- The goal of chess is to checkmate the opposing king, not simply to capture the most pieces.
- White moves first, after which the players take alternating turns.
- Every piece has its own movement pattern, and no legal move may leave your king in check.
- Castling, promotion, and en passant are special moves with additional conditions.
- Beginners should focus on king safety, central control, piece development, and the opponent’s threats.
Chess is a two-player strategy game played on a board of 64 squares. Each player begins with 16 pieces and tries to checkmate the opponent’s king.
You do not need to memorize complicated openings or calculate many moves ahead before playing your first game. Begin by learning how to set up the board, how each piece moves, what makes a move legal, and how checkmate differs from stalemate.
This guide follows the standard rules used in over-the-board chess. It has been checked against the FIDE Laws of Chess effective from January 1, 2023, which remain the current version listed in the FIDE Handbook.
What Is the Goal of Chess?
One player controls the white pieces, and the other controls the black pieces. White makes the first move, Black responds, and the players continue alternating turns. A player cannot skip a turn or make two moves in succession.
The objective is to checkmate the opposing king.
Checkmate occurs when:
- The king is under attack.
- The king cannot move to a safe square.
- No other legal move can remove the attack.
The king is never physically captured or removed from the board. The game ends as soon as a legal move produces checkmate.
Capturing pieces can help you build an advantage, but having more pieces does not automatically win. A player with a large material advantage can still lose if their king is checkmated.
How to Set Up a Chessboard
A chessboard has eight horizontal rows called ranks and eight vertical columns called files.
Files are labeled a through h, and ranks are numbered 1 through 8. These labels give every square a unique coordinate, such as e4 or f7.
Position the board correctly
Turn the board so that each player has a light-colored square at the bottom-right corner.
A common reminder is:
Light on the right.
From White’s perspective, the bottom-left square is a1 and the bottom-right square is h1.
Place the pawns
White’s eight pawns begin on the second rank, from a2 to h2.
Black’s eight pawns begin on the seventh rank, from a7 to h7.
Place the other pieces
The rooks go in the corners. Knights stand beside the rooks, and bishops stand beside the knights.
The queen goes on the square matching her color:
- The white queen begins on the light d1 square.
- The black queen begins on the dark d8 square.
The kings occupy the remaining central squares:
- White’s king begins on e1.
- Black’s king begins on e8.
From White’s left to right, the first rank is:
Rook, knight, bishop, queen, king, bishop, knight, rook.
Black’s pieces mirror White’s. Both queens begin on the d-file, and both kings begin on the e-file.
Before starting, confirm that the queens are on their matching colors and that each player has a light square in the bottom-right corner.
How Do Chess Pieces Move?
A standard chess set contains six types of pieces: king, queen, rook, bishop, knight, and pawn.
A piece cannot land on a square occupied by another piece of the same color. Rooks, bishops, and queens cannot move through occupied squares. Knights are the only pieces that can jump over other pieces.
| Piece | Number per player | Movement | Approximate value |
| King | 1 | One square in any direction | Not traded |
| Queen | 1 | Any number of squares horizontally, vertically, or diagonally | 9 |
| Rook | 2 | Any number of squares horizontally or vertically | 5 |
| Bishop | 2 | Any number of squares diagonally | 3 |
| Knight | 2 | In an L-shape: two squares in one direction and one perpendicular | 3 |
| Pawn | 8 | One square forward, or two from its starting square; captures diagonally | 1 |
These values are not part of the official rules. They are a beginner-friendly guide for comparing exchanges. A piece’s actual usefulness depends on the position.
How the king moves
The king moves one square in any direction: horizontally, vertically, or diagonally.
It may capture an opposing piece one square away, but only if the destination square is not attacked. The king may never move into check.
The two kings cannot occupy neighboring squares because each king attacks all adjacent squares.
Although the king has limited movement, it is the most important piece. Losing the queen creates a disadvantage; losing the king to checkmate ends the game.
How the queen moves
The queen moves any number of unobstructed squares horizontally, vertically, or diagonally.
It combines the movement of a rook and bishop but cannot turn a corner during one move or jump over another piece.
The queen is usually the most powerful piece. However, bringing it out too early can allow the opponent to develop less valuable pieces while repeatedly attacking it.
How the rook moves
A rook moves any number of unobstructed squares horizontally or vertically.
Rooks become especially effective on open files, which are vertical columns containing no pawns. Two connected rooks can protect each other and place strong pressure on a rank or file.
A rook also participates in castling.
How the bishop moves
A bishop moves any number of unobstructed squares diagonally.
Each bishop remains on one color for the entire game. A bishop that begins on a light square can visit only light squares, while a bishop that begins on a dark square can visit only dark squares.
Bishops are usually strongest when pawns do not block their diagonals.
How the knight moves
The knight moves in an L-shape: two squares horizontally or vertically, followed by one square at a right angle.
For example, a knight on d4 could move to b3, b5, c2, c6, e2, e6, f3, or f5 if the destination square is available.
The knight may jump over friendly and opposing pieces. However, it cannot land on a square occupied by a friendly piece.
Knights generally have more movement options near the center than near the edge of the board.
How pawns move
Pawns move forward but capture diagonally.
White’s pawns move toward rank 8, while Black’s pawns move toward rank 1. Pawns never move backward.
A pawn normally moves one square forward into an empty square. From its original starting square, it may move one or two squares, provided both the intermediate square and destination square are empty.
A pawn cannot move into an occupied square or capture a piece directly in front of it.
Instead, it captures one square diagonally forward. For example:
- A white pawn on e4 may capture a black piece on d5 or f5.
- A black pawn on e5 may capture a white piece on d4 or f4.
What Are the Special Moves in Chess?
Chess has three important special moves: castling, pawn promotion, and en passant.
Castling
Castling is a single move involving the king and one rook. It is the only standard move in which two pieces change squares during the same turn.
The king moves two squares toward the rook. The rook then moves to the square the king crossed.
For White:
- Kingside castling moves the king from e1 to g1 and the rook from h1 to f1.
- Queenside castling moves the king from e1 to c1 and the rook from a1 to d1.
Black follows the same pattern on rank 8.
Castling is legal only when:
- The king has not previously moved.
- The chosen rook has not previously moved.
- All squares between the king and rook are empty.
- The king is not currently in check.
- The king does not cross an attacked square.
- The king does not finish on an attacked square.
The rook may be under attack without preventing castling. Only attacks involving the king’s starting, crossing, and destination squares matter.
If the king or relevant rook has moved and returned to its original square, the right to castle with that piece is still lost.
Pawn promotion
When a pawn reaches the farthest rank, it must be promoted.
A white pawn promotes on rank 8, while a black pawn promotes on rank 1.
The pawn is replaced by a queen, rook, bishop, or knight of the same color. It cannot remain a pawn or become a king.
Most players choose a queen, but another piece may occasionally be better. Choosing a rook, bishop, or knight is called underpromotion.
The new piece takes effect immediately. A player may have more than one queen or more than two rooks, bishops, or knights because the promoted piece does not need to replace a previously captured one.
En passant
En passant is a special pawn capture. The name means “in passing.”
It becomes possible when an opposing pawn:
- Moves two squares from its original position.
- Lands directly beside one of your pawns.
Your pawn may capture it as though it had moved only one square. The capturing pawn moves diagonally to the square the opposing pawn passed over, and the opposing pawn is removed.
For example, suppose White has a pawn on e5 and Black moves a pawn from d7 to d5. White may move the e5 pawn to d6 and remove the black pawn from d5.
The capture must be made immediately on the following move. If the player makes another move, that en passant opportunity disappears.
What Do Check, Checkmate, and Stalemate Mean?
These terms describe three different situations:
- Check requires the threatened player to respond.
- Checkmate ends the game with a winner.
- Stalemate ends the game in a draw.
Check
A king is in check when an opposing piece attacks the square it occupies.
The checked player must remove the threat immediately. There are usually three possible responses:
- Move the king to a safe square.
- Capture the checking piece.
- Block the attack.
Blocking works only against a rook, bishop, or queen attacking from a distance. A knight’s attack cannot be blocked. A check from an adjacent pawn or king also cannot be blocked.
Every checking line must be removed. When two pieces give check simultaneously, the king must move.
Players sometimes announce “check” in casual games, but saying it is not required.
Checkmate
Checkmate occurs when the king is in check and no legal move can remove the attack.
Before identifying checkmate, confirm that:
- The king has no safe square.
- The checking piece cannot be captured legally.
- The attack cannot be blocked.
The game ends immediately when a legal move produces checkmate. The king is not captured.
Stalemate
Stalemate occurs when the player whose turn it is has no legal move but is not in check.
Stalemate is a draw, even when the other player has a large material advantage.
This often happens when a queen or rook controls all of the defending king’s available squares without directly attacking the king.
Other ways a game can end
A player may resign when they believe the position cannot reasonably be saved. In normal play, resignation ends the game immediately.
Under FIDE rules, there is a rare exception: if the opponent could not possibly deliver checkmate through any legal sequence, the result is a draw rather than a win.
Players may also agree to a draw. Under standard FIDE rules, both players must have made at least one move before the game can be drawn by agreement.
A player may claim a draw after the same position appears for the third time. For the positions to count as the same:
- The same player must be due to move.
- The same pieces must occupy the same squares.
- The same legal possibilities must exist.
A change in castling rights or the availability of en passant can make two visually similar positions different.
A draw may also be claimed after 50 consecutive moves by each player without a pawn move or capture. The game is automatically drawn after 75 such moves by each player unless the final move delivers checkmate.
The game is also drawn in a dead position, where neither player could possibly checkmate through any legal sequence.
How Can You Tell Whether a Move Is Legal?
A legal move must follow the selected piece’s movement rule and leave your king safe.
Before moving, use this process:
- Check whether your king is currently under attack. If it is, your move must remove the check.
- Confirm that the selected piece can move to the intended square.
- Check the path. Rooks, bishops, and queens cannot pass through pieces. Knights may jump.
- Confirm that the destination is not occupied by one of your own pieces.
- Imagine the position after the move and check whether your king would be attacked.
The final step is especially important. A piece may be shielding the king from a rook, bishop, or queen. Moving it could expose the king even when the piece otherwise follows its normal movement pattern.
A piece restricted in this way is often described as being pinned to the king.
The touch-move rule
In over-the-board tournament chess, deliberately touching one of your own pieces generally requires you to move it if it has a legal move.
Deliberately touching an opponent’s piece generally requires you to capture it if a legal capture is available.
To straighten a piece without intending to move it, first say “I adjust” or “j’adoube.”
Casual players may choose not to enforce touch-move, but they should agree on this before the game begins.
How to Play Your First Chess Game
Knowing how each piece moves does not automatically tell you what to do when the game begins.
For your first games, follow a simple plan rather than memorizing a long opening sequence.
Begin with a central pawn
The four central squares are d4, d5, e4, and e5.
Practical first moves for White include moving the king’s pawn to e4 or the queen’s pawn to d4. Both moves claim central space and open lines for other pieces.
Black can respond by challenging or controlling the center and preparing to develop pieces.
Central control is useful because pieces near the center generally have more movement options and can reach either side of the board more quickly.
Develop knights and bishops
Development means moving pieces from their starting squares to positions where they influence the game.
Knights and bishops are normally developed before the queen and rooks. Useful early squares often include c3 and f3 for White’s knights, and c6 and f6 for Black’s knights.
Place bishops on open diagonals where they are not blocked by their own pawns.
Avoid moving the same piece repeatedly without a clear reason. Each unnecessary move may give the opponent time to activate another piece.
Castle when it is safe
Once the necessary squares are clear, consider castling.
Kingside castling is often easier because only the knight and bishop must move out of the way. Castling usually improves king safety and brings a rook closer to the center.
Do not castle automatically. Check whether the opponent has several pieces aimed at the side where your king would move.
Check the opponent’s threat
After every opposing move, pause before continuing with your plan.
Ask:
- What does the moved piece now attack?
- What does it protect?
- Did the move open a line for a bishop, rook, or queen?
- Is one of my pieces now undefended?
Many beginner games are decided because one player overlooks a direct threat.
Examine forcing moves carefully
Checks, captures, and direct threats deserve attention, but they are not automatically good moves.
Before giving check, consider where the opponent’s king will move and whether your checking piece will become exposed.
Before capturing, calculate the likely reply. Winning a pawn is not worthwhile if your opponent can capture your queen immediately afterward.
A useful thinking order is:
- Inspect your opponent’s checks, captures, and threats.
- Examine your own checks, captures, and threats.
- Compare the safest and most useful candidate moves.
Activate the remaining pieces
As the game moves into the middlegame, try to place:
- Rooks on open or half-open files
- Bishops on useful diagonals
- Knights on stable central squares
Look for undefended pieces, exposed kings, weak pawns, and opportunities to coordinate several attackers.
Use the king in the endgame
During the opening and middlegame, the king usually needs protection.
When queens, rooks, and several other pieces have been exchanged, the king becomes an active fighting piece. It can attack opposing pawns, defend friendly pawns, and help a pawn reach promotion.
Basic Chess Strategy for Beginners
Protect your king
King safety is the highest priority. A material advantage is irrelevant if your king is checkmated.
Castle when appropriate, avoid unnecessary pawn moves around your king, and watch for open files or diagonals leading toward it.
Control the center
Pieces near the center generally influence more squares than pieces near the edge.
You do not need to occupy every central square. Pawns, knights, bishops, rooks, and queens can also control the center from a distance.
Develop all your pieces
A piece cannot contribute effectively while trapped behind its starting pawns.
Try to activate both knights, both bishops, and eventually both rooks. Avoid attacking with the queen alone while the rest of your pieces remain undeveloped.
When you have no immediate tactic, identify your least active piece and look for a better square.
Keep pieces protected
An undefended piece can become an easy tactical target.
Before making a move, check whether the moved piece will be protected and whether moving it leaves another piece undefended.
Approximate piece values help when comparing exchanges, but calculate the complete sequence rather than judging only the first capture.
Learn basic tactical patterns
A fork occurs when one piece attacks two or more targets at once.
A pin occurs when moving a piece would expose a more valuable piece behind it. If the protected piece is the king, moving the pinned piece may be illegal.
A skewer attacks a valuable piece first. When it moves, a less valuable piece behind it becomes vulnerable.
A discovered attack occurs when one piece moves away and reveals an attack by another piece.
Recognizing these patterns makes it easier to find useful moves without calculating every legal possibility.
Common Chess Mistakes Beginners Should Avoid
Bringing the queen out too early is a common mistake. The opponent may develop knights and bishops while repeatedly attacking it.
Making too many pawn moves can also create problems. Pawns cannot move backward, so unnecessary advances may leave permanent weaknesses and delay development.
Ignoring the opponent’s previous move leads to preventable losses. Even a quiet pawn move may attack a piece or open a diagonal toward your king.
Leaving pieces undefended allows simple tactical wins. Before moving, identify every piece currently under attack and every piece that may become vulnerable.
Moving too quickly is another common error. Even during a casual game, pause to inspect checks, captures, and threats.
Beginners also tend to attack before developing enough pieces. An unsupported queen or knight may create a temporary threat, but coordinated defenders can often drive it away.
Do not capture automatically. A piece may have been offered as bait. Ask what the opponent can capture after your move.
Finally, do not resign merely because you have lost one piece. Playing difficult positions teaches defensive skills, and beginner games often contain opportunities for both sides.
How Does Chess Notation Work?
Chess notation records the moves played during a game.
Every square has a coordinate made from its file letter and rank number. For example, e4 is on the e-file and fourth rank.
Pieces use capital letters:
- K for king
- Q for queen
- R for rook
- B for bishop
- N for knight
The letter N represents the knight because K is reserved for the king. Pawns do not use a piece letter.
Examples include:
- Nf3: A knight moves to f3.
- Be2: A bishop moves to e2.
- Bxe6: A bishop captures a piece on e6.
- exd5: The pawn from the e-file captures on d5.
- Qh7+: The queen moves to h7 and gives check.
- Qh7#: The queen moves to h7 and gives checkmate.
- O-O: Kingside castling.
- O-O-O: Queenside castling.
- e8=Q: A pawn reaches e8 and promotes to a queen.
Learning notation allows you to save games, replay positions, use books and courses, and analyze your mistakes.
How Do Chess Clocks Work?
A chess clock contains two connected timers. Only one timer runs at a time.
After making a move, a player presses their side of the clock. This stops their own timer and starts the opponent’s.
Most time controls give each player a main amount of thinking time. Some also add an increment or delay after each move.
In standard competitive over-the-board play, a player must press the clock with the same hand used to move the piece.
Online platforms operate the clock automatically.
Beginners normally learn more from slower games. A time control such as 15 minutes with an increment, or about 30 minutes per player, provides enough time to examine threats and verify that moves are legal.
How to Improve at Chess
Playing regularly helps, but improvement depends on what you learn from each game.
Review the game before using a computer analysis tool. Find the first major moment when your position became worse and ask:
- Did I overlook an attack?
- Did I leave a piece undefended?
- Did I weaken my king?
- Did I miss a simple capture?
- Did I move too quickly?
After forming your own conclusions, use an analysis tool to check them. Focus on why a move failed rather than memorizing the computer’s preferred move.
Practice simple tactical puzzles involving forks, pins, skewers, checks, and undefended pieces.
Learn a few essential endgames, beginning with:
- King and queen against a lone king
- King and rook against a lone king
- King and pawn against a king
Avoid memorizing long opening variations at first. Opening principles are more useful: control the center, develop pieces, protect the king, and avoid moving the same piece repeatedly without a reason.
Choose opponents near your level and play at a speed that gives you time to think. After each game, identify one lesson instead of trying to correct every mistake at once.
Early progress should not be measured only by wins. Completing a game with legal moves, protecting more pieces, recognizing a threat, and avoiding an early checkmate are all meaningful improvements.
Frequently Asked Questions
Can I learn chess without using a chess clock?
Yes. A clock is unnecessary when learning the basic rules. It becomes useful when you want games to finish within a predictable period or begin playing competitively.
What should happen if someone makes an illegal move?
Online platforms normally reject illegal moves automatically. In a casual game, the players can correct the position and continue. In a tournament, stop the clock and call the arbiter because the penalty depends on the event rules and time control.
Should beginners allow takebacks?
Takebacks can be useful in teaching games when the goal is to understand a mistake. During a normal competitive game, completed moves should stand.
What time control is best for a new player?
Try approximately 15 minutes with an increment or 30 minutes per player. Slower games provide enough time to inspect threats and confirm that moves are legal.
Should I study chess openings immediately?
Learn opening principles before memorizing variations. Focus on controlling the center, developing knights and bishops, protecting the king, and avoiding unnecessary repeated moves.
Is playing against a computer as useful as playing against people?
Both are useful. Computer opponents are convenient for practicing the rules, while human opponents expose you to a wider variety of plans and mistakes. In either case, reviewing the game afterward is essential.
