Piece movement and rules
Review how each piece moves and special rules such as castling at any time.
Piece movement quick reference
Open it only when needed during the tutorial.
Standard human-readable notation
g1f3
From White's side, the lower-left square is a1.
Piece catalog
The six types of Chess pieces each have different movement directions and preferred ranges.
Chess pieces
16 per sideKing (K)
One square in any direction Safety comes first. Castling can move it to a safer area. Promotion: No promotionQueen (Q)
Any number of squares vertically, horizontally, or diagonally The strongest piece, combining the moves of a rook and bishop. Promotion: No promotionRook (R)
Any number of squares vertically or horizontally Especially powerful on an open file. Promotion: Takes part in castlingBishop (B)
Any number of squares diagonally It always stays on squares of the same color. The bishop pair is especially powerful. Promotion: No promotionKnight (N)
Jumps in an L shape (2+1) The only piece that can jump over others, and excellent at forks. Promotion: No promotionPawn (P)
One square forward (two squares on its first move) It captures one square diagonally forward and can use en passant and promotion. Promotion: Promotes to Q/R/B/N on the last rankSpecial rules
- Castling: available when the king and rook have not moved, no pieces stand between them, and the king's transit and destination squares are not attacked. It may be kingside (O-O) or queenside (O-O-O).
- En passant: only on the move immediately after an opposing pawn advances two squares beside your pawn, you may capture diagonally onto the square it passed over.
- Promotion: when a pawn reaches the last rank, it promotes to a queen, rook, bishop, or knight (usually a queen).
Check and game outcome
- Check: the king is under attack. You must resolve it by moving the king, capturing the attacker, or blocking the attack.
- Checkmate: there is no legal move that resolves the check. The checkmated side loses.
- You may not make a move that places your own king in check or fails to resolve an existing check.
Draw rules
- Stalemate: the game is a draw when the player to move has no legal moves and is not in check.
- Fifty-move rule: a draw may be claimed if the last 50 moves contain no pawn move or capture.
- Threefold repetition: a draw may be claimed when the same position occurs three times.
- Insufficient material: the game is automatically drawn when neither side has enough material to checkmate (such as K vs. K).
Learning
Rules and Special Moves
Castling, en passant, promotion, check, checkmate
Two players move pieces alternately, and the winner is the one who checkmates the opponent's king.
- Article Checkmate the Opposing King
- Move sequence Move pieces one turn at a time, alternating sides.
- Move sequence Capture an Opposing Piece
- Move sequence Promote the Pawn
- Move sequence Checkmate the King
Learn castling, en passant, and promotion in one beginner module.
- Article Castling Basics
Use piece value, the center, and king safety as foundations for tactics, openings, and endgames.
- Article Read Immediate Threats and Long-Term Plans Together
- Article Center, development, and king safety
- Article Find Tactical Motifs
- Article Compare Opening Plans
- Article Win the basic endgame