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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