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Chess has a universal appeal stretching for
a span of 1400 years. It is believed that chess had originated in India and from there
traveled to China and also through Arab world to Europe.
There are historical references that in India chess was used as a tool to teach military
strategy to Indian princes. That is probably how chess acquired its nickname: the Royal
Game.
Rules
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Chess is a game for two players. It is played on an 8x8 checkered
board, with a dark square in each player's lower left corner. Each player controls its own army of pieces (chessmen). The player who controls White pieces moves first. The goal in the chess game is to capture the opponent's king. This capture is called 'checkmate'. Checkmate happens once the king is under attack, cannot move and cannot be helped by its own army of chessmen.
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When you are in the playing area or in the database searching area, you can move chess pieces on the chessboard. To move a piece on the board, a player clicks on it, drags it to its destination square, and releases the mouse.
The player with White pieces starts first, chooses his/her chess piece and moves it according to rules for this type of the piece. After each move, the players take turns.
Capturing Opponent's Chess Pieces
None of the chess pieces may move to a square occupied by another chess piece of the
same color. However, a piece may move onto a square occupied by an opponent's piece.
When this occurs, the opponent's piece is 'captured' and is permanently removed from the
chessboard. The attacking piece is moved to the square of the former captured piece.
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If it's White's turn to move, the following captures
are possible in the diagram on the left:
If it's Black's turn to move, the following captures are possible in the diagram on the left:
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En-Passant Rule
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The Pawn can capture an opponent's pawn 'in passing' or
'en-passant' (since the French expression is commonly used here). For the en-passant rule to apply, the following two conditions have to be met:
In the diagram on the left, en-passant move applies after White pawn moves from a2 to a4. The Black pawn captures the White Pawn on the a3 square. |
Castling
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Once in a game each player can make a special 'castling'
move. During this 1 move, both the king and one of its rooks are moved. Castling starts by
moving the king 2 squares as indicated by arrows. At hessLab, if the castling is legal,
the corresponding rook move would occur automatically. For castling
to be legal, the following four conditions have to be met: |
Promotion Rule
When a White pawn advances to the last 7-th "rank," or
horizontal row of squares, or when the Black pawn advances to its last 1-st rank, it is
promoted into its owner's choice of a knight, bishop, rook, or queen (it may not become a
king). The usual choice for promotion is a queen, the most powerful piece. It is legal for
a player to have several queens on the board at the same time. Occasionally, it is better
to promote to a knight (to fork two pieces or avoid stalemate--draw) or a bishop or rook
(to avoid stalemate-draw). At GameColony.com, when a pawn reaches the eighth rank, a
window will pop up asking the pawn's owner to choose which piece to promote to.
Check and Checkmate
| Check and Checkmate example:
White king above is under check (attacked by a Black bishop). White king is also checkmated -- no place to turn to and nothing to protect with... |
The goal in chess is to capture (or checkmate) the opponent's king. That
is why all players have to protect their kings. If an opponent's piece is threatening to
capture the king, the king is said to be 'in check'. It is illegal to move the king
onto a square where it would be under attack (in check). If the king is in check, the
king's owner must do something to protect the king right away. To
protect the king, the player may try the following three defenses: If none of the the above 3 defenses work, the king is not just 'under check' -- such
king is said to be checkmated. With checkmate, the game is over. The side whose king is
checkmated |
Stalemate & Other Draws
If in the position above it is White's turn to move, it is stalemate - draw. there are no legal moves left for the White king -- all adjacent squares are under attack. Although the White king has no place to go, it is not under attack and, therefore, not checkmated. This type of a draw is called a stalemate. Nobody wins.
Time Control
The players can elect to use time control to limit the time spent on a game. At GameColony.com, time control can be adjusted via 'Options' button. If there is no checkmate on the board, the player whose time expires first loses, unless there is a draw via stalemate, insufficient mating material, etc.
Resignation
Rather than wait for a checkmate or a loss due to expiration of time, the player may choose to resign the game. For this purpose, at GameColony.com 'Resign' button can be selected.
PIECES
The King
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The king can move to any of the squares pointed to by an arrow in the
diagram on the left. The king is the main chess piece. The side whose king is captured
loses. This capture is called 'checkmate'. Checkmate happens once the king is under
attack, cannot move and cannot be helped by its own army of chessmen. To underscore the highest value of the King relative to other pieces in a chess game, in early computer chess programs, the king was assigned a value of 200 points. |
The Queen
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The Queen can move any number of squares diagonally and also in
horizontal and vertical directions. The Queen, however, cannot jump over any pieces. The
diagram on the left illustrates that the Queen can move to any of the squares pointed to
by an arrow and also to any of the squares marked with red dots. To underscore the high value of the Queen relative to other chess pieces in a chess game, in early computer chess programs, the Queen was assigned a value of 9 points. |
The Rook
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The Rook can move any number of squares in horizontal
and vertical directions. The Rook, however, cannot jump over any pieces. The diagram on
the left illustrates that the Rook can move to any of the squares pointed to by an arrow
and also to a square marked with a red dot. To underscore the value of the Rook in a chess game, in early computer chess programs, the Rook was assigned a value of 5 points. |
The Bishop
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The Bishop can move any number of squares diagonally
only. The Bishop, however, cannot jump over any pieces. The diagram on the left
illustrates that the Bishop can move to any of the squares pointed to by an arrow. To underscore the value of the Bishop relative to other chess pieces in a chess game, in early computer chess programs, the Bishop was assigned a value of 3 points. |
The Knight
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The Knight can move from one corner to the other of any 2x3 rectangle of
squares. The Knight is also the only piece that can jump over any other chess pieces. The
diagram on the left illustrates that the Knight can move to any of the squares
pointed to by a red dot. To underscore the value of the Knight relative to other chess pieces in a chess game, in early computer chess programs, the Knight was assigned a value of 3 points. |
The Pawn
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The Pawn can move from straight ahead only. From its starting square, the
pawn can move or 2 squares straight ahead. If the pawn is not on its starting
square, it can only move 1 square straight ahead. The diagram on the left illustrates that
the pawn can move to any of the squares pointed to by an arrow and a red dot. Although
pawns move only forward, they capture only sideways 1 square diagonally forward To underscore the value of the Pawn relative to other chess pieces in a chess game, in early computer chess programs, the Pawn was assigned a value of 1 point. |
|
Aqua Rush |
Backgammon |
BlackJack Rush 21 |
BuckMan |
Canasta |
Chess |
Cribbage |
Darts |
Dominoes |
FreeCell |
Gin Rummy
Lines Collapse | Mahjong | Pharaoh's Treasure | Poker Rush | Pool | Pool Rush | Pyramids | Rock-Paper-Skill | Solitaire :: INDEX |