How to Play Chess — Board Setup, Piece Moves and the Complete Rules

Chess has fewer rules than most people expect. Six piece types, three special moves, a handful of ways the game can end — that is the whole system, and a patient adult can absorb it in twenty minutes. What takes longer is the part nobody can teach you in an article: knowing which of the thirty legal moves in front of you is any good.

This page covers the rules properly and completely, including the three that beginners routinely get wrong. Learn these and you can sit down at any board in the world and know exactly what is legal. When you are ready to use them, the play chess online guide covers where to find opponents at your level.

  • Two players, sixteen pieces each, one goal: trap the enemy king.
  • White always moves first, then players alternate.
  • You may never leave or place your own king in check.
  • Three special moves exist: castling, en passant and promotion.
  • Not every game ends in a win — draws are common and follow strict rules.

Setting Up the Board Correctly

The board is eight squares by eight, sixty-four in total, alternating light and dark. Orientation matters: each player must have a light square in their bottom-right corner. The old rhyme is "white on the right", and if you get this wrong every diagram you ever read will look mirrored.

Pieces go on the two ranks nearest you. The back rank runs rook, knight, bishop, queen, king, bishop, knight, rook from left to right. The rule that saves you here is that the queen goes on her own colour — the white queen starts on a light square, the black queen on a dark one, and the kings face each other on the adjacent file. The eight pawns fill the entire rank in front.

One consequence worth noticing immediately: the two kings and the two queens are always on the same files, d for queens and e for kings, which is why so much opening theory revolves around the e- and d-pawns. White always moves first. In a casual game colours are usually decided by hiding a pawn of each colour in your fists.

How Every Piece Moves

No piece may move through another piece — with exactly one exception, the knight. No piece may land on a square occupied by one of your own pieces. Landing on an enemy piece captures it and removes it from the board permanently.

The Rook, Bishop and Queen

The rook moves any number of squares in a straight line, horizontally or vertically. It is worth roughly five pawns and comes into its own once files open up, which is why rooks are usually the last pieces to enter the game.

The bishop moves any number of squares diagonally. Because a diagonal never changes colour, each bishop is permanently confined to the squares it started on — one light-squared bishop and one dark-squared bishop each. A bishop is worth about three pawns, and the pair together is worth slightly more than the sum of the parts.

The queen combines both: any number of squares in any of the eight directions. She is worth about nine pawns and is the strongest piece by a wide margin, which is why losing her for nothing usually ends the game. Beginners often bring the queen out on move two or three; this feels aggressive and is almost always a mistake, because every developing move your opponent makes also attacks her.

The Knight

The knight moves in an L: two squares in one direction, then one square perpendicular. It is the only piece that jumps, ignoring anything in between, which makes it the natural piece for cluttered positions. From a central square a knight controls eight squares; from a corner, only two — hence the old advice that a knight on the rim is dim.

Knights are worth about three pawns, the same as bishops, but they behave completely differently. A knight always changes square colour with each move, meaning it takes an even number of moves to return to where it started. This is also why a knight can never lose a tempo, and why knight-versus-bishop endgames are so awkward to judge.

The King

The king moves exactly one square in any direction. He may never move onto a square attacked by an enemy piece, and the two kings can never stand adjacent, since that would place both in check. The king is not assigned a point value because he cannot be captured or exchanged — the game ends before that happens.

In the endgame, when few pieces remain, the king transforms from a liability into a strong attacking piece, roughly comparable to a knight or bishop in usefulness. Learning to march the king up the board once the queens are off is one of the fastest ways for a beginner to gain rating.

The Pawn

Pawns are the awkward ones because they capture differently from how they move. A pawn advances one square forward, never backwards, and may advance two squares on its very first move only. It captures diagonally forward by one square. It cannot capture the piece directly in front of it — that piece simply blocks it.

Pawns are worth one point each and are the only pieces that can never retreat, which means every pawn move is permanent. That permanence is why strong players think carefully before pushing one. It also means pawn structure defines the character of a position more than any other factor.

The Three Special Moves

These are the rules newcomers most often miss, and all three appear regularly in real games.

Castling

Castling moves the king two squares towards a rook, and that rook jumps to the square the king crossed. It is the only move where two pieces move at once. Kingside castling is short (the king ends on g1 or g8); queenside is long (the king ends on c1 or c8). It is by far the most common way to bring the king to safety and connect the rooks.

Five conditions must all hold. Neither the king nor that particular rook may have moved at any earlier point in the game. All squares between them must be empty. The king must not currently be in check. The king must not pass through an attacked square. And the king must not land on an attacked square. Note carefully that the rook may pass through an attacked square — a common misunderstanding that costs players a legal move in queenside castling.

En Passant

French for "in passing", this rule exists to stop a pawn from using its two-square first move to slip past an enemy pawn unchallenged. If your opponent advances a pawn two squares and it lands directly beside one of your pawns, you may capture it diagonally as though it had only moved one square.

The catch is timing: the capture must be made immediately, on the very next move. Wait one move and the right disappears permanently. En passant only ever involves pawns, only on the fifth rank for White and the fourth for Black, and it is the only capture in chess where the capturing piece does not land on the square of the piece it takes.

Promotion

A pawn that reaches the far end of the board must immediately become a queen, rook, bishop or knight of its own colour. It cannot stay a pawn and cannot become a king. Promotion is not limited by what has already been captured — you may have two, three or nine queens on the board simultaneously, at least in theory.

Roughly ninety-eight per cent of promotions are to a queen. The exception worth knowing is underpromotion to a knight, which occasionally delivers a check or fork that a queen cannot. Underpromotion to rook or bishop appears almost exclusively in composed puzzles, where it avoids an accidental stalemate.

Check, Checkmate and Stalemate

Check means your king is attacked and must be dealt with immediately. You have three possible responses: move the king to a safe square, capture the attacking piece, or block the line of attack with another piece. Against a knight's check, blocking is impossible — knights jump — so only the first two work. You may never respond to check with any move that leaves your king still attacked.

Checkmate is check with no legal response available. The game ends immediately and the player delivering it wins. There is no capture of the king and no final move; the position simply is what it is.

Stalemate is the rule that surprises people. If the player to move has no legal move at all but is not in check, the game is an immediate draw. It does not matter that one side has a queen and nine pawns and the other has a lone king — a half point each. Stalemate has saved more lost positions than any other rule in chess, and carelessly stalemating an opponent you were beating is a rite of passage that everyone goes through once.

Every Way a Game Can End in a Draw

Type of Draw Condition Claimed or Automatic
StalematePlayer to move has no legal move and is not in checkAutomatic
AgreementBoth players consent to a drawBy offer and acceptance
Threefold repetitionSame position, same player to move, occurs three timesClaimed (automatic online)
Fifty-move ruleFifty moves by each side with no capture and no pawn moveClaimed (automatic online)
Insufficient materialNeither side has enough material to force mateAutomatic
Timeout vs insufficient materialOne player flags, the other cannot possibly mateAutomatic

Insufficient material covers king versus king, king and bishop versus king, king and knight versus king, and king and bishop versus king and bishop where both bishops sit on the same colour. King and two knights versus king is technically insufficient to force mate, though mate is possible if the defender cooperates, so it is not an automatic draw.

Draws are far more common than beginners expect, particularly between well-matched players. Roughly a third to a half of games between strong opponents end level. A draw is a legitimate result, not a failure.

Reading and Writing Chess Notation

Files are lettered a to h from White's left; ranks are numbered 1 to 8 from White's side. Every square therefore has a unique name: e4, g7, a1. Algebraic notation records a move as the piece letter plus the destination square — K for king, Q for queen, R for rook, B for bishop, N for knight, and nothing at all for a pawn. So Nf3 means a knight moves to f3, and e4 means a pawn moves to e4.

Captures are marked with x (Bxc6), check with + (Qh5+), checkmate with # (Qf7#). Castling is written O-O kingside and O-O-O queenside. When two identical pieces could reach the same square, the file of origin is added: Nbd2. Learning to read this takes about ten minutes and unlocks every chess book, article and annotated game ever published.

The Rules People Get Wrong

  • "You must announce check." You do not, and in tournaments it is discouraged. The obligation to notice is your opponent's.
  • "A pawn must become a queen." It must promote, but you choose which of the four pieces.
  • "You cannot castle if the rook is attacked." You can. Only the king's squares matter.
  • "Stalemate is a win for the side with more material." It is a draw, full stop.
  • "Kings can capture adjacent pieces." Only if that piece is undefended — otherwise the king would be moving into check.
  • "Touch-move is optional." In any formal game, touching a piece obliges you to move it if a legal move exists.

Your First Game, Move by Move

Three principles will carry you through your first fifty games better than any memorised opening. Control the centre, because pieces placed centrally reach more squares. Develop your knights and bishops before moving the same piece twice. Castle early, usually within the first ten moves, so your king is off the open e-file.

Then, before every single move, ask one question: what did that move attack? Something like eighty per cent of beginner losses come from a piece being taken for free rather than from any deep strategic failure. Answering that question consistently is worth more than a year of opening study.

The fastest way to make the rules stick is to use them. Set up a board and play chess against a patient opponent — a low-level bot is ideal, since it will not punish you for the inevitable early mistakes. The guide to playing chess against the computer covers how to pick a level, and you can play chess in a browser tab with nothing at all to install. Once the moves are automatic, the learn to play chess plan sets out what to study next, and the guide to blitz, bullet and rapid chess explains how the clock changes the game. Everything else we publish sits on the Coral UK games hub.

FAQ

How do you play chess for the first time?
Set the board with a light square bottom-right and the queen on her own colour. White moves first, then players alternate. Move a central pawn, develop the knights and bishops, castle early, and check what every opponent move attacks before you reply.
What are the three special moves in chess?
Castling, which moves the king two squares towards a rook and jumps the rook over it; en passant, a one-move-only pawn capture against a pawn that has just advanced two squares; and promotion, where a pawn reaching the far rank becomes a queen, rook, bishop or knight.
What is the difference between checkmate and stalemate?
Checkmate means the king is in check and no legal move escapes it, so the game is won. Stalemate means the player to move has no legal move but is not in check, and the game is an immediate draw regardless of material.
Do you have to say check out loud?
No. Announcing check is a friendly convention in casual games and is discouraged in tournaments. Noticing that the king is attacked is entirely the responsibility of the player being checked.