Chess game rules for beginners. How an adult can learn to play chess



The official rules of the game of classical chess are quite voluminous - they can be downloaded from the bathhouse website. We suggest that you familiarize yourself with the brief basic rules of the game.

Chess board

The game is played on a board of 64 squares, alternating between light and dark squares. Linear rows of fields are called verticals, contours and diagonals.
In this case, vertical lines are denoted by Latin letters "A" to "H", and horizontal lines - by numbers from 1 to 8. Thus, each cell (playing field) has a coordinate formed by writing vertical and horizontal markers, for example E2.

During the game, the chessboard is positioned so that each player on the right has a white corner square.

Chessmen

Each chess player operates with pieces of his own color: king, queen, two bishops, knight, rook, 8 pawns.

The pieces are arranged in the following order (from left to right): rook, knight, bishop, queen, king, bishop, knight, rook on the line closest to the player, and eight pawns in the horizontal line on the second line from the player.

Move rules

The game starts with the player with white pieces. Further, the moves are made alternately.

Move - moving a piece from one square to another, free or occupied by an opponent's piece. Except for the knight and the rook, when castling, the pieces cannot cross the squares occupied by the pieces.

If the move is made on a square occupied by an opponent's piece, this means that the opponent's piece is a bat and is removed from the board.

The move is carried out by one piece, except for castling: a double move with the movement of the king and rook. In this case, first the king moves two squares towards the rook, which is then transferred through it to the adjacent square. In this case, the player must first touch the king (according to the "Touching the piece" rule). During castling, the king cannot cross the square attacked by the opponent's pieces. Castling is only possible if the king or rook has already moved.

  • King - moves to any adjacent square that is not attacked;
  • Queen - moves to any square vertically, horizontally and diagonally;
  • Rook - moves to any square vertically and horizontally;
  • Bishop - moves diagonally to any square;
  • Knight - moves in a kind of zigzag (with the letter "G"), including through the squares occupied by other figures;
  • Pawn - moves only vertically forward to an adjacent free square (from the initial line, a pawn can move two squares forward). Capturing someone else's piece by a pawn is only possible diagonally and moving forward.
If during the game a pawn reaches the last (eighth for White and first for Black) rank, it "turns" into a queen, rook, bishop or knight of its color. In this case, the choice of the piece to be replaced does not depend on the pieces remaining on the board - the pawn can become the second queen, the third knight, etc.

Purpose of the game

The task of playing chess is to checkmate the opponent's king. Checkmate is an attack on the opponent's king, in which he cannot evade, be covered from a blow by another piece, or take the opponent's attacking piece on his own.

Chess board and pieces

Board. The chess game is played on a board consisting of 64 squares, alternately light (white squares) and dark (black squares). Rows of fields are called lines, which can be verticals, contours, and diagonals.
Each horizontal line is numbered from 1 to 8. Each vertical line is numbered in Latin letters from "A" to "H". Each field of the board has its own coordinates, which are formed by writing the name of the vertical and the number of the horizontal. For example: h2
d7
During the game, the board is positioned so that each partner on the right has a white corner field. If this requirement is violated, the resulting position is considered impossible. The game should be interrupted. The position of the board is corrected. Then the created position is transferred to it. After that, the game continues.

8
7
6
5
4
3
2
1

A

B

C

D

E

F

G

H

Shapes. There are kings, heavy (queens, rooks), light (knights, bishops) pieces and pawns. Sometimes pawns are not considered pieces.

The initial position of the figures is shown in the diagram. If they are located differently, the position is considered impossible.

The concept of a move
The partner starts with the white pieces (the right to move). Then, until the game is over, the moves are made alternately. The color of the partners' figures in amateur games is determined by lot, and in competitions - by the rules of the game. If a game is started by mistake by a participant playing with black pieces, it is canceled and played again. When counting the moves made, White's move is taken as one, followed by Black's reply.
The player is called the partner, after whom it is the turn to move.
Determination of the move. A move is the movement of a piece from one square to another, free or occupied by an opponent's piece. When castling, the position of the king and rook changes. Except for the knight and the rook, when it moves over the king during castling, the pieces cannot cross the occupied squares.
A move to a square occupied by an opponent's piece means capturing it, and it must be immediately removed from the board (see below for capturing “on the passage”).
The moves of the pieces. The king moves to any adjacent square that is not attacked.
Castling is a two-piece move with the movement of the king and rook: first, the king moves two squares towards the rook, which is then transferred across it to the adjacent square. If the player touches the rook and then the king, then castling is impossible. The move must be made in accordance with the "Touching a piece" rule.
If the player first touches the king and then the rook (or both pieces at the same time), but castling is impossible, then the king must move or castling in the opposite direction. It may turn out that these requirements are impracticable. Then touching the figure does not entail any consequences. The player has the right to continue the game with any move. Castling is completely impossible: 1) if the king has already moved 2) with the rook that previously moved.
When castling, the king cannot cross the square attacked by the opponent's pieces.
If the king of one of the sides was attacked on the previous move (a check was declared), then on the current move the player must eliminate the attack of the king: leave the king from under the blow, close the king from the attacking piece, or cut down the attacking piece.
The queen moves to any square along the vertical, horizontal and diagonal on which it is located.

The rook moves to any square along the vertical and horizontal on which it is located.

The bishop moves to any square along the diagonals on which it is located.



The knight moves in a kind of zigzag - through an adjacent square (even occupied) vertically or horizontally, then moving away from the place of its original position to one of the adjacent squares diagonally.


The pawn only moves forward. In the general case - vertically to the adjacent free field, and from the initial position - and through one. Capturing by a pawn is possible only diagonally on an adjacent square and again with moving forward.


A pawn, an attacking square, which is crossed by a move two squares by an opponent's pawn, can take the latter, as if it had come under its blow. Such a capturing "on the passage" is permissible only on the first retaliatory move.


White moves with the b2-b4 pawn, immediately in response to this Black can take on the passage, moving his pawn from c4 to b3 and removing the white pawn from the b4-square.

When the last rank (eighth for White and first for Black) is reached, the pawn is immediately replaced (as part of the same square) with a queen, rook, bishop or knight of its color. The choice of a new piece does not depend on those who remain on the board. It can be, for example, the second queen, the third knight, etc. This change is called pawn promotion. The action of the piece that appears on the board begins immediately.
Completion of the turn. A move is considered made when: the player, having moved a piece to a free square, took his hand away from it; removed from the board when capturing an opponent's piece, in whose place the player put his own, interrupting the touch of his hand with it; during castling, the player took away his hand from the rook placed on the square crossed by the king; the pawn, moved to the last rank, is replaced by a new piece, from which the player has removed (interrupted the touch) hand. If the hand is released from the pawn placed on the promotion square, the move is not completed, but move the pawn differently, i.e. it is impossible to change the place of its transformation.
When it is determined whether a set number of moves have been made at a specified time, the last (control) move is not considered completed until the player has switched the clock. This rule does not apply to some of the situations noted in the “Completed Batch” article of the Code.
If a checkmate or stalemate occurs on the board, and the player, having moved a piece, did not have time to switch the clock before the flag falls, it is considered that the game ended with mate or stalemate, respectively, regardless of the clock reading.
Touching the figure. Having warned in advance about his intention (saying "I am correcting"), the player can correct the position of the pieces on the fields. Otherwise, when deliberately touching: one or several pieces of the same color, he must move first, and if it is an opponent's piece, then take it; one of his own pieces and one of the opponent's pieces, the latter must be captured, and if this is not possible, the move is made with the touched piece or the capture of the enemy, which the player touched. If you establish which figure is not touched first, you must consider that this is your own figure.
When touching pieces that have no possible moves and cannot be taken, the player has the right to make any move. The statement about the violation by the partner of the article of the Code “Touching the figure” must be made without touching the figures.

The task of the game. Mat.
The goal of playing chess is to checkmate the opponent's king.
Mat- an irresistible attack on the king. When mate, he cannot evade or be covered from a blow, and defense by capturing an attacking piece is also excluded.

Impossible positions
The occurrence of impossible positions is caused by the violation of the rules of the game. The Code addresses a number of such cases. In other cases, it is recommended to make decisions by analogy.
General principle: correction of impossible positions is carried out only if irregularities are found before the end of the game (including when the result is determined by the award). Depending on the nature of the violations, the game can be continued or canceled and replayed.

Situation Solution
Impossible move made The position in which the error was made is restored. The game continues with the "Touching the figure" rule. If it is not possible to identify the incorrectness, the game is played again.
Pieces are displaced and then placed incorrectly If the position cannot be restored, the game is played again.
While making a move, the player unintentionally knocks over one or more pieces. The player must restore the position of the pieces without switching the clock, otherwise the referee may change the clock.
In the initial position, the figures were not placed correctly If an error is found before the end of the game, the game starts over.
The game started with the wrong piece color If the fourth part of the time has elapsed before the general control, then the game continues. If an error was discovered earlier, the judge can order a replay of the game (while the competition schedule should not be significantly violated).
Incorrect checkerboard position The resulting position is transferred to the correctly positioned board, after which the game continues.
Wrong move with pawn promotion The move is canceled. The error must be resolved using the "Touching the shape" rule
Invalid castling Also
The rule "Touching a piece" is violated: one is touched, but another move is made The referee may consider the move impossible and apply sanctions if he witnessed the violation.
A move was made after a checkmate or stalemate position appeared on the board, but a flag fell on the opponent's clock The move is considered impossible. The game ends as soon as a checkmate or stalemate occurs. The fall of the flag does not matter.
A move was made after the time expired The referee stops the clock and, if required, checks the number of moves actually made. A partner who has overdue the time is counted as a defeat.

Win and draw. The ended game.

Situation Solution
Dan checkmate The game is won by a partner who matted the opponent's king
One of the rivals surrendered The opponent who surrenders is considered a defeat
The player stopped the clock Stopping the clock is tantamount to surrendering the lot. If this happened due to a misunderstanding, the judge can limit himself to a comment or leave the incident without consequences.
The player has no moves, and his king is not in check On the board - stalemate. The game is considered to be drawn.
Partners agreed to a draw Draw. A draw offer can only be made by the player in the interval between making a move and starting the clock.
Draw is offered to the player The player's opponent committed a violation, for which the referee must warn him. But a draw is considered proposed. The partner can accept or reject it
The player offered a draw without making a move Partner can accept or reject the offer, or postpone the decision until the move is made.
At least 50 last moves were without capturing a piece and without moving a pawn At the request of the player, the game is considered to be ended in a draw. This rule increases to 75 moves for positions with the following balance of forces:
1. King, rook and bishop versus king and rook
2. King and two knights against a king and a pawn
3. King, queen and pawn in front of the square of promotion against the king and queen
4. King and queen versus king and two knights
5. King and two bishops against a king and a bishop
Some of the partners were more than 1 hour late for the start of the game Latecomers are considered to have lost the game
A position has arisen where the possibility of winning by the nature of the remaining material is excluded for both sides (King against king, etc.) A draw is fixed
The partner has overdue the time when the opponent has only one king A draw is fixed. A partner with one king cannot win the game.
The same position appeared on the board for the third time If the player requests, a draw shall be declared.
The player makes a move without requiring a draw due to the three-time repetition of the position The party continues. The right to demand that in connection with the threefold repetition of the position a draw be fixed, the player gets if the same position on the board arises again.

In all cases, a draw offer may be rejected orally or by retaliating. Until the partner decides, the one who offered the draw cannot refuse it.
When a player demands to fix a draw in connection with a three-fold repetition of a position or on the basis of the rule of 50 or 75 moves, the referee stops the clock to check the validity of the statement (if the referee is not around, the player has the right to stop the clock and turn to him). If the demand turns out to be fair, the game ends in a draw. If it turns out that the request is erroneous, then 5 minutes are added on the applicant's watch. In this case, the time limit may turn out to be overrun. If this did not happen, then the game continues. Moreover, exactly the move with which the player connected the draw requirement must be made.
The verification of the validity of the claim for a draw when the position is repeated three times and according to the rule of 50 or 75 moves is made on another board.
If the judge mistakenly admits that the claim is fair, and the applicant's partner does not point out the error during the review, the tie will not change.
If the claim for a draw is rejected, the applicant can demand additional verification at the expense of his time or, having stopped the game, contact a higher authority. In the latter case, if the request is confirmed to be in error, he is credited with defeat.
For winning the party, the competitor gets 1 (one point), in case of defeat - 0 (zero), and in case of a draw, each of the partners is awarded 1/2 (half point).

Chess clock.
Each partner must make the appropriate number of moves at a given time. The conditions are determined in advance and included in the regulations. For control, a watch with a special device - a flag is used.
The game begins with the start of the clock of the participant playing with white pieces.
The time remaining after the required number of moves has been completed is accumulated. If, for example, 15 minutes have been saved, and an hour is allocated for the subsequent segment of the game, then until the second control the chess player has one hour and a quarter.
There are also competitions where the time limit for thinking is set for all moves at once. In this case, the game ends with the fall of one of the flags.
The readings of the watch, in the absence of obvious defects, are undeniable. Situations that require a judge's decision are possible. It happens, for example, that the flag remains in a hovering position, although the minute hand corresponding to the risk on the dial has passed. Has the checkout time really expired? Here the judge has the last word. Taking into account the actual reading of the clock, he may consider the flag to have fallen.
In the absence of the referee, the partner must make a statement about the expiration of the opponent's control time.
A clock defect should be reported as soon as it is discovered. The participant's reference to their malfunction later than immediately after the test flag drop may be rejected.
The defective watch must be replaced. The time used by partners is precisely set to new ones. If the judge decides to change it to one or both partners, then they must have at least 5 minutes or 1 minute for each move.
Having evidence that the clock of only one partner incorrectly reflects the elapsed time, the judge corrects only their reading. If there is no such reason, the time is adjusted equally on both clocks.
The clock is stopped by the referee when the game is interrupted for reasons beyond the control of partners - to correct impossible positions, when replacing a defective clock, etc., as well as when the player demands to fix a draw due to a threefold repetition of a position or according to the rule of 50 (75) moves ... In these cases, in the absence of a judge nearby, the competitor can stop the clock himself in order to address him.
If the game continues after an impossible move of any errors in the placement of the shifted pieces and it is impossible to determine the time used by each partner, it is calculated by him in proportion to the time spent by the moment of occurrence of the error.
Example. After Black's 30th move, when the clock showed 90 minutes for White and 60 minutes for Black, it was discovered that an incorrectness had occurred on the 20th move. The time used for the first 20 moves is set as follows: white: 90: 30x20 = 60 minutes, black: 60: 30x20 = 40 minutes. In this case, the partners must have at least 5 minutes or 1 minute before the control for each move.
Submission of the game or agreement to a draw remains in effect if the flag is later found to have fallen.
If both flags fall and it is impossible to set which one first, the game continues. From the next move, a new countdown begins until the next control.
The referee should not draw the partners' attention to the fact that the opponent made a move, forgot to switch the clock, warn how many moves need to be made before the end of the control time, etc.

Party recording
When conducting a game, partners are required to keep a record of the game. The recording must be legible and move by move. The recording of a game can be interrupted by a partner who has less than 5 minutes left before the time control expires. After the flag falls, the missing moves must be completed immediately.
There is an international batch and national recording system. Which, in turn, are subdivided into full notation and short notation.

In the international system, in full notation, the move is written as follows: The number of the move is indicated, the piece that makes the move is indicated, the square from which the piece moves and the square to which the piece moves.
The shapes are reflected in the following letters:
K - king
Q - Queen
R - Rook
N - horse
B - elephant
The pawn is not indicated in any way.

For example the entry
22.Qh2-h8
Means the move of the Queen from the h2-square to the h8-square.

If it is necessary to indicate a black move, either the previously made white move or three dots are indicated before the move.
For example:
23.… Rd2-d6
This is the move of the black rook from the d2-square to the d6-square.
1.e2-e4 e7-e5
White's first move from the e2-square to the e4-square, in response to this Black moves a pawn from the e7-square to the e5-square.

If a piece is captured, an "x" sign is placed between the field from which the piece is moving and the field where it moves.
For example
2.e4xd5
The e4 pawn cuts to d5.
If the opponent's king is checkmated by the current move, then the “#” sign is placed after the move. If a check is put, then the sign "+" is indicated.
Short castling is designated as "O-O", long - "O-O-O".
If a pawn makes a move to the last rank (white to the eighth, black to the first), then after the move the figure into which it turned is indicated.
For example
8.e7-e8Q
The pawn made a move to e8 and became a queen.
16.O-O-O g2xh1Q
Such a notation means: On the sixteenth move White made a long castling, Black with a pawn on g2 cut down the piece on h1 and the pawn turned into a Queen.
When writing in a short notation, the field from which the move was made is not indicated.
For example,
1.e4 e5
Such a notation means a move of White with a pawn to e4, in response, Black moved a pawn to e5.
However, when the record in short notation can be interpreted ambiguously, either the move is indicated in full notation, or the part of the field from which the move was made is additionally indicated, which allows identification of the move.
For example, on the first rank there are only two white rooks on the a1 and h1 squares.
Let's say we need to indicate the move of the rook from the h1-square to the d1-square. But with such an arrangement of pieces, both rooks can move to the d1 square and write
12. Rd1
It will not be correct. It is necessary to indicate the part of the square from which the rook comes, in this case:
12 Rhd1
Different situations are possible, leading to different recordings. For example:
34. N4e5 Rff5
If during the move the capture of the opponent's piece takes place, then the "x" sign is indicated after writing the symbol of the piece. If the capture is made by a pawn, then only the file from which the pawn moved and the file on which the pawn cut down the piece are indicated.
For example:
13.de
A pawn on the d-file cut down a piece on the e-file. In this case, the identification must be unambiguous. If, for example, there are two white pawns on the d-file and both can capture the e-file, then it is necessary to indicate the capture square exactly.
Casting when writing with short notation is indicated in the same way as for full.

The Russian system of notation differs from the international designation of figures:
Cr - king
F - queen
L - rook
C - elephant
K - horse
The pawn is also not indicated.
The sign of capturing a piece is ":"
Shah - "+"
Checkmate - "x"

Partner behavior
It is prohibited during the game:
Use records or printed materials, seek someone's advice; this requirement also means the prohibition of any conversation with anyone other than the judge or in his presence;
Take notes for memory, except for recording moves and clock readings;
Analyze in the tournament room (in particular, your game on another board);
Distract or disturb the partner in any way (this also applies to cases when the partner who offered a draw repeats the offer without sufficient reason before the opponent, in turn, uses this right).
Violation of the rules of conduct may result in sanctions, up to and including a defeat in the game.
Compliance with the norms of sports ethics is a prerequisite for a normal competition environment. In the tradition of chess players, before the start of the game, they shake hands, congratulate their partner on success. A sign of bad form should be considered being late for the game without good reason, "advice" to the opponent to agree to a draw, a demonstration of dissatisfaction with an unsuccessful game, and so on.
The opinions of partners about each other, like their relationship, can be different. But during the competition, mutual respect must be shown.

The rules of chess cannot take into account all possible situations that may arise in the course of the game, and do not provide for all organizational issues. In those cases that are not fully regulated by the Article of the Rules, decisions should be made on the basis of similar situations dealt with in the Rules. The rules are based on the assumption that arbitrators have the necessary competence, sufficient common sense and are absolutely objective. In addition, detailed Rules would deprive the arbiter of the freedom to make a decision dictated by fairness, logic and specific conditions. FIDE encourages all chess federations to accept this point of view. Any Federation has the right to introduce more detailed Rules, but they:

  1. must not in any way contradict the official FIDE Laws of Chess;
  2. limited to the territory of that federation;
  3. not valid for any FIDE match, championship or qualifying competition for the FIDE title, or rating tournament.

Rules of the game

The nature and purpose of the game of chess

  1. A chess game is played between two partners who alternately move pieces on a square board called "chess". The one with white pieces starts the game. The player gets the right to move when his partner has made a move.
  2. The goal of each player is to attack the opponent's king in such a way that the partner does not have any possible moves that allow him to avoid “capturing” the king on the next move. A player who achieves this goal is said to have checkmated his opponent's king and won the game. The partner whose king was checkmated lost the game.
  3. If the position is such that none of the partners can checkmate, the game ends in a draw.

The starting position of the pieces on the chessboard

  1. The chessboard consists of 64 equal squares (8 × 8), alternately light ("white" squares) and dark ("black" squares). It is located between the players so that the nearest corner square to the right of the player is white.
  2. At the beginning of the game, one player has 16 light pieces ("white"); another - 16 dark figures ("black").
  3. The starting position of the pieces on the chessboard is as follows:
  4. The eight vertical rows of squares are called "verticals". The eight horizontal rows of squares are called “contours”. Straight lines of squares of the same color touching corners are called "diagonals".

Moves of pieces

None of the pieces can be moved to a square occupied by a piece of the same color. If a piece moves to a square occupied by an opponent's piece, the latter is considered captured and removed from the chessboard as part of the same move. A piece is said to attack an opponent's piece if that piece can capture on that square. A piece is considered an attacking square, even if it cannot move to it due to the fact that its own king remains in check or falls under it.

  1. The bishop can move to any square on the diagonal on which it stands.
  2. The rook can move to any square along the file or file on which it stands.
  3. The queen moves to any square along the vertical, horizontal or diagonal on which he stands. When these moves are made, the queen, rook or bishop cannot move across a square occupied by another piece.
  4. The knight can move to one of the squares nearest to the one on which it stands, but not on the same file, rank or diagonal.
  5. A pawn can move forward to a free square immediately in front of it on the same file, or
    • from the initial position, the pawn can advance two squares along the same file if both of these squares are not occupied;
    • the pawn moves to the square occupied by the opponent's piece, which is located diagonally on the adjacent file, and at the same time takes this piece.

    A pawn attacking a square crossed by an opponent's pawn, who has moved it from its original position to two squares at once, can take this advanced pawn, as if its last move was only one square. This capture can only be made on the next move and is called an "en route" capture.

  6. When a pawn reaches the rank farthest from its original position, it must be exchanged for a queen, rook, bishop or knight of its own color, which is part of the same move. The player's choice is not limited to pieces that have already been removed from the board. This exchange of a pawn for another piece is called "promotion" and the action of the new piece begins immediately.
  7. The king can move in two different ways:
    • move to any adjacent square that is not attacked by one or more of the opponent's pieces.
    • "Castling": This is the movement of the king and one of the rooks of the same color along the extreme horizontal, which is considered one move of the king and is performed as follows: the king moves from its original square to two squares towards the rook, then the rook is moved over the king to the last square, which the king has just crossed.
  8. Castling becomes impossible:
    • if the king has already moved, or
    • with a rook that has already moved.
  9. Castling is temporarily impossible:
    • if the square on which the king is standing, or the square that he must cross, or the square that he must occupy, is attacked by one of the opponent's pieces;
    • if there is a piece between the king and the rook with which the castle is to be castled.
  10. The king is considered to be "in check" if it is attacked by at least one opponent's piece, even if it cannot make a move due to the fact that its own king remains in check or falls under it. No piece can make a move that puts or leaves its king in check.

End the game

  1. The game is won by the player who checkmated the opponent's king. If checkmate is made by a possible move, then the game is over.
  2. The game is considered won by the player if the partner declared that he surrenders. In this case, the game ends immediately.
  3. A game is considered ended in a draw if the player behind whom it is the turn to move has no possible moves and his king is not in check. Such a game is said to have ended in a stalemate. If the stalemate is set by a possible move, then the game is over.

    The game is considered ended in a draw if a position has arisen when none of the partners can mate the king by any possible moves. The game is considered to have ended in a dead position. In this case, the game ends immediately.

    The game is considered to have ended in a draw by agreement between the two partners during the course of the game. In this case, the game ends immediately.

    The game can end in a draw if the same position appears or appears on the chessboard three times.

    The game can end in a draw if the last 50 moves were made by players without moving pawns and without capturing pieces.

Chess clock

  1. The term "chess clock" means a clock with two dials connected to each other so that only one of them can work at a given moment. The term "Clock" in the Laws of Chess means the indication of the time on one of the two dials. The term "Flag falling" means the expiration of the time allotted for thinking of moves by the player.
  2. When using a chess clock, each player must make the minimum specified number of moves or all moves in a specified period of time; and / or when using an electronic clock, a certain extra time may be added after each move. All this must be determined in advance.
  3. The time accumulated by the player in one period of the game is added to his time for the next period, unless the time is set for each move. When both players have a certain main time to think about, as well as a fixed extra time for each move, the main time will only start counting down after the fixed time has elapsed. If a player switches his clock before the expiration of this fixed overtime, then his main time does not change, regardless of the amount of overtime used.
  4. At the set start time of the game, the clock of the player who has white pieces is started.
  5. If none of the players is present at the beginning, then the player with white pieces is deducted all the time elapsed before his arrival, unless otherwise specified by the rules of the competition or decided by the arbiter.
  6. Any player arriving for a game more than one hour after the scheduled start of the round will lose the game unless otherwise specified by the competition rules or decided by the referee.
  7. During the game, the player, having made his move on the board, must stop his clock and start his partner’s clock. The player must always be able to stop his clock. His turn is not considered complete until he fulfills these requirements, except for a turn that ends the game. The time between the player making a move on the chessboard, stopping his own clock and starting the opponent’s clock is regarded as part of the player’s time.

Accounting for results

Unless stated otherwise in advance, the player who won the game, or won as a result of some violation of the partner, receives one point (1), the player who lost receives zero points (0), and the player who drew receives half points (½).

Many newbies are worried about various questions about how the pieces move - this is the basis of all movements and moves. This is where learning begins. It is worth dwelling on them in more detail.

In total there are 6 pawns, rook (or round), bishop (also called an officer), knight, queen (otherwise queen) and king. They all walk differently. There are also subtleties in movement, depending on the game situation. So, let's talk about each separately.

Pawn

How do they walk from the second row? Pawns are the most numerous (there are 8 of them), but also the weakest characters. They can only go forward and only one cell. They can't go back. These figures are beaten in a slightly different way - moving diagonally. The only case when a pawn can jump 2 cells forward is at the very beginning of the battle, making its first move.

On the other hand, a pawn that reaches the opposite edge of the board can turn into any other piece. Most often, chess players choose the queen because of its versatility, but if the game situation requires, a “private” can become an officer, a rook, and a knight.

Tour

Let's move on to the first row. How do chess pieces move hidden behind pawns? The tour walks in a straight line, both horizontally and vertically. The number of cells that she can step over is unlimited. She is also capable of stopping at any point. Backward movement is not prohibited. But the rook cannot jump over other pieces. She hits on the move: she walks in a straight line, destroys the opponent and takes his place. All this without deviating from its line of motion.

There is a special move - castling. Only the king and round who did not move can take part in it. If one or both of them have already moved across the field, then castling cannot take place. The essence of this movement is that the king is moved 2 cells to the round, and that one is rearranged for the king. This is the only case when 2 pieces are involved at once within one move.

Horse

Let's continue studying chess. How do the pieces move, which even people far from playing have heard about? The movement of the horse is similar to the letter "G". He jumps over 2 cells and stands on the third, perpendicular to the previous movement. The step can be taken both vertically and horizontally. The horse is also capable of turning in any direction. Therefore, this figure, standing in the center of the field, has 8 options for movement. As a result of the move, the knight always ends up on the square of the opposite color.

Another advantage of the knight is that it can jump over other pieces, including enemy ones, without eating them. Without consequences for himself, he attacks the queen, rook or bishop, since they move completely differently and will not be able to overtake the cunning one. To beat, the knight must take the place of the attacked piece. Otherwise, he will simply jump over it.

the officer

How do pieces move in chess if they are bishops? Diagonally. Each player has a "white" and "black" bishop. This name is given because of the initial color of the field on which the piece stands. It cannot be changed. The officer cannot jump over other pieces. Otherwise, his movements are not limited: in any diagonal direction for any number of cells. To eat an enemy figure standing in the path of an officer, you need to put him in her place.

Queen

The most agile and powerful figure. It moves in the same way as the bishop and rook combined. That is, vertically, horizontally and diagonally by any number of cells and in all directions. He has only one limitation: you cannot jump over pieces. In case of danger, the queen can hide in any direction. If necessary, attack from any point on the board. The queen is the most powerful weapon in the hands of a chess player.

King

The most important figure requiring constant protection. It is with her that we will complete the study of the question of how the pieces move in chess. There is practically no way for the king to hide, since he can only move 1 square. Of course, he can walk in any direction: diagonally, vertically or horizontally. But it is also quite easy to control it, provided that it is significantly removed. The king eats enemy pieces in the same way as he moves - moving 1 cell. That's all there is to say about how pieces move in chess.

The end of the game is connected with the king. They checkmate him. This means that the most important figure is under attack, and she has nowhere to hide: opponents are all around. His figures, behind which you can hide, are also not nearby. If such a situation is created, the game ends. And the one who was checkmated is considered the loser.

Check is a situation where the king is under attack, but he can leave or be hidden. It is also possible that the threatening figure can be eaten. The king cannot be left under attack. How do the chess pieces move in this case? All player actions must be aimed at protecting the king.

Pat is a very interesting situation in the game. In this case, the king himself is not under attack, he is not in check, but he has nowhere to move: all other squares are controlled by enemy pieces. At the same time, the retinue cannot help either. A stalemate is considered a draw, the game ends.

That's it for the basic element of playing chess. It is known how the pieces move, one can start the game.

Chess is a logic board game for two people with special figures and a 64-square field. Chess combines elements of art (in terms of chess composition), science and sports. As a sport, chess has a hierarchy of titles, a developed system of regular tournaments, and national and international leagues.

The International Chess Federation (FIDE, French Federation Internationale des Echecs, FIDE) is an international sports organization that promotes chess and organizes international competitions and tournaments. It unites national chess federations.

The history of the emergence and development of chess

The history of chess is more than one and a half thousand years old. Chess was invented in India in the 5th-6th centuries BC. Not later than the 6th century, a game appeared in India - chaturanga, which had a recognizable chess appearance. Unlike chess, it was played by 4 players at the same time, and the moves depended on the throws of the dice. To win the game, it was necessary to destroy all the opponents' pieces.

Having spread from India to neighboring countries, chaturanga underwent a number of changes. In the east, it began to bear the name - shatranj, in China - xiangqi, in Thailand - makruk. In the 9th-10th centuries, the game came to Europe, where the "classic" rules of the game were drawn up. The rules were finally formed in the 19th century.

The first world chess championship was held in 1886.

Chessmen

Pawn ♙ - moves vertically one square forward. If the move is accompanied by the capture of the opponent's piece, then the pawn has the right to move diagonally one square forward-right or forward-left.

Knight ♘ - moves to a cell located at a distance of 2 vertically and 1 horizontally or 1 vertically and 2 horizontally from the current position.

Bishop ♗ - moves diagonally to any square.

Rook ♖ - moves to any square vertically or horizontally.

Queen ♕ - moves to any square vertically, horizontally or diagonally.

King ♔ - moves 1 square vertically, horizontally or diagonally.

Before the start of the game, each of the players has on the chess field:

  • pawn - 8 pcs.;
  • boat - 2 pcs.;
  • horse - 2 pcs.;
  • elephant - 2 pcs.;
  • queen - 1 pc.;
  • king - 1 pc.

Chess rules

Moves in chess are made alternately, and the first move is made by the player with white pieces. The draw determines the right to play with white pieces.

A move is considered made in the following cases:

  • the player's hand has lowered a piece after it has moved to an unoccupied square;
  • when capturing an opponent's piece, after replacing the opponent's piece with his own;
  • when castling;
  • when a pawn is promoted, in the case when the pawn is removed from the board and the player has removed his hand from the new piece placed on the field.

In addition to the usual moves, there are 2 special moves in chess:

  • Castling is a simultaneous change in the position of the king and rook of the same color, provided that they have not moved since the beginning of the game. When castling, the king is moved 2 squares towards the rook, and the rook is placed on the square between the initial and final positions of the king. Castling is considered a king's move.
  • Capture on the passage is a special pawn move, in which it captures the opponent's pawn, which was moved to two squares at once. But under the attack is not the square on which the second pawn stopped, but the one that was crossed by it.

Before correcting one or more pieces on the field, the player must warn the opponent about this. Otherwise, after touching the piece, it will be necessary to complete the move to the end.

Winning chess

Check - a situation when the king of one of the players is under attack from the opponent's piece. In order to recapture a check, you must perform one of the following actions:

  • move the king to any square that is not under attack by the opponent's pieces;
  • take a piece that threatens the king;
  • put another piece under attack.

Checkmate is a situation when the king is in check, but cannot avoid it.

The game is considered won if:

  • one of the players checkmated the opponent's king;
  • one of the players has admitted defeat;
  • one of the players has run out of time allotted for moves;
  • technical victory.

Draw in chess

A stalemate is a situation when the player with the right to move cannot use it, since all his pieces are deprived of the opportunity to make a move. In this case, the king should not be in check.

In addition, a draw is recorded in the following cases:

  • no sequence of moves leads to mate;
  • three times repetition of positions (not necessarily for three moves in a row) or five times repetition of the same position during five consecutive moves;
  • both players made 50 moves without capture and without a pawn move (50 moves rule);
  • mutual agreement to a draw;
  • one of the players has expired.

Time control in chess

All official chess games are held with time control using a special chess clock. The player who made the move presses the button on the clock, which stops his clock and starts the opponent's clock.

The player's time is considered expired if the flag on his watch has fallen. This is true except in the following situations:

  • there is a checkmate on the board;
  • a situation on the board that leads to a draw;
  • flags have fallen on both players;
  • the opponent has no way to checkmate.

Chess competition

All chess competitions are held according to one of four tournament systems:

  • Swiss system;
  • circular system;
  • knockout system;
  • Scheveningen system.

Popular international chess tournaments include:

  • world chess championship;
  • European Chess Championship;
  • world Cup;
  • national championships;
  • FIDE Grand Prix Series.

Chess structures

The Professional Chess Association (PCA) is an organization that was created on the initiative of Garry Kasparov and Nigel Short, who decided to hold a world championship match without the participation of FIDE.

International Correspondence Chess Federation (ICCF).

2017-02-08

We have tried to cover the topic as fully as possible, so this information can be safely used in the preparation of messages, reports on physical education and essays on the topic "Chess".

Dominoes