The king is attacked. You must respond.
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.
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.
There is check and no legal defence. The game is over.
Nobody wins. It may occur by stalemate, repetition, agreement or other rules.
Set up the board
Light square on the right. Queen on her own color.
- 1Turn the board until a light square is at the lower-right corner.
- 2Place rooks in the corners, then knights and bishops.
- 3The white queen goes on a light square; the black queen on a dark one. The king takes the remaining square.
- 4The eight pawns form the row in front. White moves first.
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 · 9Any number of squares in a straight line or diagonal, without jumping.
Rook
approx. value · 5Any number of squares horizontally or vertically.
Bishop
approx. value · 3Any number of squares diagonally. Each bishop stays on one color.
Knight
approx. value · 3Moves in an L: two squares one way and one sideways. It can jump.
Pawn
approx. value · 1Moves 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.
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.
Your first plan
Four habits are enough to start playing.
Before moving, ask: is my king in check? What did my opponent attack?
Central pawns and developed pieces control more squares and provide options.
Bring knights and bishops out; secure your king before attacking.
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.
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.
Piece 1/6
Pawn
value · 1Moves forward to open paths and captures one square diagonally.
- Where it shines
- Controls space, supports other pieces and may become another piece on promotion.
- Watch out
- It cannot move backwards. Every advance changes the position permanently.
Assisted game
Coordinate an attack and deliver mate.
You control White. The opponent replies automatically and leaves a mating pattern for you to recognise.