Chess rules. How to learn to play chess - step-by-step plan, description of the pieces, tips Children's games chess for beginners

You, like your opponent, have a team of warriors at your disposal. Your goal: be the first to capture your opponent's king (before your opponent captures your king)! The situation when you attack the opponent’s king in such a way that he cannot escape from this attack is called “checkmate” and means that you have won!

Each of you starts the game with a reliable army of 16 pieces: a king, a 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 on the same squares each time. The second row is occupied by pawns. The rooks stand in the corners, then next to them are the knights, after the knights are the bishops, then the queen is placed on a square of the same color as itself (white queen on a white square, black queen on a black one), and finally the king takes his place on the remaining square.

The player with white pieces always goes first, so to keep everything fair, you need to play with white and 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 move, 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 figures moves differently. Most pieces cannot jump over other pieces - only knights can jump over anyone who stands in their way! Also, no piece can stand on a square where there is already a piece of the same (its) color. However, a piece can take the place of an enemy piece: this is how you capture enemy pieces!

King

The king is the most important piece because losing it means the end of the game. But he is also one of the weakest figures. 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 an attacked square where it will be captured (in the example these are red squares). If your opponent lands his king on 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 move there. After this, 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 the king cannot avoid check in any way, it is called checkmate. As stated earlier, capturing the king is a victory. There are only three ways to escape the check: move away from the threat, cover the check with another piece, or take a piece that threatens the king. If the king cannot escape the 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 influential figure. 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 move any number of squares, although he cannot jump over other pieces. And, like all other pieces, when the queen captures an opponent’s piece, it stands on the square of the captured piece.

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

Rook

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

Elephant

The bishop is the “other half” of the queen. He moves to any number of cells, but only along diagonals. In the initial position you have two bishops - a light-squared bishop and a dark-squared one, and, as you can see, during the game the light-squared bishop will always move only on white squares, and the dark-squared bishop will always move only on black squares. Bishops work well in pairs, as one of them covers squares that the other cannot.

Horse

Knights move differently than other 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 can jump over other pieces when making a move. 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 understand how to use these little guys even though they aren't very strong. Pawns are special - they move in one way and capture in another. When they walk, they only move straight forward, and take - diagonally. Pawns can only move forward one square, with the exception of the very first move, when they can move forward one or two squares. A pawn can only capture the opponent's piece that is one square diagonally in front of it. The pawn can neither move nor take back.

Because the pawn moves and captures in different ways, it is the only piece that can be blocked by an opponent's piece: if there is another piece directly in front of the pawn, the pawn can neither move nor capture that piece.

Transformation

The pawns may be small, they move slowly, and they have a hard time fighting 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 king (this is called "pawn promotion"). [NOTE: There is a misconception that a pawn can only be promoted to one of the previously captured pieces. This is NOT true.] Typically, a pawn is promoted to a queen because it is the strongest 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 "capture en passant" from the French "en passant", meaning "while passing". If on the first move a pawn moved two squares and at the same time stood side by side with the opponent’s pawn (having missed a square where the opponent could have captured it), then the opponent’s pawn can take this slipped pawn as if it had moved only one square instead of two . This opportunity can only be used immediately (the next move) after the slipped pawn has moved two squares forward. If this opportunity is not used immediately, it is lost and in the future it will be impossible to capture the slipped pawn “on the pass”. Click on the example below to better understand this difficult but important rule.

Castling

Another special rule is called "castling" - a single move in which two pieces are moved. Castling allows you to do two important things in one move: secure (if possible) your king and remove the rook from 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:

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

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

Draw

Sometimes a chess game ends not in 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 (for example, a king and a bishop against a king). Draw due to lack of pieces!
  4. A player declares a draw if the same board position is repeated three times (not necessarily three times in a row).
  5. Each player made 50 moves in a row without a single capture or pawn move. This means that there is no progression in the game!

Fischer Chess-960

Chess-960 (also called "Fischer Chess") is chess according to standard rules, with the exception of the initial position of the pieces on the last horizontal line, where the pieces are placed in random order before the start of the game.

When placing pieces arbitrarily, only two rules are observed: the bishops must be of opposite sexes, and the rooks must be on opposite sides of the king. The opponent's pieces are mirrored.

There are exactly 960 possible starting positions of the pieces given 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 ordinary chess (before castling, neither the king nor the rook has moved yet and the king cannot pass through attacked squares or stand on an attacked square), with an additional rule is that immediately before castling, all squares between the initial and final position of the king and the initial and final 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 so that in the final position the castled pieces stand, as in ordinary chess: when castling on the king's side, the king always goes to g1, and "on the queen's side" - on c1.

Some tournament rules

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

Take it - go!

If a player touches his piece, he must move that piece if a move is possible (of course, you cannot “touch” a virtual piece online, so this tournament rule is not relevant for our site). If a player touches an opponent's piece, he must capture it. A player who wants to touch a piece to correct it must first indicate their intention by saying “correcting.”

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 began in the 1800s, some guys, realizing that they were losing, simply sat and did not make moves. With such a great strategy, they still didn’t lose... and the tournaments still didn’t end! After this, 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. After making a move, a player presses a button or lever on the clock, pausing his own clock and starting his opponent's clock. If one of the players runs out of time to play and his opponent declares that time has expired, the one whose time has expired loses (unless his opponent does not have enough pieces to checkmate, in which case it is declared a draw). Click here to see how fast players move in timed games!

Basic strategy

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

#1 Protect your king

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

No. 2 Don’t give away pieces just like that

Don't lose your pieces just like that! Every figure is valuable. You can't 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
  • A bishop is worth 3 pawns
  • A rook is worth 5 pawns
  • The 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 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 space 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 cells, White makes good moves and Black makes bad moves.

#4 Use all your pieces

In the example above, White has used all of 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 so as to gather more forces 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 improve your game level?

Getting to know the rules and basic strategy is just the beginning: there are so many aspects to chess that it wouldn't take a lifetime 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. You need to learn 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 learn lessons even from lost games, chess will always bring you pleasure!

Greetings, dear reader or guest of this blog. My name is Alexander Borisov. I am Zhorik’s father and in this article I would like to tell you about how to learn to play chess and achieve good results in this sport.

Before continuing, with your permission, I will take the opportunity to introduce our programs for training chess players.

The fact is that you can learn the rules of the game in order to go play in the yard with friends or with your grandmother in the country in 1 day, but to learn how to play professionally, for this you also need to train, and do it correctly.

This article will be useful to those who:

wants to learn to play chess from scratch

wants to understand the basic principles of the game

wants to know how to properly train every day to improve chess skills

wants to avoid making cruel mistakes at the beginning of his chess career

wants to know who is better to play with and what chess programs to train with

Just one moment, if you came across this article on the Internet and want to teach your child to play, then you need to start, and then this. And we begin.

Do I have the right to teach you to play chess? I think yes. Why? Well, if in 2 weeks I taught a 4-year-old child the game from scratch and in 3 months he, then I can teach you too.

Among other things, I myself have been playing chess for quite some time. Back in, like, 2003, my rating reached almost 2200 ELO points.

The base of the chess game consists of the following blocks:

  1. Learning the rules of the game
  2. Understanding game tactics and strategy
  3. Daily workouts

Now we will consider all this.

So that here and now, I don’t have to sit and retell you all the rules: how the board is placed, how the pieces move, how they eat each other, what pitfalls there are and all that, I simply recommend to you, where it’s collected step by step from start to finish everything you need to know to learn to play.

What does it have to do with learning to play by the rules and so that no one will ever tell you, “Hey friend, they don’t walk like that, or they don’t eat like that”... In addition, by studying these rules from the link that I gave above, you yourself will be able to correct others. Well, I guarantee you that at least 50% of street chess players don’t even know the simple rule - .

If you are too lazy to read, then I recommend that you purchase this video course, which Zhorik and I recorded for you. Suitable for both adults and children.

So, in order to start playing chess, you need to learn the basic rules (elementary things: who goes first, what checkmate, checkmate, stalemate are, what the pieces are called and who is stronger than which, etc.).

After you understand the basics, you need to learn how to correctly place the pieces on the board and find out how each of the 6 main pieces moves, these are the pawn, rook, knight, bishop, rook, queen and king.

After that, study the rules of castling, capturing a pawn on an en passant, and what piece the pawn turns into when it reaches the last line of the chessboard. ALL!

Everything else will come to you over time. For example, you don’t need to know chess notation in the first days, just like you don’t need to know what a tiebreaker is in chess. It's simple. For your convenience, here are links to all the articles that you can read right now and in 2 hours go play with a friend in the yard or with your grandmother in the country.

Let's assume that you have already learned to play chess. Now you need to improve your playing skills. What should you do for this? That's right - train every day, but let's talk about that a little later. Let's first learn the basic principles of the game.

Here's a useful article for you by the way -. Read it. MEGA useful rules for a beginner so that he does not make wrong moves, does not miss pieces and checkmate his king. These rules are our own development with Zhorik.

Let's move on to the principles of the game. Now I can burden you with all sorts of complex grandmaster terms, but let’s not. Let me tell you in simple language about the elementary principles, by understanding which you will mega powerfully increase the level of your game after reading them.

I put them all together based on the most common mistakes made by beginners, including my Zhorik. Here are my tips that any professional chess player (grandmaster) will approve of:

  1. Don't move with extreme pawns at the beginning of the game. Capture the center with the central ones
  2. Don't bring out heavy pieces at the beginning of the game, take out the lungs
  3. Don't run queen at the beginning of the game alone, trying to eat someone because it is the strongest piece
  4. Don't forget about the king's protection, don't forget about castling.
  5. Rooks love open lines, keep them busy
  6. Horses love space, place them in the center, not on the edge of the board
  7. Try not to let doubling or lining up pawns
  8. Try hard do not create weak unprotected pawns
  9. Don't move pawns from the castled king. The king needs protection from his own pawns
  10. Don't rush to check your opponent, showing his attack on the king. A check can be placed in such a way that it will only help the opponent in development. No need to say “Check” out loud.

And now for more details about each tip.

    1. The center is the most important squares of the chessboard, and it is for their conquest that all chess players fight at the beginning of the game. It’s like in a war they try to take the heights so that the rest of the battlefield is in the palm of their hand, as in chess, they try to capture the center in order to attack from it on all fronts.
    2. At the beginning of the game you need to try to bring out the light pieces, these are knights and bishops, and only then everything else. A heavy figure alone cannot do anything; it needs helpers and these are just light figures. A heavy figure entering the battlefield alone will be forced to retreat from the attacks of light enemy figures.
    3. Similar to everything that is written in point No. 2. While you run around the board with your queen in the hope of eating someone, the enemy will develop all his pieces and attack while your combat units are standing in the garage and resting.

Here is an example of how a beginner should not play:

While White was running with the queen, Black was developing. Look at the final position. White has all his pieces in their places, while Black has already captured the center and brought out two knights, one of which is in the center.

    1. An uncastled king often dies in the middle of the game, before reaching the endgame (end of the game), so after removing light pieces, try to castle to protect your most important piece.
    2. Rooks love space, so seize free lines; rooks also work very well in pairs. Having burst into the so-called gluttonous row of the enemy, they can attack him in full.

An example of a rook attack in a glutton row:


    1. Try to place your knights in the center, because on the edge of the board they are not effective and have fewer options for moves. If, standing on the edge, the knight at best has 4 options for moves, then in the center there can be as many as 8.
    2. This is, of course, a pro level, but you still need to know this. Doubled or tripled pawns in most cases aggravate the position. Double pawns interfere with each other and become targets for attack. Pawns love to go next to each other when each can defend a similar one.

Here is an example of doubled and tripled pawns:


    1. What does weak pawns mean? Here is a simple example of such weak pawns:


And this is how this situation arose. Perhaps it would have been better for Black to play Cd7 instead of c6.

Weak pawns are those pawns that cannot be protected by their own pawns. As a result, such pawns become targets for attack. The opponent, having found such a weakness in your army, will try to direct all his forces in this direction.

    1. After you have castled, try not to move pawns away from the king, because pawns are his defenders, it’s okay to make a window, but don’t weaken the position in the same way as beginners like to do, trying to drive away the bishop who has pinned the knight.


Very often, such weakening of the horse ends in failure:

  1. Beginners love to play around. The advice is this: before you make a check, think about what it will give? This will really harm the opponent's king and worsen his position, or, on the contrary, help him gain an advantage, good positional play, development of pieces, or even worse, win a piece from you.

I see this mistake very often among beginners. They have one piece under attack and need it to leave, but instead they give a useless check to the opponent’s king with another piece. As a result, the opponent defends against check with a pawn and attacks the second piece.

It turns out that now two pieces are under battle and one is lost. Was there any point in making a check? Keep it up.

Well then. In general, that's all. Now that you know all the rules of the game and know how to play, when you know all the basic principles of playing chess, all that remains is to practice every day.

How to do it? In fact, this is a very big topic and I naturally cannot cover it all in this article, so in order for your daily training to be as effective as possible, I suggest you watch this video course that we developed together with Zhorik.

It has absolutely everything you need to train effectively and efficiently every day and achieve super results.

Also, very soon my team and I will open a chess school “Chess with Zhorik” in which we will constantly improve our playing skills under the guidance of an experienced coach Pavel Alexandrovich Shipintsyn.

P.S. At the end of the article, a piece of advice. Buy or download the CT-ART 4.0 program on the Internet. Very cool thing. There are various options for working out different chess situations.


After my Zhorik completely completed it, the level of the game increased dramatically, and the rating rose from 1070 to 1530 on lichess.

See you soon friends. Alexander Borisov was with you.

22.11.2016 02.04.2018 by Mnogoto4ka

If you want to learn how to play chess from scratch, take note of these 5 useful tips. My grandfather liked to say that highly developed intelligentsia prefer to play chess. This is not for you to “slaughter a goat” or knock on dominoes over a sip of foamy beer. On the chessboard you can implement countless combinations that are not yet known to your opponent. To master the game of chess with zero knowledge, you need to put into practice the tips listed below.

  • First, you need to find out what each piece is called and moves. This is the basis of the chess game and the basics of combinatorial creativity.
  • A chess game is a battlefield on which the partner's forces are concentrated. Your main task is to learn to analyze the situation and simulate in your brain all the possible moves of a skilled opponent.
  • Try to play against a more prepared opponent as often as possible. At the very beginning, take a handicap in the form of a rook or queen. Gradually, the handicap will reach a lower level, and your practice and ability to lose with dignity will give you a long-awaited draw. Yes, exactly a draw. And only then the first victory.
  • Learn to analyze already played chess games of famous grandmasters and world champions. This will allow you to introduce fundamentally new combinations into your technique.
  • Continuously develop your memory and analytical skills. Acquire related knowledge that can help you play effective chess.

This is just a short summary of five useful tips. And now everything is in order.

What kind of game is this - chess?

Chess was born in India 2000 years ago. The name of this game is very mysterious, but translated into Russian everything is quite simple. "Check" is the King, and "Checkmate" is the end. Together we get “The End of the King.”
The Indian Shah Padishah loved this game very much and played it all day and night. And when guests from other countries came to him, the Shah always gave them a chess set.
Over time, chess spread all over the world, and now this wonderful game is played in all countries of the world, including Russia.

To begin with, it is worth saying that chess is a game involving two people. The pieces they move are located on different sides of the board, which contains 64 squares of black and white. Different pieces move alternately across the 64 squares of the board. The game begins with the correct installation of the board. It is necessary that each player has a white square in the lower right corner, and a black square in the left corner.
The chessboard is marked horizontally with letters from a to h, and in the vertical direction - with numbers from 1 to 8. It is with their help that the current game is recorded.

The heroes of the game are chess pieces

King. This is the most important figure, but rather weak. If the king is checkmated, then the game is lost. He can move to any field adjacent to him only one square. The main goal of the game is to put the opponent's king in a hopeless position and checkmate him. If you succeed, then you have won.

Queen. The most powerful figure. She is also called the queen. She walks as she wants: diagonally, vertically, horizontally, back and forth. The queen can cover both the entire chess field and one square in one move.

Rook. This is the second most powerful piece in chess. She moves almost the same way as a queen, but not diagonally.

Horse. This is quite an interesting figure. He moves in this way: 2 cells back, 1 sideways, or 2 cells sideways, 1 back, and also 2 cells forward, 1 sideways, or 2 cells sideways, 1 forward. The knight changes the color of the field with each move.

Elephant. This figure can only move diagonally, backwards or forwards. He moves on squares only of his own color, that is, if the horse is white, then on white, and if black, then on black.

Pawn. The weakest figure. The pawn moves only forward, and only one square, only from the starting position, and once it can make a double move (that is, through a cell, for example, a2-a4). But if a pawn manages to travel the entire field, then when it reaches the last square in a row, it can become any chess piece, except for the king, of course.

Arrangement of pieces in chess

If you don’t know how to arrange chess on the board, then read this paragraph. The opponents play on opposite sides of the board, one of them moves with white pieces, the other with black pieces. The pieces in each game are arranged identically as follows:

Lines number 2 and 7 are pawns;
The corners of the board are rooks;
Next to the rooks are knights;
Next to the horses are elephants;
In the middle is the queen (must stand on a square of the same color as it: white on white, black on black);
The king stands next to the queen.



The first move in the game goes to the player with the white pieces (the decision about who plays which pieces is made by lot). So, first the white pieces move, then the black ones, then the white ones again, then the black ones, etc.

The meaning of playing chess

When the game begins, there are 16 pieces on both sides. The main goal of the game is to checkmate the opponent's king. Checkmate in this case is a situation in which the opponent's king cannot escape check. This situation occurs only when all the cells around are occupied by their own pieces, or they are located under attack from the opponent. Checkmate is also possible if it is impossible to block check from another piece or you yourself cannot capture the piece that declared check.

How to play chess correctly?

You learned how all chess pieces move individually. But if one figure blocks the path of another, what should you do in this case? You should do this: if your figure is on the way, then the path is closed. However, if the piece is an opponent, the path can be cleared by capturing it. It happens like this: you remove the enemy piece from the board, and in its place you put your piece with which you captured it. It's all one move. But it is not necessary to hit the pieces.

Let's look at an example:


To the right and left of the white pawn there is a black piece; if it is white's move, then the pawn can capture both one and the second piece and take its place.

Almost all the pieces throughout the game move around the board, hit each other, and are removed from the board. Only the king cannot be removed from the board. You can declare “check” to him, that is, a warning that he may be beaten. If he gets a check, he must immediately react and leave this position. This can be done this way: by going to a safe square, protecting it with another piece, and knocking down the attacking piece. If you are unable to defend your king, then you have been checkmated. The game is lost. When writing “check” it means +, checkmate – x.

There are 2 more exceptions to the rules of chess

  1. You already know that in one move you can only move 1 piece, but each player is allowed to make a double move once - castling (move the rook and king at the same time). It is done like this: move the rook towards the king, throw the king over it and place it on the other side. Castling cannot be done if: after castling the rook and king should not be under attack, the king has been declared in check, the rook and king have already moved.
  2. This exception only applies to pawns. You can capture a pawn on the pass while it makes a double move. Once your opponent's pawn has made a double move, you can remove it from the board by placing your pawn on the square as if your opponent's pawn had made a single move. You can take a pawn on an aisle only immediately after a double move. If you didn't take it right away, you won't be able to take it anymore. For example, white pawn a2 made a double move to a4. The black pawn a!4 can remove the white pawn from a4 and move to a3, as if the white pawn had made a normal move.

During the game, follow the main rule of chess: if you touch a piece, you must move it. Therefore, if you have not thought through your next move in advance, you should not touch the pieces.

You have been introduced to the most basic rules of chess, and now you can play your first chess game.

How to learn chess annotation?

Annotation is the designation of the pieces on the board. Beginners and children who want to play this game seriously should definitely learn this. There is a kind of chess language to describe a chess game. It's pretty simple. All cells of the chess field are designated by a Latin letter and number. Horizontals are designated by letters, verticals by numbers.

Counting is done from the left field of the white pieces. For example: a1, c2, d3, h4, f8. When writing a figure, the designations are abbreviated: queen - F, king - K, knight - K, bishop - S, rook - L, pawn - not designated.

For example: a2-a4 number indicates the sequence number of the move, the pawn moved from square a2 to square a4.

You can write down the move in abbreviated form, indicating only the “arrival point”. For example: a4.

Black's move is recorded with three dots before the entry. For example: ...a5 - the black pawn moved from a7 to a5.

Capturing a piece is written “:”. For example: Q: a7 – the queen took the a7 pawn.

Chess: rules of the game. Checkmate.

It was said a little earlier that the main goal of a chess game is to checkmate the opponent’s king. To do this, the king must be in check, but he can get out of it using one of three ways:

  • Ensure safety by moving to another square of the board (castling in this case is not allowed);
  • Take the piece with which the opponent is going to make a check (if possible);
  • Defend against an attacking piece with another piece, with your own piece.
    If it is impossible to avoid checkmate, the game comes to an end. In this case, the king remains on the board, but the game is considered over.

Also, if you want to learn how to play chess, learn the basic rules, you will need to know in what cases a draw is declared. There are 5 rules:

  • If a player is supposed to move next but is unable to do so due to the position of the pieces;
  • Consent on the part of both players;
  • Lack of a sufficient number of pieces on the board to checkmate the opponent;
  • 50 consecutive moves were made, but none of the opponents made pawn moves, or captured an opponent’s pawn or piece;
  • A player can declare a draw if the same positions have been repeated three times.

TIPS ON THE RULES OF CHESS FOR BEGINNERS

The above is enough to make you sit down to play chess - with a friend, with a child, or just with a computer program. But to play successfully, you need to at least take something else into account.

First, always think: why did the enemy go this way or that way? What is he up to? If you figure out his plan, you will most likely be able to find protection.

Secondly, try to develop your plan. For example, there is no point in simply putting “check” just to proudly pronounce this word if the opponent can easily defend against your single attack. But if you start attacking the enemy king with several pieces of your “army” at once, this will have a much greater effect.

Third, know the value of each piece. It’s stupid to “eat” someone else’s pawn only to immediately lose your queen. When exchanging pieces, take into account their conditional value: a knight and bishop are worth approximately three pawns, a rook - six, a queen - nine. The king, as you understand, is priceless.

Fourth, try to control the center of the board, at least the central four squares. The figures in the corners and on the edges are less agile, they are less involved in the game. This is why, by the way, don’t delay bringing significant pieces into the game - you won’t win the initiative with pawns alone!

Fifth, remember that “doubled” pawns (that is, standing on the same line after you have “eaten” the enemy piece with one of them) cannot protect each other. This is especially important at the end of the game.

Sixth, always think about the safety of the king! No matter how confident the position of your pieces on the board looks, all this will be useless if your king is under attack and cannot avoid it.

And most importantly - have fun!

Not many beginning chess players know that professionals also make gross mistakes and blunders. Top chess players make mistakes, which is quite logical, when playing blitz, when there is no time to think. As for beginners, they also make mistakes in games with an unlimited amount of time (play without a clock).

To reduce the number of losses, you should follow three rules from Dmitry Lugovoy’s book “How to learn to play chess in 30 minutes!”:

  1. Before you make your move, think about your opponent’s previous move - why was it made? Is there any threat to you? Try to understand its meaning. This will save you from a lot of unnecessary mistakes!
  2. Before each move, even if you are 100% sure of its correctness, the move seems obvious or the only one - think for at least a minute. 50% of all mistakes are made precisely because of haste!
  3. Think not only for yourself, but also for your opponent, try to predict his future actions - this will allow you to uncover his plans and take action.

Let's talk in more detail about the third rule. Many chess players, in the midst of a battle, become so carried away by the implementation of their plan that they “forget” about their opponent. Such forgetfulness often leads to unexpected swearing. On this occasion, two quotes would be appropriate:

“The partner also has the right to exist.”

Savely Tartakover

“If you don’t watch what your opponent is doing, you’ll have to complain about bad luck after every game.”

Victor Korchnoi

How champions think about their moves

Watch a recording of a friendly blitz game between Anatoly Karpov and Mikhail Tal - pay special attention to how they voice their thoughts during the game.

As can be seen from the plot, professionals calculate not only their moves, but also the possible responses of the enemy - only in this way can they avoid unsuccessful moves.

Examples of games lost due to inattention

Very often, amateur chess players violate the first rule listed above, i.e. they simply “forget about the enemy.”

Chriselevator - Pupkin (1-0)

The game developed well for Pupkin - he responded to the King's Gambit and in the endgame everything went towards victory for Black. Moreover, the players had more than 10 minutes each - there was no need to rush. However, Pupkin was in a hurry and after his last move Bxf3 he received mate Rd8#.

To avoid checkmate, Black needs to make the knight move Ne7. If played correctly, Black's position is absolutely winning 21... Ne7 22. Rd3 Bxf3 23. e4 Bh1 24. b4 Rg6 25. Be5 $17

Devi81 — Pupkin (1-0)

If you do not draw the right conclusions, then the chance of stepping on the same rake is quite high. Once again Pupkin overlooked the trap and received a well-deserved checkmate.

It may seem funny that once again Albin's counter-gambit was used. Maybe this is an unsuccessful debut for black or just simple carelessness? The correct answer is inattention. The Albin Counter Gambit is a perfectly acceptable answer to the King's Gambit if you are playing with low-level players. You will find several successful examples of using this opening in the article.

Note that in the two games discussed above, Black could have significantly aggravated the game if he had played correctly. The fourth move was not Nf3, but Bb4+.

Pupkin — Mustafghan (1-0)

To the move e4, Black responded with d5 ​​- . Both players made mistakes, as happens in beginner games. However, Mustafghan (USA) got too carried away with his attack and did not pay enough attention to the threats that arose from the whites.

Literature

For those chess fans who want to think not only for themselves, but also for their opponents, we suggest studying the two-volume book by the outstanding chess coach Mark Dvoretsky, “Remember the Opponent!”

Two-volume book “Remember your opponent!” - chess workshop, a collection of exercises from the unique card index of the honored coach of the USSR, Russia and Georgia Mark Dvoretsky.

For the first time in Russian literature, a publication is entirely devoted to a very important topic for a practicing chess player - attention to the opponent’s capabilities.

Each of the four parts of the collection consists of a theoretical section, tasks and answers to them with detailed analysis and comments. Carefully selected exercises teach you the ability to think not only for yourself, but also for your partner, to take into account all his resources - as if to put yourself in his place. Without the development of this skill, which is “lame” even among many grandmasters, the growth of chess strength is impossible.

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Rules:

The game takes place on a board divided into equal square cells, or fields. The size of the board is 8x8 cells. Vertical rows of fields (verticals) are designated by Latin letters from a to h from left to right, horizontal rows (horizontals) - by numbers from 1 to 8 from bottom to top; Each field is identified by a combination of the appropriate letter and number. The fields are painted in dark and light colors (and are called black and white, respectively) so that vertically and horizontally adjacent fields are painted in different colors. The board is positioned so that the nearest corner square to the right of the player is white (for white this is the h1 square, for black it is the a8 square).

At the beginning of the game, players each have the same set of pieces. The pieces of one of the players are conventionally called “white”, the other - “black”. White figures are painted in a light color, black ones in a dark color. The players themselves are called “white” and “black” according to the color of their pieces.

Each set of figures includes: king (♔ , ♚ ), queen ( ♕ , ♛ ), two rooks ( ♖ , ♜ ), two elephants ( ♗ , ♝ ), two horses ( ♘ , ♞ ) and eight pawns ( ♙ , ♟ ). In the starting position, the pieces of both sides are placed as shown in the diagram. White occupies the first and second horizons ontal, black - seventh and eighth. The pawns are located on the second and seventh ranks, respectively. The location of the queen and king is easy to learn from the memo “the queen loves her color”, that is, the white queen stands on a white square, and the black queen on a black square.

The starting position should look like this:

Moves

The game consists of players taking turns making moves. White makes the first move. With the exception of en passant capture and castling, described below, a move consists of a player moving one of his pieces to another square according to the following rules:

  • During a move, pieces other than the knight are considered to move in a straight line in the plane of the board, that is, to “pass” all the squares between the start and end, so all these squares must be free. If there is another piece in the path of a piece, then it is impossible to move the piece to the field behind it. The exception is the knight's move (see below).
  • A move to a square occupied by one's own piece is impossible.
  • When moving to a square occupied by someone else's piece, it is removed from the board ( take).
  • The king moves a distance of 1 vertically, horizontally or diagonally,but cannot move onto a square captured by an opponent's piece.

  • The queen moves any distance vertically, horizontally or diagonally.

  • The rook moves any distance vertically or horizontally.

  • The bishop moves any distance diagonally.

  • The knight moves to a square located at a distance of 2 vertically and 1 horizontally or 1 vertically and 2 horizontally from the current position. Unlike all other chess pieces, the knight's move is made outside the plane of the board, that is, the knight directly moves (“jumps”) from the initial square to the final one and no pieces standing on other squares can interfere with the knight’s move. In particular, a knight can move onto a square even if it is completely surrounded by its own or other people's pieces.

  • A pawn moves with a capture diagonally one square forward-right or forward-left, and without capturing it moves vertically one square forward. If a pawn has not yet made a move in a given game, it can make a move without taking two squares forward. The direction “forward” is the direction towards the eighth rank for white or the first for black. When a pawn moves to the last rank (for white - to the eighth, for black - to the first), the walker must replace it with any other piece of the same color, except the king (promoting a pawn). The promotion of a pawn is part of the move by which it moves to the last rank. Thus, if, for example, a piece promoted from a pawn threatens the opponent’s king, then this king, as a result of the pawn’s move to the last rank, immediately finds itself in check

  • Taking on the pass - when a pawn makes a move two squares across a broken square that is under attack by an enemy pawn, then with a return move it can be captured by this enemy pawn. In this case, the opponent's pawn is moved to the captured square, and the captured pawn is removed from the board (for an example, see the diagram). Capturing en passant is only possible directly in response to a pawn's move across a captured square; on subsequent moves it is no longer allowed.

  • Castling - if the king and one of the rooks of the same color have not moved since the beginning of the game, then the king and this rook can simultaneously change position (castling) in one move. When castling, the king is moved 2 squares towards the rook, and the rook is placed on the square between the starting and final position of the king. Castling is not possible if the king or the corresponding rook has already moved. Castling is temporarily impossible if the square on which the king stands, or the square which he must cross, or the square which he must occupy, is under attack by one of the opponent's pieces, or if there is any piece between the castled king and the rook. Castling is considered to be the move of the king, not the rook, so castling should begin by moving the king, not the rook.

Checkmate, checkmate and stalemate

  • The king located on the captured square (opponent's piece) is called in check . To make a move after which the opponent's king is in check means give check king (or declare check ). Moves after which the king of the mover remains or is in check are prohibited; the player whose king is in check must immediately eliminate it.

  • If a player's king is in check and the player does not have a single move to remove this check, that player is called received checkmate , and his opponent checkmate . The goal of the game is to checkmate the opponent's king.

  • If a player, during his turn to move, does not have the opportunity to make a single move according to the rules, but the player’s king is not in check, this situation is called stalemate.

Game result: The game ends with a win for one of the parties or a draw.

Winnings are recorded in the following cases:

  1. Mat. The player who checkmates wins.
  2. One of the players gave up. A player who decides that further resistance is pointless can give up at any time; to do this, he just needs to announce out loud “I give up” (or stop the chess clock). His opponent is declared the winner.
  3. One of the players ran out of time. His opponent is declared the winner, with some exceptions described in the Time Control section.
  4. Technical victory - awarded to a player in an official tournament if his opponent:

  • did not show up for the game within the time specified by the tournament rules (one hour, unless otherwise specified);
  • interrupted the game (started the game, but refused to continue);
  • grossly violated the rules or disobeyed the judge;
  • made 3 (in Ukraine today only 2 are allowed) moves prohibited by the rules;
  • when playing blitz (less than 15 minutes for the entire game), he made a move prohibited by the rules, and the opponent noticed the mistake before his counter move.
  • Also, a technical victory can be awarded for an unplayed game if the player in this round for some reason does not have an opponent and the tournament rules specifically stipulate this case (for example, if the opponent with whom the game was supposed to be played dropped out of the tournament , or with an odd number of players in a Swiss system tournament).

A draw is recorded in the following cases:

  1. Pat.
  2. Neither side has the minimum number of pieces required for checkmate (for example, only kings and one minor piece remain on the board).
  3. Repeating the same position three times (not necessarily for three moves in a row), and the concept of position here includes the location of the pieces, the order of moves and possible moves (including the right to castling and capturing on the pass for each side). To fix a draw, a player who notices a three-time repetition of a position must contact the judge.
  4. Both sides made the last 50 moves without capturing or moving a pawn. As in the previous case, a draw is recorded at the request of any of the players. In the 20th century, this rule was changed many times, with various exceptions added. Now all exceptions have been abolished, and the 50-move rule applies in all positions.
  5. The players agreed to a draw, that is, one of the players, during his move, proposed a draw, the other accepted it. To suggest a draw, just say “draw”. If the opponent makes a move without responding to a draw offer, it is considered rejected. Recently, at some tournaments, the so-called “Sofia rules” have been applied, limiting the possibility of players agreeing to a draw.
  6. One of the players ran out of time. In some cases, described in the Time Control section, a draw is considered.
  7. The player has less than two minutes left, but his opponent did not try to win by “normal means”, or such a win is impossible. At the request of a player who has less than two minutes left, the judge in this case can count a draw.

Scoring

Depending on the result, the player receives the following number of points:

Winning - 1 point;

Draw - ½ point (introduced at Dundee in 1867);

Losing - 0 points.

In some competitions, points are awarded using a different system, such as the “football” system: 3 for a win, 1 for a draw and 0 for a loss.

In tournaments where all players (teams) play an equal number of games, the winner is determined by the number of points scored in games or micro-matches (in case of equality, different coefficients are applied).

Party stages

Debut - the initial stage of the game, lasting the first 10–15 moves. In the opening, the main task of the players is to mobilize their own forces, prepare for a direct clash with the enemy and begin such a clash. The opening stage of the game is the most well studied in theory, there is a comprehensive classification of openings, recommendations for optimal actions in certain variations have been developed, and a large number of unsuccessful opening systems have been eliminated.

Middlegame - middle of the game. The stage that begins after the debut. It is here that the main events of a chess game usually take place (situations where a win is achieved in the opening are very rare). It is characterized by a large number of pieces on the board, active maneuvering, attacks and counterattacks, competition for key points, primarily for the center. The game can end already at this stage, usually this happens when one of the parties makes a successful combination. Otherwise, after capturing more pieces, the game goes into the endgame.

Endgame - the final stage of the game. Characterized by a small number of pieces on the board. In the endgame, the role of pawns and the king increases sharply. Often the main theme of the game in the endgame is the passage of passed pawns. The endgame ends either with the victory of one of the parties, or with the achievement of a situation where victory is in principle impossible. In the latter case there is a draw.

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