Chess is a two-player board game utilizing a chessboard and sixteen pieces of six types for each player. Each type of piece moves in a distinct way. The goal of the game is to checkmate (threaten with inescapable capture) the opponent's king. Games do not necessarily end in checkmate; players often resign if they believe they will lose. A game can also end in a draw in several ways.
Besides the basic moves of the pieces, rules also govern the equipment used, time control, conduct and ethics of players, accommodations for physically challenged players, and recording of moves using chess notation. Procedures for resolving irregularities that can occur during a game are provided as well.
Chess is played on a chessboard, a square board divided into 64 squares (eight-by-eight) of alternating color, which is similar to that used in draughts. No matter what the actual colors of the board, the lighter-colored squares are called "light" or "white", and the darker-colored squares are called "dark" or "black". Sixteen "white" and sixteen "black" pieces are placed on the board at the beginning of the game. The board is placed so that a white square is in each player's near-right corner. Horizontal rows are called ranks and vertical rows are called files. Each player controls sixteen pieces.
At the beginning of the game, the pieces are arranged as shown in the diagram: for each side one king, one queen, two rooks, two bishops, two knights, and eight pawns. The pieces are placed, one on a square, as follows:
Popular mnemonics used to remember the setup are "queen on her own color" and "white on right". The latter refers to setting up the board so that the square closest to each player's right is white.
Each type of chess piece has its own method of movement. A piece moves to a vacant square except when capturing an opponent's piece.
Except for any move of the knight and castling, pieces cannot jump over other pieces. A piece is captured (or taken) when an attacking enemy piece replaces it on its square (en passant is the only exception). The captured piece is thereby permanently removed from the game. The king can be put in check but cannot be captured.
The pawn is also involved in the two special moves en passant and promotion.
Castling
Castling consists of moving the king two squares towards a rook, then placing the rook on the other side of the king, adjacent to it. Castling is only permissible if all of the following conditions hold:
The king and rook involved in castling must not have previously moved;
There must be no pieces between the king and the rook;
The king may not currently be in check, nor may the king pass through or end up in a square that is under attack by an enemy piece (though the rook is permitted to be under attack and to pass over an attacked square);
The king and the rook must be on the same rank.
En passant
When a pawn advances two squares from its original square and ends the turn adjacent to a pawn of the opponent's on the same rank, it may be captured by that pawn of the opponent's, as if it had moved only one square forward. This capture is only legal on the opponent's next move immediately following the first pawn's advance. The diagrams on the right demonstrate an instance of this: if the white pawn moves from a2 to a4, the black pawn on b4 can capture it en passant, moving from b4 to a3 while the white pawn on a4 is removed from the board.
Pawn promotion
If a player advances a pawn to its eighth rank, the pawn is then promoted (converted) to a queen, rook, bishop, or knight of the same color at the choice of the player (a queen is usually chosen). The choice is not limited to previously captured pieces. Hence it is theoretically possible for a player to have up to nine queens or up to ten rooks, bishops, or knights if all of their pawns are promoted. If the desired piece is not available, the player should call the arbiter to provide the piece.
Check
A king is in check when it is under attack by at least one enemy piece. A piece unable to move because it would place its own king in check (it is pinned against its own king) may still deliver check to the opposing player.
It is illegal to make a move that places or leaves one's king in check. The possible ways to get out of check are:
In informal games, it is customary to announce "check" when making a move that puts the opponent's king in check. However, in formal competitions check is rarely announced
Checkmate
If a player's king is placed in check and there is no legal move that player can make to escape check, then the king is said to be checkmated, the game ends, and that player loses. Unlike other pieces, the king is never actually captured or removed from the board because checkmate ends the game
Resigning
Either player may resign at any time and their opponent wins the game. Players typically resign when they believe they are very likely to lose the game. A player may resign by saying it verbally or by indicating it on their score sheet in any of three ways: (1) by writing "resigns", (2) by circling the result of the game, or (3) by writing "1–0" if Black resigns or "0–1" if White resigns. Tipping over the king also indicates resignation, but it is not frequently used (and should be distinguished from accidentally knocking the king over). Stopping both clocks is not an indication of resigning, since clocks can be stopped to call the arbiter. An offer of a handshake is not necessarily a resignation either, since one player could think they are agreeing to a draw.
Draws
The game ends in a draw if any of these conditions occur:
The player having the move may claim a draw by declaring that one of the following conditions exists, or by declaring an intention to make a move which will bring about one of these conditions:
The above conditions apply to allow a player to claim a draw. Under current rules, if a player does not claim a draw, the game is automatically drawn if the same position occurs five times with the same player to move or if 75 moves are made by each player with no capture or pawn move, if the last move is not a checkmate.
Time control
A game played under time control will end as a loss for a player who uses up all of their allotted time, unless the opponent cannot possibly checkmate him. There are different types of time control. Players may have a fixed amount of time for the entire game or they may have to make a certain number of moves within a specified time. Also, a small increment of time may be added for each move made.
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