Getting started
What the pieces are worth, the A B C D of opening a game, writing your moves down, and the two rules everybody finds surprising.
Read moreGraham’s own teaching material, written for the players at the club and useful to anyone learning.
What the pieces are worth, the A B C D of opening a game, writing your moves down, and the two rules everybody finds surprising.
Read moreHow to start a game well: control the centre, develop your pieces, get the king safe.
Read moreThe openings and gambits the club plays — Evans, French, Sicilian, London and more — each with a board you can play through.
Read moreThe building blocks — forks, pins, skewers, and seeing one move further than your opponent.
Read moreChecks, captures and targets, then pins, skewers, removing the guard, and the plans that create them.
Read moreShort, sharp ways games end early, and how not to fall into them.
Read morePawn structures, the opposition, the crooked path, queening races, and the many ways a game ends in a draw.
Read moreA trap deep-dive: what happens after 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4, and why the greedy reply loses.
Read moreMost junior games are decided by a piece given away. The T.R.I.P. checklist, landmines, ticking bombs and the art of exchanges.
Read moreEarly attacks, gambits and daring sacrifices — not always sound, but a lot of fun.
Read moreThe English Chess Federation’s award scheme — what Bronze and Silver ask you to know, and where the free practice sheets are.
Read moreThe club is one morning a week, and most children want to play more than that. These are the sites Graham points people to:
These are other people’s sites, so the club has no say in what they show or ask for. A grown-up should be the one setting up any account.