Move straight forward one square (two on their first move) and capture one square diagonally forward. Reaching the far rank promotes them to Queen, Rook, Bishop or Knight.
Move in an L-shape: two squares one way, one square perpendicular. Knights are the only piece that can jump over other pieces.
Glide diagonally any distance, staying on one square colour for the whole game.
Move any distance horizontally or vertically. Pairs with the king for castling.
Combines the rook and bishop — any distance, any straight or diagonal line.
Moves one square in any direction. Protect it at all costs — if it's attacked and can't escape, that's checkmate.
"Check" means the king is under attack — you must resolve it immediately. "Checkmate" means there's no way out, and the game ends.
Once per game, a king and one of its rooks that haven't moved can swap positions in a single move — if the squares between them are empty and the king isn't in or passing through check.
If an enemy pawn advances two squares and lands beside yours, you may capture it as though it had only moved one — but only on the very next move.
If a player has no legal move but isn't in check, it's a stalemate — a draw. Games also draw by insufficient material, the 50-move rule, or repetition.
Deliver checkmate — trap the enemy king with no legal escape. That's the whole game.
Choose a piece
White wins