Chess: rules and exercises

Checkmate the enemy king: attack it so that it cannot escape, block, or capture the attacker.

The classic: 16 pieces, one king to protect.

1. Learn the rules

How each piece moves

  • ♙ Pawn — moves one square forward (two from its starting rank) and captures diagonally.
  • ♖ Rook — straight lines, any distance.
  • ♘ Knight — an «L»: two squares then one perpendicular. The only piece that jumps.
  • ♗ Bishop — diagonals, any distance.
  • ♕ Queen — rook and bishop combined.
  • ♔ King — one square in any direction.

Special moves

  • Castling — king and rook move together, if neither has moved, no pieces stand between them, and the king never crosses an attacked square.
  • En passant — a pawn that advances two squares can be captured by an enemy pawn as if it had moved only one.
  • Promotion — a pawn reaching the last rank becomes any piece you choose, usually a queen.

How the game ends

  • Checkmate — the king is attacked and no legal move saves it.
  • Stalemate — a draw: the player to move has no legal move and is NOT in check.
  • Draw — also by insufficient material, threefold repetition, or agreement.

You may never make a move that leaves your own king in check, however convenient it would be.

2. Recognize the objective

Before choosing a check, inspect the king’s escape squares. A quiet move can restrict them and prepare an inevitable mate. In the exercise, respond to the defense that prolongs the game most.

3. Put it into practice

Loading exercise…