CHESSTHRILL

How the pieces move

There are six kinds of piece in chess, and each moves in its own way. Learn these six patterns and you know most of the rules. The dots in the diagrams below show every square the piece can reach from where it stands, on an otherwise empty board.

Two rules apply to every piece. First, a piece can never move onto a square occupied by one of its own side. Second, only the knight can jump: every other piece is stopped by whatever stands in its way.

The king

The king moves one square in any direction — forwards, backwards, sideways or diagonally.

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The king on e4 can step to any of the eight squares around it.

It is the most important piece and, for most of the game, one of the weakest. It may never move onto a square where it would be attacked, which also means the two kings can never stand next to each other. In the opening and middlegame it usually hides behind its pawns; in the endgame, once the dangerous pieces are gone, it comes out and fights.

The rook

The rook moves in straight lines — up, down, left or right — as many squares as it likes, until something blocks it.

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From the centre, the rook controls its whole file and its whole rank: fourteen squares.

Like every piece except the knight, the rook cannot pass through other pieces. When it meets one of its own, it stops before it. When it meets an enemy piece, it can capture it by moving onto its square — but it cannot go past.

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Up the file, the rook is stopped by its own pawn on a4. Along the rank, it can capture the black knight on e1 — but it cannot go past it.

The bishop

The bishop moves diagonally, any number of squares, until it is blocked.

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The bishop on d4 sweeps both long diagonals through the centre.

Because it only ever moves diagonally, a bishop never changes the colour of its square. A bishop that starts on a light square stays on light squares for the whole game. That is why each side has two: one for the light squares and one for the dark, and together they can reach the whole board. Keeping both of them — “the bishop pair” — is a small but real advantage.

The queen

The queen combines the rook and the bishop: she moves in any straight line, along ranks, files or diagonals, as far as she likes.

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From the centre of an empty board, the queen reaches 27 squares — nearly half the board.

She is by far the strongest piece, which makes her tempting to bring out early. Resist it. A queen in the middle of the board in the opening becomes a target, and the opponent develops new pieces with every move that chases her away.

The knight

The knight moves in an L shape: two squares in one straight direction, then one square to the side. It is the only piece that jumps — it ignores anything in between and lands directly on its destination.

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The knight on e4 can land on eight squares, none of them next to it.

A useful way to see it: a knight always lands on a square of the opposite colour to the one it left. Because it can jump, the knight is the one piece that can move before a single pawn has moved.

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In the starting position, only the knights and the pawns can move. The knights jump straight over the row of pawns.

Knights are strongest in the centre and weakest on the edge. In the corner, a knight reaches just two squares; on the edge, three or four. The old warning is “a knight on the rim is dim”.

The pawn

The pawn is the simplest piece to move and the most complicated to understand. It moves straight forward, one square at a time, and it can never move backwards. On its very first move, each pawn may choose to move two squares instead of one.

Unlike every other piece, the pawn does not capture the way it moves. It captures one square diagonally forward. So a pawn with an enemy piece directly in front of it is simply stuck, while an enemy piece diagonally in front of it can be taken.

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The pawn on e2 has not moved yet, so it may go to e3 or e4. The pawn on b4 is blocked head-on by the black pawn — but it can capture the knight diagonally on c5.

Pawns have two more special abilities. A pawn that reaches the far side of the board is promoted, usually to a queen, and a pawn can in one particular situation capture another pawn en passant. Both are explained in Special moves, together with castling.

What the pieces are worth

Players use a simple points system to judge whether a trade is good. It is only a guide — a well-placed knight can be worth more than a buried rook — but it will stop you giving away material by accident.

Piece Value
Pawn 1
Knight 3
Bishop 3
Rook 5
Queen 9
King priceless — losing it loses the game

So trading a knight for a bishop is even, giving a rook for a knight costs you two points, and winning a queen for a rook gains you four. Before every capture, count what you take and what you will lose back.

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Chess pieces: “cburnett” set by Colin M. L. Burnett, CC BY-SA 3.0.