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Chess is an exciting board game that has a long history.

Before you learn how to play chess, you need to find out what benefits this game can have for a person.

Chess is not for you Dota» and not " World of tanks» where you need to sit relaxed and not think, chess is a board game that requires mental reflection.

Most of us have seen this game, but few of us were interested in how to play it and what is the use of it.

The board game itself has long lost its popularity among young people, and it is difficult to attract children and teenagers to this type of entertainment, especially in the era of computer games.

In our opinion, some young people can be attracted to this game by explaining to them the benefits of chess for the brain.

So, what does chess develop in children and adults?

  1. Chess develops logical thinking;
  2. Chess develops intelligence.

1. Chess develops logical thinking

Chess develops logic, as during the game you can find a better solution for certain actions in the future. You, unlike the rest, will learn to be able to calculate all your further actions 7-8 steps ahead.

Logical thinking will allow you to find a causal relationship in everything and find the essence of things. All this will help you to be far-sighted and pragmatic for politics, economics and any other important activity for society.

2. Chess develops intelligence

The board game allows you to focus very clearly on any thing, this skill is very useful for any job and task.

Any action forces the player to remember their moves and the location of the pieces, and such a process develops the memory that successful people need.

Learning to play chess

Some readers are already motivated to learn how to play chess well and quickly from scratch? For such people we will try to teach chess.

You can learn to play chess different ways, you can go to chess sections or you can learn to play on your own.

But, since you have found this article, it is more profitable for you to learn how to play on your own and without spending money.

Chess Rules

In a chess game, each player moves his piece one move at a time.

The player with white pieces always starts first.

The goal of the game is to checkmate the enemy king.

A check is an attack on the king with any enemy piece.

Checkmate is an attack on the king in which the player cannot save the king from being attacked.

Some chessboards have numbers vertically and letters horizontally opposite all the black and white squares.

These numbers and letters are used for the convenience of moving figures around the playing field.

IN board game TWO parties (players) take part, each of which has:

  • EIGHT pawns;
  • TWO rooks (in the corners of the board);
  • TWO knights (near the rook);
  • TWO elephants (near the horses);
  • ONE queen (in the center of the board);
  • ONE king (in the center of the board).

All pieces have the ability to destroy enemy pieces in order to get to the king.

Let's go through each figure briefly.

Pawn - the simplest figure that can walk one field and only forward along the cells (vertically).

A pawn cannot move horizontally, backwards, or jump over other pieces.

Rook - a figure that can move in straight lines forward, backward, left and right for absolutely any cellular distance.

The rook cannot jump over other pieces.

Horse - a specific figure that can move the letter "G" in any direction.

The knight moves two squares forward or backward, as well as one square to the right or left.

This piece can jump over all other pieces.

Elephant - walks along a diagonal plane in any direction of the playing board.

Queen - a very powerful figure that can move almost anywhere.

The queen can move away from herself horizontally, vertically and diagonally (like a bishop and a rook).

King - the main piece that moves in any direction to any adjacent square.

Nuances:

If any pawn reaches the extreme horizontal, then according to the rules, the pawn is promoted to another piece, but not to the king.

There is a special move in chess called castling, and this move involves the action of two pieces at the same time.

With the help of castling, the king piece can move towards the rook piece. The rook, in turn, can move over the king and stand next to it.

According to the rules, players can castling only once.

Here is a short guide and methodology for teaching chess.

Win and teach.

Chessboard and pieces

Board. A 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, horizontals 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
The board during the game is positioned so that each partner has a white corner field on the right. 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 party continues.

8
7
6
5
4
3
2
1

A

B

C

D

E

F

G

H

Figures. There are kings, heavy (queens, rooks), light (knights, bishops) pieces and pawns. Sometimes pawns are not classified as pieces.

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

The concept of a move
The partner who has white pieces starts (the right to speak). 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 conduct. If a game is erroneously started by a participant playing black pieces, it is annulled and played again. When counting the moves made, White's move followed by Black's response is taken as one.
The player is called the partner, for whom it is the turn of the move.
Definition of a move. A move is the movement of a piece from one square to another, free or occupied by an opponent's piece. Castling changes the position of the king and rook. Except for the knight and rook, when it moves through the king during castling, the pieces cannot cross the occupied squares.
A move to a square occupied by an opponent's piece means its capture, and it must be immediately removed from the board (see below for a capture "on the aisle").
Shape moves. The king moves to any adjacent square that is not attacked.
Castling is a double move with the movement of the king and rook: first, the king moves two squares towards the rook, which is then transferred over 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 a move by the king or castling in the opposite direction must be made. It may turn out that these requirements are not feasible. 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 a rook that has 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 announced), then on the current move the player must eliminate the attacked king: move the king out of the attack, close the king from the attacking piece, or cut down the attacking piece.
The queen moves to any square vertically, horizontally and diagonally on which it is located.

The rook moves to any square vertically and horizontally on which it is located.

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



The knight walks in a kind of zigzag - through the adjacent field (even occupied) vertically or horizontally, then moving away from the starting position to one of the adjacent fields diagonally.


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


A pawn attacking a square that has been crossed by two squares by an opponent's pawn can take the last one as if it had come under its attack. Such a capture "on the aisle" is permissible only on the first return move.


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

Upon reaching the last (eighth for white and first for black) rank, 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 remaining on the board. It can be, for example, the second queen, the third knight, etc. This substitution is called pawn promotion. The action of a piece that appears on the board begins immediately.
End of move. A move is considered made when: the player, having moved a piece to a free field, took his hand away from it; removed from the board during the capture of the opponent's piece, in place of which the player put his own, interrupting the touch of his hand with it; during castling, the player took his hand away 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 touch) his hand. If the hand is released from the pawn placed on the promotion square, the move is not completed, but to move the pawn in a different way, 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 given 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 "Finished Batch" article of the Code.
If a position of checkmate or stalemate occurs on the board, and the player, having moved the piece, did not have time to switch the clock before the flag fell, it is considered that the game ended with a checkmate or stalemate, respectively, regardless of the clock reading.
touching the figure. Having warned in advance about his intention (by saying “correcting”), the player can correct the location of the pieces on the fields. Otherwise, when intentionally touching: one or more pieces of the same color, he must go first touched, and if this is an enemy piece, then take it; one of his pieces and one piece of the partner, the latter must be captured, and if this is not possible, a move is made by the touched piece or the capture of the enemy, which the player has touched. If it is impossible to determine which figure is touched first, we must assume that this is one's own piece.
When touching pieces that have no possible moves and cannot be taken, the player has the right to perform any move. An application for violation by a partner of the article of the Code “Touching a piece” must be made without touching the pieces.

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

Impossible positions
The occurrence of impossible positions is caused by a violation of the rules of the game. The Code deals with a number of such cases. In other cases, it is recommended to make decisions by analogy.
General principle: Impossible positions are corrected only if incorrect positions 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 may be continued or annulled and replayed.

Situation Solution
Made an impossible move The position where the error was made is restored. The game continues with the rule "Touching a piece". If it is not possible to identify the irregularity, the game is played again.
Pieces are moved and then placed incorrectly If the position cannot be restored, the game is played again.
Making a move, the player unintentionally knocked over one or more pieces The player must restore the position of the pieces without switching the clock, otherwise the judge may change the clock.
In the initial position, the pieces were placed incorrectly If an error is discovered before the end of the game, the replay starts again.
The game started with the wrong color of pieces If the fourth part of the time has elapsed before the general control, then the game continues. If an error is discovered earlier, the referee may order a replay of the game (in this case, the competition schedule should not be significantly disturbed).
Wrong position of the chessboard The resulting position is transferred to a correctly positioned board, after which the game continues
Incorrectly executed move with promotion of a pawn The move is cancelled. The error must be fixed by applying the rule "Touching the figure"
Castling done incorrectly Same
Violated the rule "Touching a piece": touched one, and the move was made by another The referee may consider the move impossible and apply sanctions if he witnessed the violation.
A move is made after a checkmate or stalemate position has occurred on the board, but the flag has fallen on the opponent's clock The move is declared impossible. The game ends as soon as there is a checkmate or stalemate position. Dropping the flag doesn't matter.
Move made after time expired The referee stops the clock and, if required, checks the number of moves actually made. The partner who overstayed the time is counted as a defeat.

Win and draw. Finished party.

Situation Solution
Dan checkmate The game was won by a partner who mated the opponent's king
One of the opponents gave up An opponent who surrenders is considered defeated.
The player stopped the clock Stopping the clock is tantamount to surrendering the game. If this happened due to a misunderstanding, the judge may limit himself to a remark 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 have ended in a draw.
Partners agreed to a draw Draw. A draw offer can only be made by the player in the interval between the move and the start of the clock.
A draw is offered to the player The opponent of the player committed a violation, for which the referee must give him a warning. But a draw is considered an offer. Partner can accept or reject it
The player offered a draw without making a move The partner can accept or reject the offer or delay 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 a draw. This rule increases to 75 moves in positions with the following balance of power:
1. King, rook and bishop vs. king and rook
2. King and two knights against king and pawn
3. King, queen and pawn in front of the square of promotion against the king and queen
4. King and queen vs. king and two knights
5. King and two bishops vs king and bishop
Any of the partners was late for the start of the game by more than 1 hour It is believed that the game is lost to latecomers
A position arose where the possibility of winning due to the nature of the remaining material is excluded for both sides (King against King, etc.) A draw is fixed
The partner overstayed the time when the opponent had only one king left A draw is fixed. A partner who has one king cannot win the game.
The same position appeared on the board for the third time If the player demands, a draw must be recorded.
The player makes a move without demanding a draw due to the threefold repetition of the position The party continues. The right to demand that a draw be fixed in connection with a threefold repetition of a position, the player receives if the same position on the board occurs again.

In all cases, the offer of a draw can be rejected verbally or by making a counter move. Before the partner's decision, the one who offered a draw cannot refuse it.
When a player claims a draw due to a three-time repetition of a position or based on a 50 or 75 move rule, the referee stops the clock to check the validity of the claim (if the referee is not present, the player may stop the clock and refer to him). If the claim proves to be fair, the game ends in a draw. If it turns out that the request is erroneous, then 5 minutes are added to the clock of the applicant. In this case, the time limit may be overused. If this does not happen, then the game continues. Moreover, exactly the move with which the player associated the demand for a draw must be made.
Checking the validity of the demand for a draw with a threefold repetition of the position and according to the rule of 50 or 75 moves is carried out on another board.
If the referee erroneously recognizes the fairness of the claim, and the applicant's partner does not point out the error during the test, the tie does not change.
If the demand for a draw is rejected, the applicant may request an additional check at the expense of his time or, having stopped the game, apply to a higher authority. In the latter case, upon confirming the erroneous demand, a defeat is credited to him.
For winning a game, a participant in the competition receives 1 (one point), for a loss - 0 (zero), and for a draw, each of the partners is awarded 1/2 (half a point).

Chess clock.
Each partner must make the appropriate number of moves in a given time. Conditions are determined in advance and are included in the regulations. For control, a clock with a special device is used - a flag.
The game begins with the start of the clock of the participant playing with white pieces.
The time remaining after completing the required number of moves is cumulative. If, for example, 15 minutes are saved, and an hour is allotted for the next segment of the game, then the chess player has one hour and a quarter before the second control.
Competitions are also held, where the time limit for thinking is set immediately for all moves. 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. There may be situations that require the decision of the judge. It happens, say, that the flag remains in a suspended position, although the minute hand corresponding to the risk on the dial has passed. Has the control time really expired? The judge has the last word here. Taking into account the actual clock reading, he may consider the flag to have fallen.
In the absence of a 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 control flag fall may be rejected.
Defective clocks must be replaced. The time used by the partners is exactly set on the new ones. If the referee decides to change it to one or both partners, then they must have at least 5 minutes left, 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 testimony. If there are no such grounds, 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 the partners - to correct impossible positions, when replacing defective clocks, 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 participant can stop the clock himself in order to turn to him.
If the game continued after an impossible move or errors in the arrangement of the shifted pieces and it is impossible to determine the time used by each partner, it is charged to him in proportion to the time spent by the time the irregularity occurred.
Example. After Black's 30th move, when the clock showed 90 minutes for White and 60 minutes for Black, it was discovered that an irregularity 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. At the same time, the partners must have at least 5 minutes or 1 minute for each move before the control.
A resignation of the game or an agreement for a draw remains valid if it is later discovered that the flag has fallen.
If both flags have fallen and it is not possible to determine which one comes first, the game continues. From the next move, a new countdown to the next control begins.
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 must be made before the control time expires, etc.

Party recording
When conducting a game, the partners are obliged to keep a record of the game. The record must be kept 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 added immediately.
There is an international system for recording parties and national ones. Which, in turn, are divided into full notation and short notation.

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

For example entry
22. Qh2-h8
Means the queen's move from h2 to h8.

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

In the event that a piece is captured, an “x” sign is placed between the field from which the piece moves and the field where it moves.
For example
2.e4xd5
The e4-pawn cuts on d5.
If a checkmate to the opponent's king is declared by the current move, then the “#” sign is placed after the move. If a check is placed, then the “+” sign is indicated.
Short castling is denoted 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 has turned is indicated.
For example
8.e7-e8Q
The pawn made a move to the e8 square and turned into a queen.
16. O-O-O g2xh1Q
This entry means: On the sixteenth move, White castled long, Black cut down the piece on h1 with the pawn on g2, and the pawn turned into a Queen.
When recording with short notation, the field from which the move was made is not indicated.
For example,
1. e4 e5
This entry means White's pawn move to e4, in response Black moved the pawn to e5.
However, when a record in short notation can be interpreted ambiguously, either the move is indicated in full notation or an additional part of the field from which the move was made is indicated, which allows making the 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 you need to specify the move of the rook from the h1 square to the d1 square. But with such an arrangement of pieces on the square d1, both rooks and the entry
12.Rd1
It won't be correct. It is necessary to indicate the part of the square from which the rook comes, in this case:
12 Rhd1
There are different situations that lead to different records. For example:
34. N4e5 Rff5
If during the move the opponent’s piece is captured, then the “x” sign is indicated after writing the symbol of the piece. If a capture is made by a pawn, then only the vertical from which the pawn went and the vertical on which the pawn cut down a 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 of them can capture on the e-file, then it is necessary to specify the capture square exactly.
Castling when writing in short notation is indicated in the same way as in full notation.

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

Partner behavior
Prohibited during the game:
Use records or printed materials, contact someone for advice; this requirement also includes the prohibition of any conversation with anyone other than the judge or in his presence;
Make notes for memory, in addition to 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 offsetting the defeat in the game.
Compliance with the norms of sports ethics is a condition for a normal situation at the competition. In the tradition of chess players before the start of the game, shake hands, congratulate the partner on success. A sign of bad manners should be considered late for a game without good reason, "advising" the opponent to agree to a draw, demonstrating dissatisfaction with an unsuccessfully formed game, etc.
Opinions of partners about each other, as well as their relationship, can be different. But during the competition, mutual respect must be shown.

You, like your opponent, have a team of warriors at your disposal. Your goal is to be the first to capture your opponent's king (before your opponent captures your king)! The situation when you attacked the opponent's king in such a way that he can't get away from this attack is called "checkmate" and means that you won!

Each of you starts the game with a reliable army of 16 pieces: king, queen, two rooks, two bishops, two knights and eight pawns.

Beginning of the game

Before the game, the board is set up so that each player has a white (or light) square in the lower right corner. Then the pieces are placed on the board each time on the same squares. The second row is occupied by pawns. The rooks stand in the corners, then next to them are the horses, after the knights are the bishops, then the queen is placed on a square of the same color as himself (white queen on a white square, black queen on a black one), and finally, the king takes place on the remaining cell.

The player who has the white pieces always goes first, so to be fair, you need to play either white or black pieces in turn. On each of his moves, a player can move one of his pieces (with the exception of one special move). After your turn, it is your opponent's turn. And so on, players take turns until one of the kings is captured... or until your entire army is used up!

How the pieces move

Each of the 6 pieces moves differently. Most pieces cannot jump over other pieces - only knights can jump over anyone who stands in their way! Also, no figure can stand on a cell where there is already a figure of the same (own) color. However, a piece can take the place of an opponent's piece: this is how you capture enemy pieces!

King

The king is the most important piece as its loss means the end of the game. But he is also one of the weakest pieces. Therefore, very often he needs the protection of friends. The king can move one square in any direction - up, down, sideways and diagonally.

The king cannot move to the attacked square where it will be captured (in the example, these are red squares). If your opponent moves his king to the square you attacked, do not rush to joyfully grab his king with the words "Ha-ha-ha, I won!" Instead, you should explain to your opponent why his king cannot go there. After that, your opponent can return the king to its place and choose some other move.

Checkmate

When another piece threatens to capture the king, it is called "check". When there is no way the king can avoid check, it is called checkmate. As stated earlier, capturing a king is a victory. There are only three ways to get away from a check: move away from the threat, block the check with another piece, or capture a piece that threatens the king. If the king cannot get away from check, the game is over. Usually the king is not captured or removed from the board, the game is simply declared over.

Queen

The queen is the most powerful piece. Like the king, it can move in any direction in a straight line - forward, backward, sideways and diagonally - but unlike the king, the queen is very fast. After all, he can walk on any number of cells, although he cannot jump over other pieces. And, like all other pieces, when the queen captures an opponent's piece, it stands on the cell of the captured piece.

Check out the diagram below to see how the queens move. Note how the white queen captures the black queen and then the black king is forced to move.

Rook

The rook moves in much the same way as the queen: any number of squares in a straight line, but only forward, backward and sideways (not diagonally).

Elephant

The bishop is the "second half" of the queen. He walks on any number of cells, but only diagonally. In the initial position, you have two bishops - light-squared and dark-squared, and, as you can see, during the game, the light-squared bishop will always move only on white squares, and the dark-squared bishop - on black ones. Elephants work well in pairs, as one of them covers fields that are not accessible to the other.

Horse

The horses move differently from the rest of the pieces - two squares in one direction and then one square at an angle of 90 degrees. The knight's move resembles the letter "G". The knight is the only piece that, when making a move, can jump over other pieces. Because of this special ability, horses are often said to "jump". Look at these horse jumps:

Pawn

Half of your starting team is pawns, so it's important to figure out how to use these little guys, even though they're not very strong. Pawns are special - they move in one way and capture in another way. When they walk, they move only straight forward, and they take - diagonally. Pawns can only move forward one square, except for the very first move, when they can move forward one or two squares. A pawn can only capture an opponent's piece that is one square diagonally in front of it. The pawn can neither move nor take back.

Since the pawn moves and captures differently, it is the only piece that can be blocked by an opponent's piece: if another piece is directly in front of the pawn, the pawn can neither bypass nor capture this piece.

transformation

Maybe the pawns, of course, are small, move slowly and it is difficult for them to fight against the faster pieces on the board, but the pawns are big dreamers! They dream of becoming heroes who will rule the board and bring you victory. And the pawns have one super-power that can help their dreams come true.

If a pawn reaches the opposite side of the board, it can become any piece other than a pawn or a king (this is called "pawn promotion"). [NOTE: There is a misconception that a pawn can only promote to one of the previously captured pieces. This is NOT the case.] As a rule, a pawn is promoted to a queen because it is the most powerful piece. Only pawns can transform into other pieces: no other piece can do this!

Taking on the pass

The last rule regarding pawns is called "en passant" from the French "en passant" which means "while passing". If on the first move a pawn moved two squares and at the same time stood side by side with an opponent’s pawn (having slipped a square on which the opponent could capture it), then the opponent’s pawn can capture this slipped pawn as if it had moved only one square instead of two . Such an opportunity can only be used immediately (on the next move) after the slipping pawn has moved two squares forward. If this opportunity was not used immediately, it is lost, and in the future it will be impossible to capture the passed pawn "on the pass". Click on the example below to better understand this tricky but important rule.

Castling

Another special rule is called "castling" - the only move in which two pieces move. Castling allows you to do two important things in one move: to secure (if possible) your king and to get your rook out of the corner, thereby including it in the game. When castling, a player can move his king two squares to the right or left and move the rook from the corresponding corner to the square next to the king on the opposite side (see example below). Castling can only be done if the following conditions are met:

  • before castling, the king never moved
  • before castling, the corresponding rook never moved
  • When castling, there should be no other pieces between the king and the rook on the squares
  • the king cannot be in check or cross a square attacked by an opponent's piece

Note that when castling towards the kingside, the king is closer to the edge of the board. This move is called castling short. Castling the other way across the square where the queen was is called castling long. In both short and long castling, the king moves exactly two squares.

Draw

Sometimes a chess game ends not in a victory, but in a draw. There are 5 reasons why a game can end in a draw:

  1. A stalemate occurs on the board when one of the players has a turn to move, but he does not have a single possible move and his king is NOT in check
  2. Players can simply agree to a draw and stop playing
  3. There are not enough pieces on the board to checkmate (e.g. king and bishop against king). Draw for lack of pieces!
  4. A player declares a draw if the same position on the board is repeated three times (not necessarily three times in a row).
  5. Each of the players made 50 consecutive moves without a single capture or pawn move. This means that there is no development in the game!

Fisher Chess-960

Chess-960 (also called "Fischer Chess") is chess with standard rules, except for the initial position of the pieces on the last rank, where the pieces are placed in a random order before the game begins.

With an arbitrary placement of pieces, only two rules are observed: the bishops must be opposite-sex, and the rooks must be on opposite sides of the king. In this case, the opponent's pieces are mirrored.

There are exactly 960 possible starting positions for the pieces, subject to these two rules (hence the "960" in the name).

The only difference in the rules concerns castling: the rules here are for the most part the same as in regular chess (before castling, neither the king nor the rook has yet moved and the king cannot pass through the attacked squares or stand on the attacked square), additional rule is that immediately before castling, all the squares between the starting and ending position of the king and the starting and ending position of the castled rook are free, without taking into account the castled pieces themselves. Instead of moving the king exactly two squares towards the rook, castling is always done in such a way that in the final position the castled pieces stand, as in ordinary chess: when castling on the kingside, the king always goes to g1, and "on the queenside" - to c1.

Some tournament rules

Many tournaments use a set of common, similar rules. These rules do not necessarily apply to games played at home or online.

Got it - go!

If a player touches his piece, he must move with this piece if a move is possible (of course, you cannot "touch" a virtual piece on the network, so this tournament rule is irrelevant for our site). If a player touches an opponent's piece, he must take it. A player who wants to touch a piece in order to correct it must first declare his intention by saying "correct".

Introduction to Clocks and Timers

Most tournaments use a time control that limits the time for the entire party, not a move. This is because when the first chess tournaments started in the 1800s, some guys, realizing they were losing, just sat there and didn't make any moves. With such a great strategy, they never lost... and the tournaments never ended! After that, the chess clock was invented and became the norm in most tournaments.

Each player gets the same amount of time for the entire game and can decide for himself how to use this time. Having made a move, the player presses a button or lever on the clock, pausing his clock and starting the opponent's clock. If one of the players runs out of time to play and his opponent declares the time has run out, the one whose time has run out loses (except for the situation when his opponent does not have enough pieces to checkmate - in this case a draw is declared). Click here to see how fast players move in limited time games!

Basic strategy

There are four simple things that every chess player should know:

#1 Protect your king

Move your king to a corner of the board, he's usually safer there. Don't postpone castling. Basically, castling should be done as early as possible. Remember: it doesn't matter how close you are to checkmating your opponent's king as long as your king is checkmated first!

#2 Don't just give away pieces

Don't lose your pieces just like that! Each figure is valuable. You cannot win the game without pieces to checkmate. There is a simple system by which most players determine the relative value of each piece:

  • Pawn - basic unit
  • A knight is worth 3 pawns
  • Bishop is worth 3 pawns
  • A rook is worth 5 pawns
  • A queen is worth 9 pawns
  • The king is priceless

At the end of the game, these points mean nothing - they are just a system that you can use to make decisions during the game. It helps you to understand when it is better to take, exchange or make other moves.

#3 Control the Center

You need to try to control the center of the board with your pieces and pawns. If you control the center, you will have more room to advance your pieces. At the same time, it will be more difficult for the opponent to find good squares for his pieces. In the example below, to control the central squares, White makes good moves and Black makes bad moves.

#4 Use all your pieces

In the example above, White has used all his pieces in the game! Your pieces are useless as long as they are stuck on the first rank. Try to develop all your pieces in such a way as to gather more strength to attack the opponent's king. In a game with a worthy opponent, attacking the king with one or two pieces will not work.

How to level up the game?

Getting to know the rules and fundamentals of strategy is only the beginning: there are so many aspects to chess that a lifetime is not enough to learn them all! To improve your level of play, you need to do three things:

#1 - Play

Keep playing! Play as much as possible. There are lessons to be learned from every game, whether you win or lose.

#2 - Learn

The site has many resources to help you learn and improve your skills.

#3 - Have fun

Don't be discouraged if you can't win all the games at once. Everyone loses - even world champions. If you enjoy the game and know how to draw lessons even from lost games, chess will always bring you pleasure!

How to learn to play chess?

Chess is called wise game. Even in ancient times, people were attracted by the mysterious world of chess, the beauty of this art. So how to learn to play chess for beginners or children?

Put the chessboard in front of you. It is divided into squares. There are 64 squares in total, half are white and the other half are black. The board is always positioned so that there is a black square in the lower left corner (which is closer to you).

Pieces move around the chess board. Look and remember, in order to learn how to play, you need to know how the pieces are placed before the game begins. In the first row there are pawns, behind them are pieces: the extreme ones are rooks, followed by horses, then bishops, in the middle are the king and queen. The queen always stands on her color: white - on a white field, black - on black. This is the position of the pieces before the start of the game.

Chess is always played by two people. One plays with white pieces, the other with black pieces. You can move one piece per move. The players take turns.

We begin to get acquainted with chess pieces, and learn to walk with them:

King. The most important figure, but very weak. If the king dies, the game is lost. The king moves to any field adjacent to him for only one maple. The main goal of the game is to put the opponent's king in stalemate, declare checkmate to him. If you managed to declare checkmate - you won and the game is over.

Rook. This is the second most powerful chess piece. She moves almost exactly like a queen, only she can't move diagonally.

Queen. The strongest figure. They call her the queen. She walks as she likes: horizontally, vertically, and diagonally, forward and backward. In one move, the queen can pass both one cell and the entire chess field.

Pawn. The weakest figure. She moves only forward, and only one square, only once with starting position a pawn can make a double move (through a square, for example c2 - c4). However, if the pawn manages to go through the entire field, then reaching the last row, it can turn into any chess piece, except for the king. Isn't it a bit like a fairy tale about Cinderella, who turns into a princess?

Horse. This is a very interesting figure. The knight moves as follows: two squares forward, one sideways, or two squares sideways, one forward. With each move, the knight changes the color of the field.

Elephant. This piece only moves diagonally, forward and backward. The elephant moves only in the cells of its own color.

How to play chess correctly?

You have learned to move chess pieces individually. But if all the pieces are on chessboard, and one figure blocks the path of another, how to play here correctly? Then you should proceed as follows: if your figure is on the path, then the path is closed. If there is a figure of a different color, the path can be cleared by taking (beating) it. This happens as follows: you remove the “enemy” piece from the board and place your attacking piece on its square. This is done in one move. However, it is not necessary to take figures.

Let's look at an example:

In this example, the black pawn is blocked by the white pawn, but the black pawn can capture the rook. Having made such a move, it moves to a new vertical and can continue to move forward along it. The black pawn on "e7" can advance to the eighth rank in two ways: simply forward, or capture the knight. In both cases, the pawn has passed the entire chess field and can turn into any piece.

During the game, all pieces move around the board, attack each other, and are removed from the board. All but one, the king. The king cannot be knocked down. He can only declare "check", that is, a warning. If the king gets a "check", you need to immediately respond, secure it. This can be done by capturing the attacking piece, protecting the king with another piece, and moving to a safe square. If there is no way to protect the king, then the king has received a checkmate. The party is lost. When writing "check" it will be correctly denoted by +, "checkmate" - x.

There are two more exceptions to the rules of chess for beginners:

  1. You know that only one piece can be moved in one move, but during the game, each player is allowed to make a double move once - to simultaneously rearrange the king and rook. This move is called "castling". Castling is done as follows: the rook must be moved to the king, the king jumps over it and stands on the other side. You cannot castling if: the king and rook have already made a move; the king is in check; after castling, the king and rook must not remain under attack.
  2. This only applies to pawns. It is possible to capture a pawn on the aisle when it makes a double move. Once the opponent's pawn has made a double move, you can remove it from the board by placing your pawn on the square as if the opponent's pawn had made a simple move. You can capture a pawn on the aisle only immediately after a double pawn move. Did not take it right away - the opportunity disappears. Look at an example. The white pawn on c2 made a double move and landed on c4. The black pawn on c!4 can remove the white pawn from c4 and move to c3, as if the white pawn had made a simple move.

When playing, follow the basic rule of chess and learn to play correctly right away: if you touch a piece, move it. Therefore, until you have thought out the move properly, do not touch the piece.

You have learned the basic rules of chess and you can try your first game of chess.

If you have a desire to learn how to play chess well and correctly, to study this art in depth, use the special sites “Chess for Beginners”, “How to Learn to Play Chess”, chess literature for children, books, magazines, play chess simulators.

How to learn chess annotation?

The annotation in chess is the notation of the pieces on the board, this is a must-learn for beginners, as well as for children who are going to play this game seriously. To describe a chess game, there is a kind of chess language. This language is simple. Each cell of the chess field is indicated by a Latin letter and a number. Verticals are indicated by letters, horizontals by numbers.

The score is always kept from the left corner square of the white pieces. For example: a1, c2, dЗ, h5, f8. When recording, the pieces are abbreviated: king - K, queen - F, rook - L, bishop - C, knight - K, pawn - not indicated.
The full record of moves includes the "point of departure" and the "point of arrival" of the piece.

For example:
1. e2 - e4 the figure shows the serial number of the move, e2 - e4 - that the white pawn has moved from the e2 field to the e4 field.

You can record the move in abbreviated form, indicating only the "point of arrival." For example: 1.e4.

Black's move is indicated by three dots before the entry. For example:
1. ...e5. the black pawn moved from e7 to e5.
The capture of a piece is indicated by ":". For example:
3. Q: f7 - the queen took the f7-pawn.

Chess is sport game recognized in 100 states. The IOC recognized them as a sporting event in 1999, and in 2018 they made their debut at the winter Olympic Games. Chess is characterized not only by excitement, but also by powerful physical preparation and remarkable intelligence of rivals.

Why study chess games? It promotes training mental abilities and mental skills such as:

  • Concentration of attention.
  • Solving complex problems.
  • Critical thinking.
  • Pattern recognition.
  • Strategic and tactical planning.
  • Spatial imagination.
  • Logic and analysis.

The game teaches that there is a consequence after every action. That decisions made based on forecast and reasoning have favorable results than impulsiveness and ill-consideration.

Apart from gaining competitive skills (in chess you learn how to attack and defend at the same time), there are parallels between mathematics, music and chess.

Independent study of chess from scratch

To learn how to play at home on your own, it's a good idea to start by breaking down the rules into their component parts. When learning moves, it's easier to use only one piece on the board.

the best way learn the game - play. Defeats are invaluable lessons and experience. You will soon learn that each figure has a certain value.

From the personal experience of many players, chess can be easily learned through online applications. Also, there are a number of online resources for learning. It all depends on which method is preferable: to learn "on the go" or start from the basics.

Now consider the options for online learning:

  • Chess-online (Chess.com). The best free chess app for all types of devices and website to start learning chess, play online with opponents of your level. Perfectly analyzes your games with the machine analysis function. This resource provides absolutely everything, from learning from scratch to daily training for masters. Their video lessons on discovery theory, tactics middle game, checkmate strategies, pawn structures, offensive initiative, etc. Give you an idea of ​​how to maximize your game. The site will help anyone who is trying to learn the basics and also wants to improve their abilities.
  • Youtube channels. It is enough to type in the Youtube search the necessary request for learning from scratch, as the system will offer a huge variety of channels and video clips. Choose the most interesting material and watch with pleasure.
  • Special Literature. Buy a book that presents the rules and fundamentals of chess. I won't recommend any as there are so many and most of them are great. Look for one with lots of pictures and little text. Most educational books "for children" work for adults.

Description of the figures, how they walk


  1. King- the most important of all figures is the one with a crown and a cross.
  2. At queen there is also a crown - this is the second tall figure.
  3. Elephant- a figure with a pointed hat.
  4. Ladue also easy to remember, it looks like a castle tower.
  5. Horse very easy to remember.
  6. Pawns- it will not be difficult to remember them, they are the “smallest” and numerous.

Here are a few rules that are useful to learn from the very beginning:

  • The king must always be protected, he moves one square in any direction.
  • The queen is the most "universal soldier" that moves across the board in all directions.
  • Elephants have a large range of motion, but only in a straight line, in perpendicular directions.
  • Rook is often underestimated by beginners. She moves "crosswise" on the board - diagonally, like a "king" in checkers.
  • The horse is good for thoughtful, unexpected attacks, its movement is known to everyone - the Russian letter "G" in all directions.
  • Pawns are good at capturing enemy pieces. They are limited in their movements - only one cell forward.

Video lesson

Various playing techniques


Basic game technique:

  • You choose the color of the pieces (white or black, or other contrasting colors), the opponent takes the opposite color.
  • You take turns making moves. The white pieces move first.
  • Goal: The first player to capture the opponent's king wins the game.

Install the board correctly. The game is played on a chessboard consisting of 64 squares - eight rows and eight columns.

The strategy for the beginner is to capture as many important enemy pieces as possible so that it is easier to get to the king. This is done by moving the pieces around the squares where half of the opponent is. Capturing a piece is done by removing it from the field.

You've probably heard the word "Shah" right? This means that you (or your opponent) have placed your king (or your opponent) in a position where it cannot move anywhere without being captured.

Now let's talk about pawns. There are some exceptions to the one-move rule: if a pawn has never moved before, it can move two squares on the first move. In addition, a pawn cannot capture an opponent that is in front of it. But if there is an enemy piece diagonally in front of her, she can go there to capture it. Another advantage of the pawn is that if it reaches the other side of the board where it cannot move forward, it can be exchanged for any other piece (except the king).

There is another special move called castling. It concerns the position of the king and rook. It may not be clear to a beginner at first, so you can study it later when you have mastered the basic rules.

Now use your shapes! In particular, don't let the knights and bishops linger in their positions, as they are useful early in the game.

Lead your king to a safe area. The king in the center of the board is a vulnerable king.

Manage the center! -- This is an important concept for newcomers. The 4 central squares are important for control.

Keep in mind that only the horse can jump over the cages. Remember that all pieces can move backwards, except for pawns.

The whole strategy of the game is to force the opponent's king into a trap. It doesn't matter how you do it - you just have to do it once to win!

You can't focus all your attention on the attack, otherwise you can create a false sense of security and leave room for your opponent to use it. There are many ways to strengthen the defense - to place your pieces in active positions (bishops and rooks are especially good). Protect your half carefully and, above all, keep your pieces coordinated. The last thing you want is to lose your queen because you failed to defend it or because you played hastily.

A bad lot opening usually leads to negative results. Work on moving your center to give way to the bishops and to get the knights involved. Worry about the queen and rooks later. There is no one universal first move, although some of them deserve attention over others. There are players who prefer defensive, passive positions or aggressive, dynamic strategies. In the early stages, focus on defensive, passive play.

Analyze positions for tactics. Grandmasters usually benefit from tactics. Your goal is to outsmart your opponent and find ways to make the most of your pieces. Learn the basics of forks, pins, skewers and other tactical concepts. The tactical coach feature on Chess.com is invaluable. Chess relies more on finding the same patterns in different positions. Using these ideas will greatly increase your power.

How long will it take to study

To speed up learning, try the following:

  1. Play chess for at least 1 hour daily.
  2. When you gain more experience, connect tactical puzzles for 30 minutes, and 30 minutes of "live" chess per day.

The study itself will take about 1 month, if you pay attention to 30-60 minutes of the game daily. Further progress will not keep you waiting, as the game will completely conquer you!

How to teach children to play chess

In many ways, teaching children is a simpler task than teaching adults. In the age of the Internet, children can easily learn how to play chess on their own. The tactics above are designed for players of all ages.

Video plot

Training in sections

In various circles and sections, they teach to play chess "officially", that is, with an explanation of all chess terms and names of strategies. Provide and show all possible tricks and moves. Self-taught, as a rule, play intuitively, building their own logical chains. They are not strong in terms, but at the same time they play on a very high level.

Famous chess players of the world and Russia


  • Sisters Polgar, Judit and Susan are Hungarian masters. The youngest of the sisters, Judit (41), is currently the strongest chess player on the planet. Her advantage is that she participates and wins only in the men's championships. Judit received the title of male grandmaster at the age of 15, surpassing the achievements of many venerable champions. Her older sister Susan is now developing the sport of chess in the United States, she is also an international master.
  • Antoaneta Stefanova - Bulgarian World and European Champion in chess and rapid chess for 38 years. In 2002 she became an International Grandmaster.
  • Xie Jun is a Chinese chess player, honored coach and world champion (47 years old). Became a champion at 10, started playing at 6.
  • Alexandra Kosteniuk is the champion of Europe and Russia. Her mottos are "Chess is great" and "Beauty and intelligence are inseparable". Guided by him, she promotes chess, being a model and "ambassador of chess", trying to spark interest in this game around the world.
  • Anatoly Karpov (66 years old) and Garry Kasparov (54 years old) are the most famous Russian grandmasters. Currently, they are actively involved in political activities. In the past - repeated champions of the world, Europe and Russia.
  • Khalifman Alexander (52 years old) is a three-time winner of the World Chess Olympiad. Now he trains the younger generation, is the author of books on chess strategy.
  • Magnus Carlsen (27 years old) is the current absolute world champion from Norway, one of the youngest grandmasters on the planet.
  • Anand Viswanathan (47) is the reigning Indian strongest world champion in rapid chess. Anand plays very fast, spends time thinking about moves minimum time, even competing with the strongest chess players in the world.

How to become a chess pro


Have you already learned all the rules of chess and are on your way to perfection? Here's what to do next:

  • Learn algebraic notation. This is a system used by chess players to record games or the position of pieces on the board in order to read and recreate any game later.
  • Learn the value of the figures. Not all chessmen equally strong in the party. Learn to determine their value and significance in a particular party, then you will understand whether it is worth sacrificing it.
  • Watch and analyze grandmaster games, past and present. Watch the professional game between the masters.
  • Start by looking at the games of antiquity from the 1600s to the early 1900s, they are easier to understand. Some examples of the masters of that era: Adolf Andersen, Paul Morphy, Wilhelm Steinitz, Johannes Zuckerert, Emanuel Lasker, José Raul Capablanca, Alexander Alekhine.
  • Solve puzzles that will help you recognize and identify tactical opportunities and your weaknesses.
  • Learn to use chess engine And artificial intelligence for analysis. Computers are the most useful tool for players today. For Windows and Linux, Arena is a popular GUI. With it, you can watch games in PGN format, which can be downloaded from various sites. Record your games for later analysis. Do the same, watching the live game, comprehend the positions yourself.
  • follow a professional chess world. Know the current champions and world champions, venerable and young players. Follow the world tournaments.

Video tips

Join a local chess club. Playing face to face with an opponent and being part of the chess community is the way to become a professional. Fight opponents of your level and those who are stronger. Analyze every game, memorize key moves in winning and losing games.

And a few more tips:

  • Solve more chess puzzles.
  • Use horses effectively and often.
  • Read books on chess, biographies of famous masters.
  • Learn from losses.
  • Analyze moves.
  • Think about your opponent's game.

From this moment on, start playing: lose and repeat, repeat again. Always challenge yourself. The training may take a couple of years, but the satisfaction you get will be worth the effort.

Never lose hope and don't give up if you lose! Failure is a stepping stone to success!

Indian Solitaire