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Chess - Essential Chess Basics

The document provides an overview of the essential chess basics, including: 1) How the pieces move - such as the king moving one square at a time, the queen moving in any direction, and knights making an L-shaped move. 2) Check and checkmate - when the king is under attack or unable to avoid capture. 3) Piece values in points - such as pawns being 1 point and the queen being 9 points. 4) Notation and starting position of pieces on the board. 5) Developing pieces and controlling the center in the opening phase of the game.

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GlennSheils
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
435 views

Chess - Essential Chess Basics

The document provides an overview of the essential chess basics, including: 1) How the pieces move - such as the king moving one square at a time, the queen moving in any direction, and knights making an L-shaped move. 2) Check and checkmate - when the king is under attack or unable to avoid capture. 3) Piece values in points - such as pawns being 1 point and the queen being 9 points. 4) Notation and starting position of pieces on the board. 5) Developing pieces and controlling the center in the opening phase of the game.

Uploaded by

GlennSheils
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Essential

Chess
Basics
(Updated Version)
provided by Chessolutions.com



1. Mo ving Pieces



In a game of chess white has the first move and black moves second.
Afterwards the players take turns moving. They must make a legal move and
may only move one piece at a time except when castling. Each piece is
unique in their abilities to move and capture opposing pieces.




King

The King is the most important piece, for when he is slain the game is
over.

He can move only one square at a time in any direction. Likewise, he can
only capture pieces that are one square away.





























The King may castle once during a game.

Castling is a special move that permits the movement of two pieces at
once: the King and one of his rooks.

When castling, the King moves two squares to his left (queenside) or to
his right (kingside). In the same move the selected rook slides and
jumps over the King to the first available square on the other side.























The King may only castle:

When neither the King nor the rook that is involved has moved before
during the game.

When the way is clear and there are no other pieces between him and the
selected rook.

When he is not in check, moving through check or landing in check.









Queen

Although the King is the most important the Queen is the most powerful
and most mobile piece.

She can move any amount of squares in any direction : horizontally,
vertically, or diagonally until her path is blocked by another piece.

She can capture any enemy piece that is in her path.











































Rook


The Rook is next in mobility and power.

A Rook can move any number of squares horizontally or vertically until
its path is blocked by another piece.

Accordingly, Rooks may only capture enemy pieces on horizontals and
verticals.

Pieces on diagonals are safe from the rook. This is the main difference
between the Queen and the Rook.

Two Rooks working together, however, tend to overwhelm a lone Queen.
































Bishop

The Bishop can move any number of squares diagonally until its path is
blocked by another piece.

Each player starts with a light-squared bishop and a dark-squared bishop.

The light-squared bishop can only reach light squares.

The dark-squared bishop can only reach dark squares.







































Knight


The Knight is the most peculiar of all the pieces. It leaps like a horse from
one square to another.

Knights alone can leap over other pieces that are in its path.

Knights move in L-shaped patterns in any direction.

Knights always land on a square opposite the color of its original square.





































Pawn

Pawns move straight ahead and never backward, but capture diagonally.

Pawns move only one square at a time, but have the option on their first
move of advancing two squares.

Pawns cannot move forward if a piece is blocking their path.













A pawn can capture en passant (in passing) when an opposing pawn
advances two squares past it. This, however, must be done immediately
otherwise a player forfeits the privilege to capture en passant.







2. Check and Check mate



When the King is threatened with capture by any of the enemy pieces he is
said to be in check.

The player whose King is in jeopardy MUST get out of check
immediately by either moving to a safe square, capturing the attacking
piece, or by blocking the check with one of his own friendly pieces.



















If the King can find no safe square nor otherwise get out of check then he
is checkmated and the game is lost.

If the King is not in check and the player can make no legal move then the
king is stalemated and the game is a draw and no one wins.















3. Val ue of the Pieces


Pieces are assigned relative values based on their various strengths and
weaknesses.

A point system is used to show how much a piece is usually worth.


Pawn 1point

Knight 3points

Bishop 3points

Rook 5 points

Queen 9points

King infinite


Exchanges occur when one piece is traded for an enemy piece.

1 pawn traded for an enemy pawn represents an even exchange.

1 knight traded for 1 enemy pawn represents an uneven exchange.

Trading a higher valued piece for a lesser one leaves you with a
disadvantage in material/force.

Trading a lower valued piece for a higher one gives you an advantage in
material/force.
It is best to avoid material disadvantages as they will often lead to defeat.



4. Notation

Notation is the system by which we record games that are played. Modern
chess notation uses the algebraic system of notation.

Each square on the board is labeled according to its coordinates.

Squares are lettered according to file and numbered according to rank.
Thus, a piece on the g-file and the third rank would be at g3.






































Starting Position

The white pieces are all positioned on the 1st and 2nd ranks at the start of
the game.

The black pieces are all positioned on the 7th and 8th ranks at the start of
the game.


























Kings are always positioned on the e-file at the start of a game.

Queens are always positioned on the d-file at the start of a game.

Bishops are positioned on the c and f-files.

Knights are positioned on the b and g-files.

Rooks are positioned on the a and h-files.




5. The Opening

The opening is the very beginning part of a chess game when all pieces are
on their original squares. In the opening we strive to develop our pieces and
to control the center.

Development is the rapid mobilization of our forces toward the center of
the chess board. We thus bring our pieces into fighting position and
further prepare for the ensuing battle.

The four squares in the middle of the chess board are called the center.























We have center control when our pieces are aiming at these four center
squares.

The player that has greater center control will have greater mobility and
better chances for launching a successful attack.


The player that has less center control will find it difficult to launch a
sound and successful attack.


10 Helpful Hints in the Opening:

Open with a center pawn (c, d or e) advancing it two squares for
maximum center control.

Develop all pieces early with out leaving any behind.

Develop knights before bishops.

Pick the most suitable square for a piece and develop it there once and for
all.

Make no more than three pawn moves in the opening.

Do not bring your queen out early.

Play developing moves that gain center control

Always maintain at least on pawn in the center if early exchanges occur.

Do not make useless wing pawn moves in the opening as they generally
dont help in the fight for center control.

Castle the king early and bring him to safety.
















6. Il l ustrative games

























































Thompson, J - Morphy, Paul
New York 1857
1.e4 e5
Both players start by advancing a center pawn two squares. They have just begun the
battle to gain center control.








2. f3 c6 3. c4 c5 4.d3 f6 5. c3 h6 6. e2 d6 7.c3 O-O 8.h3 h8
9. g3 h7 10. c2 f5 11.ef d5








Morphy has temporarily sacrificed a wing pawn to gain much more center control.
Notice how he uses his strong center pawns to launch a dangerous attack.
12. b3 e4 13.de de 14. g1 e5 15. e3 d3 Check!








White's King is being checked by blacks knight and must get out immediately.
16. e2 e3 17.fe h4 18. e4 e4 19. d3 g2 check! 20. d1 f5
21. d5 g4 Check!
White decided to resign before ruinous loss of material and inevitable mate. The
black rook will check on f1and force white to exchange his queen for a rook. This
would lead to a clear material disadvantage. Black won.
[0:1]






Lichtenhein, T. - Morphy, Paul

New York 1857
1.e4 e5 2. f3 c6 3.d4 ed 4. c4
White has temporarily sacrificed a pawn.









4.... f6 5.e5 d5 6. b5 e4 7. d4 d7 8. c6 bc 9. d3 c5 10. e4 h4
Black threatens checkmate of f2 with the Queen!
11. e2 de 12. e3 g4 13. c4 e3
Black cannot recapture the black bishop immediately with his f-pawn. This would
expose his King to check from the black Queen.









14.g3 d8 15.fe d1 16. f2 f3 17. g1 h3 18. c6 f8 19. a8 e7
Brilliant! White cannot avoid checkmate which black will deliver on g2 with his queen.
Black won.

[0:1]
















Fischer, Bobby - Seidman, Herbert
New York 1959

1.e4 d5 2.ed d5 3. c3 a5








It is generally bad to play openings where the Queen comes out early. She will often
find herself a victim of early attack by minor pieces.
4.d4 f6 5. f3 c6 6.d5 b4 7. b5 Check! c6 8.dc bc 9. a4 a6?
10.a3 d8 11. d2 d6 12.ab f5 13. b3 e4 14. a6 d2 15. a1 c3
16.bc d6 17.O-O
A charming position where white castles and black resigns due to decisive material
disadvantage. As a teenager Bobby Fischer showed us what can happen to an
opponent who refuses to develop all his pieces and castle his King. White won.

[1:0]

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