Notation · 6 min read
How to memorise the board: squares, colours and coordinates
Knowing the board is the hidden prerequisite for calculation. If you have to count files to find f6, you are spending your thinking time on bookkeeping instead of chess — and you will misread your own notation.
The goal is instant recall: name a square and you should know its colour, its neighbours, its diagonals and which pieces could reach it.
The colour rule
- a1 is dark. Files a, c, e, g have dark squares on odd ranks; files b, d, f, h have dark squares on even ranks.
- Quick test: add the file number (a=1 ... h=8) to the rank. Odd total means a dark square, even total means light.
- Why it matters: it tells you instantly whether a bishop can ever attack a square, and whether an endgame with a passed pawn and wrong-coloured bishop is drawn.
Landmarks before lists
- Learn the four centre squares first (d4, e4, d5, e5), then the extended centre.
- Learn the long diagonals a1-h8 and h1-a8 as objects, not as sequences of squares.
- Learn the standard attacking squares: f7 and f2, h7 and h2, g7 and g2, c7 and c2 — the squares almost every early tactic touches.
- Learn the eight squares a knight reaches from d4 and from f3 by heart; every other knight pattern is a translation of those.
Five daily drills, ten minutes total
- Colour call: name twenty random squares aloud with their colour. Two minutes.
- Diagonal walk: pick a square and say the full diagonal in both directions without looking. Two minutes.
- Knight path: from a1, reach h8 in as few knight moves as possible, saying each square. Two minutes.
- Blind piece placement: place a queen and a king mentally, then list every square the queen covers. Two minutes.
- Notation reading: read six moves of a game from a scoresheet without a board and describe the resulting position. Two minutes.
From coordinates to visualisation
Once squares are automatic, extend to short blindfold sequences: replay the first eight moves of an opening you play in your head, then check on a board. Errors early on are normal; the fix is shorter sequences, not more effort.
Visualisation is also what makes calculation reliable. Most miscalculations are not logic failures — they are memory failures about where a piece ended up two moves ago.
Practise on real games
Step through your own converted games and, before each move, say the square you expect the piece to go to and its colour. It welds coordinate recall to positions you actually care about, and it makes your handwriting on the next scoresheet far easier to read back.
Key takeaways
- File number plus rank: odd is dark, even is light.
- Learn landmark squares and diagonals rather than all 64 as a list.
- Ten minutes a day of colour, diagonal and knight drills is enough.
- Blindfold short opening lines to convert recall into calculation.
Frequently asked questions
- Is memorising all 64 square colours necessary?
- Not as a list. Learn the parity rule and a handful of landmarks; recall becomes automatic through use.
- How long does it take to become fluent?
- Most players get reliable colour and coordinate recall within two to three weeks of short daily drills.
- Does this help my notation?
- Directly. Reading and writing moves at speed is coordinate recall, which is why players with weak board memory produce the messiest scoresheets.