are not for month one. Before the variation, you need to understand why you develop.
Elite game videos. They are entertaining and teach almost nothing at this stage: they move too fast over what you cannot see yet.
The engine. Early on it says "mistake" constantly without explaining anything, and it is discouraging.
Play people, not the computer. The computer at a low level plays badly in a strange way — it makes absurd moves — and that prepares you for nothing.
Start at ten or fifteen minutes. With three minutes there is no time to apply the checking routine, which is exactly what you are installing.
Write one sentence after every loss. "I hung the knight", "I had no idea what to do on move fifteen", "I lost the endgame". Ten sentences and you know what to study.
There comes a point where practising alone stops paying, and that point is earlier than almost everybody thinks: around month three. What is missing by then is not more material, it is an opponent who is not a program.
You learn badly against the engine past a certain point. An engine does not make human mistakes, so you do not train to punish them, and at low difficulty it makes mistakes a human would not, so you do not train for that either. It is useful for practising specific endings and not much for the rest.
Against a person three things appear that only appear there: nerves, which change how you think; the need to anticipate somebody who has a plan; and the real possibility of winning, which is what hooks you.
Where to find opponents at your level: any online platform with rating-based pairing — it is the easiest and the thing to do first — a local club, or simply somebody else who is also starting. That last one is the most underestimated: two people who start together sustain the habit far better than one alone.
Laid out on a calendar, so you know whether you are on track:
Month 1 — the rules and not giving pieces away. The rules, the three basic mates, and the routine of looking before moving. By the end of the month you should be able to play a whole game and beat somebody who learned yesterday.
Month 2 — elementary endings and the first openings. King and pawn, the three opening principles, and fifteen minutes of tactics a day. By the end of the month, most of your losses should no longer be pieces dropped in one move.
Month 3 — playing seriously against people. Long games, one or two a week, against opponents at your level. And starting to look at the finished game, even for five minutes.
Month 4 — analysis. Two games a week genuinely reviewed. It is the month where the curve changes slope, and hardly anybody does it.
Month 5 — the middlegame. Evaluation questions, short plans, pawn structure. This is when chess starts making sense instead of being a succession of threats.
Month 6 — the first tournament, if you want. It is not required and it is the best way to check how far you have come. And if not, a club: what matters is playing against people who study.
And to finish, what makes somebody spend six months not progressing having done everything in good faith:
Studying openings first. It is trap number one, because it is the easiest thing to find online and the closest thing to "studying". It is worth nothing until you stop losing pieces.
Playing only three-minute games. It is the most entertaining and the least instructive. In three minutes there is no time to apply anything you are learning.
Changing method every week. A video today, a book tomorrow, an app the day after. Chess is cumulative, and changing source every week stops anything accumulating.
Never playing against people. You can spend a whole year against the engine and reach a surprisingly low level, because half the skill is missing.
And measuring progress by the rating after two weeks. The rating of the first weeks is pure noise, and looking at it is the fastest way to get discouraged exactly when everything is going well.
You can learn alone, and plenty of people do. What a lesson saves at the start is the order: someone who looks at your first games will tell you in twenty minutes what would take you three months to work out, and above all will remove the three or four mistakes that become habits if nobody points them out in time.
After that, chess becomes fun faster. And at this stage, enjoying it is the most important part of the method: the beginner who has fun keeps playing, and whoever keeps playing improves.
How long before I can play a complete game unaided? An afternoon for the rules and about two weeks for the game to make sense start to finish. The part that takes longest is not learning the moves but finishing a won game, which is the three basic mates.
Do I need a physical board to start? No, and it helps. You can learn the whole thing on a screen; a thirty-dollar board makes positions clearer and is essential if you are ever going to play over the board.
Who do I play my first games against? People at your level on any platform with rating-based pairing. The engine on easy teaches badly, because it makes mistakes a human does not.
What do I do if everybody beats me? That is normal in the first month and means nothing. The only thing to look at at that stage is whether your losses come from pieces dropped in one move; while that is the cause, the answer is always the same.
If you want to put this into practice with structured material:

Build a dynamic repertoire with the London System and the Jobava, combining strategic ideas, classic models and attacking plans.
ARLTBy GM Andrés Rodríguez and GM Leonardo Tristán

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