How to Play Chess
Chess Playing Rules and Tips on
how to improve your chess game
The Setup of the Chess Board:
The
chessboard is made up of eight rows and eight columns for
a total of 64 squares of alternating colors. When the board
is set up it should be positioned so that a light square is
positioned on the extreme lower right hand side of the chess
board (as you can see, this works for both players).
The diagram at left shows how the pieces should be initially
situated. When you find out how all the pieces move you will
notice that the front rank is fully supported by the rank
behind.
When setting up, make sure that the light queen is positioned
on a light square and the dark queen is situated on a dark
square. The two armies should be mirror images of one another.
The light side always moves first. Each player's side of
the chessboard is determined by chance. Usually by one player
placing a pawn in each hand and closing his fists. Holding
forth his fists the opposing player picks one. Whatever color
the pawn he chooses is the side he shall command.
Object of Game: The object in chess is to checkmate
your opponent's King. Checkmate, or just "mate"
occurs when a king is attacked and the king cannot escape
capture on the next move.
Movement of the Chess Pieces
Pawn Movement:
There
are eight pawns situated on each side of the board. They are
the least powerful piece on the chess board, but have the
potential to become equal to the most powerful.
Pawns cannot move backward or sideways, but must move straight
ahead unless they are taking another piece.
Generally pawns move only one square at a time. The exception
is the first time a pawn is moved, it may move forward two
squares as long as there are no obstructing pieces. A pawn
cannot take a piece directly in front of him but only one
at a forward angle. In the diagram above the green dots show
where the pawn may move and the red dots show where the pawn
may capture a piece. In the case of a capture the pawn replaces
the captured piece and the captured piece is removed from
play.
Should a pawn get all the way across the board to reach the
opponent's edge of the table, it will be promoted. The pawn
may now become any piece that the moving player desires (except
a king or pawn). Thus a player may end up having more than
one queen on the board. Under normal circumstances a player
will want to promote his pawn to be a queen since that piece
is the most powerful and flexible. The new piece is placed
where the pawn ended its movement.
There is a separate rule regarding pawns called en passant
that will be described separately further below.
Rook Movement:
The
rook, shaped like a castle, is one of the more powerful pieces
on the board. The rooks, grouped with the queen, are often
thought of as the "major pieces". Rooks are worth
a bishop or a knight plus two pawns.
The rook can move any number of squares in a straight line
along any column or row. They CANNOT move diagonally. In the
example shown in the diagram on the left, the rook can move
or capture in any square that has a blue dot. The simplicity
of the rook's movement is indeed what makes it powerful. It
can cover a significant area of the board and there are no
areas which an opponent's piece - moving one square at a time
- can slip through.
The rook may also make a move in conjunction with the king.
This maneuver will be explained in the section called castling.
Knight's Movement
The
knight is the only piece on the board that may jump over other
pieces. This gives it a degree of flexibility that makes it
a powerful piece.
Since obstructions are not a bar to movement (unless there
is a friendly piece on the square where the knight would move)
the knight's path of movement has never been well defined.
The knight can be thought of as moving one square along any
rank or file and then at an angle, as defined in the diagram
at left. (The yellow dot is the square being passed over and
the blue dot is the space where the knight may move and may
also capture opposition pieces.) The knight's movement can
also be viewed as an "L" laid out at any horizontal
or vertical angle.
Note that the squares to where the knight can move are all
of the opposite colored squares two steps away from his starting
square. This may help you visualize the knights range of influence
on the board.
Bishop's Movement
The
bishop may move any number of squares in a diagonal direction
until it is prevented from continuing by another piece.
Each player begins with two bishops, one originally situated
on a light square, the other on a dark square. Because of
the nature of their movement, the bishops always remain on
the same colored squares.
Bishops are a powerful piece (though less so than the queen
or rooks). It is roughly equal in power to a knight or three
pawns. Nevertheless, the bishop is a great piece to have in
open situations when it can range the board. The knight is
better in cluttered situations where it can utilize its ability
to jump over other pieces.
Queen Movement
The
queen combines the powers of both the rook and the bishop.
As such, it can move horizontally, vertically, or on the diagonal.
In a sense, it's like the king in that it can move in any
direction. Unlike the king, however, it can move far in one
direction so long as there are no pieces in its path.
In the diagram, the queen can move to any of the squares
marked with an "X" Like the rook and the bishop,
the queen captures as it moves. In this position, the queen
can capture the enemy rook, knight, or bishop, but it may
not jump over any of the pieces on the board.
The diagram shows clearly how powerful the queen is. Use
it carefully. As you will learn, it is very risky to bring
the queen out early because, if you lose your queen, you are
likely to lose the game!
King Movement
The
king can move one square in any direction. The king can also
capture an opponent's piece if it is on one of those squares...
assuming of course that the opponent is not defending this
piece! The king can NEVER move on to a square that the opponent
controls. Doing so would move the king into check.
Finally, it is important to add that if the king is under
attack (in check), the next move MUST make sure that the attack
has been stopped. There are three possibilities. The king
must move out of check. Or... the attacking piece must be
captured. Or... a piece must be moved between the attacker
and the king in order to eliminate the direct attack. If the
king is under attack AND there is no immediate way to end
the attack, the game is over. CHECKMATE!
Chess Strategies:
Castling (short OO or long OOO)
Castling is an important move in chess. It allows a player
to quickly move both the King to safety and the Rook to the
center for battle. For this reason, wise players carefully
guard their ability to castle and usually castle early in
the game. Likewise, clever players will attempt to prevent
their opponent from castling.
When castling the player moves his King two squares toward
one of the player's Rooks and moves that Rook to the opposite
side of the King. A player may not castle if either the King
or the Rook involved have already moved. Also, the King may
not castle out of, through, or into check. There must be no
pieces between the King and Rook when castling.
Capturing En Passant (EP)
A
player may capture another player's pawn in passing (En Passant)
under very specific circumstances. This move is designed to
prevent a player from taking advantage of the two-square first-move
rule for pawns which might allow them to pass their opponent's
pawn(s) without a chance to capture.
The capture is made exactly as if the pawn moved only one
square on the first move. In the picture, Black's pawn moved
up two squares as is its right. White captured the pawn by
removing it from the board and placing the passed white pawn
on the square marked ep before playing another move. This
move, like any other, is optional and can occur as often as
a similar situation arises between pawns.
The End of the Game; Checkmate (Mate), Stalemate, Draw
With a Checkmate the game is decided, but not every game
ends with a Mate.
If he whose turn it is to move can make no legal move and
yet his King is not checked he is not checkmated though the
game necessarily is at an end. Such a conclusion of the game
is called a Stalemate, a useless, a false, an unproductive
Mate, briefly "Stalemate." He who is Stalemated
does not lose the game nor win it either, because loss of
the game is suffered only by him who is, "Checkmated"
and an essential condition therefore is that the King should
be in Check, whereas in a Stalemating position the King is
not in Check.
Again when neither of the opponents believes he has the power
to end the game by administering Checkmate, the game is undecided,
"drawn", by mutual agreement. This agreement may
be voluntary or compulsory. Compulsory when the two opponents
repeat their moves, going backwards and forwards without changing
their position, compulsory also when for fifty moves in succession
no essential changes, no advance towards the final goal can
be demonstrated, by either player. This demonstration, such
is the accepted law, is achieved when during these fifty moves
no capture nor the advance of a Pawn has been performed, for
these are, by common consent, the outward, the visible signs
of an essential change.
Here White is to move, Black menaces Checkmate in two ways,
either by Qh3 captures h2 or plays to g2. White cannot defend
the threat, he therefore tries to attack the opponent by giving
Check with Qb6 to a6. Black is forced to reply Ka8 to b8.
Now Qa6 to b6 again checking. The pinned Pawn cannot capture,
hence Kb8, -c8 or -a8. Again Qb6-a6, Ka8 (c8)-b8. And the
Checks have no end, the game is drawn by Perpetual Check.
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