Reference · FIDE Laws of Chess

The Rules of Chess

Everything you need to know to sit down and play — from board setup to the special moves most beginners miss. All rules illustrated with animated diagrams.

1. The board and starting setup

The chessboard has 64 squares in an 8×8 grid. Columns are files (a–h, left to right from White) and rows are ranks (1–8, nearest to White = 1). Place the board with a light square in the bottom-right corner. Each player starts with 16 pieces: 1 king · 1 queen · 2 rooks · 2 bishops · 2 knights · 8 pawns. White moves first.

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Queen on her own colour · king beside her · pawns fill the second rank

2. Objective

The goal is to checkmate the opponent's king — place it under attack with no legal escape. The king may never move to a square under attack. If the king is in check with no legal move to remove it, the game ends immediately: the attacking player wins.

3. How the pieces move

A piece may not move to a square occupied by a friendly piece. It captures an enemy by moving to its square and removing it. Only the knight may jump over pieces.

Rook · any distance, straight only

Bishop · any distance, diagonals · stays one colour

Queen · rook + bishop combined

Knight · L-shape · jumps over pieces · always changes colour

King · one square any direction · never moves into check

Pawn · forward one (two first move) · captures diagonally

4. Special move: Castling

Once per game the king and a rook may castle — both move in a single turn. The king moves two squares toward the rook; the rook jumps to the square the king passed through.

Castling is illegal if:
• The king or rook has moved previously.
• Any square between them is occupied.
• The king is currently in check.
• The king passes through or lands on an attacked square.

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5. Special move: En passant

When a pawn advances two squares on its first move and lands beside an enemy pawn, that enemy pawn may capture it as if it had only moved one square — moving diagonally to the square it passed through. This must be done immediately or the right is lost permanently.

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6. Special move: Pawn promotion

When a pawn reaches the far end of the board it must be replaced immediately by a queen, rook, bishop, or knight of the same colour. You may have two queens. Players almost always choose the queen.

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7. Check, checkmate, and stalemate

Check: the king is under direct attack. The player must move the king, block the attack, or capture the attacker. No other move is legal.

Checkmate: the king is in check with no escape — game over, the checkmated player loses.

Stalemate: no legal move and the king is not in check — the game is a draw. The most common trap beginners fall into.

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8. How a game ends

EndingWinnerWhen
CheckmateAttackerKing in check with no escape
ResignationOpponentPlayer concedes voluntarily
TimeoutOpponent*Clock expires (*if sufficient mating material)
StalemateDrawNo legal move, not in check
Threefold repetitionDrawSame position three times
Fifty-move ruleDraw50 moves each with no pawn move or capture
AgreementDrawBoth players agree to draw

9. Piece values

♙ Pawn = 1♘ Knight = 3♗ Bishop = 3♖ Rook = 5♕ Queen = 9♔ King = priceless

10. Algebraic notation

Every square is named by file (a–h) + rank (1–8). Moves: piece letter + destination. Pawn letter is omitted.

e4 — pawn to e4
Nf3 — knight to f3
Bxe5 — bishop captures e5
O-O — kingside castle
O-O-O — queenside castle
e8=Q — pawn promotes to queen

Piece letters: King · Queen · Rook · Bishop · Night (N avoids clash with K)