Chess/Print version

Chess is an ancient Indian game of strategy, played by two individuals on an 8x8 grid. The objective is to maneuver one's pieces so as to put the opposing king in "checkmate". This book will cover the basic pieces of chess, before going on to some more advanced topics.

© Copyright 2003–2006 contributing authors, all rights reserved. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Document License, version 1.2. A copy of this is included in the section entitled GNU Free Document License.

Contents

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Playing The Game

Chess, unlike many other games, does not involve direct chance such as the roll of a dice or which card is drawn. The outcome completely depends on the decisions of the players. However, because of its vast complexity, the far-reaching consequences of some decisions are practically unforeseeable.

One player ("White") has the white pieces while the other ("Black") has the black pieces. Sometimes the colors are not black and white (for instance, light and dark, or yellow and blue), but they generally contrast each other. In friendly games the choice of colors can be made by any method, such as flipping a coin. If there is no coin at hand, another typical way of deciding would be to conceal a black piece in one hand and a white piece in the other and ask one's opponent to select a hand. The colored piece selected will be the opponent's color. In competitive games the players are assigned their colors.

Order of play

Once all the pieces have been arranged, White (or the lighter color) makes the first move. White always makes the first move; this is important for notation, and any chess player will insist upon it. After White has made the move, Black will then make a move. The gameplay will continue in alternating fashion, White making a move, followed by Black.

General movement rules

  • A move consists of moving a single piece, in accordance with its rules of movement, to a square that is unoccupied or occupied by an enemy piece. A player may never move a piece onto a square already occupied by another of his or her own pieces.
    • Exception: There is a special move called "castling" where two pieces, a rook and the king, are moved; see below.
  • If a piece is moved onto a square occupied by an enemy piece, the latter piece is removed from play and the first piece replaces it. The removed piece is said to have been captured or taken.
    • Exception: In en passant capture, a pawn moves to an unoccupied square but still captures another pawn "in passing"; see below.
  • Most pieces move and capture opponent pieces in the same way.
    • Exception: The pawn has separate rules for moving and capturing opponent pieces.
  • Most pieces may only make a move to a non-adjacent square if all the intervening squares are vacant (pieces may not 'jump over' other pieces).
    • Exception: The knight can move to any suitable final square regardless of occupants of other squares.
    • Exception: In castling, a king and a rook jump over each other.
  • No player may make a move that leaves their own king "in check" (see below).
  • The player must always make a move when it is his or her turn. In other words, he or she cannot choose not to make a move. If no legal move is possible the game ends in a draw (see below), except when the king is in check - this is called checkmate, and is usually how the opposing player wins.

Also, when a pawn moves to a square at the opposite end of the board, it becomes a different piece (pawn promotion); all of these exceptions are covered below in more detail.

The board

Traditionally, the game is played on a board of 64 alternating black and white squares turned with a white square to each player's near right-hand corner. "White on right" is a helpful saying to remember this convention. The light and dark squares on the chessboard and the light and dark chess pieces are traditionally referred to as "white" and "black" respectively, although in modern chess sets almost any colors may be used (as long as they are not the same colors.)

The horizontal rows of squares are called ranks and are numbered 1-8; the vertical columns of squares are called files and given the letters a-h. This way any single square can be easily identified by its rank and file, making it possible to record games by writing down the starting and ending position of the piece that moves every turn.

A chess diagram is always printed from the White player's perspective.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Chess board


The pieces

The movement of the individual pieces is described below. In all the board diagrams shown, the squares to which the piece in question can move are indicated with x's.


Pawn

Pawns can move one square straight forward, or optionally and on their first move only, two squares straight forward. The pawn is the only piece that can't move backwards. This piece is worth 1 point.


a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black pawn7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black pawng6 black kingh6 cross6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 crossg5 black kingh5 cross5
4a4 crossb4 black kingc4 crossd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 crossb3 black kingc3 white pawnd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 white pawnb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Pawn move


Capturing Pieces

The pawn can move one square diagonally forward to capture a piece, but cannot capture a piece by moving straight forward. For this reason, two opposing pawns on a file may become blocked by each other. In the first diagram below, legal capture moves for the white pawn are indicated with black circles.

To capture means to displace a piece, meaning, to replace the captured with the capturer.

In the second diagram below the White pawn is prevented from moving forwards by the Black pawn immediately in front of it (in the d-file) which it cannot capture, but it can capture the adjacent Black pawn by moving diagonally forward as seen in the last diagram.

The pawn is the only piece that moves and captures differently.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black circled5 black kinge5 black circlef5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 white pawne4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Pawn capture
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black pawne5 black pawnf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 white pawne4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Position before capture
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black pawne5 white pawnf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Position after capture


Knight

The knight has a unique move that allows it to flank the other pieces. The easiest way to describe this move is that he moves to a square of the opposite color from the one he's on that is exactly two squares away from him. This piece is worth 3 points.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 crosse7 black kingf7 crossg7 black kingh7 black king7
6a6 black kingb6 black kingc6 crossd6 black kinge6 black kingf6 black kingg6 crossh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 white knightf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 crossd4 black kinge4 black kingf4 black kingg4 crossh4 black king4
3a3 black kingb3 black kingc3 black kingd3 crosse3 black kingf3 crossg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Knight move, when starting from a dark colored square he moves to a light square two away
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 crosse7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 crossd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black circleh4 black king4
3a3 black kingb3 crossc3 black kingd3 black kinge3 black circlef3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black circled2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 white knightb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
The knight moves along straight lines like all other pieces, two such lines marked here


Another way to visualize the move is this: of the 16 squares that are 2 away from a knight he reaches the 8 that are of the opposite color of the square he's on and the other 8 can be reached by a queen where she on his square.


a b c d e f g h
8a8 black circleb8 black kingc8 black kingd8 black kinge8 black circlef8 black kingg8 black kingh8 black king8
7a7 black kingb7 black circlec7 black kingd7 black kinge7 black circlef7 black kingg7 black kingh7 black circle7
6a6 black kingb6 black kingc6 black circled6 crosse6 black circlef6 crossg6 black circleh6 black king6
5a5 black kingb5 black kingc5 crossd5 black circlee5 black circlef5 black circleg5 crossh5 black king5
4a4 black circleb4 black circlec4 black circled4 black circlee4 white knightf4 black circleg4 black circleh4 black circle4
3a3 black kingb3 black kingc3 crossd3 black circlee3 black circlef3 black circleg3 crossh3 black king3
2a2 black kingb2 black kingc2 black circled2 crosse2 black circlef2 crossg2 black circleh2 black king2
1a1 black kingb1 black circlec1 black kingd1 black kinge1 black circlef1 black kingg1 black kingh1 black circle1
a b c d e f g h
Knight move compared to the queen move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black circled7 crosse7 black circlef7 crossg7 black circleh7 black king7
6a6 black kingb6 black kingc6 crossd6 black kinge6 black kingf6 black kingg6 crossh6 black king6
5a5 black kingb5 black kingc5 black circled5 black kinge5 white knightf5 black kingg5 black circleh5 black king5
4a4 black kingb4 black kingc4 crossd4 black kinge4 black kingf4 black kingg4 crossh4 black king4
3a3 black kingb3 black kingc3 black circled3 crosse3 black circlef3 crossg3 black circleh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Knight move compared to the queen again. Of the squares 2 away, the knight has 8 marked X and the queen could reach the other 8


It is important to remember that the knight moves in a straight line like all the other pieces, it's just along lines of movement no other piece uses. Consider this comparison: A queen moves ordinally along the ranks and files - North, East, South, and West on a compass rose; and she also moves diagonally - Northeast, Southeast, Southwest, and Northwest on a compass rose. The knight moves along the wind lines of the rose - North by Northeast, East by Northeast, and so on. These lines pass between the squares adjacent to the knight and pass through the middle of the squares that are one square away from the knight. The knight moves to the first square its line of movement passes through the middle of, so like the King the knight has eight squares he can move to when he is near the center of the board. Since the knight is moving between the squares adjacent to him pieces do not hinder his move whether they are allied or enemy.

Capturing Pieces

The knight captures any opponent's piece that occupies a square it can move to by removing that piece from the board and placing the knight in that square. An important consequence of the knight's use of wind lines is that it can attack (that is, threaten to capture) pieces without being threatened in return so long as they are not also knights. The reverse is also true - pieces attacking a knight are never threatened by it.


a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black pawne6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black rookd5 black kinge5 black kingf5 black kingg5 black pawnh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 white knightf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black bishopd3 black kinge3 black kingf3 black kingg3 black rookh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black queene2 black kingf2 black pawng2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Knight capture
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black queene6 black kingf6 black queeng6 black kingh6 black king6
5a5 black kingb5 black kingc5 black queend5 white queene5 white queenf5 white queeng5 black queenh5 black king5
4a4 black kingb4 black kingc4 black kingd4 white queene4 white knightf4 white queeng4 black kingh4 black king4
3a3 black kingb3 black kingc3 black queend3 white queene3 white queenf3 white queeng3 black queenh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black queene2 black kingf2 black queeng2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Knight capture - Jumping over pieces


Bishop

The bishop can move any number of squares diagonally. The bishop may not jump over any piece of either color.

The bishop is restricted to the color of squares on which it began the game. Each player starts out with one light-square bishop that moves on the light colored squares, and one dark-square bishop that moves on the dark colored squares. In the diagram below, the bishop stands on a light square and can only move to other light squares. This piece worth 3 points.


a b c d e f g h
8a8 crossb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 crossc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 cross7
6a6 black kingb6 black kingc6 crossd6 black kinge6 black kingf6 black kingg6 crossh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 black kingf5 crossg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 white bishopf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 crosse3 black kingf3 crossg3 black kingh3 black king3
2a2 black kingb2 black kingc2 crossd2 black kinge2 black kingf2 black kingg2 crossh2 black king2
1a1 black kingb1 crossc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 cross1
a b c d e f g h
Bishop move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black queenc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 crossd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 black kingf5 black queeng5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 white bishopf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 crosse3 black kingf3 crossg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black queend2 black kinge2 black kingf2 black kingg2 crossh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black queen1
a b c d e f g h
Bishop capture


Capturing Pieces

The bishop captures any opponent's piece that it encounters during the movement described above, and then occupies the captured piece's square. In the diagram above the bishop may take any of the black queens. Notice that bishop may not move (jump) to squares behind or capture pieces hiding behind the queens.

Rook

The rook can be moved any number of squares horizontally or vertically, but not diagonally. Like the bishop, the rook cannot jump over any pieces, except for "castling".This piece is worth 5 points.


a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 crossf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 crossf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 crossf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 crossf5 black kingg5 black kingh5 black king5
4a4 crossb4 crossc4 crossd4 crosse4 white rookf4 crossg4 crossh4 cross4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 crossf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 crossf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 crossf1 black kingg1 black kingh1 black king1
a b c d e f g h
Rook move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black queenf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 crossf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 crossf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 crossf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black queenc4 crossd4 crosse4 white rookf4 black queeng4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 crossf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black queenf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Rook capture


Capturing Pieces

If the rook attempts to occupy a space already occupied by an opponent's piece, it captures the piece. In the diagram above the rook may take any of the black queens.

Queen

The queen is the most powerful piece, being able to move any number of squares in any lateral or diagonal direction. It is best described as the combination of a rook's and bishop's movement capabilities.This piece is worth 9 points.


a b c d e f g h
8a8 crossb8 black kingc8 black kingd8 black kinge8 crossf8 black kingg8 black kingh8 black king8
7a7 black kingb7 crossc7 black kingd7 black kinge7 crossf7 black kingg7 black kingh7 cross7
6a6 black kingb6 black kingc6 crossd6 black kinge6 crossf6 black kingg6 crossh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 crossf5 crossg5 black kingh5 black king5
4a4 crossb4 crossc4 crossd4 crosse4 white queenf4 crossg4 crossh4 cross4
3a3 black kingb3 black kingc3 black kingd3 crosse3 crossf3 crossg3 black kingh3 black king3
2a2 black kingb2 black kingc2 crossd2 black kinge2 crossf2 black kingg2 crossh2 black king2
1a1 black kingb1 crossc1 black kingd1 black kinge1 crossf1 black kingg1 black kingh1 cross1
a b c d e f g h
Queen move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black queenf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black queenc7 black kingd7 black kinge7 crossf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 crossd6 black kinge6 crossf6 black kingg6 black queenh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 crossf5 crossg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black queend4 crosse4 white queenf4 crossg4 crossh4 black queen4
3a3 black kingb3 black kingc3 black kingd3 crosse3 crossf3 black queeng3 black kingh3 black king3
2a2 black kingb2 black kingc2 black queend2 black kinge2 black queenf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Queen capture


Capturing Pieces

The queen captures any opponent's piece that it encounters during the movement described above, and then occupies the captured piece's square. In the diagram above the queen may take any of the black queens.

King

The king can move one square at a time in any direction, as long as doing so does not place himself in check (see below). This piece is worth ∞ points, because if you lose the king, you lose the game. (Note that the king would be 3.5 points as an attacker/defender.)

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 crossf5 crossg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 crosse4 white kingf4 crossg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 crosse3 crossf3 crossg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
King move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black knighte5 black kingf5 black knightg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 white kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black knighte3 black kingf3 black knightg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
King capture
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black knightf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black knighte4 white kingf4 black knightg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black knightf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
King capture


Capturing Pieces

The king may capture any opponent's piece adjacent to it, as long as doing so does not place himself in check (see below). In the diagrams above the king may take any of the black knights.

Check

The king is the most important piece belonging to each player, though not the most powerful. If a player moves a piece such that he threatens to capture his opponent's king in the next move, that king is said to be in check.

If a player's king is in check, he must immediately remove the check by moving the king, blocking the check with another piece, or capturing the checking piece.

In the diagram below black's rook has checked the white king. White may avoid the check by moving the king one step sideways, blocking the check by putting the rook between the attacking black rook and the white king, or capture the black rook using the white bishop. Other normally legal moves, like moving one of the pawns, are illegal in this position since they will not remove the check.

In a friendly game, a check is usually announced by saying check after the move is completed.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 white rookf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 white bishope4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 white pawn3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 white pawnh2 cross2
1a1 black rookb1 black kingc1 black kingd1 black kinge1 crossf1 black kingg1 white kingh1 black king1
a b c d e f g h
White king in check


Checkmate

If the king is placed in check and can not escape, it is said to have been checkmated (or "mated" for short). The first player to checkmate the opponent's king wins the game. Note that the king is never actually captured, since it is obliged to move out of check whenever possible (and the game ends when it is impossible). In the diagram below white has no options to escape the check from black's rook, he is therefore checkmated.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 white pawnh2 white pawn2
1a1 black rookb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 white kingh1 black king1
a b c d e f g h
White king in checkmate


Special Restrictions — Avoiding "Self-check"

Players may not make any move which allows their king to be captured in the next move, i.e. places their own king in check. Thus two kings may never occupy adjacent squares, since they would have put themselves in check by moving there. This is called the "opposition" and is indispensable when, for instance, you are using a queen or rook to checkmate a king.

The white king in the following diagram cannot move upwards or to the left since it would be in check from the bishop, or diagonally downwards which would leave it adjacent to the black king. Also, as no piece is threatening it if it fails to move, the king is not currently in check. Similarly, the black king cannot move diagonally upwards as that would put it next to the White king.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black bishoph7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 crosse5 black kingf5 crossg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 white kingf4 crossg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 crosse3 crossf3 black kingg3 black circleh3 black circle3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black circleg2 black kingh2 black circle2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black circleg1 black circleh1 black circle1
a b c d e f g h
King may not move to an attacked square


The diagram below shows a position where the white bishop's movement is restricted by the same rule; the bishop can not be moved since the move would let black capture the white king in his next move. The white king on the other hand may move to any of the adjacent squares.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black rookf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 white bishopf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Bishop may not move


Special Moves

Pawn Promotion

If a pawn makes it to one of the eight squares along the far edge of the board from their initial position, the pawn is "promoted". Upon reaching the far rank the player exchanges the pawn with either a queen, a rook, a bishop, or a knight. The player's move ends when the new piece occupies the promoted square.

The new piece need not be a previously captured piece. Thus a player can have more than one queen, and more than two rooks, bishops or knights on the board. The player may never have more than one king, since the pawn can not be promoted to a king. In theory it is possible to get up to nine queens, or ten rooks, bishops or knights since there are eight pawns to promote. In practice however the pawn is usually promoted to a queen, since it is the most powerful piece, and it is rare for a player to have more than two queens on the board. If an extra queen is not at hand, an upside-down rook is usually used as a substitute.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 crossf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 white pawnf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Pawn promotion - before move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 white queenf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Pawn promotion - after move


Castling

Kingside castling: O-O
Queenside castling: O-O-O

Castling is a move involving the king and either of the rooks. Castling performed with the king's rook is called kingside castling, performed with the queen's rook is called queenside castling. A castling is typically done to move the king to a protective 'castle' surrounded by three pawns and a rook.

Subject to restrictions detailed below, a player may move his king two squares towards the rook, and subsequently, on the same turn, move the rook adjacent to but on the opposite side of the king, (onto the square over which the king has just passed).

The restrictions specific to castling are:

  1. Neither the king nor the participating rook may have moved previously in the game
  2. The king must not be in check at the start of the move, though it may have been in check previously in the game.
  3. The square over which the king passes must not be under attack ('in check') from an enemy piece. (This would expose the king to a "check" in passing.) The rook(s) may be under attack, or the queens' rooks may pass through an attacked queens' knight square.
  4. The king must not be in check at the end of the move. (Also applies to all normal moves.)
  5. The squares between the king and rook must be vacant.

The diagrams below show examples of positions where castling is not legal.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black rookf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 white pawnh2 white pawn2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 white rook1
a b c d e f g h
King in check before move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black bishopc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 white pawnh2 white pawn2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 crossg1 black kingh1 white rook1
a b c d e f g h
King passing attacked square
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 white pawnh3 black knight3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 black kingh2 white pawn2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 crossh1 white rook1
a b c d e f g h
King in check after move
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 white pawng2 white pawnh2 white pawn2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black knightg1 black knighth1 white rook1
a b c d e f g h
Square(s) occupied


Note that the king must be the first piece moved and it must be moved two squares before it is released. If the rook is touched or moved first, then the king must stay where it is. This rule mainly applies in "strict rules of chess" where if a piece is touched, it must be moved. Touching the rook first indicates a rook only move, while releasing the king after one square indicates a king only move. Moving the king two squares is not a legal move by itself, and indicates a castling move.


En passant capture

En passant is French for "in passing"; you capture an enemy pawn as it is passing you.

When a pawn on its first move advances two squares onto the same rank as an opposing pawn on an adjacent file, this opposing pawn may, on that player's next move only, capture the advancing pawn as though it had only moved one square (provided the move is otherwise legal). The pawn's ability to move two squares on their first move was a relatively late addition to the game of chess. En Passant was introduced to prevent abuses of the new rule.

In the following example, the Black pawn advances two squares, and is captured by the White pawn which moves diagonally forwards and to the right (as if the Black pawn had moved only one square forward and been there). This move is only allowed on the turn in which the option is presented.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black pawng7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 white pawnf5 crossg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
En passant black is about to move the pawn
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 crossg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 white pawnf5 black pawng5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
En passant before capture
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 white pawng6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
En passant after capture


Initial position

a b c d e f g h
8a8 black rookb8 black knightc8 black bishopd8 black queene8 black kingf8 black bishopg8 black knighth8 black rook8
7a7 black pawnb7 black pawnc7 black pawnd7 black pawne7 black pawnf7 black pawng7 black pawnh7 black pawn7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 white pawnb2 white pawnc2 white pawnd2 white pawne2 white pawnf2 white pawng2 white pawnh2 white pawn2
1a1 white rookb1 white knightc1 white bishopd1 white queene1 white kingf1 white bishopg1 white knighth1 white rook1
a b c d e f g h
Initial position

In the initial position each side has eight pawns, two rooks, two knights, two bishops, a queen and a king arranged as shown in the diagram below. Note that the only pieces on either side which can initially move are the pawns and knights.

Beginners often set up the board incorrectly; it is a complex position to remember. The following mnemonics may help you remember where the pieces go.

  • White on the Right It is important that the bottom-right-hand square is light-colored.
  • Knights live in castles One knight is placed next to each rook (rooks look like the towers of a castle, and are sometimes [incorrectly] even called castles.)
  • Queens on their color OR The dress matches the shoes The White Queen goes on a White Square, Black Queen goes on a Black Square
  • Bishops are advisers to the Royalty Bishops surround the King and Queen.
  • White King on the Right From the White Player's perspective, both Kings are on the right, and from the Black Player's perspective, the Kings are on the left.

If the ranks and files are printed on the board, the following rules may be helpful:

  • White's pieces should be placed on the 1st and 2nd rank, and Black's pieces should be placed on the 7th and 8th rank.
  • The Queens should be positioned on the d-file (D for Dame).


Conclusion of the game

Play continues to alternate between White and Black until one of the following outcomes is reached:

Winning and losing

  • One player's king is checkmated. The game is lost by that player.
  • In a competitive game, one player runs out of time. The game is lost by that player (with two important exceptions, see draws below).
  • One player resigns, which is equivalent to quitting the game. A player may resign on either his or his opponent's turn. Resignation is often symbolized by the resigning player tipping over his king.

Draws

  • The player to move has been stalemated, meaning that he has no legal move and is not in check.
  • Both players agree to draw the game. Either player may offer a draw to the opponent upon completion of his move. If the offer is accepted, the game is drawn. If the offer is rejected, the game will continue.
  • A player can claim a draw with if any of the following are true:
    • If the exact same position occurs or will occur three times with the same player to move, the player on move may claim a draw by threefold repetition. Note that the same set of moves must be available for each player (including castling and en passant).
    • No pawn has moved and no piece was captured in the last 50 moves.
    • The opponent does not have sufficient material to checkmate him by any legal sequence of moves.
    • Both players have run out of time in a competitive game.
    • One player has run out of time in a competitive game, but the opponent does not have sufficient pieces to checkmate him by any legal sequence of moves.
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black pawnc6 black kingd6 black kinge6 black kingf6 white kingg6 white queenh6 black king6
5a5 black kingb5 white pawnc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Black (to move) is stalemated
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 white queen8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 white pawnh3 white pawn3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black rookg2 white kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black circleg1 crossh1 cross1
a b c d e f g h
Threefold repetition
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black bishopg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 white bishopg1 white knighth1 black king1
a b c d e f g h
50 move rule
a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 white knightg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 white kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Insufficient mating material


The diagrams above shows example of some of the draw rules:

  • Stalemate: Since black can not move the pawn or the king without placing himself in self-check, the game results in a stalemate.
  • Threefold repetition: Black has checked white, and can continue to check white forever by moving the rook back and forth between f2 and f1. The same position will thus occur again and again.
  • 50 move rule: White has material advantage and enough material to mate, but if black plays correctly black will use his bishop to avoid being mated forever.
  • Insufficient mating material: White has material advantage, but not enough material to mate.

Chess Etiquette

Generally, chess games at tournaments are conducted under the following rules:

  • Touch-move rule - If a player touches his own piece, he must move it, and if a player touches an opponents piece, he must capture it (unless the capture is not possible). If he releases a piece on a square, the move is completed and can't be taken back. If you need to center a piece on its square, it is traditional to say j'adoube (I adjust).
  • Be silent when your opponent is on the move - You can only adjust pieces, offer a draw, or claim a draw when it is your turn to move.

A friendly game may be played in any way that is mutually agreeable. Generally it is considerate to avoid distracting your opponent.

Glossary

  • Capture - To move one's piece into the same square as one of one's opponent's pieces. The opponent's piece is removed from the board.
  • Check - The king is 'in check' when it is being attacked by an enemy piece.
  • Checkmate - The player whose turn it is can make no legal move to get his king out of check.
  • Stalemate - The player whose turn it is can make no legal move, but the king is not in check.

Notating The Game

Notating chess games is important to any chess student, since it allows them to review their strategy and that of their opponent, to read of classic chess encounters, and follow how the game developed. Further, chess puzzles are often set in magazines, newspapers and online, and their solutions are notated; for an example, see The Times Chess [dead link].

Algebraic notation

A very common nomenclature for chess games is algebraic notation. There are several older systems of notation, but these are less common.

In algebraic notation, we use

  • R for a Rook;
  • N for a Knight;
  • B for a Bishop;
  • K for a King;
  • Q for a Queen;
  • no letter for a Pawn.

Sometimes a pictorial language-independent notation is used, in which a picture of a horse might represent a Knight, and so on.

Each square on a chess board is given by a coordinate, much like a map or a planar graph. The ranks (rows) are indexed with Arabic numerals 1 through 8, and the files (columns) are indexed with Latin letters “a” through “h.” A square’s coordinate is denoted as its file index followed by its rank index. For example, in the board below, black’s King is on the square d5.

If black moves his King to, say, d6, the move is notated as Kd6, i.e. the King has moved to square d6.

If more than one piece of the same type could have moved to the square to which the piece was moved, then the file of the piece prior to its move should come in between the piece's symbol and the coordinates of its destination (i.e., Qee7.) If necessary, the rank it was on may also be added, (i.e., Qe6e4.)

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 black kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
The board's co-ordinates

Moves in which a piece is captured, a King put in check, or checkmate have special notations.

  • If a piece is captured, a cross (x) is inserted just before the destination square. Thus, if the capture is done by a Pawn, the cross is preceded by the column the Pawn occupied prior to the capture.
  • If the King is put in check, the move's notation is followed by a plus sign (+).
  • If the King is put in checkmate, the move's notation is followed by a hash or double plus signs ('#",++,) or the word "mate" or "checkmate."

Annotation shorthand

Annotation shorthand is not a notation system. Rather, it is a system of symbols for the player or annotator to add his descriptions or comments. A player or annotator notating a game might wish to highlight an excellent move, question a bad one, or indicate which player he thinks has the advantage.

  • If a move is followed by an exclamation mark (!), the player/annotator is surprised by the move's quality.
  • If a move is followed by a question mark (?), the player/annotator suspects the move may have been poor.
  • If a move is followed by an exclamation mark and then a question mark (!?), the move interests the player/annotator, though it may be sub-optimal.
  • If a move is followed by a question mark and then an exclamation mark (?!), the player/annotator fears that the move may be conclusive.

Repeating a symbol (e.g. !! or ??) adds emphasis.

Results are written as white's score followed by black's score. For example, 1–0 indicates that white won, and 0–1 indicates that black won. In the case of a draw, the result is ½–½.

There are some additional symbols for the player/annotator to note his thoughts on the game in general, rather than on any particular move.

  • An equals sign (=) indicates positional equality between the players.
  • A plus-minus sign (+/–) indicates that white is considered to have the advantage.
  • A minus-plus sign (–/+) indicates that black is considered to have the advantage.

Ambiguity

Sometimes algebraic notation can be ambiguous—that is, two pieces of the same designation can move to one square. For example, a player might be able to move either of his Rooks to the same square. In these cases, it is essential to specify which piece was moved.

The precise move is specified by designating the file (column) that the piece moved from, before the move's final co-ordinate. For example, Nd2 indicates that a Knight moved to d2, but Nbd2 indicates that the Knight that was in column b moved to d2. If a piece's file is not enough to precisely specify the move, then its rank is used instead. If neither is enough on its own, both are used.

Special moves

Some special moves are tricky to write in algebraic notation, and must have their own notation.

  • Castling King-side is written O-O.
  • Castling Queen-side is written O-O-O.
  • En Passant (or En Passe") (French for "In passing") capture is written as if the captured pawn only moved one square. The notation may be followed with e.p. or ep to clarify that the capture was done En Passant.
  • If a Pawn is promoted, the Pawn's initial move is written, followed by an equal sign and then the shorthand for the new piece; for instance, e8=Q. Any additional nomenclature or annotation is written after the shorthand for the new piece (such as c8=Q+ if a Pawn promoted to a Queen on c8 places the opposing King in check.)

Sample game in algebraic notation

If you have familiarized yourself with algebraic notation, consider this short sequence of moves. Try to follow the game by looking at the moves in algebraic notation, and the boards.

The game has begun, and is nearing the end. White is to move.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black kingd4 black kinge4 black kingf4 black queeng4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 white bishope3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Sample Game


White decides to move his Bishop from d3 to c4, to check black's King. This is white's thirtieth move. So in algebraic notation, we write

  • 30. Bc4+

Since only one Bishop could move to c4, the Bishop's initial position was not specified. The + indicates the check.

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 white bishopd4 black kinge4 black kingf4 black queeng4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Sample Game

White's Bishop is now, unfortunately, in the Queen's line of fire. Black decides to capture it. So for black's 30th move we write

  • 30... Qxc4

The x signifies that a piece has been captured. When black's move is written separately from white's, an ellipsis (...) is placed between the number and the move. The ellipsis indicates that white's move has been omitted.

The board now looks like this:

a b c d e f g h
8a8 black kingb8 black kingc8 black kingd8 black kinge8 black kingf8 black kingg8 black kingh8 black king8
7a7 black kingb7 black kingc7 black kingd7 black kinge7 black kingf7 black kingg7 black kingh7 black king7
6a6 black kingb6 black kingc6 black kingd6 black kinge6 black kingf6 black kingg6 black kingh6 black king6
5a5 black kingb5 black kingc5 black kingd5 black kinge5 black kingf5 black kingg5 black kingh5 black king5
4a4 black kingb4 black kingc4 black queend4 black kinge4 black kingf4 black kingg4 black kingh4 black king4
3a3 black kingb3 black kingc3 black kingd3 black kinge3 black kingf3 black kingg3 black kingh3 black king3
2a2 black kingb2 black kingc2 black kingd2 black kinge2 black kingf2 black kingg2 black kingh2 black king2
1a1 black kingb1 black kingc1 black kingd1 black kinge1 white kingf1 black kingg1 black kingh1 black king1
a b c d e f g h
Sample Game

White is in trouble now, and decides to flee to f2. His move is

  • 31. Kf2

If black checks white's King, by moving his Queen to c2, his move is

  • 31... Qc2+

Descriptive Notation

An older form of notation you will run into quite frequently is Descriptive Notation. It is useful to know because older books use it.

In this form, instead of the files being a, b, c etc., they are Queen rook (QR), Queen Knight (QN), Queen Bishop (QB), Queen (Q), King (K), King Bishop (KB), King Knight (KN) and King Rook (KR). The ranks are labelled from your point of view so that the square e4 (in algebraic) is White's K4 and Black's K5.

To record the moving of a piece, you write the piece, then a dash, ("-") which means "moves", or "moves to" and to where it moves. 1. P-K4 means move a Pawn to the 4th rank in the King's file. N-Q-B3 means you move your Knight to the third rank in the Queen's Bishop file. For a capture, you specify the piece taking, and the piece to be taken. QRPxN means Pawn in the Queen Rook file takes Knight. Excessive notation is left out so that if there is only one way a Pawn could legally take a Knight, the move is recorded as PxN. Note that if a piece is specified to be on the King's or Queen's side of the board, that is the side it is on now, NOT the side it started out on. In rare occasions the move will still be ambiguous when, for example, both Knights can make a particular capture and both of them are on the same side. It would then be necessary to insert a "/" which means "on". For example: N/3XP (for the rank) or N/BXP (for the file).

In order to compare the two systems, we could look at the same game in both algebraic and descriptive notation in full (1, 3, 5) and abbreviated (2, 4, 6) notation.

Algebraic Descriptive
  1. e2-e4 e7-e6
  2. d4 d5
  3. Nb2-c3 Bf8-b4
  4. Bb5+ Bd7
  5. Bh3xd7+ Qd8xd7
  6. Ne2 d3xe4
  7. 0-0
  1. PK2-K4 PK2-K3
  2. P-Q4 P-Q4
  3. NQN1-QB3 BKB1-QN5 1
  4. B-QN5ch B-Q2 2
  5. BKR3xQ7ch QQ1-Q2xB
  6. N-K2 PQ3xPK4
  7. 0-0
1.^ Note here that since only one Bishop can move to QN5, it is unnecessary to specify which Bishop moved to that square.
2.^ Check is indicated by "ch", or "+", and "++" for the uncommon but not entirely rare double check, and "+mate" or "+++" for checkmate.

Coordinate Notation

A different type of notation uses only the squares that the pieces were on to denote movements; the dash "-" is inserted to denote "moves to". For example, to denote the earlier 7 moves, the following notes are shown:

  1. e2-e4 e7-e6
  2. d2-d4 d7-d5
  3. b1-c3 f8-b4
  4. f1-b5+ c8-d7
  5. b5xd7+ d8xd7
  6. g1-e2 d5xe4
  7. 0-0 or 0-0-0

ICCF numerical notation

1 2 3 4 5 6 7 8
8 18 28 38 48 58 68 78 88 8
7 17 27 37 47 57 67 77 87 7
6 16 26 36 46 56 66 76 86 6
5 15 25 35 45 55 65 75 85 5
4 14 24 34 44 54 64 74 84 4
3 13 23 33 43 53 63 73 83 3
2 12 22 32 42 52 62 72 82 2
1 11 21 31 41 51 61 71 81 1
1 2 3 4 5 6 7 8
Sample Game

A move is denoted by the file (1 to 8) and rank (1 to 8) of its starting square followed by its destination square (from 11 at the White Queen’s Rook square to 88 at the Black King’s Rook square). "1. e4" is denoted as "1. 5254" in ICCF notation. Unlike other notations, ICCF notation does not make apparent when castling, check, checkmate, and capture took place (castling King side is 5171 for white and 5878 for black). Pawn promotion necessitates a fifth number specifying the new piece (1=Queen, 2=Rook, 3=Bishop, 4=Knight). This notation is considered to be international in that there is no dependency on piece names or specific alphabets. However, this notation still depends on Arabic numerals.

Tactics

Chess/Tactics

Tactics

Chess/Tactics Exercises

Strategy

Chess/Strategy

Basic Openings

Chess/Basic Openings

Sample chess game

Chess/Sample chess game

The Endgame

Chess/The Endgame

Variants

Chess/Variants

Tournaments

Chess/Tournaments

Optional homework

These optional homework problems will test your ability to apply chess concepts. Try them and learn!

Homework 1

Chess/Optional homework/1

Homework 2

Chess/Optional homework/2

Homework 3

Chess/Optional homework/3

Homework 4

Chess/Optional homework/4

Solutions

Chess/Optional homework/Solutions

GNU Free Documentation License

GNU Free Documentation License