RULES OF CHESS
Chess is a fascinating and exciting game that anyone can learn to play. Earliest history
records date back over 2000 years to Ancient India.
Playing Chess is like being a General of an army in a “game of war”. The primary
object is to capture the King of the opposing army.
Read these instructions carefully. You will see that even a beginner can learn to play
Chess very quickly.
These rules are intended to give the beginner a brief explanation of the game. Once you
know the fundamental rules, we suggest that you obtain one of the many excellent books
on advanced Chess or, even better, join a Chess Club. There is probably one in your
town.
Try Chess. It’s the greatest game of strategy and skill ever devised.
The Basic Chess Rules.
The game is played on a board of 64 squares, alternately coloured light and dark. These
are called white and brown. The two players, “White” and “Black”, each have 15 men
besides the King: one Queen, two Rooks (or Castles), two Bishops, two Knights, and
eight Pawns. To distinguish from the Pawns, the other men are called pieces.
Opening positions of the Chess Game with the Chess Board.
At the start of a game, the men are arranged. Note each player has a white square on his
right corner and the Queen occupies the square of her own colour. The player with the
white men moves first and thereafter moves are made alternately one at a time. The men
move to unoccupied squares except when making a capture. Then they take the square
previously held by the captured man. The Knight is the only man having the power to
move over an occupied square. There are two exceptions, taking a Pawn “en passant”
and Castling. The capture of an opponent’s man is effected by removing the man from
the board and replacing it with the capturing man. All captures are optional, except when
necessary to avoid “Checkmate”. A Checkmate occurs when the King, being in “Check”,
(being attacked by an opponent’s piece or Pawn), cannot be relieved from that condition.
The Chessmen and their moves. How to move the Chess Pieces.
What gives Chess its great fascination is that the chessmen move in different ways. As a
result we get a combination of possibilities unequalled in any other board game.
Before the moves and powers of the pieces are described, you should familiarise yourself
with the names of the three kinds of patterns of squares. The vertical rows of squares are
called files. They are named after the pieces which stand in them in the opening
position. The horizontal rows of squares are called ranks. These are numbered from one
to eight from each side of the board. A row of squares, which are all the same colour,
going in the same direction, is called a diagonal.
Now we are ready to learn the moves of the pieces. The King’s move is the simplest.
The King is the tallest piece of the set. The King moves one square at a time, in any
direction, on the rank (sideward), on the file (forward or backward), or on the diagonal.
Of course, it may not move to a square attacked by an adverse piece. The two Kings can
never stand on adjacent squares. The object of play is to capture the adverse King. The
capture is never actually made. If the King is attacked, and there is no way of escape, it
is said to be checkmated, and the game ends. On attacking the adverse King, a player
customarily warns “Check!” and the attack has to be averted if the opponent wishes to
play on.
The Queen is the second tallest piece. It wears a crown with points. It is the most
powerful piece, being able to move in any direction and any distance, so long as no
obstructions intervene. The Queen, like the King, can move vertically, horizontally and
diagonally. The Queen captures by occupying the square of the hostile piece.
The Rook (or Castle) is a cylindrical tower with a castellated top. It may move any
distance horizontally (on ranks) and vertically (on files) – in one direction at a time. It
cannot displace or leap over friendly pieces. The Rook captures by occupying the square
of the hostile piece.
The Bishop is topped by a mitre, marked with a cleft. It moves and captures diagonally
only. It may move any distance in one direction at a time. It cannot displace or leap over
friendly pieces. The Bishop captures by occupying the square of the hostile piece.
The Knight has the head of a horse, and is often called the “Horse”. Unlike all other
pieces, it does not move on a line, but from point to point. It can leap over friendly and
hostile pieces providing its movement follows the “L” pattern. In effect the Knight
jumps two squares forward or backward or to either side, and then turns one square either
to the left or right.
The Pawn is different in a number of ways from the other chessmen. It can move
forward only one square at a time except for its initial move. Each Pawn has the option
of moving two squares on its initial move if the player desires. It also captures in a
different manner from the way it moves. The Pawn captures on either of the two
diagonal squares adjoining it in front. The Pawn has one other special capturing move –
“En Passant” (in passing). It applies only to captures of Pawns by Pawns. When a Pawn
exercises its privilege of moving two squares on its initial move, an opponent’s Pawn on
the fifth square of an adjoining file may capture it and then move on to the square which
the Pawn has jumped over. If a Pawn reaches the eighth rank it must be exchanged for a
Queen, Rook, Bishop or Knight of the same colour, without regard to the number of such
pieces already on the board. This exchange is usually called “Queening” because the
usual choice is a Queen.
Castling. How the Castle Chess piece moves around the Chess board.
Castling is a move that can be made only once in a game. It is actually a move of two
pieces at once, the King and one Rook. It consists of moving the King two squares to his
right or left towards the Rook, and then placing the Rook onto the square on the other
side of the King. Castling is subject to the following conditions:
1. Neither the King nor Rook must have been moved previously.
2. The squares between King and Rook must be vacant.
3. The King must not be in Check.
4. He must not pass over or alight on a square commanded by a hostile man.
The Object of a game of Chess.
A. Check. how to make Check in a game of Chess.
The King is in Check when attacked by a hostile piece or Pawn. When placing the King
in Check, it is customary for the opposing player to advise of this fact by saying
“Check!”. One of three things must be done by the defending King:
1. The King must move out of Check.
2. The hostile piece that Checks must be captured.
3. A piece or Pawn must be placed between the King and the attacking pieces.
B. CheckMate. How to put your oponents pieces in CheckMate.
The game is won by attacking the hostile King, which is in Check, so that no matter what
your opponent does, his King cannot escape capture. While the King is never actually
captured, trapping him without leaving any chance of escape ends the game at once.
C. Drawn Game. How to Draw a game of Chess.
Only a few games end in actual checkmate. When neither player can checkmate his
opponent the game is drawn. This comes about as follows:
1. Stalemate: The player in turn to move can make no legal move and yet his King is
not in Check.
2. Lack of Force: When the pieces left on the board are too weak to force a checkmate
the game is drawn. Example: The King with one Bishop or one Knight cannot checkmate
the opponent’s King.
3. Repetition: When the same position occurs three times in the game (of all pieces,
White and Black) with the same player to move each time; this player on the third
occasion may claim a draw.
4. Perpetual Check: When a player proves he can check the opponent’s King to an
endless series of Checks.
5. Fifty-move Rule: If either player claims that fifty moves have been made on each
side, and without a checkmate or any men having been captured or Pawn moved, a game
shall be declared drawn.
6. By Agreement: The players may agree to a draw. In tournament play this is not
before the thirtieth move.
About Jaques Staunton Chess.
John Jaques and Son Limited have been the leading manufacturers of chess equipment
since designing the Original Staunton Set over 150 years ago. We make a large selection
of chess sets, inlaid and folding chessboards, including the Limited Edition Original
Staunton Set, which is now looked upon as an investment.
A Beginner's Garden of Chess Openings
A guide by David A. Wheeler.
The first moves of a chess game are termed the "opening" or "opening moves". A good
opening will provide better protection of the King, control over an area of the board
(particularly the center), greater mobility for pieces, and possibly opportunities to capture
opposing pawns and pieces.
The possible opening moves of chess have been extensively studied for hundreds of
years, and many of these sequences have been given names to simplify discussion of a
game.
This document briefly lists a few of the more well-known chess openings, so that when
you see the first few moves you can at least say "Ah! That's the X!", where X is some
well-known opening. Many books and encyclopedias give "how to play" information on
each opening; here, we'll concentrate on at least knowing some common approaches to
starting chess. This is a small subset of well-known openings; many others are not
covered here. Before you play a particular opening, you'd be wise to study it in more
depth than given here. Pictures show the opening position; selecting the picture will show
the opening moves animated one move at a time if you have a PGN viewer installed.
In all openings there is a struggle for key territory, in particular the center squares, and an
effort to deploy pieces and pawns in useful positions. Some are direct, while others are
more subtle and indirect approaches toward these goals.
There are three groups of openings covered here:
1. White can start by moving his King's pawn 2 spaces, i.e. playing "e4". This move
has many strengths - it immediately works on controlling the center, and it frees
two pieces (the Queen and a Bishop). This is a popular first move, leaving Black
with two options:
1. Black may choose to mirror White's move and reply with "e5" for the
same reasons, leading to openings such as the Ruy Lopez, Giuoco Piano
(including the Evans Gambit variant), and King's Gambit.
2. Black can also try something other than mirroring White's "e4" move,
leading to openings such as the Sicilian Defense, French Defense, Caro-
Kann, Center Counter, and Pirc/Modern.
2. White can start by moving the Queen's pawn to "d4". This leads to openings such
as the Queen's Gambit, King's Indian Defense, Nimzo-Indian, Bogo-Indian, and
Queen's Indian Defense, and Dutch Defense.
3. White can start with some other move than "e4" or "d4". One example is the
English Opening.
Each of these openings is briefly described below.
Ruy Lopez
The Ruy Lopez (also called the "Spanish" opening) starts
out as
1. e4 e5 2. Nf3 Nc6 3. Bb5
The Ruy Lopez is an old opening; it is named after Ruy
Lopez, a 16th Century Spanish clergyman and chess
enthusiast. He made a systematic study of this and other
chess openings, which he recorded in a 150 page book.
However, although it is named after him, this particular
opening was known earlier; it is included in the Gottengen
manuscript, which dates from 1490. Popular use of the
Ruy Lopez opening did not develop, however, until the
mid 1800's when Jaenisch, a Russian theoretician,
"rediscovered" its potential. The opening is still in active
use; it is a favorite of Gary Kasparov and Bobby Fischer.
In it, White creates a potential pin of the d-pawn or
Knight and starts an attack immediately, while
simultaneously preparing to castle.
White generally directs pressure on Black's e-pawn and
tries to prepare for a pawn on d4. It's known that Black's
best reply on move 3 is a6, which attacks White's
attacking bishop. After that, White can back up (Ba4) or
exchange pieces (Bxc6).
Giuoco Piano
This "Quiet Game" has White performing a mild attack
with his Bishop, but Black is often able to even up the
game with his defenses. It starts as:
1. e4 e5 2. Nf3 Nc6 3. Bc4 Bc5
If White then replies "d3", you have the "Guioco
Pianissimo" ("The Quietest Game") - a very passive
game.
If White replies with "b4?!", you have the "Evans
Gambit", in which White offers a pawn in exchange for a
powerful center and possibly opening his Queen Bishop.
King's Gambit
This opening was the most popular opening in the 1800s.
White offers a pawn in exchange for rapid development.
It's rarely seen now at the master level; according to
Keene it's been found that Black can obtain a reasonable
position (giving nothing for White's pawn).
1. e4 e5 2. f4
A natural following move is "exf4" accepting the gambit.
Sicilian Defense
The Sicilian starts as:
1. e4 c5
The Sicilian is popular at the master level. Black
immediately fights for the center, but by attacking from
the c-file (instead of mirroring White's move) he creates
an asymmetrical position that leads to lots of complicated
positions. Black tries to attack White's e-pawn, often
through a Knight at f6 and Bishop at b7. Black would like
to make the move "d5" without retribution.
The Sicilian has been extensively studied, and there are
many variations. A popular variation is the "Dragon"
variation, which starts as:
1. e4 c5 2. Nf3 d6 3. d4 cxd4
4. Nxd4 Nf6 5. Nc3 g6
In this variation, Black finachettos a bishop on the h8-a1
diagonal. This is called the "Dragon" variation because
Black's pawn structure is supposed to look like a dragon.
Another variation that's quite popular is the "Najdorf"
variation. It starts just like the Dragon, and diverges on
Black's move 5:
1. e4 c5 2. Nf3 d6 3. d4 cxd4
4. Nxd4 Nf6 5. Nc3 a6
According to Grandmaster Daniel King White often
responds with "Be2", permitting Black to attack the center
with "e5!".
French Defense
In the French Defense, Black lets White have more
control over the center, in exchange for which he builds a
(hopefully) safe wall of pawns. The French Defense starts
as:
1. e4 e6 2. d4 d5
Games generally involve jockeying for position. The
center usually becomes closed, two competing pawn
chains arise, and each player tries to outflank the other.
White generally tries to play e5; Black tries to play c5 or
f6. Black's queen Bishop often becomes trapped and
useless, and it's known as the "French Bishop".
Caro-Kann
The Caro-Kann is like the French defense - Black lets
White build control of the center, and Black tries to get a
pawn at d5. It looks like a "wimpy Sicilian". The Caro-
Kann starts out as:
1. e4 c6 2. d4 d5
The main line of the Caro-Kann is
1. e4 c6 2. d4 d5 3. Nc3 dxe4
Black gets to eliminate one of White's central pawns and
can get his pieces developed, which is an advantage over
the French Defense. However, Black's pieces end up with
more of a passive defensive role, so players of this
opening are often looking for White to make a mistake
(however slight).
Center Counter
The Center Counter starts out as:
1. e4 d5
This opening is also called the "Scandinavian" opening. A
common continuation is exd5 Qxd5.
Pirc/Modern
This opening goes by various names, such as "Pirc" and
"Modern". It starts:
1. e4 d6
or
1. e4 g6
Keene labels the "Modern Defense" as the sequence:
1. e4 g6 2. d4 Bg7
This is a relatively new opening. In the 1930s this was
considered inferior, but by the 1960s it was found to be
quite playable. Black lets White take the center with the
view to undermining and ruining White's "wonderful"
position. This opening is tricky to play and correct play of
it is counter-intuitive (immediate center control is not a
goal, since Black is trying to undermine that control).
Queen's Gambit
Now we look at openings other than "1. e4". The Queen's
Gambit starts with:
1. d4 d5 2. c4
White offers up a pawn in exchange for rapid
development. Black can accept the gambit with dxc4,
playing "Queen's Gambit Accepted", which is a risky way
to play this gambit. Black can also play Nc6 (the
Tchigoran Defense), e6 (which leads to the Tarrasch
Defense), or play e6 (the Orthodox Defense).
King's Indian Defense
This is a "hypermodern" opening, where Black lets White
take the center with the view to later ruining White's
"wonderful" position. It's a risky opening, a favorite of
both Kasparov and Fischer.
1. d4 Nf6 2. c4 g6 3. Nc3 Bg7
Black will be interested in playing c5, and when White
plays d5, reply with e6 and b5.
Nimzo-Indian, Bogo-Indian, and Queen's Indian Defense
All of these "Indian" defenses start with:
1. d4 Nf6 2. c4 e6
The Nimzo-Indian continues with "Nc3 Bb4". In the
Nimzo-Indian, White tries to create a pawn center and
mass his pieces behind behind them for attack.
Dutch Defense
The Dutch defense starts as:
1. d4 f5
The Dutch defense is an aggressive counterplay by Black.
Black immediately begins to move toward White's
kingside in an attempt to crush White. However, it also
creates weaknesses in Black's position from the beginning
- this move of the f-pawn weakens Black's defenses and
doesn't help develop pieces.
English Opening
The English opening is a "flank" manuever. It starts very
differently:
1. c4
Here White hopes to control the center by first gaining
support on the side. A common response for Black is "c5".
References
How to Play the Opening in Chess. 1993. Raymond Keene and David Levy. ISBN
0-8050-2937-0.
The Encyclopedia of Chess Openings.
Batsford Chess Openings 2. 1989, 1994. Garry Kasparov and Raymond Keene.
New York, New York: Henry Holt and Company. ISBN 0-8050-3409-9.
(C) 1997-2002 David A. Wheeler. Released under the GNU Free Documentation License (GFDL).
Path = Home : Beginners Guide To Chess
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nners Guide
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History Of
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If you have never played chess before you may think that it is a very difficult game to learn.
aster Chess However, once you understand the object of the game and learn the moves that each chess piece
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ds Chess is a board game which is played by 2 players on a board of 64 squares alternating black and
MBOR Chess white. The object of the game is to force the king of your oppenent into such a position that he can
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ble Resin up the pieces, the rule is "give the queen her colour," that means, you always place the white queen
s Sets on a white (light colored) square and the black queen on a black (dark colored) square.
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s Boards Each player starts the game with 16 chess pieces, one player has the white (light color) pieces and
l Chess his opponent has the black (dark colored) pieces. The sixteen pieces consist of :- one king, one
ds queen, two bishops, two knights, two rooks (also called castles) and eight pawns.
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Knight Rook (castle) Pawn
For starting the game, these pieces are placed in the positions shown in the following diagram; and,
(reading from the light colored square on the player's right), they are:- king's rook (or castle),
king's knight, king's bishop, king, queen, queen's bishop, queen's knight, queen's rook. In front of
these is a line of pawns.
Players take it in turn to move, white making the first move, and the players swop colours for
every new game.
Each type of piece has its own special sort of move, but none (except the knight) can pass over
another piece, whether the player's or the opponent's.
The king is able to move in any direction, but only one square at a time, except when 'castling'. In
this manoeuvre, the king moves two squares towards one or other rook, and the rook
simultaneously moves past the king to the adjacent square. This move is used to bring the king into
a safer position, and is not permitted if either king or the relevant rook has previously moved, or if
the king is in check or would pass through or into check when making the move.
The queen can move in any direction, and any number of squares at a time.
Bishops are only able to move diagonally, but can move any number of squares at a time.
The knight's move consists of two parts: first, a step of two squares either vertically or horizontally
and then a further step of one square at right angles to this (the move is L-shaped).
Rooks may move either horizontally or vertically, any number of squares at a time.
Pawns have only the simplest of moves; they can only move forward one square at a time. This
move must also be straight ahead, except when they can capture an opponent's piece by a diagonal
move forward. A pawn cannot capture an opponents piecec except by a diagonal move. In the first
move of a pawn it may also advance two squares if it wishes. If a pawn succeeds in reaching the
eighth rank (the end of the board) it can be promoted to any other piece, usually a queen.
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