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1994-09-01
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;
; Introduction
;
X2
C
"
*** Welcome To The Necromancer Chess Tutorial ***
"
P05
"
This animated chess tutorial
will show you everything you need
to know to start playing chess.
"
P10
"
Now pay attention!
"
P03
"
Chess is played on an 8 x 8 board of light and dark squares.
"
P05
"
Always turn the board so that a
light-colored square is in the lower-right corner.
"
P05
"
'Light on Right' is an easy way to remember this.
"
P05
DWPa4
DWPb4
DWPc4
DWPd4
DWPe4
DWPf4
DWPg4
DWPh4
"
The rows of the chess board are called RANKS (1 to 8).
These Pawns are all on the fourth rank.
"
P10
C
DWPd1
DWPd2
DWPd3
DWPd4
DWPd5
DWPd6
DWPd7
DWPd8
"
The columns of the board are called FILES (a to h).
These Pawns are all on the d-file.
"
P10
C
"
To help you remember which is which, notice that RANK
and ROW both start with 'R'.
"
P10
"
Chess is a war between two
opposing armies: White and Black.
"
P05
"
Each army has a King, a Queen, two Rooks,
two Bishops, two Knights, and eight Pawns.
"
P10
"
Let's start by setting up the White army
on our side of the board.
"
P10
"
Put one Rook at each end of the first rank.
The Rook looks like a castle or tower.
"
P05
DWRa1
P01
DWRh1
P01
"
Next to each Rook, place a Knight.
The Knights look like horses.
"
P05
DWNb1
P01
DWNg1
P01
"
Add a Bishop next to each Knight.
You can tell the Bishop by the notch in his hat.
"
P05
DWBc1
P01
DWBf1
P01
"
There are two empty squares
left on the near rank.
The Queen is placed on the square
that matches her dress.
"
P10
DWQd1
P01
"
An easy way to remember where
the Queen goes is 'Queen on Color'.
(White Queen on a White square).
"
P10
"
The King goes on the last empty square.
"
P05
DWKe1
P01
"
At the front of the army go the Pawns,
or foot soldiers.
Put one Pawn directly in front of each piece.
"
P10
DWPa2
P01
DWPb2
P01
DWPc2
P01
DWPd2
P01
DWPe2
P01
DWPf2
P01
DWPg2
P01
DWPh2
P01
"
Now let's quickly set up Black's pieces.
Black's pieces always start on the eigth rank.
"
P10
"
Two Black Rooks...
"
P02
DBRa8
DBRh8
P03
"
Two Black Knights...
"
P02
DBNb8
DBNg8
P03
"
Two Black Bishops...
"
P02
DBBc8
DBBf8
P03
"
Queen on Color! (Black Queen on Black Square)
"
P02
DBQd8
P03
"
The Black King.
"
P02
DBKe8
P03
"
Pawns in front of pieces.
"
P02
DBPa7
P01
DBPb7
P01
DBPc7
P01
DBPd7
P01
DBPe7
P01
DBPf7
P01
DBPg7
P01
DBPh7
"
White always makes the first move in a game.
"
P10
"
Now we're ready to play Chess!
"
P05
"
Starting with White, each side takes turns moving.
"
P05
MWPe2e4
P02
MBPe7e5
P02
MWNg1f3
P02
MBNb8c6
P02
MWBf1b5
P02
MBPa7a6
P02
MWBb5a4
P02
MBNg8f6
P02
"
As you can see, you are allowed to move only ONE piece on each turn.
"
P05
Z
;
; The Pieces - introduction
;
X2
C
"
*** The Chessmen - Introduction ***
"
P05
"
There are 6 different chess pieces...
"
P05
DWKe1
DBKe8
"
Kings,
"
P05
D--e1
D--e8
DWQd1
DBQd8
"
Queens,
"
P05
D--d1
D--d8
DWRa1
DWRh1
DBRa8
DBRh8
"
Rooks,
"
P05
D--a1
D--h1
D--a8
D--h8
DWNb1
DWNg1
DBNb8
DBNg8
"
Knights,
"
P05
D--b1
D--g1
D--b8
D--g8
DWBc1
DWBf1
DBBc8
DBBf8
"
Bishops,
"
P05
D--c1
D--f1
D--c8
D--f8
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
DBPa7
DBPb7
DBPc7
DBPd7
DBPe7
DBPf7
DBPg7
DBPh7
"
and Pawns.
"
P05
D--a2
D--b2
D--c2
D--d2
D--e2
D--f2
D--g2
D--h2
D--a7
D--b7
D--c7
D--d7
D--e7
D--f7
D--g7
D--h7
"
Each piece has its own way of moving on the chess board.
"
P05
"
To play chess, you must learn how each piece moves.
"
P05
C
Z
;
; The King
;
X2
C
"
*** The King ***
"
P03
DBKe8
DWKe1
"
The King is the most important chess piece.
"
P05
"
If you capture your opponent's King, you WIN!!
"
P05
"
If your King is captured, you lose!
"
P05
"
Actually, the King is never really captured.
You win by showing that you could capture your opponent's King on your
next move, and there is no move your opponent can make to prevent
that from happening.
"
P15
"
This situation is called CHECKMATE.
"
P05
"
After we see how the other pieces move, we will
return to the subject of checkmate.
"
P05
"
But first, let's look at how the King moves.
"
P05
D--e8
D--e1
DWKe2
GWKe3
GWKf3
GWKf2
GWKf1
GWKe1
GWKd1
GWKd2
GWKd3
"
The King can move one square in any direction.
(The ghost Kings show the squares to which this
White King can legally move.)
"
P10
"
Important Rule #1: you may never move one of your pieces
(even the King) to a square occupied by another of your pieces.
"
P10
D--f2
DWPf2
"
For example, the White King on e2 can move to every square EXCEPT
f2, which is occupied by another White piece (a Pawn).
"
P10
"
Important Rule #2: If an OPPOSING piece occupies a square to which you
can move, you can CAPTURE the opposing piece by moving to that
square, and removing your opponent's piece from the board.
"
P15
D--e3
DBPe3
"
For example, the White King can capture the Black Pawn on e3 because
the White King can move to that square.
"
P05
MWKe2e3
"
King takes (captures) Pawn.
"
P05
D--f2
GWKd4
GWKe4
GWKf4
GWKd3
GWKf3
GWKd2
GWKe2
GWKf2
D--d1
D--e1
D--f1
"
Although the King is the most important piece, it is also one
of the weakest, because it can't move very far in a single turn.
"
P05
"
To win the game, the King must rely on the rest of his army.
"
P10
C
Z
;
; How to move the Queen
;
X2
C
"
*** The Queen ***
"
P03
DBQd8
DWQd1
P05
D--d8
D--d1
DWQd4
GWQa4
GWQb4
GWQc4
GWQe4
GWQf4
GWQg4
GWQh4
P03
"
The Queen can move horizontally along a rank,
"
P05
GWQd1
GWQd2
GWQd3
GWQd5
GWQd6
GWQd7
GWQd8
P03
"
vertically on a file,
"
P05
;
; Draw diagonal ghosts
;
GWQa1
GWQb2
GWQc3
GWQe5
GWQf6
GWQg7
GWQh8
GWQa7
GWQb6
GWQc5
GWQe3
GWQf2
GWQg1
P03
"
or along either diagonal.
"
P05
GWQa4
GWQb4
GWQc4
GWQe4
D--f4
DWPf4
D--g4
D--h4
"
The Queen cannot move OVER another piece (of either color).
Here the White Queen is blocked
by the White Pawn on f4, and cannot reach g4 or h4.
"
P10
GWQd5
GWQd6
D--d7
DBPd7
D--d8
"
This Black Pawn on d7 blocks the White Queen as well.
"
P05
"
Like the King, the Queen may capture the Black Pawn by
moving to the square it occupies (but no farther).
"
P10
MWQd4d7
"
Queen takes Pawn.
"
P05
C
DWQd4
; Diagonal Ghosts
GWQa1
GWQb2
GWQc3
GWQe5
GWQf6
GWQg7
GWQh8
GWQa7
GWQb6
GWQc5
GWQe3
GWQf2
GWQg1
; Horizontal Ghosts
GWQa4
GWQb4
GWQc4
GWQe4
GWQf4
GWQg4
GWQh4
; Vertical Ghosts
GWQd1
GWQd2
GWQd3
GWQd5
GWQd6
GWQd7
GWQd8
"
The Queen is a very powerful piece because of its ability to
attack so many squares simultaneously.
"
P10
C
Z
;
; How to move the Rook
;
X2
C
"
*** The Rook ***
"
P03
DWRa1
DBRa8
DWRh1
DBRh8
P05
D--a1
D--a8
D--h1
D--h8
DWRd4
GWRa4
GWRb4
GWRc4
GWRe4
GWRf4
GWRg4
GWRh4
P02
"
The Rook moves horizontally along ranks...
"
P05
GWRd1
GWRd2
GWRd3
GWRd5
GWRd6
GWRd7
GWRd8
P02
"
and vertically along files.
"
P05
GWRa4
GWRb4
GWRc4
GWRe4
GWRf4
GWRg4
GWRh4
D--g4
D--h4
D--f4
DBPf4
"
The Rook cannot move OVER another piece (of either color).
Here the White Rook is blocked
by the Black Pawn on f4, and cannot reach g4 or h4.
"
P10
"
When blocked by an OPPONENT's piece, the Rook may capture it by
moving to the square it occupies.
"
P05
D--d1
D--d2
D--d3
D--a4
D--b4
D--c4
D--e4
D--g4
D--h4
D--d5
D--a4
D--b4
D--c4
D--e4
D--d7
D--d6
D--d8
MWRd4f4
"
Rook takes Pawn.
"
P05
C
DWRd4
; Vertical Ghosts
GWRd1
GWRd2
GWRd3
GWRd5
GWRd6
GWRd7
GWRd8
; Horizontal Ghosts
GWRa4
GWRb4
GWRc4
GWRe4
GWRf4
GWRg4
GWRh4
"
Like the Queen, the Rook is a strong piece because of its ability to
attack several squares simultaneously.
"
P10
C
Z
;
; How to move the Bishop
;
X2
C
"
*** The Bishop ***
"
P03
DWBc1
DBBc8
DWBf1
DBBf8
P05
;
; Draw diagonal ghosts
;
D--c1
D--c8
D--f1
D--f8
DWBd4
GWBa1
GWBb2
GWBc3
GWBe5
GWBf6
GWBg7
GWBh8
GWBa7
GWBb6
GWBc5
GWBe3
GWBf2
GWBg1
"
The Bishop moves along either diagonal.
"
P05
"
Notice that the Bishop always moves to squares of the same
color as the one it starts on.
"
P05
"
This White Bishop is restricted to diagonals made up of DARK squares.
"
P05
C
GBBb1
GBBc2
GBBd3
DBBe4
GBBf5
GBBg6
GBBh7
GBBa8
GBBb7
GBBc6
GBBd5
GBBf3
GBBg2
GBBh1
P03
"
This Black Bishop is restricted to diagonals made up of LIGHT squares.
"
P05
C
DWBc1
DBBc8
DWBf1
DBBf8
"
Each side begins the game with two Bishops: one that moves on
light-colored squares and one that moves on dark-colored squares.
"
P05
GWBb2
GWBa3
GWBd2
GWBe3
GWBf4
GWBg5
GWBh6
"
White's DARK-diagonal Bishop
"
P05
D--b2
D--a3
D--d2
D--e3
D--f4
D--g5
D--h6
GWBg2
GWBh3
GWBe2
GWBd3
GWBc4
GWBb5
GWBa6
"
White's LIGHT-diagonal Bishop
"
P05
D--g2
D--h3
D--e2
D--d3
D--c4
D--b5
D--a6
GBBb7
GBBa6
GBBd7
GBBe6
GBBf5
GBBg4
GBBh3
"
Black's LIGHT-diagonal Bishop
"
P05
D--b7
D--a6
D--d7
D--e6
D--f5
D--g4
D--h3
GBBg7
GBBh6
GBBe7
GBBd6
GBBc5
GBBb4
GBBa3
"
Black's DARK-diagonal Bishop
"
P05
D--g7
D--h6
D--e7
D--d6
D--c5
D--b4
D--a3
D--c1
D--c8
D--f8
"
Like the Queen, the Bishop cannot move over another piece.
"
P05
GWBg2
GWBh3
GWBe2
GWBd3
DBRc4
"
Here the Black Rook blocks the White Bishop from reaching b5 and a6.
"
P10
"
As usual, if the blocking piece belongs to the opposing color, the
Bishop can capture it simply by moving to that square.
"
P05
D--g2
D--h3
D--e2
D--d3
MWBf1c4
"
Bishop takes Rook.
"
P05
C
DWBd4
GWBa1
GWBb2
GWBc3
GWBe5
GWBf6
GWBg7
GWBh8
GWBa7
GWBb6
GWBc5
GWBe3
GWBf2
GWBg1
"
Because it attacks fewer squares, and is restricted to light or dark
squares, the Bishop is a weaker piece than the Queen or Rook.
"
P10
C
Z
;
; How to move the Knight
;
X2
C
DWNb1
DWNg1
DBNb8
DBNg8
"
*** The Knight ***
"
P05
; draw ghosts
;
D--b1
D--g1
D--b8
D--g8
DWNd4
"
The Knight makes L-shaped moves. Two squares along a rank or file,
and then one square at a right angle.
"
P10
"
For example, two squares along the fourth rank...
"
P03
MWNd4b4
P05
"
and one square at a right angle along the b-file.
(We could also have moved to b5.)
"
P03
MWNb4b3
P05
"
Or, two squares along a file...
"
P03
MWNb3b5
P05
"
and then one square along the fifth rank.
(We could also have moved to a5.)
"
P03
MWNb5c5
P05
D--c5
"
Here are all the squares that this Knight (on d4) can reach.
"
P03
DWNd4
GWNc6
GWNe6
GWNc2
GWNe2
GWNf5
GWNf3
GWNb5
GWNb3
P05
"
Notice that the Knight always lands on a square of a different
color from the one it starts on.
"
P10
"
The Knight is special: it jumps OVER pieces.
"
P05
DBRe2
D--b3
DWPb3
"
As always, you cannot move the Knight to a square containing another
piece of the same color (e.g. b3),
"
P10
"
But you can capture an opponent's piece that
occupies the destination square.
"
P05
MWNd4e2
"
Knight takes Rook.
"
P05
D--b3
D--c6
D--e6
D--c2
D--e2
D--f5
D--f3
D--b5
DWNd4
GWNc6
GWNe6
GWNc2
GWNe2
GWNf5
GWNf3
GWNb5
GWNb3
"
The Knight, like the Bishop, is considered to be less powerful than the
Queen or Rook. Even though it attacks fewer squares than a Bishop,
its jumping ability makes it a valuable piece.
"
P10
C
Z
;
; How to move the Pawn
;
X2
C
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
DBPa7
DBPb7
DBPc7
DBPd7
DBPe7
DBPf7
DBPg7
DBPh7
"
*** The Pawn ***
"
P05
C
D--d4
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
"
All White Pawns start from the second rank.
"
P05
C
DBPa7
DBPb7
DBPc7
DBPd7
DBPe7
DBPf7
DBPg7
DBPh7
"
All Black Pawns start from the seventh rank.
"
P05
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
"
Pawns always move towards the opposite side of the board.
"
P03
GWPe3
GWPe4
"
From its starting square, a Pawn may travel one or two squares forward.
"
P05
; ghost and slide e2-e4
"
Two squares...
"
P03
MWPe2e4
D--e3
P01
; ghost and slide d7-d6
GBPd6
GBPd5
P01
"
One Square...
"
P03
MBPd7d6
D--d5
P01
; ghost and slide f2-f3
GWPf3
GWPf4
P01
"
One Square...
"
P03
MWPf2f3
D--f4
P01
; ghost and slide e7-e5
GBPe6
GBPe5
P01
"
Two squares...
"
P03
MBPe7e5
D--e6
P01
"
The first time a Pawn is moved, it's the player's choice.
"
P05
GWPf4
"
A Pawn which has already moved, like the one on f3, may only move
one square forward per move.
"
P07
D--f4
MWPf3f4
P02
C
DBRe3
DWPe2
"
Unlike other pieces, the Pawn cannot capture
an opposing piece which lies in its path.
"
P05
"
Here, the White Pawn cannot capture the Black Rook.
"
P05
D--e3
D--e2
DBPf4
DWQf3
DWNe3
DWRg3
"
A Pawn can only capture a piece which occupies one
of the two squares diagonally in front of it.
"
P05
GWNe3
GWRg3
"
Here, the Black Pawn can capture
either the White Rook or White Knight...
"
P05
"
but not the White Queen.
"
P05
D--e3
D--g3
DWNe3
DWRg3
P01
MBPf4e3
"
Pawn takes Knight.
"
P05
"
Pawns are the least valuable piece. But don't throw
them away thoughtlessly. A single Pawn can sometimes
mean the difference between winning and losing!
"
P10
C
Z
;
; Summary of piece movement
;
X2
C
"
Here is a quick summary of what we've learned about the chess pieces.
"
P05
"
Important Rule #1: you may never move one of your pieces
to a square occupied by another of your pieces.
"
P10
"
Important Rule #2: If an OPPOSING piece occupies a square to which you
can move, you can CAPTURE the opposing piece by moving to that square,
and removing your opponent's piece from the board.
"
P15
DWKe4
GWKd5
GWKe5
GWKf5
GWKd4
GWKf4
GWKd3
GWKe3
GWKf3
"
The King moves one square in any direction.
"
P10
D--e4
G--d5
G--e5
G--f5
G--d4
G--f4
G--d3
G--e3
G--f3
D--d5
D--e5
D--f5
D--d4
D--f4
D--d3
D--e3
D--f3
DWQd4
; horizontal ghosts
GWQa4
GWQb4
GWQc4
GWQe4
GWQf4
GWQg4
GWQh4
; vertical ghosts
GWQd1
GWQd2
GWQd3
GWQd5
GWQd6
GWQd7
GWQd8
; diagonal ghosts
GWQa1
GWQb2
GWQc3
GWQe5
GWQf6
GWQg7
GWQh8
GWQa7
GWQb6
GWQc5
GWQe3
GWQf2
GWQg1
"
The Queen moves along ranks, files, and diagonals.
"
P10
C
DWRd4
; horizontal ghosts
GWRa4
GWRb4
GWRc4
GWRe4
GWRf4
GWRg4
GWRh4
; vertical ghosts
GWRd1
GWRd2
GWRd3
GWRd5
GWRd6
GWRd7
GWRd8
"
The Rook moves along ranks and files.
"
P10
C
DWBd4
; diagonal ghosts
GWBa1
GWBb2
GWBc3
GWBe5
GWBf6
GWBg7
GWBh8
GWBa7
GWBb6
GWBc5
GWBe3
GWBf2
GWBg1
"
The Bishop moves along light or dark diagonals.
"
P10
C
DWNd4
; Knight ghosts
;
GWNc6
GWNe6
GWNc2
GWNe2
GWNf5
GWNf3
GWNb5
GWNb3
"
The Knight makes L-shaped moves. Two squares along a rank or file,
and then one square at a right angle.
"
P10
C
DWPd3
GWPd4
"
Pawns normally move one square towards the opposite side of the board,
except when capturing.
"
P05
D--d4
GBPc4
GBPe4
"
Pawns move forward, but capture DIAGONALLY!!
All the other pieces capture the same way they move.
"
P05
C
DWPe2
GWPe3
GWPe4
"
The FIRST time it is moved, a Pawn may travel
one or two squares forward.
"
P10
C
"
Except for special moves (castling, promotion,
and en passant captures), that's all there is
to know about moving the various chess pieces.
"
P10
C
Z;
; Check and Checkmate
;
X2
C
"
*** Check and Checkmate ***
"
P05
DWKe3
DBKe8
DBRh4
DBNb8
DWQd1
"
If it is your turn to move, and your King could be
captured on your opponent's next move, you are IN CHECK.
"
P10
MWQd1a4
"
Check!
"
P03
"
Here, the White Queen threatens to capture
the Black King, so Black is in check.
"
P05
"
If your King is in check, your very next move MUST remove the threat.
"
P05
"
There are 3 ways to remove a threat to your King.
"
P05
"
1) Move your King to a square which is not attacked by your opponent.
"
P03
MBKe8f8
P02
"
Or...
"
P02
MBKf8e8
"
2) Capture the threatening piece with one of your pieces.
"
P03
MBRh4a4
P02
"
Or...
"
P02
MBRa4h4
DWQa4
"
3) Block the threat by moving one of your other pieces.
"
P03
MBNb8d7
P02
MBNd7b8
P01
"
If you cannot do one of these 3 things, you are CHECKMATED and
you have lost the game.
"
P05
C
; White's Starting Position
DWRa1
DWNb1
DWBc1
DWQd1
DWKe1
DWBf1
DWNg1
DWRh1
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
; Black's Starting Position
DBRa8
DBNb8
DBBc8
DBQd8
DBKe8
DBBf8
DBNg8
DBRh8
DBPa7
DBPb7
DBPc7
DBPd7
DBPe7
DBPf7
DBPg7
DBPh7
"
Here is a very simple example (known as the Fool's Mate)...
"
P05
MWPf2f3
P02
MBPe7e5
P02
MWPg2g4
P02
MBQd8h4
"
Checkmate, Black wins!
"
P05
"
White cannot move his King out of check,
capture Black's Queen, or block the
Black Queen's attack on e1, so White is checkmated, and Black wins.
"
P10
"
The object of the game is to checkmate your opponent, while avoiding
being checkmated yourself.
"
P10
C
DBKe8
DBRh2
DWKe1
"
By the way: you are not allowed to move INTO check.
In other words, you cannot make a move which allows your opponent
to capture your King.
"
P10
"
For example, the White King cannot move to e2, d2, or f2.
"
P05
"
All those moves would allow Black's Rook to capture the
White King immediately.
White would be giving up by making such a move.
"
P10
"
If you are certain that you cannot win, you may RESIGN, rather
than waiting for your opponent to checkmate you.
This says to your opponent, "OK, you win!"
"
P10
C
Z
;
; Stalemate
;
X2
C
"
*** Stalemate ***
"
P05
"
A STALEMATE occurs when the side to move is not in check,
AND all possible moves place that side in check.
"
P10
"
Since it is illegal to move into check,
the side to move cannot move,
BUT the side to move is not in check,
so it's not checkmate.
"
P10
"
The result: STALEMATE, which is considered to be a draw
(neither side wins).
"
P05
DWKf3
DWRg7
DBKh2
"
Here's an example. (Assume it is White's turn to move.)
"
P08
"
White starts by making a bad move...
"
P03
MWRg7g2
"
Check!
"
P03
"
Black is in check, so he must move out of the way.
"
P05
MBKh2h1
P02
"
White now makes another bad move.
"
P03
MWKf3f2
P02
"
It is now Black's turn. The only possible moves
(King to h2 or g1) would put his King in check,
which is illegal.
"
P10
"
Since Black cannot move, but is not in check...
"
P05
"
Stalemate!
"
P05
"
Black was lucky.
White SHOULD have won this game with King and Rook against King.
"
P05
C
DWKf3
DWRg7
DBKh2
"
Here's how:
"
P03
"
White starts by moving:
"
P03
MWRg7g3
P02
"
Black's only legal move is:
"
P03
MBKh2h1
P02
"
White responds with:
"
P03
MWRg3h3
"
Check!
"
P02
"
Again, Black has only one legal move:
"
P03
MBKh1g1
P03
"
Here's the tricky part: White needs to "waste"
one move so that Black will be forced into a
desired position (this is called temporizing).
"
P10
"
White temporizes with:
"
P02
MWRh3h4
P02
"
Black is forced to move:
"
P03
MBKg1f1
P02
"
And now White wins with:
"
P01
MWRh4h1
"
Checkmate!
"
P05
"
A good chess player must understand checkmate AND stalemate.
In the first example, Black avoided a certain loss because
White did not see the possibility of a stalemate.
"
P10
C
Z
;
; En Passant
;
X2
C
"
*** Special Moves: En Passant ***
"
P05
"
En Passant is a special type of capture move for Pawns ONLY.
"
P05
DWPe4
DBPf7
"
Suppose you have just moved your White Pawn to e5
"
P05
MWPe4e5
P01
"
and your opponent replies by moving his Pawn
two squares forward to f5, landing next to you.
"
P05
MBPf7f5
P01
"
In this case, you are allowed to capture his Pawn
EN PASSANT (in passing), by moving your Pawn diagonally
behind him on your very next move.
"
P05
MWPe5f6
"
Pawn takes Pawn,
en passant.
"
P03
D--f5
P03
D--f6
"
You may capture en passant ONLY when your opponent
has moved his Pawn two squares forward on the previous move.
"
P05
DWPa2
DBPb4
"
Here is an example of Black capturing White's Pawn en passant.
"
P05
MWPa2a4
P01
"
White has just moved his Pawn two squares forward.
"
P05
MBPb4a3
P01
D--a4
P01
"
And the Black Pawn captures on the very next
move by moving diagonally behind the White Pawn.
"
P05
D--a3
"
This is a useful move when your opponent tries
to sneak his Pawn past yours by moving two squares.
"
P05
"
But remember: if you wish to capture en passant,
you must do so on your very next move.
"
P10
C
Z
;
; Castling
;
X2
C
"
*** Special Moves: Castling ***
"
P05
; draw King and Rooks
DWKe1
DWRa1
DWRh1
"
Castling is a special move involving the King and either Rook.
"
P05
; show King destination squares
GWKg1
GWKc1
"
The basic move involves moving the King two squares towards the Rook.
"
P05
; erase Queenside destination, and slide Kingside
D--c1
MWKe1g1
P02
"
The Rook is then placed on the other side of the King.
"
P05
MWRh1f1
P02
D--f1
D--g1
DWKe1
DWRh1
"
Castling may be performed with either Rook.
"
P03
; show King destination squares
GWKg1
GWKc1
P03
D--g1
MWKe1c1
MWRa1d1
P02
D--c1
D--d1
DWKe1
DWRa1
DWRh1
GWKg1
"
If the King is moved towards the nearer Rook
(on the King's side of the board)...
"
P05
D--g1
MWKe1g1
MWRh1f1
P01
"
It is called CASTLING KINGSIDE (written O-O).
"
P05
D--f1
D--g1
GWKc1
DWKe1
DWRh1
"
If the King is moved towards the other Rook
(on the Queen's side of the board)...
"
P05
D--c1
MWKe1c1
MWRa1d1
P01
"
It is called CASTLING QUEENSIDE (written O-O-O).
"
P05
D--c1
D--d1
DWKe1
DWRa1
"
To be legal, the King and Rook must have
never moved from their starting squares...
"
P05
"
The squares between the King and Rook must be unoccupied...
"
P05
"
The King cannot be in check...
"
P05
"
And the square which the King passes over cannot be under attack.
Of course, the King can never be moved INTO check, so the
destination can't be under attack either.
"
P10
"
It is usually a good idea to castle early in the game,
as it protects the King and gives the Rook a chance to
control the center files.
"
P10
C
Z
;
; Promotion
;
X2
C
"
*** Special Moves: Promotion ***
"
P05
DWKa1
DWPe2
DBKb8
DBPa7
"
When a Pawn reaches the opposite side of the Board...
"
P05
MWPe2e4
P02
MBPa7a5
P02
MWPe4e5
P02
MBKb8b7
P02
MWPe5e6
P02
MBKb7b6
P02
MWPe6e7
P02
MBPa5a4
P02
MWPe7e8
"
It must be PROMOTED to a Queen, Rook, Bishop, or Knight.
"
P03
DWQe8
P05
"
Normally, you will choose to promote your Pawn to a Queen.
"
P05
C
DBPa7
DBKh7
DBPh6
DWRg8
DWBe6
DWPf7
DWKe1
"
Promoting a pawn to a Piece other than
a Queen is referred to as UNDERPROMOTION.
"
P05
"
Here, White underpromotes a Pawn to a Knight to achieve Checkmate.
"
P05
MWPf7f8
P02
DWNf8
"
Checkmate!
"
P05
C
DWKe1
DBKe8
DBPa4
"
Because of promotion, an opponent's Pawn
which is unopposed is a dangerous threat.
"
P05
"
Here, the White King is too far away to capture the Black Pawn.
"
P05
MBPa4a3
P02
MWKe1d1
P02
MBPa3a2
P02
MWKd1c1
P02
MBPa2a1
P02
DBQa1
"
Black can now win the game with ease.
"
P05
"
Remember: only Pawns can be promoted. This makes them
more valuable than they might seem at first glance.
A promotion can instantly change the balance of power in a game.
"
P10
"
By the way: You may promote a Pawn to a Queen even
if you already have one (or more) on the board.
It is possible (but unlikely in the extreme)
to promote all eight of your Pawns to other pieces.
"
P10
C
Z
;
; Standard Notation
;
X2
C
"
*** Standard Chess Notation ***
"
P05
"
Standard Chess Notation is the generally accepted
method of writing down the moves in a chess game.
"
P05
"
It is very easy to learn, and will increase your enjoyment of Chess.
"
P05
"
To describe a move in Standard Chess Notation, start by
writing down the letter of the piece that is moving.
"
P05
DWKe3
"
K for a King...
"
P05
DWQe3
"
Q for a Queen...
"
P05
DWRe3
"
R for a Rook...
"
P05
DWBe3
"
B for a Bishop...
"
P05
DWNe3
"
N for a Knight...
"
P05
D--e3
DWPe3
"
If a Pawn is moving, don't write down anything.
"
P05
"
Then, write down the file (a - h) and rank (1 - 8) of
that piece's destination square.
"
P10
C
; White's Starting Position
DWRa1
DWNb1
DWBc1
DWQd1
DWKe1
DWBf1
DWNg1
DWRh1
DWPa2
DWPb2
DWPc2
DWPd2
DWPe2
DWPf2
DWPg2
DWPh2
; Black's Starting Position
DBRa8
DBNb8
DBBc8
DBQd8
DBKe8
DBBf8
DBNg8
DBRh8
DBPa7
DBPb7
DBPc7
DBPd7
DBPe7
DBPf7
DBPg7
DBPh7
"
Let's see how this might work for the
first few moves of a real game...
"
P05
"
White opens by moving his Pawn to square e4, so we write
"
P05
MWPe2e4
"
e4
"
P05
"
Black responds by moving his Pawn to square e5, so we write
"
P05
MBPe7e5
"
e5
"
P05
"
White moves his Knight to square f3, so we write
"
P05
MWNg1f3
"
Nf3
"
P05
"
and Black moves his Knight to square c6, so we write
"
P05
MBNb8c6
"
Nc6
"
P05
"
White attacks by moving his Bishop to b5, so we write
"
P05
MWBf1b5
"
Bb5
"
P05
"
Black threatens that Bishop by moving his Pawn from a7 to a6
"
P05
MBPa7a6
"
a6
"
P05
"
And White moves the Bishop out of harm's way.
"
P05
MWBb5a4
"
Ba4
"
P05
"
Black takes this opportunity to develop his other Knight
"
P05
MBNg8f6
"
Nf6
"
P05
"
Standard Chess Notation uses an 'x' to indicate a capture.
"
P05
"
For example, using the White Bishop to capture the Black Knight
on square c6 would be written as
"
P10
MWBa4c6
"
Bxc6
"
P05
"
When a Pawn makes a capture, we also write
down the file it starts on...
"
P05
MBPd7c6
"
dxc6 (the Pawn started on the d-file)
"
P05
"
Going back to our game, White moves his d-Pawn one square forward...
"
P05
MWPd2d3
"
d3
"
P05
"
And Black responds by giving check with his Bishop...
"
P05
MBBf8b4
"
Check!
"
P05
"
When a move places the other side in check, we put a '+' at the end.
So this move would be written as...
"
P05
"
Bb4+
"
P05
"
Sometimes, identical pieces can move to the same square.
"
P05
GWNd2
"
For example, White can remove the threat
to his King by moving a Knight to d2
"
P05
"
Unfortunately, Nd2 doesn't tell us which White Knight was moved.
(Was it the Knight on f3 or the Knight on b1?)
"
P10
"
When identical pieces can move to the same square,
Standard Chess Notation tells us to do the following...
"
P10
"
If both pieces start on the SAME file, put the
staring rank (1 - 8) right after the name of the piece.
"
P10
"
Otherwise, put the starting file (a - h)
right after the name of the piece.
"
P10
"
In this case, the two White Knights are on
DIFFERENT files, so we write
"
P05
MWNf3d2
"
Nfd2 (starting file after the piece name)
"
P05
"
Castling Kingside is written O-O.
Castling Queenside is written as O-O-O.
"
P05
MBKe8g8
MBRh8f8
"
O-O (Black castles kingside)
"
P05
MWKe1g1
MWRh1f1
"
O-O (White castles kingside)
"
P10
C
DBKc8
DWKe1
DWPe7
DWRh1
DWRa6
"
When a promotion occurs, we write the letter
of the new piece at the end of the move
"
P05
MWPe7e8
P01
DWQe8
"
e8Q+ (the new Queen checks the Black King)
"
P05
MBKc8c7
"
Kc7
"
P05
"
When a move causes checkmate, we write an extra '+' at the end of it.
"
P05
MWRh1h7
"
Rh7++
"
P10
"
Now you have all the information you need
to read and understand chess games which
have been recorded using Standard Chess Notation.
Enjoy!!
"
P10
C
Z