The pieces of what color start the chess game. The rules of the game of chess. Rules of conduct and cost of figures

Greetings to you dear reader or guest of this blog. My name is Alexander Borisov. Zhorik I am a natural 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 would like to take this opportunity to present our chess training programs.

The fact is that you can memorize the rules of the game in order to go to 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 right.

This article will be useful to those who:

wants to learn how to play chess from scratch

wants to understand the basic principles of the game

wants to learn how to train correctly every day to improve chess skills

wants not to make cruel mistakes at the beginning of his chess career

wants to find out who is better to play with and with the help of which chess programs to train

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

Am I entitled to teach you how to play chess? I think yes. Why? Well, if in 2 weeks I taught a 4-year-old child from scratch to play and after 3 months he, then I can teach you.

Among other things, I myself have been playing chess for quite some time. In the distant, seemingly 2003, my rating reached almost 2200 ELO points.

Base chess game consists of the following blocks:

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

Now we will consider all this.

So that here and now, not to sit again 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 just recommend you, where on the shelves from beginning to end is collected everything you need to know in order to learn how to play.

Moreover, learn 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, having studied these rules from the link that I gave above, you yourself will be able to correct others. Well, I give you a guarantee that at least 50% of yard chess players don't even know simple rule – .

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

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

After you understand the base, 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 a pawn, a rook, a knight, a bishop, a rook, a queen and a king.

After that, study the rules of castling, capturing a pawn on the passage 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. You don't need to know chess notation, for example, in the early days, just like knowing what a tie-break is in chess. It's simple. For convenience, here are links to all the articles that you can read right now and after 2 hours go to play with a friend in the yard or grandmother in the country.

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

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

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

Collected them all in a bunch based on the most common mistakes beginners, including his Zhorik. Here are my tips that any professional chess player (grandmaster) will approve of:

  1. Do not move with extreme pawns at the beginning of the game. Capture the center with centerpieces
  2. Do not take out heavy pieces at the beginning of the game, take out your lungs
  3. Don't run the queen at the beginning of the game alone, trying to eat someone, because this is the strongest piece
  4. Don't forget about protecting the king don't forget about castling.
  5. Rooks love open lines, take them
  6. Horses love space, place them in the center, not on the edge of the board
  7. Try not to let doubling or straightening pawns
  8. Try do not form weak unprotected pawns
  9. Do not move pawns from the castled king... The king needs protection from his own pawns
  10. Do not rush to check your opponent showing his attack on the king. The check can be placed in such a way that it will only help the opponent in development. Don't say "Shah" out loud.

And now for more details on each advice.

    1. The center is the most important field of the chessboard and it is for their conquest at the beginning of the game that all chess players fight. It's like in war trying to take the height so that the rest of the battlefield is both in the palm of your hand and in chess, trying 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 minor pieces, these are knights and bishops, and only then everything else. A heavy figure alone will not be able to do anything, she needs helpers and these are just the same light figures. A heavy piece, entering the battlefield alone, will be forced to retreat from the attacks of the opponent's light pieces.
    3. Similar to everything that is written in point # 2. While you are running around the board with your queen, hoping to eat someone, the enemy will develop all the pieces and will attack while your units are standing in the garage and resting.

Here is an example of how a beginner does not need to play:

While White was running with his queen, Black was developing. Look at the final position. White has all the pieces in their places, while Black has already captured the center and brought 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 (the end of the game), so after the withdrawal of minor pieces try to castle to protect your most important piece.
    2. Rooks love space, so capture free lines, and 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 gluttonous row:


    1. Try to put your horses in the center, because on the edge of the board they are not effective and they have fewer options moves. If, while standing on the edge, the knight has 4 options at best, then there may be as many as 8 in the center.
    2. This is, of course, the level of a pro, but you still need to know this. Doubled or built pawns in most cases aggravate the position. Doubled pawns interfere with each other, become targets for attack. Pawns like to walk side by side, when each can protect her like.

Here is an example of doubled and built pawns:


    1. What do weak pawns mean. Here's a simple example of such weak pawns:


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

Weak pawns are those pawns that cannot be defended by their other pawns. As a result, such pawns become targets for attack. The rival, finding such a weakness in your army, will try to direct all forces in this direction.

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


Very often, such a weakening of the knight ends in failure:

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

Very often I see such a mistake among beginners. They have one piece under attack and need to leave, but instead they give a useless check to the opponent's king with another piece. As a result, the opponent closes off the check with a pawn and attacks the second piece.

It turns out that now two figures are under attack and one is lost. The point was to do check? Wind on your mustache.

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 an course, which we developed together with Zhorik, so that your daily workouts are the most effective.

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. In conclusion of the article, advice. Buy or download CT-ART 4.0 on the Internet. Highly cool stuff... There are various options for working out various chess situations.


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

See you soon friends. I was with you, Alexander Borisov.

Our step-by-step instruction will help you to master the game of chess easily.

It's never too late to learn how to play chess - the most popular game in the world! Learning the rules of chess is easy:

Step 1. How to install the board

Before the game, the board is positioned so that in the lower right corner in front of each of the players there is a white square.

Step 2. How the pieces move

Each of the 6 pieces moves in its own way. Pieces cannot jump over other pieces (with the exception of a knight) or stand on a square where a piece of the same color is already standing. However, they can take the place of the opponent's piece, which is considered captured. Pieces are usually placed so that they threaten the opponent's pieces with a capture (stand on the square where the captured piece stood, replacing it), defend their own pieces that are threatened with capture, or control important squares on the board.

How to walk as king in chess

The king is the most important piece, but also one of the weakest. The king can only move one square in any direction: up, down, sideways and diagonally. The king can never stand on a broken square (where an opponent's piece can take it). When the king is attacked by another piece, it is called "check".

How to queen in chess

The queen is the strongest piece. He can walk in a straight line in any direction - forward, backward, to the sides or diagonally on any number of squares, but at the same time he cannot jump over other pieces. If the queen or any other piece captures an opponent's piece, the move ends. See how the white queen takes the black one, forcing the black king to make a move.

How to rook in chess

The rook can move any number of squares, but only forward, backward and sideways (not diagonally). Rooks are especially powerful when they protect each other and work together!

How to walk an elephant in chess

The bishop can move in a straight line to any number of squares, but only diagonally. During the game, each bishop always moves along the cells of the same color (white or black). Elephants work well together as they cover weak sides each other.

How to walk a knight in chess

Knights move differently than other pieces - two squares in one direction and then one square at an angle of 90 degrees, with the letter "G". The knight is the only piece that can jump over other pieces.

How to pawn in chess

A pawn is an unusual piece, it moves and captures in different ways: a pawn can only move forward, and capture - only diagonally. A pawn can only move one square at a time, except for the very first move, when it can move forward one or two squares. A pawn can only take one square diagonally in front of it. The pawn cannot walk or take back. If another piece is directly in front of a pawn, the pawn cannot move forward and cannot capture that piece.

Step 3. Learn the specific rules of chess

There are some special rules in chess that may seem counterintuitive at first. They were designed to make the game more fun and interesting.

How to turn a pawn in chess

One great thing about a pawn is that if it reaches the opposite side of the board, it can become any other piece (this is called a "pawn promotion").

The pawn can turn into any piece. There is a misconception that a pawn can only turn into one of the previously captured pieces. This is not true. As a rule, a pawn is promoted to a queen. Only pawns can transform into other pieces.

How to take on the aisle

The last rule about pawns is called "". A pawn that has just moved two squares in one move from its original position can be captured by an opponent's pawn occupying a square on the same rank and on an adjacent file, as if the last move of the captured pawn was only one square that it passed.

Such a capture is possible only by a move following the advance to two squares, and is impossible afterwards. Study the example to better understand this unusual but important rule.

How to castling

Another special rule of chess is called. Castling allows you to do two important things in one move: to secure (if possible) your king and to bring the rook out of the corner, including it in the game. When castling, the player moves his king two squares towards the rook, then this rook moves to the square that the king has just crossed (see example). Castling can only be performed if the following conditions are met:

  • the king never went before castling
  • the corresponding rook has never moved before castling
  • there should be no other pieces between the king and the rook
  • the king cannot be in check or cross the square attacked by an opponent's piece

Please note that when castling on the kingside, the king is closer to the edge of the board. This move is called "castling short". Castling to the other flank, across the square where the queen was, is called "long castling". In both short and long castling, the king moves only two squares.

Step 4. Who goes first

The chess player playing white always moves first. To decide who will play white, chess players usually flip a coin or one of them guesses the color of the pawn hidden in the opponent's hand. Then White makes a move, then Black, then White again, then Black, and so on in turn until the end of the game. The ability to move first is a slight advantage that gives White the ability to immediately start an attack.

Step 5. Recall how to win a game of chess

A chess game can end in several ways: checkmate, draw, submission, defeat in time ...

How to checkmate in chess

The object of the game is to checkmate the opponent's king. Checkmate occurs when the king is in check and cannot leave him. There are three ways to defend against a check:

  • retreat to another square (not by castling!),
  • close from check with another piece
  • or take the piece that attacked the king.

If the king cannot avoid checkmate, the game is over. Usually the king is not taken or removed from the board, the game is simply declared over.

When the game ends in a draw

Sometimes a chess game ends not in victory, but in a draw. There are 5 reasons why the game can end in a draw:

  • "" Appears on the board if the player who must move has no possible moves, and his king is not in check

When the queen moves to c7, Black is not in check, but he cannot make a move either. There is a stalemate on the board and the game ends in a draw.

  • Players can simply agree to a draw and stop playing.
  • There are not enough pieces on the board to checkmate (eg king and bishop against king).
  • A player declares a draw if the same position on the board is repeated three times (not necessarily three times in a row).
  • The last 50 moves were completed by each player with no pawn advance and no captures.

Step 6. Learn Basic Strategic Tricks

There are four simple things every chess player should know:

Protect your king

Move your king to the corner of the board, usually there he is in less danger. Do not delay castling. Generally, castling should be done as early as possible. Remember, no matter how close you are to checkmating your opponent's king, if your king is checkmated first!

Don't give away the pieces

Don't just lose your pieces! Every figure is valuable. You cannot win a game without pieces to checkmate. There is a simple system by which most players determine the relative value of each piece:

  • Pawn - basic unit - 1 point
  • The knight is worth 3 points
  • The elephant is worth 3 points
  • A rook is worth 5 points
  • The queen is worth 9 points
  • The king is priceless

These points do not affect the result of the game in any way - it is just a system that you can use to make decisions during the game. It helps you understand when it is best to capture an opponent's piece, exchange pieces, or make another move.

Control the center of the checkerboard

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 room to maneuver your pieces, and it will be more difficult for your opponent to find good squares for his own. In the above example, White, trying to control the squares in the center, makes strong moves, while Black makes weak ones.

Use all your shapes

In the above example, White has used all of his pieces! Your pieces are useless as long as they are on the first rank. Try to develop all your pieces so that you can gather more strength to attack the enemy king. In a game with a worthy opponent, attacking the king with one or two pieces will not work.

Step 7. Practice by playing as much as possible

To improve your chess, the most important thing for you is to play! It doesn't matter if you play at home with friends or family or online, you need to play a lot to get better. Nowadays, it's easy to find opponents on the net!

How to play variations of chess

While most people play chess according to standard rules, some people like to play chess with modified rules. These are called "chess variations". Each option has its own rules.

  • Chess 960: in chess-960 (Fischer's chess), the initial arrangement of the pieces is chosen randomly. The pawns are placed as in ordinary chess, and the rest of the pieces behind them are placed randomly.
  • King of the hill: in this variant of chess, you can achieve victory by taking your king one of the squares in the center of the chessboard, the so-called "top of the mountain".
  • Swedish chess: This game is played in pairs. When one of the players takes an opponent's piece, his partner can use it. For example, if I play with white, and my partner, playing with black, takes the white knight from his opponent, then by any of my future moves I can place it on any free square of the board.
  • Crazyhouse: very interesting game where you can use pieces taken from your opponent. For example, if I play white and take a black pawn, it turns into a white pawn, which I can put on the board as my piece with any of my future moves.
  • Up to three checks: In this game, the winner is the one who gives three checks to the opponent's king.

Enjoy these awesome chess variations.

How to play chess-960

How to play by the rules of chess tournaments

Many tournaments use a set of common, similar rules. These rules do not apply to games played at home or online, but you might want to use them anyway.

  • Touched - walk- If a chess player touches his piece, he is obliged to make a move with this piece, if possible. If a chess player touches an opponent's piece, he must take it. A chess player who wants to touch a piece in order to correct it must first declare his intention by saying "correct".
  • Chess clock- Most tournaments use a chess clock that allows you to set the time for the game, not for the move. Both opponents receive the same time for the entire game and decide on their own how to spend it. Having made a move, the chess player presses a button or lever that starts the opponent's clock. If the player runs out of time and the opponent declares this, the delayer loses the game (if the opponent has enough pieces to checkmate, otherwise a draw is awarded).

Frequently Asked Questions about chess (FAQ)

This amount of information may confuse you a little. That is why we provide answers to the most frequently asked questions that are usually faced by people who are just starting their journey into the world of chess. We hope you find them useful!


How can I improve my chess?

Knowing the rules and basics of strategy is just the beginning: chess is so difficult that a lifetime is not enough to master everything! To improve, you need to do three things:

  1. Play a lot- just keep playing! Play as often as possible. Learn from every game you win or lose.
  2. Learn chess lessons- if you really want to make quick progress, you should take a few lessons online. You can find it here.
  3. Enjoy- Don't be discouraged if you can't win all games in a row. Everyone loses - even the world champions. If you enjoy the game and know how to learn from even lost games, you will always love chess!

What is the strongest first move in chess?

Although there is no universally recognized strongest move in chess, it is important to fight for the center of the board from the very beginning. For this reason, most chess players make the first move with one of the central pawns (from the king or from the queen) two squares forward: 1.d4 or 1.e4. Others prefer 1.c4 or 1. Nf3. Most of the other moves are not that good. Bobby Fischer believed best move king's pawn 1.e4.

What color goes first?

The player with white pieces always moves first.

Can a pawn move backward?

The pawn cannot walk backward. Having reached the opposite edge of the board, it can turn into another piece (for example, a queen). The piece that you turned a pawn into can, of course, move backward.

Can you move more than one piece at a time?

You can only move one piece during your turn, but there is one exception! When you castle, you move your king and rook in one move.

What is the most important piece in chess?

The king is the most important chess piece. If you lose the king, you lose the game. However, the strongest chess piece is the queen.

When was chess invented?

The origin of chess is not fully known. According to the most widespread version, chess originated in India almost two thousand years ago from other similar games... Modern chess has been around since the 15th century, when the game became popular in Europe.

What was the longest game in the history of chess?

The longest tournament game (by the number of moves) in the history of chess was played by Ivan Nikolic and Goran Arsovic in Belgrade, Serbia, in 1989.

What is Chess Notation?

The notation was invented so that you can analyze the played chess games. Thanks to her, we have the opportunity to record all the moves of the game and play it as many times as we like. It is only necessary to correctly record your own moves and the moves of your opponent.

Chess notation will allow you to store all your games ...

Each field has coordinates and each shape is denoted capital letter(K - knight C - bishop, Q - queen, L - rook and Kр - king).

What is the purpose of chess?

Chess is a game between two opponents on opposite sides of a board lined with 64 squares of light and dark colors. Each player has 16 pieces: 1 king, 1 queen, 2 rooks, 2 bishops, 2 knights and 8 pawns.

A board, two chess players and 32 pieces are all you need to start the game.

The object of the game is to checkmate the opponent's king. Checkmate is a situation when the king is threatened by an opponent's piece (the king is in check), and he cannot avoid this threat.

Chess board and pieces

Board. The chess game is played on a board consisting of 64 squares, alternately light (white squares) and dark (black squares). Rows of fields are called lines, which can be verticals, contours, and diagonals.
Each horizontal line is numbered from 1 to 8. Each vertical line is numbered from "A" to "H" in Latin letters. Each field of the board has its own coordinates, which are formed by writing the name of the vertical and the number of the horizontal. For example: h2
d7
During the game, the board is positioned so that each partner on the right has a white corner field. If this requirement is violated, the resulting position is considered impossible. The game should be interrupted. The position of the board is corrected. Then the created position is transferred to it. After that, the game continues.

8
7
6
5
4
3
2
1

A

B

C

D

E

F

G

H

Shapes. There are kings, heavy (queens, rooks), light (knights, bishops) pieces and pawns. Sometimes pawns are not considered pieces.

The initial position of the figures is shown in the diagram. If they are located differently, the position is considered impossible.

The concept of a move
The partner starts with the white pieces (the right to move). Then, until the game is over, the moves are made alternately. The color of the partners' figures in amateur games is determined by lot, and in competitions - by the rules of the game. If a game is started by mistake by a participant playing with black pieces, it is canceled and played again. When counting the moves made, White's move is taken as one, followed by Black's reply.
The player is called the partner, after whom it is the turn to move.
Determination of the move. A move is the movement of a piece from one square to another, free or occupied by an opponent's piece. When castling, the position of the king and rook changes. Except for the knight and the rook, when it moves over the king during castling, the pieces cannot cross the occupied squares.
A move to a square occupied by an opponent's piece means capturing it, and it must be immediately removed from the board (see below for capturing “on the passage”).
Moves of the pieces. The king moves to any adjacent square that is not attacked.
Castling is a two-pronged move with the movement of the king and rook: first, the king moves two squares towards the rook, which is then transferred across it to the adjacent square. If the player touches the rook and then the king, then castling is impossible. The move must be made in accordance with the "Touching a piece" rule.
If the player first touches the king and then the rook (or both pieces at the same time), but castling is impossible, then the king must move or castling in the opposite direction. It may turn out that these requirements are impracticable. Then touching the figure does not entail any consequences. The player has the right to continue the game with any move. Castling is completely impossible: 1) if the king has already moved 2) with the rook that previously moved.
When castling, the king cannot cross the square attacked by the opponent's pieces.
If the king of one of the sides was attacked on the previous move (a check was declared), then on the current move the player must eliminate the attack of the king: leave the king from under the blow, close the king from the attacking piece, or cut down the attacking piece.
The queen moves to any square along the vertical, horizontal and diagonal on which it is located.

The rook moves to any square along the vertical and horizontal on which it is located.

The bishop moves to any square along the diagonals on which it is located.



The knight moves in a kind of zigzag - through an adjacent square (even occupied) vertically or horizontally, then moving away from the place of its original position to one of the adjacent squares diagonally.


The pawn only moves forward. In the general case - vertically to the adjacent free field, and from the initial position - and through one. Capturing by a pawn is possible only diagonally on an adjacent square and again with moving forward.


A pawn, an attacking square, which is crossed by a move two squares by an opponent's pawn, can take the latter, as if it had come under its blow. Such a capturing "on the passage" is permissible only on the first retaliatory move.


White moves the b2-b4 pawn, immediately in response to this Black can take on the passage, moving his pawn from c4 to b3 and removing the white pawn from the b4 square.

When the last rank (eighth for White and first for Black) is reached, the pawn is immediately replaced (as part of the same square) with a queen, rook, bishop or knight of its color. The choice of a new piece does not depend on those who remain on the board. It can be, for example, the second queen, the third knight, etc. This change is called pawn promotion. The action of the piece that appears on the board begins immediately.
Completion of the turn. A move is considered made when: the player, having moved a piece to a free square, took his hand away from it; removed from the board when capturing an opponent's piece, in whose place the player put his own, interrupting the touch of his hand with it; during castling, the player took away his hand from the rook placed on the square crossed by the king; the pawn moved to the last rank is replaced by a new piece from which the player has removed (interrupted the touch) hand. If the hand is released from the pawn placed on the promotion square, the move is not completed, but move the pawn differently, i.e. it is impossible to change the place of its transformation.
When it is determined whether the specified number of moves has been made in set time, the last (control) is not considered completed until the player has switched the clock. This rule does not apply to some of the situations noted in the “Completed Batch” article of the Code.
If a checkmate or stalemate position appears on the board, and the player, having moved a piece, did not have time to switch the clock before the flag falls, it is considered that the game ended with mate or stalemate, respectively, regardless of the clock reading.
Touching the figure. Having warned in advance about his intention (saying "I correct"), the player can correct the position of the pieces on the fields. Otherwise, when deliberately touching: one or several pieces of the same color, he must move first, and if it is an opponent's piece, then take it; one of his own pieces and one of the opponent's pieces, the latter must be captured, and if this is not possible, the move is made with the touched piece or the capture of the enemy, which the player touched. If you establish which figure is not touched first, you must consider that this is your own figure.
When touching pieces that have no possible moves and cannot be taken, the player has the right to make any move. The statement about the violation by the partner of the article of the Code “Touching the figure” must be made without touching the figures.

The task of the game. Mat.
The goal of playing chess is to checkmate the opponent's king.
Mat- an irresistible attack on the king. When mate, he cannot evade or be covered from a blow, and defense by capturing an attacking piece is also excluded.

Impossible positions
The occurrence of impossible positions is caused by the violation of the rules of the game. The Code addresses a number of such cases. In other cases, it is recommended to make decisions by analogy.
General principle: correction of impossible positions is carried out only if irregularities are found before the end of the game (including when the result is determined by the award). Depending on the nature of the violations, the game can be continued or canceled and replayed.

Situation Solution
Impossible move made The position in which the error was made is restored. The game continues with the "Touching the figure" rule. If it is not possible to identify the incorrectness, the game is played again.
Pieces are displaced and then placed incorrectly If the position cannot be restored, the game is played again.
While making a move, the player unintentionally knocks over one or more pieces. The player must restore the position of the pieces without switching the clock, otherwise the referee may change the clock.
In the initial position, the figures were not placed correctly If an error is found before the end of the game, the game starts over.
Game started with wrong piece color If the fourth part of the time has elapsed before the general control, then the game continues. If an error was discovered earlier, the judge can order a replay of the game (while the competition schedule should not be significantly violated).
Incorrect checkerboard position The resulting position is transferred to a correctly positioned board, after which the game continues.
Wrong move with pawn promotion The move is canceled. The error must be resolved using the "Touching the shape" rule
Invalid castling Also
The rule "Touching a piece" is violated: one is touched, but another move is made The referee may consider the move impossible and apply sanctions if he witnessed the violation.
A move was made after a checkmate or stalemate position appeared on the board, but a flag fell on the opponent's clock The move is considered impossible. The game ends as soon as a checkmate or stalemate occurs. The falling of the flag does not matter.
A move was made after the time expired The referee stops the clock and, if required, checks the number of moves actually made. A partner who has overdue the time is counted as a defeat.

Win and draw. The ended game.

Situation Solution
Dan checkmate The game is won by the partner who matted the opponent's king
One of the rivals surrendered The opponent who surrenders is considered a defeat
The player stopped the clock Stopping the clock is tantamount to surrendering the batch. If this happened due to a misunderstanding, the judge can limit himself to a comment or leave the incident without consequences.
The player has no moves, and his king is not in check On the board - stalemate. The game is considered to be drawn.
Partners agreed to a draw Draw. A draw offer can only be made by the player in the interval between making a move and starting the clock.
Draw is offered to the player The player's opponent committed a violation, for which the referee must warn him. But a draw is considered proposed. The partner can accept or reject it
The player offered a draw without making a move Partner can accept or reject the offer, or postpone the decision until the move is made.
At least 50 last moves were without capturing a piece and without moving a pawn At the request of the player, the game is considered to be ended in a draw. This rule increases to 75 moves for positions with the following balance of forces:
1. King, rook and bishop versus king and rook
2. King and two knights against a king and a pawn
3. King, queen and pawn in front of the square of promotion against the king and queen
4. King and queen versus king and two knights
5. King and two bishops against a king and a bishop
Some of the partners were more than 1 hour late for the start of the game Latecomers are considered to have lost the game
A position has arisen where the possibility of winning by the nature of the remaining material is excluded for both sides (King against king, etc.) A draw is fixed
The partner has overdue the time when the opponent has only one king A draw is fixed. A partner with one king cannot win the game.
The same position appeared on the board for the third time If the player requests, a draw shall be declared.
The player makes a move without requiring a draw due to the three-time repetition of the position The party continues. The right to demand that in connection with the threefold repetition of the position a draw be fixed, the player gets if the same position on the board arises again.

In all cases, a draw offer may be rejected orally or by retaliating. Until the partner decides, the one who offered the draw cannot refuse it.
When a player demands to fix a draw in connection with a three-fold repetition of a position or on the basis of the rule of 50 or 75 moves, the referee stops the clock to check the validity of the statement (if the referee is not around, the player has the right to stop the clock and turn to him). If the demand turns out to be fair, the game ends in a draw. If it turns out that the request is erroneous, then 5 minutes are added on the applicant's watch. In this case, the time limit may turn out to be overrun. If this did not happen, then the game continues. Moreover, exactly the move with which the player connected the draw requirement must be made.
The verification of the validity of the claim for a draw when the position is repeated three times and according to the rule of 50 or 75 moves is carried out on another board.
If the judge erroneously acknowledges the validity of the claim, and the applicant's partner does not indicate the error during the review, the tie will not change.
If the claim for a draw is rejected, the applicant can demand additional verification at the expense of his time or, having stopped the game, contact a higher authority. In the latter case, if the request is confirmed to be in error, he is credited with defeat.
For winning the party, the competitor gets 1 (one point), in case of defeat - 0 (zero), and in case of a draw, each of the partners is awarded 1/2 (half point).

Chess clock.
Each partner must make the appropriate number of moves at a given time. The conditions are determined in advance and included in the regulations. For control, a watch with a special device - a flag is used.
The game begins with the start of the clock of the participant playing with white pieces.
The time remaining after the required number of moves has been completed is accumulated. If, for example, 15 minutes have been saved, and an hour is allocated for the subsequent segment of the game, then until the second control the chess player has one hour and a quarter.
There are also competitions where the time limit for thinking is set for all moves at once. In this case, the game ends with the fall of one of the flags.
The readings of the watch, in the absence of obvious defects, are undeniable. Situations that require a judge's decision are possible. It happens, for example, that the flag remains in a hovering position, although the minute hand corresponding to the risk on the dial has passed. Did the checkout time really expire? Here the judge has the last word. Taking into account the actual reading of the clock, he may consider the flag to have fallen.
In the absence of the referee, the partner must make a statement about the expiration of the opponent's control time.
A clock defect should be reported as soon as it is discovered. The participant's reference to their malfunction later than immediately after the test flag drop may be rejected.
The defective watch must be replaced. The time used by partners is precisely set to new ones. If the judge decides to change it to one or both partners, then they must have at least 5 minutes or 1 minute for each move.
Having evidence that the clock of only one partner incorrectly reflects the elapsed time, the judge corrects only their reading. If there is no such reason, the time is adjusted equally on both clocks.
The clock is stopped by the referee when the game is interrupted for reasons beyond the control of partners - to correct impossible positions, when replacing a defective clock, etc., as well as when the player demands to fix a draw due to a threefold repetition of a position or according to the rule of 50 (75) moves ... In these cases, in the absence of a judge nearby, the competitor can stop the clock himself in order to address him.
If the game continues after an impossible move of any errors in the placement of the shifted pieces and it is impossible to determine the time used by each partner, it is calculated by him in proportion to the time spent by the moment of occurrence of the error.
Example. After Black's 30th move, when the clock showed 90 minutes for White and 60 minutes for Black, it was discovered that an incorrectness had occurred on the 20th move. The time used for the first 20 moves is set as follows: white: 90: 30x20 = 60 minutes, black: 60: 30x20 = 40 minutes. In this case, the partners must have at least 5 minutes or 1 minute before the control for each move.
Submission of the game or agreement to a draw remains in effect if the flag is later found to have fallen.
If both flags have fallen and it is impossible to set which one was the first, the game continues. From the next move, a new countdown begins until the next control.
The referee should not draw the partners' attention to the fact that the opponent made a move, forgot to switch the clock, warn how many moves need to be made before the end of the control time, etc.

Party recording
When conducting a game, partners are required to keep a record of the game. The recording must be legible and move by move. The recording of a game can be interrupted by a partner who has less than 5 minutes left until the time control expires. After the flag falls, the missing moves must be completed immediately.
There is an international batch and national recording system. Which, in turn, are subdivided into full notation and short notation.

In the international system, in full notation, the move is written as follows: The number of the move is indicated, the piece that makes the move is indicated, the square from which the piece moves and the square to which the piece moves.
The shapes are reflected in the following letters:
K - king
Q - Queen
R - Rook
N - horse
B - elephant
The pawn is not indicated in any way.

For example the entry
22.Qh2-h8
Means the move of the Queen from the h2-square to the h8-square.

If it is necessary to indicate a black move, either the previously made white move or three dots are indicated before the move.
For example:
23.… Rd2-d6
This is the move of the black rook from the d2-square to the d6-square.
1.e2-e4 e7-e5
White's first move from the e2-square to the e4-square, in response to this Black moves a pawn from the e7-square to the e5-square.

If a piece is captured, an "x" sign is placed between the field from which the piece is moving and the field where it moves.
For example
2.e4xd5
The e4 pawn chops on d5.
If the opponent's king is checkmated by the current move, then the “#” sign is placed after the move. If a check is put, then the sign "+" is indicated.
Short castling is designated as "O-O", long - "O-O-O".
If a pawn makes a move to the last rank (white to the eighth, black to the first), then after the move the figure into which it turned is indicated.
For example
8.e7-e8Q
The pawn made a move to e8 and became a queen.
16.O-O-O g2xh1Q
Such a notation means: On the sixteenth move White made a long castling, Black with a pawn on g2 cut down the piece on h1 and the pawn turned into a Queen.
When writing in a short notation, the field from which the move was made is not indicated.
For example,
1.e4 e5
Such a notation signifies a move by White with a pawn to e4, in response, Black moved a pawn to e5.
However, when the record in short notation can be interpreted ambiguously, either the move in full notation is indicated, or the part of the field from which the move was made is additionally indicated, which allows identification of the move.
For example, on the first rank there are only two white rooks on the a1 and h1 squares.
Let's say we need to indicate the move of the rook from the h1-square to the d1-square. But with such an arrangement of pieces, both rooks can move to the d1 square and write
12. Rd1
It will not be correct. It is necessary to indicate the part of the square from which the rook comes, in this case:
12 Rhd1
Different situations are possible, leading to different recordings. For example:
34. N4e5 Rff5
If during the move the capture of the opponent's piece takes place, then the "x" sign is indicated after writing the symbol of the piece. If the capture is made by a pawn, then only the file from which the pawn moved and the file on which the pawn cut down the piece are indicated.
For example:
13.de
A pawn on the d-file cut down a piece on the e-file. In this case, the identification must be unambiguous. If, for example, there are two white pawns on the d-file and both can capture the e-file, then it is necessary to indicate the capture square exactly.
Casting when writing with short notation is indicated in the same way as for full.

The Russian system of notation differs from the international designation of figures:
Cr - king
F - queen
L - rook
C - elephant
K - horse
The pawn is also not indicated.
The sign of capturing a piece is ":"
Shah - "+"
Checkmate - "x"

Partner behavior
It is prohibited during the game:
Use records or printed materials, seek someone's advice; this requirement also means the prohibition of any conversation with anyone other than the judge or in his presence;
Take notes for memory, except for recording moves and clock readings;
Analyze in the tournament room (in particular, your game on another board);
Distract or disturb the partner in any way (this also applies to cases when the partner who offered a draw repeats the offer without sufficient reason before the opponent, in turn, uses this right).
Violation of the rules of conduct may result in sanctions, up to and including a defeat in the game.
Compliance with the norms of sports ethics is a prerequisite for a normal competition environment. In the tradition of chess players, before the start of the game, they shake hands, congratulate their partner on success. A sign of bad form should be considered being late for the game without good reason, "advice" to the opponent to agree to a draw, a demonstration of dissatisfaction with an unsuccessful game, and so on.
The opinions of partners about each other, like their relationship, can be different. But during the competition, mutual respect must be shown.

The rules of chess cannot take into account all possible situations that may arise in the course of the game, and do not provide for all organizational issues. In those cases that are not fully regulated by the Article of the Rules, decisions should be made on the basis of similar situations dealt with in the Rules. The rules are based on the assumption that arbitrators have the necessary competence, sufficient common sense and absolutely objective. In addition, detailed Rules would deprive the arbiter of the freedom to make a decision dictated by fairness, logic and specific conditions. FIDE encourages all chess federations to accept this point of view. Any Federation has the right to introduce more detailed Rules, but they:

  1. must not in any way contradict the official FIDE Laws of Chess;
  2. limited to the territory of that federation;
  3. not valid for any FIDE match, championship or qualifying competition for the FIDE title, or rating tournament.

Rules of the game

The nature and purpose of the game of chess

  1. A chess game is played between two partners who alternately move pieces on a square board called "chess". The one with white pieces starts the game. The player gets the right to move when his partner has made a move.
  2. The goal of each player is to attack the opponent's king in such a way that the partner does not have any possible moves that allow him to avoid “capturing” the king on the next move. A player who achieves this goal is said to have checkmated his opponent's king and won the game. The partner whose king was checkmated lost the game.
  3. If the position is such that none of the partners can checkmate, the game ends in a draw.

The starting position of the pieces on the chessboard

  1. The chessboard consists of 64 equal squares (8 × 8), alternately light ("white" squares) and dark ("black" squares). It is located between the players so that the nearest corner square to the right of the player is white.
  2. At the beginning of the game, one player has 16 light pieces (“white”); another - 16 dark figures ("black").
  3. The starting position of the pieces on the chessboard is as follows:
  4. The eight vertical rows of squares are called "verticals". The eight horizontal rows of squares are called “contours”. Straight lines of squares of the same color touching corners are called "diagonals".

Moves of pieces

None of the pieces can be moved to a square occupied by a piece of the same color. If a piece moves to a square occupied by an opponent's piece, the latter is considered captured and removed from the chessboard as part of the same move. A piece is said to attack an opponent's piece if that piece can capture on that square. A piece is considered an attacking square, even if it cannot move to it due to the fact that its own king remains in check or falls under it.

  1. The bishop can move to any square on the diagonal on which it stands.
  2. The rook can move to any square along the file or file on which it stands.
  3. The queen moves to any square along the vertical, horizontal or diagonal on which he stands. When these moves are made, the queen, rook or bishop cannot move across a square occupied by another piece.
  4. The knight can move to one of the squares nearest to the one on which it stands, but not on the same file, rank or diagonal.
  5. A pawn can move forward to a free square immediately in front of it on the same file, or
    • from the initial position, the pawn can advance two squares along the same file if both of these squares are not occupied;
    • the pawn moves to the square occupied by the opponent's piece, which is located diagonally on the adjacent file, and at the same time takes this piece.

    A pawn attacking a square crossed by a pawn of an opponent who has advanced it from its original position to two squares at once can take this advanced pawn, as if its last move was only one square. This capture can only be made on the next move and is called an "en route" capture.

  6. When a pawn reaches the rank farthest from its original position, it must be exchanged for a queen, rook, bishop or knight of its own color, which is part of the same move. The player's choice is not limited to pieces that have already been removed from the board. This exchange of a pawn for another piece is called "promotion" and the action of the new piece begins immediately.
  7. The king can move in two different ways:
    • move to any adjacent square that is not attacked by one or more of the opponent's pieces.
    • "Castling": This is the movement of the king and one of the rooks of the same color along the extreme horizontal, which is considered one move of the king and is performed as follows: the king moves from its original square to two squares towards the rook, then the rook is moved over the king to the last square, which the king has just crossed.
  8. Castling becomes impossible:
    • if the king has already moved, or
    • with a rook that has already moved.
  9. Castling is temporarily impossible:
    • if the square on which the king is standing, or the square that he must cross, or the square that he must occupy, is attacked by one of the opponent's pieces;
    • if there is a piece between the king and the rook with which the castle is to be castled.
  10. The king is considered to be "in check" if it is attacked by at least one opponent's piece, even if it cannot make a move due to the fact that its own king remains in check or falls under it. No piece can make a move that puts or leaves its king in check.

End the game

  1. The game is won by the player who checkmated the opponent's king. If checkmate is made by a possible move, then the game is over.
  2. The game is considered won by the player if the partner declared that he surrenders. In this case, the game ends immediately.
  3. A game is considered ended in a draw if the player behind whom it is the turn to move has no possible moves and his king is not in check. Such a game is said to have ended in a stalemate. If the stalemate is set by a possible move, then the game is over.

    The game is considered ended in a draw if a position has arisen when none of the partners can mate the king by any possible moves. The game is considered to have ended in a dead position. In this case, the game ends immediately.

    The game is considered to have ended in a draw by agreement between the two partners during the course of the game. In this case, the game ends immediately.

    The game can end in a draw if the same position appears or appears on the chessboard three times.

    The game can end in a draw if the last 50 moves were made by players without moving pawns and without capturing pieces.

Chess clock

  1. The term "chess clock" means a clock with two dials connected to each other so that only one of them can work at a given moment. The term "Clock" in the Law of Chess means the indication of the time on one of the two dials. The term "Flag falling" means the expiration of the time allotted for thinking about moves by the player.
  2. When using a chess clock, each player must make the minimum specified number of moves or all moves in a specified period of time; and / or when using an electronic clock, a certain additional time after each move. All this must be determined in advance.
  3. The time accumulated by the player in one period of the game is added to his time for the next period, unless the time is set for each move. When both players have a certain main time to think, as well as a fixed extra time for each move, the main time countdown only starts after the fixed time has elapsed. If a player switches his clock before the expiration of this fixed overtime, then his main time does not change, regardless of the amount of overtime used.
  4. At the set start time of the game, the clock of the player who has white pieces is started.
  5. If none of the players is present at the beginning, then the player with white pieces is deducted all the time elapsed before his arrival, unless otherwise specified by the rules of the competition or decided by the arbiter.
  6. Any player arriving for a game more than one hour after the scheduled start of the round will lose the game unless otherwise specified by the competition rules or decided by the referee.
  7. During the game, the player, having made his move on the board, must stop his clock and start his partner’s clock. The player must always be able to stop his clock. His turn is not considered complete until he fulfills these requirements, except for a turn that ends the game. The time between the player making a move on the chessboard, stopping his own clock and starting the opponent's clock is regarded as part of the player's time.

Accounting for results

Unless stated otherwise in advance, the player who won the game, or won as a result of some violation of the partner, receives one point (1), the player who lost receives zero points (0), and the player who played in a draw receives half points (½).

How to learn to play chess?

Chess is called a wise game. Even in ancient times, people were attracted by the mysterious world of chess, the beauty of this art. So how do you learn to play chess for beginners or children?

Place the chessboard in front of you. It is divided into squares. There are 64 squares in total, half are white, the other half are black. The board is always positioned so that there is a black square in the lower left corner (which is closer to you).

Pieces move across the chess field. Look and remember, in order to learn how to play, you need to know how the pieces are placed before starting the game. In the first row there are pawns, behind them are the pieces: the outermost ones are the rooks, then the knights, then the bishops, in the middle are the king and queen. The queen always stands on her own color: white - on a white field, black - on a black one. This is the position of the pieces before the start of the game.

Two people always play chess. One plays with white pieces, the other with black pieces. One piece can be moved in one move. Players take turns walking.

We begin to get acquainted with chess pieces, and learn to walk with them:

King. The most important figure, but very weak. If the king is killed, the game is lost. The king moves to any adjacent field with only one maple. The main goal of the game is to place the opponent's king in stalemate, declare checkmate to him. If you succeed in declaring checkmate, you have won and the game is over.

Rook. This is the second strongest chess piece. She moves almost the same way as the queen, only she cannot move diagonally.

Queen. The strongest figure. She is called the queen. She walks as you like: horizontally, vertically, and diagonally, back and forth. In one move, the queen can pass both one cell and the entire chess field.

Pawn. The weakest figure. It moves only forward, and only one square, only once from its original position a pawn can make a double move (through a square, for example, c2 - c4). However, if the pawn manages to pass the entire square, then reaching the last row, it can turn into any chess piece except the king. Isn't it a bit like a fairy tale about Cinderella turning into a princess?

Horse. This is a very interesting figure. The knight moves as follows: two cells forward, one sideways, or two cells sideways, one forward. With each move, the knight changes the color of the field.

Elephant. This piece only moves diagonally, forward and backward. The elephant walks on cells of only its own color.

How to play chess correctly?

You have learned how to move chess pieces separately. But if all the pieces are on the chessboard, and one piece blocks the path of the other, how is it correct to play here? Then you should proceed as follows: if your figure stands in the way, then the path is closed. If there is a piece of a different color, the path can be cleared by taking (beating) it. It happens as follows: you remove the "enemy" piece from the board and place your striking piece on its square. This is done in one move. However, it is not necessary to take the pieces.

Let's take an example:

In this example, the path of the black pawn is blocked by the white one, but the black pawn can beat the rook. Having made such a move, she goes to a new file and can continue moving forward along it. The black pawn on "e7" can move to the eighth rank in two ways: just forward, or take the knight. In either case, the pawn has passed the entire chess field and can turn into any piece.

During the game, all pieces move around the board, attack each other, and are removed from the board. All but one - the king. The king cannot be brought down. He can only be declared "check", that is, a warning. If the king gets a check, you need to react immediately, to secure him. This can be done by knocking down the attacking piece, defending the king with another piece, and going to a safe square. If there is no way to defend the king, then the king has received a checkmate. The game is lost. When writing "check" will be correctly denoted +, "checkmate" - x.

There are two more exceptions to the chess rules for beginners:

  1. You know that only one piece can be moved in one move, but during the game each player is allowed to make a double move once - simultaneously rearrange the king and rook. This move is called castling. Castling is done as follows: the rook must be moved to the king, the king jumps over it and stands on the other side. You cannot castle if: the king and rook have already made a move; the king is in check; after castling, the king and rook must not remain under attack.
  2. This only applies to pawns. You can beat a pawn on the pass when it makes a double move. Once the opponent's pawn has made a double move, you can remove it from the board by placing your pawn on the square as if the opponent's pawn made a simple move. Taking a pawn on the pass is possible only immediately after a double pawn move. Didn't take it right away - the opportunity disappears. Take a look at an example. White c2 pawn made a double move and came to c4. The black pawn on c! 4 can remove the white pawn from c4 and move to c3, as if the white pawn made a simple move.

When playing, observe the basic rule of chess and learn to play correctly right away: if you touch a piece, move with it. Therefore, until you have thought out how to move, do not touch the piece.

You have become familiar with the basic rules of the chess game and you can try playing your first chess game.

If you have a desire to learn how to play chess well and correctly, to study this art more deeply, use the special sites "Chess for beginners", "How to learn to play chess", chess literature for children, books, magazines, play chess simulators.

How to learn chess annotation?

Annotation in chess is the designation of the pieces on the board, this is a must for beginners, as well as for children who are going to play this game seriously. To describe a chess game, there is a kind of chess language. This language is simple. Each cell of the chess field is designated by a Latin letter and a number. Verticals are designated by letters, horizontals by numbers.

The score is always taken from the left corner square of the white pieces. For example: a1, c2, dЗ, h5, f8. When writing, the pieces are indicated in abbreviated form: king - Kr, queen - Q, rook - L, bishop - C, knight - K, pawn - not indicated.
A complete record of moves includes the "point of departure" and "point of arrival" of the piece.

For example:
1.e2 - e4 the number shows the ordinal number of the move, e2 - e4 - that a white pawn has become on the e4 square from the e2 square.

It is possible to record the course in abbreviated form, indicating only the “point of arrival”. For example: 1.e4.

Black's move is indicated by three dots before writing. For example:
1. ... e5. black pawn moved from e7 to e5.
The capture of a piece is indicated by ":". For example:
3. Qxf7 - the queen took the f7-pawn.