First game

Learn chess from zero.

In a few minutes you will know how to set up the board, move every piece, recognise check and finish a game. You do not need to memorise openings to begin.

Start the lesson
01

The goal

Protect your king. Trap the other.

You win by checkmate: the opposing king is attacked and no legal move can save it. The king is not captured; the game ends when mate occurs.

!
Check

The king is attacked. You must respond.

×
Checkmate

There is check and no legal defence. The game is over.

=
Draw

Nobody wins. It may occur by stalemate, repetition, agreement or other rules.

02

Set up the board

Light square on the right. Queen on her own color.

  1. 1Turn the board until a light square is at the lower-right corner.
  2. 2Place rooks in the corners, then knights and bishops.
  3. 3The white queen goes on a light square; the black queen on a dark one. The king takes the remaining square.
  4. 4The eight pawns form the row in front. White moves first.
03

How the pieces move

Six moves to learn.

Gold squares show possible destinations on an empty board. Except for the knight, pieces cannot pass through another piece. A piece captures by occupying an opponent's square.

King

approx. value ·

One square in any direction. It may never finish a move under attack.

Queen

approx. value · 9

Any number of squares in a straight line or diagonal, without jumping.

Rook

approx. value · 5

Any number of squares horizontally or vertically.

Bishop

approx. value · 3

Any number of squares diagonally. Each bishop stays on one color.

Knight

approx. value · 3

Moves in an L: two squares one way and one sideways. It can jump.

Pawn

approx. value · 1

Moves one square ahead, or two on its first move, and captures diagonally.

Value is only a reference for exchanges. The king has no number because losing it means losing the game.

04

Three special moves

The exceptions you need to recognise.

♔ ⇆ ♖

Castling

King and rook move together to secure the king. There must be no pieces between them, neither may have moved, and the king may not be in, cross or finish in check.

♙ × ♟

En passant

A pawn may capture a rival pawn that has just advanced two squares through an attacked square. It is available only on the immediately following move.

♙ → ♕

Promotion

On reaching the last rank, a pawn becomes a queen, rook, bishop or knight. The queen is usual, but not mandatory.

05

Your first plan

Four habits are enough to start playing.

1
Look for threats

Before moving, ask: is my king in check? What did my opponent attack?

2
Contest the centre

Central pawns and developed pieces control more squares and provide options.

3
Develop and castle

Bring knights and bishops out; secure your king before attacking.

4
Check before releasing

Is the destination safe? Will the piece be undefended? Is there a better check, capture or threat?

Now it is your turn

Learning by playing is the next move.

Start against the computer on easy. Board hints help you recognise legal moves.

Start guided training
06

Interactive laboratory

Meet the pieces. Then play with a guide.

Rotate every model, understand its role and enter a short assisted game. The coach highlights the right piece, validates the rules and explains why every move works.

Assisted game

Coordinate an attack and deliver mate.

You control White. The opponent replies automatically and leaves a mating pattern for you to recognise.

You play WhiteYour turn