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Chess

Command sixteen pieces in the world's best-known game of checkmate and strategy.

THE WORLD AT PLAY · PLATE NO.03 / 38

How You WinCheckmate the opposing king: leave it under attack with no legal move that escapes. Checkmate ends the game instantly. If the player to move has no legal move but is not in check, the game is a stalemate and scored as a draw.

The Story

Where it came from, and why it turned out this way.

OriginIndian chaturanga, c. 6th century, via Persia and the Arab world

An unusually clear lineage

Chess has a remarkably well-documented family tree. Indian chaturanga, from around the 6th century, took its name from "four divisions" — elephant, horse, chariot, and foot soldier, matching the ancient Indian army. It travelled west to become Persian shatranj, spread across the Middle East and North Africa with the Arab expansion, and entered Europe through Spain and Italy around the 10th century. The vocabulary still carries the route: checkmate comes from the Persian shāh māt.

The queen was not always this strong

In shatranj the queen's ancestor, the firzan, moved one square diagonally, and the bishop's predecessor jumped to a square two diagonals away. Both were slow pieces. In the late 15th century Spain and Italy gave the queen unlimited range along ranks, files, and diagonals and the bishop the full diagonal, a change contemporaries called "mad queen chess." The game's speed exploded, and opening theory, combinations, and sacrificial attacks are almost entirely post-reform inventions. A popular account links the change to powerful female monarchs such as Isabella I, but that is a later interpretation rather than documented cause.

The hardest rules are all patches

Castling, en passant, and the fifty-move draw are precisely the three rules beginners misremember, and every one of them was added later to fix something. Castling gave the king a fast escape once the board had become far more dangerous. En passant closed the loophole opened by letting pawns advance two squares. The fifty-move rule exists purely so endgames can terminate. Knowing what problem each one solves beats memorizing the text of it.

After 1997

Deep Blue's 1997 win over Kasparov is the moment the public remembers, but the twenty years after it changed players far more. Engines went from stronger than humans to available everywhere, opening preparation was pushed past move twenty, and human evaluation habits were quietly reshaped by machine judgment. In 2017 AlphaZero taught itself chess with no human games at all — and ended up reviving a batch of attacking ideas the engine era had written off.

  • Checkmate comes from the Persian shāh māt, closer to "the king is helpless" than to the often-repeated "the king is dead."
  • FIDE, the international chess federation, was founded in Paris in 1924, and its motto is the Latin Gens una sumus — "we are one people."
  • The longest recorded formal game is Nikolić–Arsović, Belgrade 1989: 269 moves, drawn — and the fifty-move rule happened to be revised that same year.

Complete Rules

Start with what a turn allows and how the game is won.

Board
8 × 8 squares
First move
White
  1. Winning conditionyou win by checkmating the enemy king — it is under attack (in check) and no legal move can remove that attack. The king is never actually captured; the game simply ends once it is trapped.
  2. How a turn worksWhite moves first, then players alternate, and every turn must move a piece — passing is not allowed. The king moves one square in any direction; the queen moves any distance along ranks, files, and diagonals; the rook moves along ranks and files; the bishop moves diagonally and therefore stays on its starting square color forever; the knight moves in an L of one-then-two and is the only piece that can jump over others; the pawn moves straight forward but captures one square diagonally forward.
  3. A pawn on its starting rank may advance two squares in one move, provided both the square it passes over and the square it lands on are empty. A pawn reaching the far rank must promote immediately to a queen, rook, bishop, or knight, regardless of which pieces have already been captured. This page always shows all four options and never auto-promotes to a queen.
  4. En passant is valid for exactly one move. If an enemy pawn has just advanced two squares and landed on the same rank as one of your pawns on an adjacent file, you may — on your very next move only — move your pawn diagonally onto the square the enemy pawn skipped over, capturing it. Skip that move and the right is gone permanently; you can never take it later.
  5. Castling requires all five conditions at once: neither the king nor that rook has ever moved; all squares between them are empty; the king is not currently in check; the square the king passes over is not attacked; and the square the king lands on is not attacked. The square the rook passes over may be attacked, so queenside castling is legal even when b1 or b8 is under attack.
  6. No move may leave your own king under attack, and this overrides everything else. When your king is attacked you are in check, and there are only three legal responses: capture the checking piece, interpose another piece (impossible against a knight check or a check from an adjacent square), or move the king to a safe square. If none of the three is available, it is checkmate.
  7. There are five ways to draw, and this page ends the game automatically as soon as any of them applies: stalemate, the fifty-move rule, threefold repetition, insufficient material, and positions where neither side can possibly checkmate. No draw offer is needed.

Your First Game

Use this order of thought to get through a complete game quickly.

  1. The opening has only three jobs, in this order: control the center (e4/d4/e5/d5), develop your minor pieces (knights and bishops), and castle your king to safety. The Italian Game teaches all three at once: 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.c3 Nf6 5.d3 d6 6.O-O O-O — two minor pieces out within four moves, castled by move six.
  2. As Black, if you want to memorize as little as possible, use the classical answers: meet 1.e4 with 1...e5 or 1...c5, and meet 1.d4 with 1...d5 or 1...Nf6. The plan is the same either way — push the e-pawn or d-pawn to free a bishop's diagonal, then develop the knights, then castle.
  3. Learn the approximate values: pawn 1, knight 3, bishop 3, rook 5, queen 9 (the king is priceless). Two minor pieces usually beat one rook, a rook plus a pawn is roughly two minor pieces, and trading a queen for a rook plus a minor piece is a loss in most positions. In the opening, never delay development to win a single pawn.
  4. Before every move, scan three things. One: what line did my opponent's last move open — bishop, rook, and queen threats often take effect from several squares away. Two: do I have any piece sitting undefended, since loose pieces are the seed of nearly every tactic. Three: do I have a forcing move available first — a check, a capture, or a direct threat?
  5. The three most common opening mistakes are moving the same piece two or three times, bringing the queen out early, and putting a knight on the rim. 1.e4 e5 2.Qh5 looks like it threatens f7, but after 2...Nc6 3.Bc4 g6 the queen gets chased around and White has effectively handed Black several free developing moves.
  6. Learn two basic mating patterns so that extra material actually converts: the king-and-queen ladder mate, where the queen squeezes the enemy king's box one rank at a time — always leaving it one legal square to avoid stalemate — and then the king walks up to support the final blow; and the two-rook "lawnmower" mate, where the rooks take turns controlling ranks and push the king to the edge.

Practical Strategy

Move from knowing the rules to playing with a plan.

  • The central squares e4, d4, e5, and d5 determine the operating radius of every piece. You can occupy them with pawns as in the Italian, or control them from a distance with pieces as in the English, but you must do one or the other — a side that concedes the center usually finds it has no good squares left in the middlegame.
  • Look for forcing moves first: checks, captures, and direct threats. The recurring tactical patterns are the fork (a knight hitting king and queen at once), the pin (a bishop freezing a knight in place), the skewer (a rook hitting two pieces through one line), deflection, discovered attack, and smothered mate. The large majority of club games are decided by one of these, not by long-term strategy.
  • Rooks want open files and the seventh rank, so trade off the pawns that block them. Bishops outperform knights in open positions, while knights outperform bishops in closed positions locked by pawns. Decide which pair of minor pieces to keep and which to trade based on the pawn structure — this is the single most practical middlegame judgment.
  • Pawn structure is the one thing you cannot take back once it forms. Doubled, isolated, and backward pawns become long-term targets; a passed pawn grows more valuable the closer it gets to promotion, and in the endgame a distant passed pawn often ties down an entire enemy piece. Think hard before every pawn move.
  • When you are ahead in material, trade pieces but not pawns and simplify toward the endgame. When you are behind, keep the position complex and concentrate your pieces on one wing near the enemy king to create concrete threats rather than spreading them evenly across the board. "Simplify when ahead, complicate when behind" applies to the whole game.
  • In the endgame the king is a strong piece, worth roughly a minor piece. Once the heavy pieces come off, walk your king toward the center before pushing pawns. The side that holds the opposition — kings facing each other with one square between them and the opponent to move — can usually force the enemy king to give way, and this is the core technique of pawn endings.

Winning and Special Rules

Details that are easy to miss but can change the result.

  • Checkmate ends the game immediately. But if the player to move has no legal move at all while their king is not in check, that is stalemate and the game is a draw — the single most common way a winning side throws away an endgame. The more material you hold, the more carefully you must leave the enemy king one square to move to.
  • The fifty-move rule counts half-moves: if the last 100 half-moves contain no capture and no pawn move, the game is drawn. Any capture or pawn move resets the counter to zero, so pushing a single pawn buys you another fifty moves.
  • The third occurrence of the same position is an automatic draw. "Same position" requires identical piece placement, the same side to move, the same remaining castling rights for both sides, and the same availability of an immediate en passant capture — so two positions separated by the loss of a castling right do not count as a repetition.
  • Insufficient material is an automatic draw in these cases: king versus king, king and one bishop versus king, king and one knight versus king, and positions where every bishop on the board stands on the same square color. King and two knights versus a lone king is not included, because checkmate remains theoretically possible even though it cannot be forced.
  • The promotion dialog always offers all four legal choices and never picks a queen for you. Underpromoting to a knight sometimes delivers an immediate check that seizes the initiative, while rook or bishop promotions are used to sidestep the stalemate that a new queen would cause. AI moves preserve the full promotion choice as well.

Common Mistakes

The traps new players fall into most often.

  • Assuming en passant can be taken later. It is available only on the move immediately following the enemy pawn's double advance — insert any other move and the right is gone forever.
  • Misremembering the castling conditions: treating an attack on the square the rook passes over as prohibitive (it is not), or assuming that simply not being in check is enough (the squares the king crosses and lands on must also be unattacked).
  • Chasing the enemy king with king and queen and squeezing it into a corner with no legal move at all, turning a trivial win into a stalemate draw. When you are far ahead, ask before every move: does my opponent still have a move?
  • Grabbing an undefended pawn and only then noticing that your queen, rook, or king has walked into a fork or a pin. In the opening a pawn is nowhere near worth two tempi of development.
  • Pushing your own plan without checking which diagonal or file your opponent's last move opened. Long-range threats often land two or three moves later.
  • Clicking "queen" on the promotion dialog without looking at the position. An extra queen can leave your opponent with no legal move and stalemate the game, while a knight promotion often gives check and settles matters at once.

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