Chess
is a board game
played between two players. It is played on a chessboard,
which is a square-checkered board with 64 squares arranged in an eight-by-eight
grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and
eight pawns. The object of the game is to checkmate the
opponent's king, whereby the king is under immediate attack (in "check")
and there is no way to remove or defend it from attack on the next move.
The
current form of the game emerged in Europe during the second half of
the 15th century after evolving from a much older game
of Indian
origin. Aspects of art are found
in chess composition.
Theoreticians have developed extensive chess strategies
and tactics since
the game's inception. One of the goals of early computer scientists was to
create a chess-playing machine. Chess is now deeply influenced
by the abilities of chess programs and the opportunity for online play. In 1997
Deep Blue became the first computer to beat a reigning
World Champion in a match when it defeated Garry Kasparov.
The
tradition of organized competitive chess started in the 16th century. The first
official World Chess Champion, Wilhelm Steinitz,
claimed his title in 1886; the current World Champion is Viswanathan Anand.
Chess is a recognized sport of the International Olympic Committee. Today, chess is one of
the world's most popular games, played by millions of people worldwide at home,
in clubs, online,
by correspondence, and in tournaments.
Rules
The official rules of chess are maintained by
the World Chess
Federation. Along with information on official chess tournaments,
the rules are described in the FIDE Handbook, section Laws of Chess.[1] For a
demonstration of the gameplay, see a sample chess game.
Chess is played on a square board
of eight rows (called ranks and denoted with numbers 1 to 8)
and eight columns (called files
and denoted with letters a to h) of squares. The colors of the
sixty-four squares alternate and are referred to as "light squares"
and "dark squares". The chessboard is placed with a light square at
the right hand end of the rank nearest to each player, and the pieces are set
out as shown in the diagram, with each queen
on its own color.
The pieces are divided, by convention, into
white and black sets. The players are referred to as "White" and "Black", and each begins the game with
sixteen pieces
of the specified color. These consist of one king,
one queen, two rooks,
two bishops, two knights
and eight pawns.
Movement
The players alternate moving one piece at a time
(with the exception of castling, when two pieces are moved simultaneously).
Pieces are moved to either an unoccupied square, or one occupied by an
opponent's piece, capturing it and removing it from play. With the sole
exception of en passant, all pieces capture opponent's pieces by moving
to the square that the opponent's piece occupies.
White always moves first. Each chess piece
has its own style of moving. The Xs mark the squares where the piece can move
if no other pieces (including one's own piece) are on the Xs between the
piece's initial position and its destination. If there is an opponent's piece
at the destination square, then the moving piece can capture the opponent's
piece. The only exception is the pawn which can only capture pieces diagonally
forward.
Castling
Once in every game, each
king is allowed to make a special move, known as castling.
Castling consists of moving the king two squares along the first rank toward a
rook, then placing the rook immediately on the far side of the king. Castling
is only permissible if all of the following conditions hold.
·
Neither of the pieces
involved in the castling may have been previously moved during the game;
·
There must be no pieces
between the king and the rook;
·
The king and the rook
must be on the same rank;
·
The king may not
currently be in check, nor may the king pass through squares that are under
attack by enemy pieces. As with any move, castling is illegal if it would place
the king in check.
En Passant
When a pawn advances two
squares, if there is an opponent's pawn on an adjacent file next to its
destination square, then the opponent's pawn can capture it and move to the
square the pawn passed over, but only on the next move. For example, if the
black pawn has just advanced two squares from g7 to g5, then the white pawn on
f5 can take it via en passant on g6.
Promotion
When a pawn advances to
its eighth rank, it is exchanged at the player's choice for a queen, rook,
bishop, or knight of the same color. Usually, the pawn is chosen to be promoted
to a queen, but in some cases another piece is chosen, called underpromotion.
In the diagram on the right, the pawn on c7 can choose to advance to the eighth
rank to promote to a better piece.
Check
When a king is under immediate attack by one or two of the
opponent's pieces, it is said to be in check.
The only permissible responses to a check are to capture the checking piece,
interpose a piece between the checking piece and the king (unless the attacking
piece is a knight), or move the king to a square where it is not under attack.
Castling is not a permissible response to a check, nor is it permissible during
the castle move for the king to travel over a space that is considered to be in
check. A move that would place the moving player's king in check is illegal.
The object of the game is to checkmate the opponent; this occurs when the opponent's king
is in check, and there is no way to remove it from attack.
Stalemate
A stalemate occurs when, for the player with the
move:
·
The player has no legal
moves, and
·
The player's king is not
in check
If this happens, the king is said to have been
stalemated and the game ends in a draw. A
player who has very little or no chance of winning will often try to entice the
opponent to inadvertently place the player's king in stalemate in
order to avoid a loss.
End of the game
The objective of the
game is to checkmate
the opponent. This occurs when a move places the opponent's king in check, and
there is no legal response for the opponent that removes it from attack.
History
Predecessors
Chess is commonly believed to have originated in North-West India during the Gupta empire,
where its early form in the 6th century was known as caturaṅga (Sanskrit: four divisions [of the military] – infantry,
cavalry,
elephants,
and chariotry,
represented by the pieces that would evolve into the modern pawn, knight,
bishop, and rook, respectively). The earliest evidence of Chess is
found in the neighboring Sassanid Persia around 600 where the game is known
under the name became chatrang.
Chatrang is evoked inside three epic romances written in Pahlavi (Medium
Persian). Chatrang was taken up by the Muslim world
after the Islamic conquest of Persia (633–644) where it was then
named shatranj,
with the pieces largely retaining their Persian names. In Spanish
"shatranj" was rendered as ajedrez, in Portuguese as xadrez, and in Greek as zatrikion
(which directly comes from Persian chatrang, but in the rest of Europe
it was replaced by versions of the Persian shāh ("king"),
which was familiar as an exclamation and became our words "check"
and "chess". Murray theorized that this change happened from Muslim
traders coming to European seaports with ornamental chess kings as curios
before they brought the game of chess.The game reached Western Europe and
Russia by at least three routes, the earliest being in the 9th century. By the
year 1000 it had spread throughout Europe.
Introduced into the Iberian Peninsula by the Moors in the 10th century, it
was described in a famous 13th-century manuscript covering shatranj, backgammon,
and dice named
the Libro de los juegos. Another theory contends that
chess arose from the game xiangqi
(Chinese Chess) or one of its predecessors.
Origins of the modern game (1000–1850)
Around
1200, rules of shatranj started to be modified in southern Europe,
and around 1475, several major changes made the game essentially as it is known
today. These modern rules for the basic moves had been adopted in Italy
and Spain. Pawns gained the option of advancing two
squares on their first move, while bishops and queens acquired their modern
abilities. The queen replaced the
earlier vizier chess piece towards
the end of the 10th century and by the 15th century, had become the most
powerful piece; consequently modern chess was referred to as "Queen's
Chess" or "Mad Queen Chess". These new rules quickly spread
throughout western Europe, with the exception of the rules about stalemate,
which were finalized in the early 19th century. To distinguish it from its
predecessors, this version of the rules is sometimes referred to as western
chess or international chess.
Writings
about the theory of how to play
chess began to appear in the 15th century. The oldest surviving printed chess
book, Repetición de Amores y Arte de Ajedrez (Repetition of Love and
the Art of Playing Chess) by Spanish churchman Luis Ramirez de Lucena
was published in Salamanca in 1497. Lucena
and later masters like Portuguese Pedro Damiano, Italians Giovanni Leonardo
Di Bona, Giulio Cesare Polerio
and Gioachino Greco or
Spanish bishop Ruy López de Segura
developed elements of openings and started
to analyze simple endgames.
In
the 18th century the center of European chess life moved from the Southern
European countries to France. The two most
important French masters were François-André
Danican Philidor, a musician by profession, who discovered the
importance of pawns for chess strategy, and later Louis-Charles
Mahé de La Bourdonnais who won a famous series of matches with the Irish master Alexander McDonnell
in 1834. Centers of chess life in this period were coffee houses in big European cities like Café de la Régence
in Paris and Simpson's Divan
in London.
As
the 19th century progressed, chess organization developed quickly. Many chess clubs, chess books and chess journals
appeared. There were correspondence matches between cities; for example the
London Chess Club played against the Edinburgh Chess Club in 1824. Chess problems became a regular part of
19th-century newspapers; Bernhard Horwitz,
Josef Kling and Samuel Loyd composed some of the most
influential problems. In 1843, von der
Lasa published his and Bilguer's Handbuch des
Schachspiels (Handbook of Chess), the first comprehensive
manual of chess theory.
King
In chess, the King (♔, ♚) is the most important piece. The object
of the game is to trap the opponent's king so that he would not be able to
avoid capture (checkmate).
If a player's king is threatened with capture, he is said to be in check,
and the player must move so as to remove the threat of capture. If
he cannot escape capture on the next move, the king is said to be in checkmate,
and the player which owns that king loses the game.
In a
conventional game of chess, White starts with the king on the first rank to the right of the queen. Black starts with the king directly
across from the white king. In algebraic notation,
the white king starts on e1 and the black king on e8.
A
king can move one square in any direction (horizontally, vertically, or
diagonally). The exceptions to this rule are that it may not move onto a square
that is threatened by an enemy piece, or one that is already occupied by
another piece on its own side. As a result, the opposing kings may never occupy
adjacent squares (see opposition),
but the king can give discovered check by unmasking a bishop, rook, or queen. The king is also involved in the
special move of castling. As with all pieces except the pawn, it captures by moving onto a square
occupied by an enemy piece.
Queen
The queen
(♕,♛) is the most powerful piece in the game of chess
and can move in any direction. Each player starts the game with one queen,
placed in the middle of their first rank next to their king. The white queen starts on a white square,
and the black queen on a black square, thus the mnemonic "queen gets her color" or
"queen on color". In algebraic notation,
the white queen starts on the d1 square and the black queen starts on
the d8 square.
In
the game shatranj, an ancestor of chess, the queen was a
fairly weak piece called a fers or vizier, only able to move or capture one square in a diagonal direction similar to a pawn. The modern
queen's move arose in 15th century Europe.
The
piece is archaically known as the minister. In Polish it is known as the Hetman – the name of a major historical
military-political office. In Russian it keeps its Persian name of ferz (koroleva or
Queen is colloquial and is never used by professional chess players).
The
queen can be moved any number of unoccupied squares in a straight line
vertically, horizontally, or diagonally, thus combining the moves of the rook and bishop. The queen captures by occupying the
square on which an enemy piece sits.
Although
both players start with one queen each, a player can promote a pawn to any of several types of pieces including
a queen when the pawn is moved to the player's furthest rank, which is the
opponents first rank. Such a queen created by promotion can be an additional
queen or, if the player's queen has been captured, a replacement queen. Such
pawn promotion to a queen can be colloquially called queening, which is
by far the most common type of piece a pawn is promoted to because of the power
of a queen.
Bishop
A bishop
(♗,♝) is a piece in the board game of chess.
Each player begins the game with two bishops. One starts between the king's knight and the king, the other between the queen's knight and
the queen. In algebraic notation
the starting squares are c1 and f1 for White's bishops, and c8 and f8 for
Black's bishops.
The
canonical chessmen are now dated back to Howard Staunton and the Staunton chess set.
The piece's deep groove symbolizes a bishop's (or abbot's) mitre.
The groove originates from the original form of the piece, an elephant (the groove represented the elephant's
tusks). This groove was interpreted differently in different countries as the
game moved to Europe; in France, for example, the groove was taken to be a jester's cap, hence in France the bishop is called
"fou" (the fool). In some Slavic languages (e.g. Czech/Slovak) the
bishop is called "střelec/strelec", which directly translates to
English as a "shooter" meaning an archer, while in others it is still
known as "elephant" (e. g. Russian slon). In Swedish the
bishop is called "löpare", and in Hungarian "futó", both of
which directly translates to English as "runner".
The
bishop has no restrictions in distance for each move, but is limited to diagonal movement. Bishops, like all other
pieces except the Knight, cannot jump
over other pieces. A bishop captures by occupying the square on which an enemy
piece sits.
The
bishops may be differentiated according to which wing they begin on, i.e. the king's
bishop and queen's bishop. As a consequence of its diagonal
movement, each bishop always remains on either the white or black squares, and
so it is also common to refer to them as light-squared or dark-squared
bishops.
Knight
The knight
(♘ ♞) is a piece in the game
of chess, representing a knight (armoured cavalry). It is normally represented by a horse's
head, leading some to refer to it informally as a "horse".
Each
player starts with two knights, which start on the rank closest to the player.
Expressed in algebraic notation,
the white knights start on b1 and g1, while the black knights start on b8 and
g8.
The
knight move is unusual among chess pieces. When it moves, it can move two
squares horizontally and one square vertically, or two squares vertically and
one square horizontally. The complete move therefore looks like the letter 'L'.
Unlike all other standard chess pieces, the knight can 'jump over' all other
pawns and pieces (of either color) to its destination square. It captures an
enemy piece by moving into its square. The knight's ability to 'jump over'
other pieces means it is at its most powerful in closed positions.
The move is one of the longest-surviving moves in chess, having remained
unchanged since before the seventh century AD. Because of this it also appears
in most chess-related national games.
The knight moves alternately to white and black squares.
A
knight should always be close to where the action is. Pieces are generally more
powerful if placed near the center of the board, but this is particularly true
for a knight. A knight on the edge of the board attacks only four squares and a
knight in the corner only two. Moreover, it takes more moves for a
decentralized knight to switch operation to the opposite side of the board than
a decentralized bishop, rook, or queen. The mnemonic phrases "A knight on
the rim is grim" or "A knight on the rim is dim" are often used
in chess instruction and reflect these features.
The
knight is the only piece that can move at the beginning of the game before any pawn move has been made. Because of the above
reasons, in most situations the best square for the initial move of each knight
is one towards the center. Knights are usually brought into play slightly
sooner than the bishops and much sooner than the rooks and the queen.
The
knight is the only piece that can be in position to attack a king, queen,
bishop, or rook without being reciprocally attacked by that piece. The knight
is thus especially well-suited for executing a fork.
Rook
A rook
(♖ ♜ borrowed from Persian رخ rokh, Sanskrit rath, "chariot") is a piece in the strategy board game of chess.
In the past the piece was called the castle, tower, marquess,
rector, and comes (Sunnucks 1970), and
non-players still often call it a "castle".] Using the rook in a specialized
double-movement with the king is still refered to as castling. Each player starts with two rooks, one
in each of the corners nearest their own side.In algebraic notation,
the white rooks start on the a1 and h1 squares, while the black
rooks start on the a8 and h8 squares. The rook moves horizontally
or vertically, forward or back, through any number of unoccupied squares, as
shown in the diagram. Like other pieces, it captures by occupying the square on
which an enemy piece stands. The rook also participates, along with the king, in a special move called castling.
Pawn
The pawn
(♙♟) is the most numerous and (in
most circumstances) the weakest piece in the game
of chess, representing infantry, or more particularly armed peasants or pikemen. Each player begins the game with eight
pawns, one on each square of the second rank from the view of the player. In algebraic notation
the white pawns start on a2, b2, c2, ..., h2, while the black pawns start on
a7, b7, c7, ..., h7.
Pawns
are differentiated by the files on which they currently stand. For
example, one speaks of "White's f-pawn" or "Black's b-pawn"
or, less commonly, "White's king's bishop's pawn" or "Black's
queen's knight's pawn" (using descriptive
notation). It is also common to refer to a rook pawn, meaning any pawn on the a-file or
h-file, a knight pawn (on
the b- or g-file), a bishop pawn (on
the c- or f-file), a queen pawn
(on the d-file), a king pawn
(on the e-file), and a central pawn (on
either the d- or e-file).
As pawns differ so much from
other pieces, the usage of the word pieces in chess literature usually
excludes the pawns, although this distinction between "pieces" and
"pawns" is not found in the official rules.
Pawns are unusual in movement
and use. Unlike all the other pieces, pawns may not move backwards. Normally a
pawn moves by advancing a single square, but the first time each pawn is moved
from its initial position, it has the option to advance two squares. Pawns may
not use the initial two-square advance to jump over an occupied square, or to capture.
Any piece directly in front of a pawn, friend or foe, blocks its advance. In
the diagram at right, the pawn on c4 may move to c5, while the pawn on e2 may
move to either e3 or e4.
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