The players take turns. In 1 move, you can walk with one piece. The pieces have their own pattern described in the chapter moves of movement pieces. The figures block each other s movements. If a piece moves to a square occupied by an opponent s piece, then the opponent s piece must be removed from the board by the player who made the move.
- The king - with the exception of castling, moves from its field to one of the free adjacent fields, which is not under the attack of the opponent s pieces. Castling is performed as follows: the king moves from its starting square two squares horizontally, while the rook is placed on the square that the king crossed; thus, the king is behind the rook with which he made castling. Castling is completely impossible if the king moves during the game. Also, castling is not possible with a rook that has already moved. Castling is temporarily impossible if the square on which the king is located, or the square that he must cross or occupy, is attacked by an opponent s piece. Also, castling is impossible if there is another piece on the rank between the king and the corresponding rook - one s own or the opponent s piece.
- Queen (queen) - can move to any number of free squares in any direction in a straight line, combining the capabilities of a rook and a bishop.
- Rook - A rook is a heavy piece, roughly equivalent to 5 pawns, and two rooks are stronger than a queen. The rook can move any number of squares horizontally or vertically, provided that there are no pieces in its path.
- Elephant - can move to any number of squares diagonally, provided that there are no pieces in its path.
- Knight - moves two squares vertically and then one square horizontally, or vice versa, two squares horizontally and one square vertically.
- A pawn moves only one space forward, except for a capture. From the starting position, the pawn can move either one or two squares forward. A pawn can capture any opponent s piece (except the king) that is one square diagonally ahead of it. If a pawn makes the first move two squares at once and after the move ends up in the same rank next to the opponent s pawn, then it can be captured by this pawn; then the latter goes to the square through which the captured pawn crossed. This capture is called an passing capture. It can only be carried out immediately after the opponent has made such a move. Any pawn that reaches the extreme rank must be exchanged in the same move for a queen, rook, bishop or knight of the same color as the pawn.
A king on a beaten square is said to be in check. To make a move, after which the opponent s king is in check, means to give check to the king (or declare check). Moves after which the mover s king remains or is in check are prohibited; the player whose king is in check must eliminate it immediately.
If a player s king is in check and the player does not have a single move to eliminate this check, that player is said to be checkmated, and his opponent is called checkmate. The goal of the game is to checkmate the opponent s king.
If a player, in his turn of the move, does not have the opportunity to make a single move according to the rules, but the player s king is not in check, this situation is called a stalemate.