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Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move (and ''only'' on the next move), the opponent may choose to capture it ''en passant''. The pawn to be captured is moved back to the square it skipped and then is captured on that square.

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Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move (and ''only'' on the next move), the opponent may choose to capture it ''en passant''. The capturing pawn to be captured is moved back moves to the square it skipped and then is captured on that square.
the enemy pawn passed over.
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Players alternate turns with white always having the first move. The object of the game is to put trap the enemy king such that he will be captured no matter what move is played — this is known as "checkmate". The game also end with a victory if a player gives up or "resigns". Most games between advanced players end this way.

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Players alternate turns with white White always having the first move. The object of the game is to put trap check the enemy king such that he will be captured attack no matter what move is played — this played, which is known as "checkmate". ''checkmate''. The game also end ends with a victory if a player ''resigns'', or gives up or "resigns".up. Most games between advanced players end this way.



* Stalemate: There are no legal moves for the player to move, but their king is '''not''' in check.

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* Stalemate: There are no legal moves for the player to move, but their king is '''not''' ''not'' in check.
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Grammar


!The Pieces and How They Move.

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!The Pieces and How They Move.Move
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* Dead position: Checkmate cannot be reached by any series of moves. This includes the possibility of insufficient material.

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* Dead position: Checkmate cannot be reached by any series of moves. This includes the possibility of insufficient material.[[note]]Any endgame resulting in two lone kings, a lone king against a single knight or bishop, or opposing bishops on the same color is automatically drawn by this rule.[[/note]]

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Cleaned up drawing methods section


The game ends in a draw if
* There are no legal moves for the player whose turn it is, but his king is '''not''' in check - stalemate.
* There is insufficient material for either player to checkmate - one side needs at least one queen, rook or pawn, or two bishops on opposite colors, or a bishop and knight.[[note]]It is possible to checkmate with two knights, but impossible to ''force'' checkmate.[[/note]]
* The same board position is reached three (on request)/five (by arbiter) times. Note that it's not enough for all pieces to occupy the same squares; all of the following must also be true:

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The game ends can end in a draw if
by:
* Stalemate: There are no legal moves for the player whose turn it is, to move, but his their king is '''not''' in check - stalemate.
check.
* There is insufficient material for either player to checkmate - one side needs at least one queen, rook or pawn, or two bishops on opposite colors, or a bishop and knight.[[note]]It is possible to checkmate with two knights, but impossible to ''force'' checkmate.[[/note]]
*
Threefold/fivefold repetition: The same board position is reached three (on (drawn on request)/five (by (drawn by arbiter) times. Note that it's it is not enough for all pieces to occupy the same squares; all of the following must also be true:



* Fifty (on request)/seventy-five (by arbiter) moves occur without a capture or pawn move.
* The position is dead - possible if there are no pawn breaks or captures available (or at least captures that make progress as opposed to losing on the spot).
* The players agree to a draw - this most frequently happens when it's obvious neither player can checkmate the other, such as the well-known "opposite-colored bishops" position

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* Fifty (on request)/seventy-five (by 50/75-move rule: 50 (drawn on request)/75 (drawn by arbiter) moves occur without a capture or pawn move.
* The position is dead - possible if there are no pawn breaks or captures available (or at least captures that make progress as opposed to losing on Dead position: Checkmate cannot be reached by any series of moves. This includes the spot).
possibility of insufficient material.
* The players Draw by agreement: Players agree to a draw - this most frequently happens when it's obvious neither player can draw. This usually occurs in lifeless positions where both players consider checkmate the other, such as the well-known "opposite-colored bishops" positionto be unlikely, e.g. endgames with each side having a bishop on opposite-colored squares.
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Dead positions note.

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* The position is dead - possible if there are no pawn breaks or captures available (or at least captures that make progress as opposed to losing on the spot).
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* There is insufficient material for either player to checkmate - one side needs at least one queen, rook or pawn, or two bishops, or a bishop and knight.

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* There is insufficient material for either player to checkmate - one side needs at least one queen, rook or pawn, or two bishops, bishops on opposite colors, or a bishop and knight.[[note]]It is possible to checkmate with two knights, but impossible to ''force'' checkmate.[[/note]]
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Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move, the opponent may choose to capture it ''en passant''. The pawn to be captured is moved back to the square it skipped and then is captured on that square. An ''en passant'' capture is only allowed immediately after the pawn to be captured has moved two squares.

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Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move, move (and ''only'' on the next move), the opponent may choose to capture it ''en passant''. The pawn to be captured is moved back to the square it skipped and then is captured on that square. An ''en passant'' capture is only allowed immediately after the pawn to be captured has moved two squares.
square.

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The threefold repetition rule is a little more complicated than stated. Also, the en passant capture must be made immediately or else forfeited (with respect to that particular pawn).


Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move, the opponent may choose to capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

In the diagram on the left, the white pawn on e2 can capture the black pawn on d3 or move to e3. Since it hasn't moved yet this game, it can also move to e4, but if it does, the black pawn on f4 can capture it 'en passant' by moving it back to e3 and capturing it on that square.

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Unlike all other pieces, a pawn does not capture the same way it moves. When capturing, a pawn moves diagonally forward one square. If a pawn moves two squares, skipping over a square that an enemy pawn could have captured it on, then on the next move, the opponent may choose to capture it 'en passant.' ''en passant''. The pawn to be captured is moved back to the square it skipped and then is captured on that square.

square. An ''en passant'' capture is only allowed immediately after the pawn to be captured has moved two squares.

In the diagram on the left, the white pawn on e2 can capture the black pawn on d3 or move to e3. Since it hasn't moved yet this game, it can also move to e4, but if it does, the black pawn on f4 can immediately capture it 'en passant' ''en passant'' by moving it back to e3 and capturing it on that square.



* The same board position is reached three (on request)/five (by arbiter) times.

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* The same board position is reached three (on request)/five (by arbiter) times. Note that it's not enough for all pieces to occupy the same squares; all of the following must also be true:
** The same player has the move.
** All castling rights are identical.
** The possibility to capture ''en passant'' is the same.
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* The same board position is reached three times.
* Fifty moves occur without a capture or pawn move.

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* The same board position is reached three (on request)/five (by arbiter) times.
* Fifty (on request)/seventy-five (by arbiter) moves occur without a capture or pawn move.
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Traditionally the tallest piece, with a cross on top. Moves like the queen, but only one square at a time. The king, along with the rook, can be moved together in a move known as castling. To castle, move the king two squares toward the rook instead of the normal one, then place the rook on the square the king skipped over. To be eligible to castle both king and rook cannot have moved yet. Also the king cannot be in check, cannot move through check, and cannot end in check.

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Traditionally the tallest piece, with a cross on top. Moves like the queen, but only one square at a time. The king, along with the rook, can be moved together in a move known as castling. To castle, move the king two squares toward the rook instead of the normal one, then place the rook on the square the king skipped over. To be eligible to castle castle, both king and rook cannot have moved yet. Also Also, the king cannot be in check, cannot move through check, and cannot end in check.



Unlike all other pieces a pawn does not capture the same way it moves. When capturing a pawn moves diagonally forward one square. If a pawn moves two squares skipping over a square that an enemy pawn could have captured it on then on the next move the opponent may choose to capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

In the diagram on the left the white pawn on e2 can capture the black pawn on d3 or move to e3. Since it hasn't moved yet this game it can also move to e4, but if it does the black pawn on f4 can capture it 'en passant' by moving it back to e3 and capturing it on that square.

Beginning players tend to write pawns off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]

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Unlike all other pieces pieces, a pawn does not capture the same way it moves. When capturing capturing, a pawn moves diagonally forward one square. If a pawn moves two squares squares, skipping over a square that an enemy pawn could have captured it on on, then on the next move move, the opponent may choose to capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

In the diagram on the left left, the white pawn on e2 can capture the black pawn on d3 or move to e3. Since it hasn't moved yet this game game, it can also move to e4, but if it does does, the black pawn on f4 can capture it 'en passant' by moving it back to e3 and capturing it on that square.

Beginning players tend to write pawns off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they strength — they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]
context.[[/note]]



Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. The knight moves to an opposite colored square from the one it's on that is at exactly two squares away ignoring any pieces in the way, highlighted in dark green in the illustration to the left.

The illustration also compares the movement of the knight (green lines) to the queen (red lines). A queen moves ordinally (North, South, East or West) or diagonally (Northeast, Southeast, Southwest, Northwest). The knight moves along the lines between these, known as wind lines on a compass rose (North-Northeast, East-Northeast, etc.). Since these lines do not pass through the center point of the squares adjacent to the knight it moves to the first available square along the line.

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Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. The knight moves to an opposite colored square from the one it's on that is at exactly two squares away away, ignoring any pieces in the way, highlighted in dark green in the illustration to the left.

The illustration also compares the movement of the knight (green lines) to the queen (red lines). A queen moves ordinally (North, South, East East, or West) or diagonally (Northeast, Southeast, Southwest, Northwest). The knight moves along the lines between these, known as wind lines on a compass rose (North-Northeast, East-Northeast, etc.). Since these lines do not pass through the center point of the squares adjacent to the knight it moves to the first available square along the line.



Players alternate turns with white always having the first move. The object of the game is to put trap the enemy king such that he will be captured no matter what move is played - this is known as "checkmate". The game also end with a victory if a player gives up or "resigns". Most games between advanced players end this way.

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Players alternate turns with white always having the first move. The object of the game is to put trap the enemy king such that he will be captured no matter what move is played - this is known as "checkmate". The game also end with a victory if a player gives up or "resigns". Most games between advanced players end this way.
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In French, they're called ''fou'' (the fool, or jester). In German, they're ''Läufer'' and in Dutch, they're ''loper'' (both meaning runner). In Italian, ''Alfieri'' (Flag bearers). And in Russian, ''slon'' (elephant). In Finnish, ''lähetti'' ([[ShootTheMessenger messenger]]/courier). Go figure. On the other hand, in Spanish, they're called "alfil" (derived from Arabic, derived in turn from old Persian "pil", meaning "elephant"). In Hebrew, they're called "ratz" (runner/messenger), similar to the German, Dutch and Finnish versions (which is understandable, seeing as most of the early Israelis were German born). In Croatian, they are called "lovac" (the hunter). In Romanian, they are called "nebun" (the madman) for some reason.

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In French, they're called ''fou'' (the fool, or jester). In German, they're ''Läufer'' and in Dutch, they're ''loper'' (both meaning runner). In Italian, ''Alfieri'' (Flag bearers). And in Russian, ''slon'' (elephant). In Finnish, ''lähetti'' ([[ShootTheMessenger messenger]]/courier). Go figure. On the other hand, in Spanish, they're called "alfil" (derived from Arabic, derived in turn from old Persian "pil", meaning "elephant"). In Hebrew, they're called "ratz" (runner/messenger), similar to the German, Dutch Dutch, and Finnish versions (which is understandable, seeing as most of the early Israelis were German born).German-born). In Croatian, they are called "lovac" (the hunter). In Romanian, they are called "nebun" (the madman) for some reason.



One per player. Usually the second largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop. The queen in the illustration on the left can move to any green square.

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One per player. Usually the second largest second-largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop. The queen in the illustration on the left can move to any green square.
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All pieces in chess move in straight lines for one or more squares (Yes, even the knight - see below). The pieces that can move more than one square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.

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All pieces in chess move in straight lines for one or more squares (Yes, (yes, even the knight - see below). The pieces that can move more than one square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so so, remove the piece from the board and replace it with the capturing piece.



Setup in the corners of the board and shaped like castle towers in most sets. Originally they represented war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right. In the illustration the squares the rook can move to are in green.

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Setup in the corners of the board and shaped like castle towers in most sets. Originally Originally, they represented war chariots or siege towers. They move along ordinal lines, lines — that is forwards, backwards, left, and right. In the illustration illustration, the squares the rook can move to are in green.



Two per player. Have a top shaped like a bishop's miter. They originally represented war elephants, but such were unknown in Europe (Hannibal Barca notwithstanding) and the imagery eventually aligned to the environment. Can move any number of squares diagonally. In the diagram to the left these squares are highlighted in green. A consequence of the bishop's move style is it can only ever see half the board - that is a bishop that starts on a light square will remain on light squares for the whole game. As a result players often refer to them as their "light square" or "dark square" bishop.

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Two per player. Have a top shaped like a bishop's miter. They originally represented war elephants, but such were unknown in Europe (Hannibal Barca notwithstanding) and the imagery eventually aligned to the environment. Can move any number of squares diagonally. In the diagram to the left left, these squares are highlighted in green. A consequence of the bishop's move style is it can only ever see half the board - that is is, a bishop that starts on a light square will remain on light squares for the whole game. As a result result, players often refer to them as their "light square" or "dark square" bishop.
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* There are no legal moves for a player, but his king is '''not''' in check - stalemate.

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* There are no legal moves for a player, the player whose turn it is, but his king is '''not''' in check - stalemate.
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The illustration also compares the movement of the knight (green lines) to the queen (red lines). A queen moves ordinally (North, South, East or West) or diagonally (Northeast, Southeast, Southwest, Northwest). The knight moves along the lines between these, known as wind lines on a compass rose (North by Northeast, East by Northeast, etc.). Since these lines do not pass through the center point of the squares adjacent to the knight it moves to the first available square along the line.

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The illustration also compares the movement of the knight (green lines) to the queen (red lines). A queen moves ordinally (North, South, East or West) or diagonally (Northeast, Southeast, Southwest, Northwest). The knight moves along the lines between these, known as wind lines on a compass rose (North by Northeast, East by Northeast, (North-Northeast, East-Northeast, etc.). Since these lines do not pass through the center point of the squares adjacent to the knight it moves to the first available square along the line.
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All pieces in chess move in straight lines for one or more squares (Yes, even the knight - see below). The pieces that can move more than once square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.

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All pieces in chess move in straight lines for one or more squares (Yes, even the knight - see below). The pieces that can move more than once one square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.



Setup in the corners of the board and shaped like castle towers in most sets. Originally they representing war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right. In the illustration the squares the rook can move to are in green.

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Setup in the corners of the board and shaped like castle towers in most sets. Originally they representing represented war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right. In the illustration the squares the rook can move to are in green.
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Setup in the corners of the board and shaped like caster towers in most sets. Originally they representing war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right. In the illustration the squares the rook can move to are in green.

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Setup in the corners of the board and shaped like caster castle towers in most sets. Originally they representing war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right. In the illustration the squares the rook can move to are in green.
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* The players agree to a draw - this most frequently happens when the two players have bishops of opposite colors.

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* The players agree to a draw - this most frequently happens when it's obvious neither player can checkmate the two players have bishops of opposite colors.other, such as the well-known "opposite-colored bishops" position
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* The same board position is reached three times.

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This page reviews the basic rules of chess and some terminology.[[quoteright:340:http://static.tvtropes.org/pmwiki/pub/images/start.png]]
[[caption-width-right:340:The starting position. The letters and numbers label the board squares in algebraic notation.]]

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This page reviews the basic rules of chess and some terminology.[[quoteright:340:http://static.[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/start.png]]
[[caption-width-right:340:The [[caption-width-right:350:The starting position. The letters and numbers label the board squares in algebraic notation.]]
This page reviews the basic rules of chess and enough terminology to discuss the tropes associated with the game.



The King is [[InstantWinCondition the heart of the player's force]]. If he is ever in "check," a position in which he can be captured on the next turn, his player ''must'' take action to protect their King; it is literally against the rules to leave the King in check. They must either move the King out of the line of fire, interpose another piece between King and attacker, or capture the attacker. The King is also not allowed to move ''into'' or ''through'' check (the latter of which can only happen while castling). This is how victory is attained: you trap the opponent in a situation where not only is their King in check, but all the (otherwise legal) moves available to them result in them ''still'' being in check at end of turn. This situation is called "Checkmate," and the first player to lock down the opponent's King in this way wins the game.

However, it is possible to reach the opposite of checkmate: a no-win situation where neither side has any way to defeat the other, one can put the other opponent in check but not keep them there, or they set up the board so that the other opponent who is not now in check would have to place their king in check to make any legal move (which itself is an illegal move). This is called a "stalemate" and it means the game is a tie or "draw."



One per player. Traditionally the tallest piece, with a cross on top. Moves like the queen, but only 1 square at a time. The king, along with the rook, can be moved together in a move known as castling. To castle, move the king two squares toward the rook instead of the normal one, then place the rook on the square the king skipped over. To be eligible to castle both king and rook cannot have moved yet. Also the king cannot be in check, cannot move through check, and as usual cannot end in check.

As mentioned above, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.

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One per player. The King is [[InstantWinCondition the heart of the player's force]]. If he is ever in "check," a position in which he can be captured on the next turn, his player ''must'' take action to protect their King; it is literally against the rules to leave the King in check. They must either move the King out of the line of fire, interpose another piece between King and attacker, or capture the attacker. The King is also not allowed to move ''into'' or ''through'' check.

Traditionally the tallest piece, with a cross on top. Moves like the queen, but only 1 one square at a time. The king, along with the rook, can be moved together in a move known as castling. To castle, move the king two squares toward the rook instead of the normal one, then place the rook on the square the king skipped over. To be eligible to castle both king and rook cannot have moved yet. Also the king cannot be in check, cannot move through check, and as usual cannot end in check.

As mentioned above, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.
check.



This special move allows the knight to [[TacticalRockPaperScissors threaten a queen without putting itself in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

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This special move allows the knight to [[TacticalRockPaperScissors threaten a queen without putting itself in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).knights).

!Playing the Game
Players alternate turns with white always having the first move. The object of the game is to put trap the enemy king such that he will be captured no matter what move is played - this is known as "checkmate". The game also end with a victory if a player gives up or "resigns". Most games between advanced players end this way.

The game ends in a draw if
* There are no legal moves for a player, but his king is '''not''' in check - stalemate.
* There is insufficient material for either player to checkmate - one side needs at least one queen, rook or pawn, or two bishops, or a bishop and knight.
* Fifty moves occur without a capture or pawn move.
* The players agree to a draw - this most frequently happens when the two players have bishops of opposite colors.

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Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. Their move can be tricky to get used to and even trickier to describe correctly.

In the illustration to the left the white knight can move to any of the dark green squares. These squares lie along "wind lines" that bisect the angles formed by the ordinal and diagonal lines used by the queen and shown in red. These lines do not pass through the center point of the squares adjacent to the knight, so he moves to the first available square along the line which will always be two squares away. Note that the knight is sitting on a light square, and he can move to any of the eight dark squares that lie two squares away. A queen sitting on his square can move to the other eight squares in this ring (highlighted in red). Since the knight is only moving one square it ignores any pieces directly adjacent to it and passes between them just as it's line of movement passes between the centerpoints of those squares.

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Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. Their move can be tricky The knight moves to get used to and even trickier to describe correctly.

In
an opposite colored square from the one it's on that is at exactly two squares away ignoring any pieces in the way, highlighted in dark green in the illustration to the left left.

The illustration also compares
the white movement of the knight can move (green lines) to any of the dark green squares. These squares lie along "wind lines" that bisect the angles formed by the ordinal and diagonal lines used by the queen and shown in red. These (red lines). A queen moves ordinally (North, South, East or West) or diagonally (Northeast, Southeast, Southwest, Northwest). The knight moves along the lines between these, known as wind lines on a compass rose (North by Northeast, East by Northeast, etc.). Since these lines do not pass through the center point of the squares adjacent to the knight, so he knight it moves to the first available square along the line which will always be two squares away. line.

Note that the knight is sitting on a light square, and he can move to any of the eight dark squares that lie two squares away. A queen sitting on his square can move to the other eight squares in this ring (highlighted in red). Since the knight is only moving one square it ignores any pieces directly adjacent to it and passes between them just as it's line of movement passes between the centerpoints of those squares.
red).
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In the illustration to the right the white knight can move to any of the dark green squares. These squares lie along "wind lines" that bisect the angles formed by the ordinal and diagonal lines used by the queen and shown in red. These lines do not pass through the center point of the squares adjacent to the knight, so he moves to the first available square along the line which will always be two squares away. Note that the knight is sitting on a light square, and he can move to any of the eight dark squares that lie two squares away. A queen sitting on his square can move to the other eight squares in this ring (highlighted in red). Since the knight is only moving one square it ignores any pieces directly adjacent to it and passes between them just as it's line of movement passes between the centerpoints of those squares.

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In the illustration to the right left the white knight can move to any of the dark green squares. These squares lie along "wind lines" that bisect the angles formed by the ordinal and diagonal lines used by the queen and shown in red. These lines do not pass through the center point of the squares adjacent to the knight, so he moves to the first available square along the line which will always be two squares away. Note that the knight is sitting on a light square, and he can move to any of the eight dark squares that lie two squares away. A queen sitting on his square can move to the other eight squares in this ring (highlighted in red). Since the knight is only moving one square it ignores any pieces directly adjacent to it and passes between them just as it's line of movement passes between the centerpoints of those squares.

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* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

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* '''Knights''': !!Knight
[[quoteleft:250:http://static.tvtropes.org/pmwiki/pub/images/knight_1.png]]
Two per player. The horses; probably the most recognized board game piece in the world. Represent armored cavalry. They Their move can be tricky to get used to and even trickier to describe correctly.

In the illustration to the right the white knight can move to any of the dark green squares. These squares lie
along the lines bisecting "wind lines" that bisect the angles formed by the ordinal and diagonal lines used by the queen and shown in red. These lines do not pass through the center point of the squares adjacent to the knight, so he moves to the first legal available square on that line, passing between other pieces as they go (These lines are known as "half-winds" on along the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the line which will always be two squares move means no piece can block them from reaching away. Note that the knight is sitting on a light square, and they're he can move to any of the eight dark squares that lie two squares away. A queen sitting on his square can move to the other eight squares in this ring (highlighted in red). Since the knight is only moving one square it ignores any pieces that can directly adjacent to it and passes between them just as it's line of movement passes between the centerpoints of those squares.

This special move allows the knight to
[[TacticalRockPaperScissors threaten a queen without putting themselves itself in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).
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[[quoteleft:150:http://static.tvtropes.org/pmwiki/pub/images/pawn.png]]

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[[quoteleft:150:http://static.[[quoteleft:250:http://static.tvtropes.org/pmwiki/pub/images/pawn.org/pmwiki/pub/images/pawns.png]]



Unlike all other pieces a pawn does not capture the same way it moves. When capturing a pawn moves diagonally forward one square. In the diagram

If a pawn moves two squares skipping over a square that an enemy pawn could have captured it on then on the next move the opponent may choose to capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

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Unlike all other pieces a pawn does not capture the same way it moves. When capturing a pawn moves diagonally forward one square. In the diagram

If a pawn moves two squares skipping over a square that an enemy pawn could have captured it on then on the next move the opponent may choose to capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

In the diagram on the left the white pawn on e2 can capture the black pawn on d3 or move to e3. Since it hasn't moved yet this game it can also move to e4, but if it does the black pawn on f4 can capture it 'en passant' by moving it back to e3 and capturing it on that
square.

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'''The Pieces:'''
All pieces in chess move in straight lines for one or more squares. The pieces that can move more than once square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.

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'''The Pieces:'''
!The Pieces and How They Move.
All pieces in chess move in straight lines for one or more squares.squares (Yes, even the knight - see below). The pieces that can move more than once square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.



* '''Pawns''': Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when capturing another piece, they must move one square diagonally forward to do so. Beginning players tend to write them off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]

* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

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* '''Pawns''': !!Pawn
[[quoteleft:150:http://static.tvtropes.org/pmwiki/pub/images/pawn.png]]
Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when time.

Unlike all other pieces a pawn does not capture the same way it moves. When
capturing another piece, they must move one square a pawn moves diagonally forward one square. In the diagram

If a pawn moves two squares skipping over a square that an enemy pawn could have captured it on then on the next move the opponent may choose
to do so. capture it 'en passant.' The pawn to be captured is moved back to the square it skipped and then is captured on that square.

Beginning players tend to write them pawns off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]

* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured armored cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

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!!Rooks

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!!Rooks!!Rook



!!Bishops

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!!Bishops!!Bishop



!!King
[[quoteleft:150:http://static.tvtropes.org/pmwiki/pub/images/king_2.png]]
One per player. Traditionally the tallest piece, with a cross on top. Moves like the queen, but only 1 square at a time. The king, along with the rook, can be moved together in a move known as castling. To castle, move the king two squares toward the rook instead of the normal one, then place the rook on the square the king skipped over. To be eligible to castle both king and rook cannot have moved yet. Also the king cannot be in check, cannot move through check, and as usual cannot end in check.

As mentioned above, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.



* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

* '''King''': One per player. Traditionally the tallest piece, with a cross on top. Can move a single square forwards, backwards, left, right, or diagonally. Again, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.

to:

* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

* '''King''': One per player. Traditionally the tallest piece, with a cross on top. Can move a single square forwards, backwards, left, right, or diagonally. Again, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.
knights).

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[[caption-width-right:340:The starting position]]

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[[caption-width-right:340:The starting position]]
position. The letters and numbers label the board squares in algebraic notation.]]




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!!Queen
[[quoteleft:150:http://static.tvtropes.org/pmwiki/pub/images/queen_5.png]]
One per player. Usually the second largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop. The queen in the illustration on the left can move to any green square.



* '''Queen''': One per player. Usually the second largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop.

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* '''Queen''': One per player. Usually the second largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop.

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[[quoteright:100:http://static.tvtropes.org/pmwiki/pub/images/rook.png]]
* '''Rooks''': Setup in the corners of the board and shaped like caster towers in most sets. Originally they representing war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right as seen in the illustration to the right.

* '''Bishops''': Two per player. Have a top shaped like a bishop's miter. They originally represented war elephants, but such were unknown in Europe (Hannibal Barca notwithstanding) and the imagery eventually aligned to the environment. Can move any number of squares diagonally.
** In French, they're called ''fou'' (the fool, or jester). In German, they're ''Läufer'' and in Dutch, they're ''loper'' (both meaning runner). In Italian, ''Alfieri'' (Flag bearers). And in Russian, ''slon'' (elephant). In Finnish, ''lähetti'' ([[ShootTheMessenger messenger]]/courier). Go figure. On the other hand, in Spanish, they're called "alfil" (derived from Arabic, derived in turn from old Persian "pil", meaning "elephant"). In Hebrew, they're called "ratz" (runner/messenger), similar to the German, Dutch and Finnish versions (which is understandable, seeing as most of the early Israelis were German born). In Croatian, they are called "lovac" (the hunter). In Romanian, they are called "nebun" (the madman) for some reason.


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[[quoteright:100:http://static.!!Rooks
[[quoteleft:150:http://static.
tvtropes.org/pmwiki/pub/images/rook.png]]
* '''Rooks''': Setup in the corners of the board and shaped like caster towers in most sets. Originally they representing war chariots or siege towers. They move along ordinal lines, that is forwards, backwards, left, and right as seen in right. In the illustration to the right.

* '''Bishops''':
squares the rook can move to are in green.

!!Bishops
[[quoteleft:150:http://static.tvtropes.org/pmwiki/pub/images/bishop_3.png]]
Two per player. Have a top shaped like a bishop's miter. They originally represented war elephants, but such were unknown in Europe (Hannibal Barca notwithstanding) and the imagery eventually aligned to the environment. Can move any number of squares diagonally.
**
diagonally. In the diagram to the left these squares are highlighted in green. A consequence of the bishop's move style is it can only ever see half the board - that is a bishop that starts on a light square will remain on light squares for the whole game. As a result players often refer to them as their "light square" or "dark square" bishop.

In French, they're called ''fou'' (the fool, or jester). In German, they're ''Läufer'' and in Dutch, they're ''loper'' (both meaning runner). In Italian, ''Alfieri'' (Flag bearers). And in Russian, ''slon'' (elephant). In Finnish, ''lähetti'' ([[ShootTheMessenger messenger]]/courier). Go figure. On the other hand, in Spanish, they're called "alfil" (derived from Arabic, derived in turn from old Persian "pil", meaning "elephant"). In Hebrew, they're called "ratz" (runner/messenger), similar to the German, Dutch and Finnish versions (which is understandable, seeing as most of the early Israelis were German born). In Croatian, they are called "lovac" (the hunter). In Romanian, they are called "nebun" (the madman) for some reason.

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* '''Rooks''': Setup in the corners of the board and shaped like caster towers in most sets. They move along ordinal lines. The white rook in the diagram to the right can move to any green square.

* '''Pawns''': Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when capturing another piece, they must move one square diagonally forward to do so. Beginning players tend to write them off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]
* '''Rooks''': Two per player; famously shaped like castles. Originally representing war chariots or siege towers. They can move any number of squares forwards, backwards, left, and right.
* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).

to:

[[quoteright:100:http://static.tvtropes.org/pmwiki/pub/images/rook.png]]
* '''Rooks''': Setup in the corners of the board and shaped like caster towers in most sets. They move along ordinal lines. The white rook in the diagram to the right can move to any green square.

* '''Pawns''': Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when capturing another piece, they must move one square diagonally forward to do so. Beginning players tend to write them off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]
* '''Rooks''': Two per player; famously shaped like castles.
Originally they representing war chariots or siege towers. They can move any number of squares along ordinal lines, that is forwards, backwards, left, and right as seen in the illustration to the right.
* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).


Added DiffLines:



* '''Pawns''': Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when capturing another piece, they must move one square diagonally forward to do so. Beginning players tend to write them off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]

* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).
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Added DiffLines:

This page reviews the basic rules of chess and some terminology.[[quoteright:340:http://static.tvtropes.org/pmwiki/pub/images/start.png]]
[[caption-width-right:340:The starting position]]

Chess is played on a checkered board with 64 squares in an 8-by-8 arrangement. The initial setup is literally a MirrorMatch; Black's set up is the reverse of White's, so that the respective Kings and Queens appear to be facing one another. (The simple mnemonic is that the Queen is fashionable and "her dress matches her shoes," meaning she should always start on a square of her own color.) Another mnemonic is that Dames are set up on D squares (algebraic notation). The board is orientated so that both players have a white square at the bottom right of the board from their perspective ("white on the right")--getting this wrong indicates a complete beginner in RealLife and a CriticalResearchFailure in fiction (unless depicting complete beginners).

The King is [[InstantWinCondition the heart of the player's force]]. If he is ever in "check," a position in which he can be captured on the next turn, his player ''must'' take action to protect their King; it is literally against the rules to leave the King in check. They must either move the King out of the line of fire, interpose another piece between King and attacker, or capture the attacker. The King is also not allowed to move ''into'' or ''through'' check (the latter of which can only happen while castling). This is how victory is attained: you trap the opponent in a situation where not only is their King in check, but all the (otherwise legal) moves available to them result in them ''still'' being in check at end of turn. This situation is called "Checkmate," and the first player to lock down the opponent's King in this way wins the game.

However, it is possible to reach the opposite of checkmate: a no-win situation where neither side has any way to defeat the other, one can put the other opponent in check but not keep them there, or they set up the board so that the other opponent who is not now in check would have to place their king in check to make any legal move (which itself is an illegal move). This is called a "stalemate" and it means the game is a tie or "draw."

'''The Pieces:'''
All pieces in chess move in straight lines for one or more squares. The pieces that can move more than once square cannot move through squares occupied by allied pieces and cannot move beyond the squares occupied by enemy pieces. If an enemy piece blocks a line of movement it can be captured - to do so remove the piece from the board and replace it with the capturing piece.

* '''Rooks''': Setup in the corners of the board and shaped like caster towers in most sets. They move along ordinal lines. The white rook in the diagram to the right can move to any green square.

* '''Pawns''': Representing infantry, each player starts with eight of these, filling the entire second row forward from each side. They move one square forward at a time, except for an optional two squares when moved for the first time; when capturing another piece, they must move one square diagonally forward to do so. Beginning players tend to write them off as useless and obstructive, but players of skill know they are one of the most critical parts of the game. If a pawn makes it all the way to the farthest row on the board, they're instantly upgraded into any other piece of their player's choosing apart from the king, usually a [[MagikarpPower Queen]]. [[note]]Pawns' ability to become Queens is not their only strength--they are [[StoneWall highly effective defenses as well]], as the other player is very unlikely to sacrifice another piece to take one, almost regardless of context[[/note]]
* '''Rooks''': Two per player; famously shaped like castles. Originally representing war chariots or siege towers. They can move any number of squares forwards, backwards, left, and right.
* '''Knights''': Two per player. The horses; probably the most recognized board game piece in the world. Represent armoured cavalry. They move along the lines bisecting the angles formed by the ordinal and diagonal lines to the first legal square on that line, passing between other pieces as they go (These lines are known as "half-winds" on the compass rose, e.g. "North by Northwest"). These unique attributes give knights peculiar tactical advantages and disadvantages, their in-between the squares move means no piece can block them from reaching a square, and they're the only pieces that can [[TacticalRockPaperScissors threaten a queen without putting themselves in danger]]. Indeed, a knight is never threatened by the pieces it's attacking and can never threaten a piece that is attacking it (unless they're knights).
* '''Bishops''': Two per player. Have a top shaped like a bishop's miter. They originally represented war elephants, but such were unknown in Europe (Hannibal Barca notwithstanding) and the imagery eventually aligned to the environment. Can move any number of squares diagonally.
** In French, they're called ''fou'' (the fool, or jester). In German, they're ''Läufer'' and in Dutch, they're ''loper'' (both meaning runner). In Italian, ''Alfieri'' (Flag bearers). And in Russian, ''slon'' (elephant). In Finnish, ''lähetti'' ([[ShootTheMessenger messenger]]/courier). Go figure. On the other hand, in Spanish, they're called "alfil" (derived from Arabic, derived in turn from old Persian "pil", meaning "elephant"). In Hebrew, they're called "ratz" (runner/messenger), similar to the German, Dutch and Finnish versions (which is understandable, seeing as most of the early Israelis were German born). In Croatian, they are called "lovac" (the hunter). In Romanian, they are called "nebun" (the madman) for some reason.
* '''Queen''': One per player. Usually the second largest piece, and tends to have a small knob on its coronet-shaped top. Can move any number of squares left, right, forwards, backwards, or diagonally, thus [[AllYourPowersCombined combining the powers]] of rook and bishop.
* '''King''': One per player. Traditionally the tallest piece, with a cross on top. Can move a single square forwards, backwards, left, right, or diagonally. Again, your goal as a player is to make it impossible for your opponent to prevent his king from being captured. If neither side can accomplish this, the game is a draw. A weak piece in the beginning and middle of the game, but surprisingly strong in the end game.

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