There are light colored squares referred to as white and dark colored squares referred to as black. There are 8 rows and columns, referred to as the "rank" and "file", respectively.
The bottom right corner should be a white square. Setting up chess sets is fairly straightforward. The pieces are set up in an identical manner for both players. The Rooks are at the corners, the Knights are next, and then the Bishops. Remember, the Queen goes on her color. The entire second rank for each player is occupied by their Pawns. The objective in chess is to checkmate your opponents King, and there are three potential ways the game can end:.
First, you can checkmate your opponent. This means that the King is in check under potential attack from an opposing piece and the player can not make any legal move to remove the King from check. At this point, the game is over and the checkmated player loses. The amount of material on the chessboard is of no concern. Second, you and your opponent can reach a stalemate - the opponents King is not currently in check, but would be force to move in to check with their next move.
Because you can never put your own King in check, you would have no legal moves to make. A stalemate does not mean the attacking player has won. Instead, it is a draw - neither player is victorious. In timed games, each player has a specific amount of time to make their moves. Once their time runs out, they lose, regardless of the material on the board.
That means that you could have only your King legt and deftly avoid mate attempts from an opponent with most of their pieces still on the board and still win the game if your opponent were to run out of time. Castling, otherwise known as the rook and king switch, is one of the more distinguished chess rules, a move that involves the King and the Rook.
This is the only situation in which you would move two of your own pieces in the same move. The King and the Rook move towards each other and swap places. To do this, move your King not one, but two spaces towards the Rook you are castling with. Then place the Rook on the opposite side of the King shown in the diagram to the right. This can be done on either the King side or Queen side, however there are several prerequisites:. The king and rook may not have moved, there must not be any obstructing pieces between them, and the King must not move through check in order to complete the move.
This special move involves the Pawn. As mentioned earlier, the pawn has the unique ability to move two spaces for its first move on the chessboard. As it is, the Queen must either capture the Rook e5 or suffer capture by that piece. Here are four Knights on the board, and a Rook and a Bishop and the two Kings. Two of the Knights are immobile: Knight e2 on account of the Bishop h5 and the Knight g7 because of the Rook g3. They must protect their Kings.
The Knight f5 can move to one of the following squares : e7, d6, d4, e3, g3 whereby it captures the Rook h4, h6. The shortest jump on the Chessboard is, namely, to take two squares in the air in a line or row and one square perpendicularly. That movement gives Knight f5 eight possibilities, but in the above position, one of these, on the square g7, is taken away by the obstruction of a Knight partisan to Knight f5.
The Knight f6 has eight possible moves: it threatens the hostile King, "gives Check," or "Checks," and the King will have to fly, for instance, to f7, in order to save himself. Here you see 16 Pawns all that were in the box , and two Rooks, one Bishop, one Knight, and two Kings. At the beginning of the game the White Pawns are placed on the second row and the Black Pawns on the seventh row; then they move or capture ahead toward the enemy, the White Pawns from below upwards, and the Black Pawns in the opposite direction.
For instance, Pawn d4 may capture e5 and conversely, because the Pawns, though moving ahead in their file, capture obliquely, always advancing towards the enemy. The above position shows three immobile Pawns, "blocked" Pawns: g3, g4, and f7.
Pawn g3 is blocked by g4 because the Pawn does not capture straight ahead but diagonally. The position shows nine Pawns standing on the squares where they stood at the start of the game: a2, b2 e2, f2, h2, a7, b7, c7, f7; they have not moved yet; the other seven Pawns have advanced during the progress of the game. The Pawn d4 has two possible moves: to advance to d5 or to capture e5.
The Pawn c3 has only one possible move: to advance to c4. About four centuries ago, the rule was introduced that Pawns in their initial position and which are not blocked may advance one or two steps according to the plan of the player.
This rule made the game more lively, and therefore the Chess world accepted it over time. For instance, Pawn a2 may advance to a3 or to a4 in one move. With this rule a difficulty arose. Its object was to accelerate the pace of the Chess events and to add to their variety, but sometimes it betrayed the obvious rights of the opponent.
To illustrate this point, look at the two Pawns f2 and g4. The Pawn g4 stands on guard over f3. If f2 advances to f3, g4 can capture it; thus it had been for many centuries; after the introduction of the new rule, Pawn f2 could evade Pawn g4 by advancing at once to f4 and could then molest Black unpunished. Naturally, the Pawn g4 on guard felt deceived, when the hostile Pawn crept through the advance posts.
There were scenes of hot dispute. It could not be the meaning of the innovation to make the advancing Pawn immune. And finally justice was victorious: the Pawn standing on guard was acceded the right of capture, just as if the Pawn trying to slip through had advanced one step only; but the Pawn on guard cannot defer this movement but must execute it without loss of time as an immediate reply to the attempted advance. If, for instance, in the above position White moves f2-f4 Black may answer g4 captures f3, thus executing his original intention of capturing the Pawn on f3.
This species of capture is named "capture in passing" or, with the French expression capture "en passant". If the Pawn, after f2-f4, is not immediately captured by g4 "in passing," it stays unmolested on f4 and has thereafter to contend only with the hostile Pawns of the f and e files. The Pawns only advancing ahead arrive, in advancing row by row finally to the eighth row where according to the rule they would come to a barrier and would be immobile.
Should this signify their death? Should they now become useless after having done their duty and fought their way through the ranks of the enemy? That would not be in keeping with justice. Since in a struggle it is honorable to draw upon oneself the fire of the enemy and to do him harm, the Pawn advancing to the last row is rewarded by becoming an "officer" in its army; it is changed for a Queen, Rook, Bishop or Knight, according to the will of the player; it is promoted to a higher rank since officers have much more mobility and value than Pawns.
If it is White's turn to move here, he may advance Pawn e7 to e8, change it for a Queen and call Mate. If it is Black's turn to move, he can advance f2 to f1, demand a Knight and Checkmate White.
Until the 15 th century when the Queen became the most powerful piece, the Rook reigned supreme. The Italians used the like-sounding name Rocco which means tower. Because the Rook is a small tower, Western Europeans followed the lead of the Italians in two ways:. Thus, though a chariot vaguely resembles a tower on wheels, it was more the chance similarity between the sound of an Arabic and an Italian word and the connection between towers and kings that gave us the modern Rook.
Some players incorrectly call the Rook a Castle. Calling the Rook a Castle is about the smallest error you can make in chess, because everybody understands which piece you mean. The predecessor of the modern Bishop was the Fil or Al-Fil meaning elephant. It was a much weaker piece than its modern counterpart because it could only leap diagonally across one square. Europeans who had never seen an elephant had a tough time fitting this animal into the royal court. As time went on, the piece was called the Alfiere meaning standard-bearer by the Italians and the Laufer meaning runner by the Germans.
The Bishop is considered to be about equal in value to a Knight, though many chess writers give the Bishop a small edge. By the end of the 15 th century, the Bishop had lost its power to leap across a square but had gained long-ranged maneuverability on the diagonal, with the ability to move forward or backward.
Like the Rook, King and Queen, the Bishop cannot jump over other pieces. As a team they are powerful indeed. Most beginning chess players have a love hate relationship with the Knight. With experience, many players myself included develop a special fondness for the Knight. The Knight has the strangest move of all the pieces. It moves two squares along a rank and then one along a file, or two squares along a file and then one along a rank.
The result is a curiously L-shaped move. The Knight can go backward, and it is the only piece that can jump over other pieces. Unchanged in years, the Knight has had variations of the same shape and has moved around the board in the same way since the invention of the game. It was known as a horse to the Indians, Persians and Arabs, and because the horse was readily identifiable to Europeans, in many countries the name remained the same.
In other countries, including England and France, the horse acquired a rider and became a Knight, bringing this piece in line with the ethic of chivalry associated with the King, Queen and Bishop. Pawns are the weakest men on the board.
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