Chess basics in 5 minutes
Never played before? Read this once, then start Level 1. Every rule you need is here, with pictures.
- The goal
- The board
- How the pieces move
- Special moves
- Check, checkmate, stalemate
- How a game ends
- Writing moves down
- Five beginner tips
- Chess words (glossary)
1. The goal
Two players, White and Black, take turns to move one piece. White always moves first. You win by checkmating the enemy king: attacking it so that it has no way to escape. Kings are never actually captured.
2. The board
- The board has 64 squares in 8 files (columns
a–h) and 8 ranks (rows1–8). Every square has a name, likee4. - Place the board so each player has a light square in the bottom-right corner (“light on right”).
- The queen starts on her own colour: White queen on the light square
d1, Black queen on the dark squared8.
3. How the pieces move
Dots show where the piece can go; a red ring means it can capture. Pieces capture by moving onto an enemy piece's square. Only the knight can jump over other pieces.
Piece values (a rough guide for trades):
♟ Pawn 1♞ Knight 3♝ Bishop 3♜ Rook 5♛ Queen 9♚ King: priceless
4. Special moves
O-O (kingside) or O-O-O (queenside).d7 to d5, landing beside White’s pawn. White may capture it as if it had moved only one square: exd6. Only on the very next move.b8=Q.5. Check, checkmate, stalemate
6. How a game ends
- Win: by checkmate, if the opponent resigns, or if their clock runs out.
- Draw: stalemate; agreement; the same position three times (threefold repetition); 50 moves each with no capture and no pawn move; or too few pieces left for anyone to checkmate (for example king against king).
7. Writing moves down
Each move is written with the piece letter (K king, Q queen, R rook, B bishop, N knight; pawns have no letter) and the square it moves to: Nf3, e4. Add x for a capture (Bxe5, exd6), + for check and # for checkmate. Full table on How to play.
8. Five beginner tips
- Control the centre (
d4,e4,d5,e5) with pawns and pieces. - Develop: bring knights and bishops out early, and don't move the same piece twice without a reason.
- Castle early to keep your king safe.
- Before every move, ask: what is my opponent threatening? Is any of my pieces undefended?
- Count before you trade: use the piece values above.
9. Chess words (glossary)
All the words used in Level 1, from basic to advanced. You don't need them all to start: the basic ones are enough for your first games.
Basic words (33)
- Attack
- A threat to capture a piece on the next move.
- Back rank
- The first rank for White or the eighth rank for Black, where the pieces start.
- Bishop
- A piece that moves any number of squares diagonally and stays on one square colour.
- Capture
- Removing an opponent's piece by moving onto its square.
- Castling
- A special move where the king moves two squares towards a rook and the rook jumps over it.
- Centre
- The four squares d4, e4, d5 and e5 in the middle of the board.
- Check
- When a king is directly attacked and must get out of the attack on the next move.
- Checkmate
- When a king is in check and has no legal way to escape; the game ends.
- Chess clock
- A double clock that measures each player's thinking time.
- Defend
- To protect a piece so that if it is captured, it can be captured back.
- Diagonal
- A slanting line of squares of the same colour.
- Draw
- A game that ends with no winner.
- File
- A vertical column of squares, lettered a to h.
- Illegal move
- A move that breaks the rules, such as leaving your own king in check.
- King
- The most important piece; it moves one square in any direction and must never be captured.
- Kingside castling
- Castling with the rook on the h-file, written O-O.
- Knight
- A piece that moves in an L-shape and can jump over other pieces.
- Major piece
- A rook or a queen.
- Material
- The pieces and pawns a player has, counted by their value.
- Minor piece
- A bishop or a knight.
- Notation
- The system for writing down moves, such as Nf3 or e4.
- Pawn
- The smallest unit; it moves forward one square (two from its start) and captures diagonally.
- Promotion
- When a pawn reaches the far rank and becomes a queen, rook, bishop or knight.
- Queen
- The most powerful piece; it moves any number of squares along ranks, files and diagonals.
- Queenside castling
- Castling with the rook on the a-file, written O-O-O.
- Rank
- A horizontal row of squares, numbered 1 to 8.
- Resign
- To give up the game, conceding the win to the opponent.
- Rook
- A piece that moves any number of squares along ranks and files.
- Square
- One of the 64 cells of the board, named by its file letter and rank number.
- Stalemate
- When the player to move has no legal moves and is not in check; the game is a draw.
- Starting position
- The arrangement of all 32 pieces before the first move.
- Touch-move
- The rule that if you deliberately touch one of your pieces, you must move it.
- White
- The side that always makes the first move.
Intermediate words (34)
- Back-rank mate
- Checkmate by a rook or queen on the first or last rank when the king is boxed in by its own pawns.
- Blunder
- A very bad mistake that loses material or the game.
- Decoy
- Luring an enemy piece onto a bad square, often with a sacrifice.
- Deflection
- Forcing an enemy piece away from a square or duty it was guarding.
- Development
- Bringing pieces out from their starting squares to active positions.
- Discovered attack
- Moving one piece to uncover an attack by another piece behind it.
- Discovered check
- Check given by a piece that was uncovered when another piece moved out of its way.
- Double check
- Check given by two pieces at once; only a king move can escape it.
- En passant
- A special pawn capture of a pawn that has just moved two squares, taking it as if it had moved one.
- Endgame
- The final phase of the game, when few pieces remain.
- Exchange
- Trading pieces, usually of similar value.
- Fifty-move rule
- A draw can be claimed after 50 moves by each side with no capture and no pawn move.
- Fork
- A single piece attacking two or more enemy pieces at the same time.
- Half-open file
- A file with pawns of only one colour on it.
- Hanging piece
- A piece that is attacked and not defended.
- Initiative
- The ability to keep making threats that the opponent must answer.
- Insufficient material
- A draw because neither side has enough pieces left to give checkmate.
- Luft
- A pawn move that gives the king an escape square, avoiding back-rank mate.
- Middlegame
- The phase after the opening, with most pieces still on the board.
- Open file
- A file with no pawns on it.
- Opening
- The first phase of the game, when pieces are developed.
- Opening trap
- A tricky opening line that tempts the opponent into a losing mistake.
- Outpost
- A square that enemy pawns can no longer attack, ideal for a knight.
- Passed pawn
- A pawn with no enemy pawns in front of it on its own or neighbouring files.
- Pawn structure
- The arrangement of all the pawns on the board.
- Perpetual check
- An endless series of checks that the opponent cannot escape, leading to a draw.
- Pin
- An attack on a piece that cannot move without exposing a more valuable piece (or the king) behind it.
- Removing the defender
- Capturing or driving away a piece that protects something important.
- Sacrifice
- Giving up material on purpose to gain an advantage.
- Skewer
- An attack on a valuable piece that, when it moves, exposes a less valuable piece behind it.
- Smothered mate
- Checkmate by a knight when the king is surrounded by its own pieces.
- Strategy
- Long-term planning based on the features of the position.
- Tactic
- A short forcing sequence of moves that wins material or gives mate.
- Time control
- The amount of time each player has for the whole game.
Advanced words (29)
- Backward pawn
- A pawn behind its neighbours that cannot safely advance and cannot be protected by pawns.
- Battery
- Two pieces lined up on the same line, such as a queen and bishop on one diagonal.
- Bishop pair
- Having both bishops while the opponent does not.
- Blockade
- Placing a piece directly in front of an enemy passed pawn to stop it.
- Clearance
- Moving a piece out of the way to free a line or square for another piece.
- Desperado
- A piece that is lost anyway and sells itself as dearly as possible.
- Doubled pawns
- Two pawns of the same colour on the same file.
- Exchange sacrifice
- Giving up a rook for a bishop or a knight.
- Fianchetto
- Developing a bishop to b2, g2, b7 or g7, onto a long diagonal.
- Gambit
- An opening where a player sacrifices material, usually a pawn, for faster development or attack.
- Interference
- Placing a piece between an enemy piece and the square it defends.
- Isolated pawn
- A pawn with no friendly pawns on the neighbouring files.
- Lucena position
- A key rook endgame that the side with the extra pawn wins by building a bridge.
- Minority attack
- Advancing fewer pawns against the opponent's pawn majority to create weaknesses.
- Opposite-coloured bishops
- Each side has one bishop and they move on different square colours; often drawish.
- Opposition
- In king endgames, kings facing each other with one square between; the side not to move is worse off.
- Overloading
- Giving one defending piece more duties than it can handle.
- Pawn chain
- A diagonal line of pawns, each protecting the one in front.
- Philidor position
- A key rook endgame defence where the defending rook holds the third rank.
- Prophylaxis
- A move that prevents the opponent's plan before it happens.
- Rook lift
- Moving a rook up the board so it can swing across to join an attack.
- Tempo
- A single move thought of as a unit of time; gaining one means getting ahead in development.
- Threefold repetition
- A draw that can be claimed when the same position occurs three times.
- Triangulation
- A three-move king manoeuvre that loses a tempo to put the opponent in zugzwang.
- Underpromotion
- Promoting a pawn to a rook, bishop or knight instead of a queen.
- Windmill
- A series of discovered checks that wins material again and again.
- X-ray
- An attack or defence through an enemy piece along a line.
- Zugzwang
- A position where any move the player makes will worsen their position.
- Zwischenzug
- An unexpected in-between move played before the expected reply.
Ready? Start Level 1 Questions are short, you get an explanation after each one, and wrong answers come back as retries.