How to Play Chess
The point of chess, like any other game, is to defeat your opponent. In chess,
the way you accomplish this is by putting the enemy king in "checkmate." To
understand how to do this, you will need to understand how the pieces move. In
chess, there are 32 pieces, 16 for each player. There are 64 squares on the
board. The starting position is shown below on the first diagram. Note
that the light colored squares are always at the upper left and the lower
right. Otherwise you have the board turned sideways!
Let's start with where the pieces go.
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The whole second row for each player is filled
with 1 pawn per square. These look like little minute-men of the
Revolutionary War. In all of the corners of the board, there are pieces
called "rooks." These look like miniature castles or towers. Next to them
are pieces called "knights." These look like horses. Next come bishops
which look like bigger pawns. After that come the king and the queen.
There are a few tricks to remember where they all go. The easiest to
remember are the rooks because they occupy the corners and the pawns
because they occupy the whole second row. |
After that, beginners mix up knights, bishops, kings, and
queens. What people do you normally think of when you hear the word "castle?"
Many think of knights, which guard the area around the castle. All of the
knights are next to a rook. The 2 center spots are occupied by the king and the
queen. Girls generally want to look very good and
fashionable. Well, the queen likes her shoes to match the floor. The black queen
goes on the black center square and the white queen on the white center square.
The bishops fill the empty spots. Another way to remember bishops is
that for a long time, church and and state went hand and hand, or side by side
just as they are on a chess board.
Next,
we will look at how the pieces move. White always moves first. Another general
rule is that a piece
can never occupy the same square as another piece. It can, however, take
(sometimes called capture) an enemy piece on the square it wants to move
to. Also, when you take or capture a piece, you remove the piece you
capture from the board and replace it with your piece that took it. We'll
take a look at how the rook moves because it is the
easiest to remember.
The Rook Move
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The rook can move up, down, left, and right along the squares.
The spots marked with arrows are where it can go. You will notice that white's
rook can take a black piece. However, it cannot jump over it. White cannot jump
over his own pawn or land on its square. No piece can be on the same square as
another piece at the same time. A rook moves horizontally or vertically. |
The Bishop Move
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The bishop is the next easiest piece to remember the move for. A light-squared
bishop can only go on white squares (represented by yellow) and the dark-squared can only go on
black (represented by blue).
The bishops travel only on diagonals. Bishops can never move to a square of a
different color. You will notice that it cannot go to the
upper-left diagonal because a pawn of its own color is blocking its progress.
The black bishop cannot jump the white pawn, but it can go that direction by
taking it. |
The Queen Move
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We just got through with the rook
and bishop. The queen is the most powerful piece on the board. It can
move just like both the rook and the bishop! It can go diagonally or
straight. The choice is the player's. White can take the black pawn, but
not jump over it. It can go straight like a rook and diagonal like a
bishop. |
The King Move
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The king is the most valuable piece on the board. The whole point of the game is
to put the king in "checkmate." Because of its value, beginners tend to forget
that the king is a fighting piece. It can move just like the queen, except that
it cannot go but one square in each direction. The king can capture other
pieces. No two kings can ever meet each other. It is an illegal move to put your
king adjacent to another. |
The Knight Move
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The two most awkward pieces on the board are the knight and the pawn. Firstly,
the knight moves like no other piece on the board. It moves in an L shape. It
always moves 2 squares one way, and one square to a right angle. You can see it
on the left. The dots represent where the black knight can go. The knight is the only piece that can jump over other pieces.
However, it cannot occupy the same square as another piece at the same time. |
The Pawn Move
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The pawn move is very unorthodox compared to the other pieces. It can only
advance, never retreat. Unless taking another piece, a pawn can only
advance vertically. However it cannot take another piece directly in
front of it. It can only take diagonally while advancing one square.
If you look to the left, you will see
that white has 3 possible moves: he can advance one square directly in front, he can take the pawn
to the left, and he can take the pawn to the right. If there was a pawn in front
of him, he would only have 2 moves: taking either way. Pawns will often block
each other in a game. This doesn't seem too complicated, but it will when you
take a look at the special moves. |
The Special Moves
In chess, there are three special moves. The first one is very easy to remember.
On the first move for every pawn, you can advance two squares or only one if the
player so chooses (as long as there is nothing blocking the path).
However, a pawn can never take another piece two squares away. The other
special moves are a little bit trickier. They are called "en passant"
and "castling."
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En passant literally means "in passing" in French. This is a special pawn move
that makes the game so that you cannot avoid direct attack with your pawns. You
can see it on the diagram on the left. The diagram shows black's last move which
was advancing his pawn in front of the king two squares. He
could have pushed it just one square, but he chose to push it two. If he pushed it
once, he would be under direct attack by the white pawn, but by pushing it twice, he
avoided direct attack. Because of the en passant rule, white now has one chance
on the very next move to take the pawn in the manner represented by the arrow shown on the
left as if black had only advanced one square. That
is an en passant capture. Many people still do not understand this by the time they
reach intermediate play, so do not feel flustered if you do not know how to use
this technique. |
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The final special move is called castling. When you play, almost all of the
action is in the center. The pieces are being taken and there are many threats.
Do you want your king in the middle of the fray? Think of it this way. In the
Revolutionary War, minute men walked up to each other about ten yards away. They
took turns firing until they were ordered to charge or retreat. The land in
between the enemies was completely barren. Do you want your general in the
barren land? No! So when the Catholic priests were adding rules to chess, they
added a special move which enabled the king to get out of the way: castling. |
The
way this is done is by clearing all of the pieces out of the way between the
king and the rook. In one move, king moves two squares towards the rook, the rook
then hops
over the king and takes the square beside the king. Take a look at the
diagram. White has just castled. If black wanted to castle right now, he
could because all of the pieces are out of the way and neither the king nor the
rook has moved. There are a few rules to this, though. You cannot castle if
the rook you want to castle towards has ever moved. You also cannot castle if you have
ever moved the king. You cannot castle if you are in check, you castle through check, or if you castle
into check. To know about checks, read that section below.
Point Value
Pawns:1
Bishops:3
Knights:3
Rooks:5
Queen:9
King:999999......
Check and Checkmate
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This is simple enough. If your king is threatened (in danger of being taken on
the next move),
you are in check. There are three ways of getting out of check. If you are in
check, you cannot make any move but get your king out of it. You can take the piece that is checking you,
you can put one of your own pieces in front of it to block the check, or you can
move the king. If you cannot safely do any of these, you are in a checkmate and
you have lost the game. If a player so chooses, he can admit defeat by
resigning from the game at any time except the first move (the game is
considered cancelled in this case). You can see a checkmate to the
left. White's king cannot take the queen because it would be in check if
it did. |
Also, a player can offer the opponent a draw. If he accepts, there is no
winner or loser of the game and the game is over.
Promoting a Pawn
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We mentioned before that a pawn can only advance
forward. So what happens when a pawn reaches the other side of the
board? Well, it can turn into whatever piece you want except a
second king! This is normally a queen, but instead it can be promoted into
a knight, bishop, or a rook. There are certain cases where if you
promote to a queen, it is stalemate, but if you promote it to a rook, in
time it will be checkmate! If a pawn reaches the other side of the
board, it cannot be promoted into a king. Otherwise, the promoting
player would have an unfair advantage. You would need to checkmate
him twice! On the left is an example where promoting to a queen
on the next move would result in stalemate, but promoting to a rook would
not -- and ultimately white can win. A better option would be moving
the white king to f6 and promoting the pawn to a queen later. |