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The rules of chess explained step by step

Published 9 min readBy Bilal
Corner of a chess board seen from above: a white knight and the squares it can reach, a black pawn to capture
Contents · 10 sections
  1. 1The board and the starting position
  2. 2The aim of the game: checkmate
  3. 3How the pieces move
  4. 4Capturing an opposing piece
  5. 5The three special moves
  6. 6Ways a game can be drawn
  7. 7How a game unfolds
  8. 8Getting started: five tips for your first games
  9. 9Our pick for getting started
  10. 10Frequently asked questions

In chess, the aim is to checkmate the opposing king: to attack it in such a way that it can no longer escape capture. White plays the first move, then each player moves a single piece in turn, following the way each piece moves.

This guide covers all the rules in the order you'll need them: setting up, how the pieces move, check and checkmate, the three special moves, the ways a game can be drawn and how a real game unfolds. To get started, all you need is one of the chess sets in our shop and an opponent.

Key points
  • Each side has 16 pieces: 1 king, 1 queen, 2 rooks, 2 bishops, 2 knights and 8 pawns.
  • White starts. Each player makes one move in turn, never passing.
  • You win by checkmate. The king is never captured: the game ends before that.
  • Three special moves to know: castling, en passant and promotion.
  • A game can also end in a draw: stalemate, agreement, repetition, the 50-move rule or insufficient material.

The board and the starting position

The board has 64 squares, alternately light and dark. The 8 files are named a to h and the 8 ranks numbered 1 to 8, so that each square has a name: e4, h1, d8. The board is placed so that each player has a light square in their bottom right-hand corner.

The pieces are set out like this, on both White's and Black's side:

  • On the first rank, from the corners to the centre: the rooks, then the knights, then the bishops.
  • In the centre, the queen goes on the square of her own colour (white queen on a light square, black queen on a dark square), with the king next to her.
  • On the second rank, the eight pawns.
♜︎♜︎♞︎♞︎♝︎♝︎♛︎♛︎♚︎♚︎♝︎♝︎♞︎♞︎♜︎♜︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎♟︎87654321abcdefgh
Figure 1. The starting position. The h1 square, outlined, is light: it's the reference point for orienting the board correctly.

The two kings and the two queens face each other on the same file. A board with coordinates printed on the edge helps a lot at the start: you find squares at a glance and learn notation effortlessly.

The aim of the game: checkmate

A piece that attacks the opposing king puts it in check. The player whose king is in check must meet the threat on their very next move, in one of these three ways:

  1. move the king to a square that isn't attacked;
  2. capture the piece giving check;
  3. place a piece in between the king and the attacker (impossible against a knight, which jumps).

If none of these defences exists, the king is checkmated and the game is lost. You may not play a move that leaves or puts your own king in check: such a move is illegal and must be taken back.

♚︎♟︎♟︎♟︎♜︎♚︎♟︎♟︎♟︎87654321abcdefgh
Figure 2. A classic mate, the back-rank mate: the white rook attacks the black king on the eighth rank, and its own pawns stop it from escaping.

How the pieces move

Each piece has its own way of moving. None of them, except the knight, can jump over another piece.

Piece Number Move Approximate value
King 1 one square in any direction priceless
Queen 1 as many squares as she likes, in a straight line or diagonally 9
Rook 2 as many squares as it likes, in a straight line (file or rank) 5
Bishop 2 as many squares as it likes, diagonally, always on the same colour 3
Knight 2 in an L shape: two squares one way then one to the side, jumping over pieces 3
Pawn 8 one square forward (two on its first move), captures diagonally 1

Swipe the table to see all columns.

The values, expressed in pawns, aren't a rule: they're a guide to whether a trade is in your favour.

♚︎King♛︎Queen♜︎Rook♝︎Bishop♞︎Knight♟︎♞︎♟︎Pawn
Figure 3. The squares each piece can reach from the centre. The pawn moves straight ahead, one or two squares at the start, but captures diagonally (circled squares).

The king

The king moves just one square, in all eight directions. It can never move to a square attacked by the opponent, which also means the two kings can never touch.

The queen

The most powerful piece combines the rook and the bishop: she sweeps along straight lines or diagonals, as many squares as she likes, as long as the way is clear.

The rook

It moves in a straight line, along its file or its rank. Rooks become formidable in the endgame, when the files open up.

The bishop

It glides diagonally. A bishop that starts on a light square stays on light squares for the whole game: that's why we talk about the light-squared bishop and the dark-squared bishop.

The knight

It jumps in an L shape, two squares in one direction then one square at a right angle, and always lands on a square of the other colour. It's the only piece that can pass over the others, even on the very first move.

The pawn

The pawn moves straight ahead one square, or two squares if it's still on its starting square. It never moves backwards and, unlike the other pieces, it doesn't capture the way it moves: it captures diagonally, one square forward. A pawn blocked by a piece directly in front of it can no longer advance.

Capturing an opposing piece

To capture, you move your piece onto the square occupied by an opposing piece, which you remove from the board. You can never capture your own pieces, and capturing is never compulsory. All pieces capture the way they move, except the pawn, which captures diagonally.

The three special moves

Castling

Castling is the only move where you move two pieces at once: the king slides two squares towards a rook, and that rook comes to stand just on the other side of the king. On the king's side it's kingside castling; on the queen's side, queenside castling. It tucks the king away and brings the rook into play.

♚︎♜︎♜︎Before♚︎♜︎♜︎Kingside♚︎♜︎♜︎Queenside
Figure 4. White's castling. Kingside: the king goes to g1 and the rook to f1. Queenside: the king goes to c1 and the rook to d1.

Castling is only allowed if all these conditions are met:

  • the king and the rook concerned have never moved;
  • there's no piece between them;
  • the king isn't in check;
  • the king doesn't pass through an attacked square and doesn't land on an attacked square.

To castle, touch the king first, then the rook. A rook touched first could force you to make a rook move.

En passant

When a pawn advances two squares from its starting position and ends up next to an opposing pawn, that pawn can capture it as if it had only advanced one square. This capture is only possible on the very next move: if you don't play it straight away, the chance is gone.

♟︎♟︎7654cdef
Figure 5. En passant. The black pawn plays d7-d5 and lands next to the white pawn on e5; on the next move, the white pawn can capture it by moving to d6.

Promotion

A pawn that reaches the last rank must immediately be replaced by a queen, a rook, a bishop or a knight of its own colour, as the player chooses. You almost always choose the queen, and nothing stops you from having several. Some sets come with an extra queen per side, precisely for this.

Ways a game can be drawn

A game of chess doesn't always end in mate. It's drawn in the following situations.

Situation What happens Automatic or claimed?
Stalemate the player to move has no legal move and their king isn't in check automatic
Insufficient material neither side can mate any more, for example king against king, or king and bishop against king automatic
Mutual agreement one player offers a draw, the other accepts on offer
Threefold repetition the same position occurs three times, with the same player to move claimed by a player
50-move rule 50 moves by each side with no capture and no pawn move claimed by a player
Fivefold repetition or 75 moves the same cases, taken further automatic

Swipe the table to see all columns.

Caution

Stalemate is the classic beginner's trap: with a big material advantage, you shut in the opposing king without giving check, it has no legal move left, and a won game becomes a draw. Before every move in the endgame, check that your opponent can still move.

How a game unfolds

Who plays White?

Among friends, you draw lots: one player hides a pawn of each colour in their hands, and the other chooses one. After that, you alternate colours from one game to the next.

Touch-move

If you deliberately touch one of your pieces, you must move it; if you touch an opposing piece, you must capture it, as long as the move is legal. A piece released on a legal square stays there. To simply recentre a piece on its square, say "I adjust" (or "j'adoube") before touching it. In friendly games people are often more flexible, but getting into the habit from the start avoids arguments.

The end of the game

A game ends with mate, with one player resigning, with a draw or, when playing with a clock, when one player runs out of time. The result is written 1-0 when White wins, 0-1 when Black wins, and ½-½ for a draw.

Playing with a clock

A clock isn't compulsory, but it gives the game a rhythm and avoids endless games. Each player has a total time; after their move, they press their button, which starts the opponent's time. Whoever runs out of time loses, unless the opponent no longer has the material to mate. A digital clock can also add a few seconds on each move, the famous increment, which stops you losing on time in a winning position.

Getting started: five tips for your first games

  1. Occupy the centre. Push one or two central pawns (e4, d4) in the first few moves: your pieces will have more room.
  2. Bring out your pieces. Develop your knights and bishops before moving the same piece several times.
  3. Castle early. A king left in the centre is a target.
  4. Don't bring the queen out too soon. She'd be chased by the opponent's pieces and you'd lose time.
  5. Before every move, ask yourself a question. What is the opponent's last move threatening? A piece left undefended is the most common mistake at the start.
Tip

For learning, a stable board on which the pieces stay put is a real comfort, especially with a child. Our comparison of magnetic and wooden chess sets helps you decide, and our guide to choosing the right size of chess board gives the reference dimensions. If you're introducing a child to the game, see also which chess set to choose for a child.

Our pick for getting started

A magnetic set with coordinates for learning, a complete wooden set with its promotion queens, and a clock for moving on to timed games.

Sources: FIDE, Laws of Chess (articles on the moves of the pieces, castling, en passant, promotion, draws and touch-move); English Chess Federation.

Frequently asked questions

Who moves first in chess?

White always makes the first move. Among friends, colours are drawn by lot, for example by hiding a pawn of each colour in your hands, and then you alternate from one game to the next.

Can a pawn move backwards?

No. The pawn is the only piece that never moves backwards: it moves straight forward one square, or two on its first move, and captures diagonally forward. When it reaches the last rank, it is promoted to a queen, rook, bishop or knight.

Can you castle when you are in check?

No. Castling is not allowed while the king is in check, and the king can't pass through or land on an attacked square either. The king and rook must also never have moved, and there must be no pieces between them.

Can you have two queens in chess?

Yes. Every pawn that reaches the last rank can become a queen, even if the first one is still on the board. Some sets include an extra queen per side; in a tournament, if the piece is missing, you stop the clock and ask the arbiter for one.

How long does a game of chess last?

Without a clock, a game has no set length: from a few minutes to over an hour. With a clock, it all depends on the time control chosen: in blitz, each player has 10 minutes or less; in rapid, more than 10 and less than 60 minutes; in classical, often more than an hour and a half.

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