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How to play

The goal

Checkmate the king

Attack the other king so that it cannot escape. You never capture the king: the game ends the move before.

How the pieces move

White king

King

One square in any direction.

White queen

Queen

Any distance along a rank, a file or a diagonal.

White rook

Rook

Any distance along a rank or a file.

White bishop

Bishop

Any distance along a diagonal. It stays on one colour.

White knight

Knight

Two squares one way and one across. It is the only piece that jumps.

White pawn

Pawn

One square forward, or two from its first square. It captures one square diagonally.

Special moves

Castling

The king moves two squares towards a rook and the rook jumps over it. Neither may have moved, the squares between must be empty, and the king may not be in check, pass through an attacked square or land on one.

En passant

When a pawn moves two squares and lands beside your pawn, you may capture it as if it had moved one. Only on the very next move.

Promotion

A pawn that reaches the far rank becomes a queen, a rook, a bishop or a knight. You choose.

Check

Check

Your king is attacked. You must move it, block the attack or capture the attacker.

Checkmate

Your king is attacked and nothing saves it. The game is over.

Draws

Stalemate

The player to move is not in check and has no legal move.

Fifty-move rule

Fifty moves by each side with no capture and no pawn move.

Threefold repetition

The same position, with the same player to move, comes up three times.

Not enough pieces

King against king, or king against king and a single bishop or knight.

Out of time

With a clock on, a player whose time runs out loses. If the other side has only a king left, it is a draw.