The Queen
The queen has three possible captures and 24 other moves. No other piece on the chessboard remotely approaches such power. This enormous cruising range helps to explain why the queen is the most powerful of all the pieces on the chessboard.
The rook can move horizontally (along a rank) or vertically (along a file). It moves along any one of several lines until it reaches an already occupied square. In the diagram the rook has a choice of 14 moves. These move include the capture of the queen or knight. (D)
The Rook
In the next diagram the bishop has a choice of thirteen moves, forwards and backwards along two diagonals These include captures of the enemy rook and bishop. (D)
The Bishop
The knight has an L-shaped move of three squares. It can be described as one square to the left (or right) and then two squares straight up (or down). Another way of describing it is one square straight up (or down) and then two squares to the left (or right). (D)
The Knight
The white knight in the diagram has eight possible moves.
A peculiarity of the knight is that it is the only one of the chess pieces that can hop over its own or enemy men. This is not the same as capturing: the pieces stay put.
The knight can capture only on the squares to which it can move. In the diagram the white knight can capture the black knight or pawn.
How the Pawn Moves
The pawn is the weakest of the chessmen, but has many interesting features.
One important point is that it can move forward only.
It moves one square at a time. However, any pawn that is still on its original square has the option of advancing one square or two. (D)
The Pawn
The pawn on the right can advance one square or two. The pawn on the left can advance only one square.
Note that white pawns in diagrams move up the page while black pawns in diagrams move down the page.
How the Pieces Capture
The chess pieces – the king, the queen, the rook, the bishop, and the knight – all capture the same way they move.
In the second diagram on page 89 the white king can capture the black pawn.
In the first diagram on page 90 the white queen can capture the black rook or the black knight or the black bishop.
In the second diagram on page 90 the white rook can capture the black knight or the black queen.
In the third diagram on page 90 the white bishop can capture the black rook or the black bishop.
In the first diagram on page 91 the white knight can capture the black pawn or the black knight. (If it is Black’s turn to move, his knight can capture the white knight.)
More about the Pawn
The capturing powers of the pawn have been left to a special section because it is the only one of the chessmen which does not capture the same way it moves.
The pawn captures one square ahead to the left or right. (D)
Pawn captures
Thus in the diagram, the white pawn can capture the black queen or the black knight. The white pawn cannot capture the black pawn.
One of the unusual features of pawn play is that pawns can capture en passant, or in passing.
The series of diagrams following shows a typical instance of this kind of capture.
The en passant pawn capture
If the black pawn advances one square, White can capture it. So far so good. (D)
But if the black pawn advances two squares, (D)
the white pawn can capture it in passing.
The white pawn is then on the sixth rank, just as if the black pawn had advanced one square and had then been captured. (D)
Remove the captured pawn
The above diagram shows the position reached after Black’s pawn advances two squares and White captures it in passing. Only pawns can be captured in passing.
Still another feature of pawn play deserves attention. If a pawn marches all the way down to the eighth rank without getting captured, you can promote it to a queen, or a rook, or a knight, or a bishop. For the importance of this see Chapter Six.
More about the King
The object of a game of chess is to bring about a position where the hostile king is attacked and cannot escape from attack. This is known as “checkmate.” And it explains why the king can never move to a square which is under attack by a hostile piece. (D)
Black is checkmated
An attack on the king, whether fatal or not, is called a “check.” (D)
The white king is in check
To assure the king’s safety, the king is empowered to “castle” with one of the rooks. “Kingside castling” and “queenside castling” are illustrated in the diagrams below. The first shows the position before castling; the second after castling. (D)
Before castling
After castling
To castle kingside, you play your king two squares towards the nearer rook and then place the rook on the other side of the king.
To castle queenside, you move your king two squares towards the farther rook and then place the rook on the other side of the king.
Note that you can’t castle in reply to a check (though you may castle later on). If you move your king, you forfeit the castling privilege altogether.
Games may end in a draw by mutual agreement, or by perpetual check, or by lack of checkmating material, or by stalemate. This last refers to a position where the king is not in check and is forced to move into check. The diagram is a case in point. (D)
Black to move is stalemated
How to Record Moves
In order to record moves, we have to give each square on the board a name.
The vertical rows “files” are given letter names, “a” though “h” running left to right. The horizontal rows “ranks” are numbered 1 through 8 up the board. The intersection of the file letter with the rank number designates the name of the square. (D)
Sample square names
The black rook in the corner stands on a8, the black pawn on the right is on g7. White’s knight is on g1, his starting square, and the white pawn on e4. The X marks the square d6.
Pieces are designated by a capital letter. K for king, Q for queen, R for rook, B for bishop, N for knight. We don’t use P for pawn as pawn moves are recorded using only the squares.
Here’s a short sample game with the moves recorded in long-form algebraic notation. (D)
1. e2-e4 e7-e5
Both sides begin by advancing their king pawns (e-pawns) two spaces. Next they develop their kingside bishops.
2. Bf1-c4 Bf8-c5
The diagram shows the resulting position. (D)
Next White brings his queen out and Black attacks the queen with his knight.
3. Qd1-h5 Ng8-f6 (D)
White delivers checkmate by capturing the f7-pawn.
4. Qh5×f7# 1-0 (D)
“#” is the sign for checkmate and 1-0 means that White wins the game. He gets one point for a win; Black gets zero for a loss.
Short Form Algebraic
In short form algebraic (pretty much standard today) we leave out the starting square, showing only the arrival square.
The same game using short-form notation:
1. e4
e5
2. Bc4
Bc5
3. Qh5
Nf6
4. Qxf7#
1-0
Standard Chess Symbols
(Not all of which are used in the present book.)
or K stands for king
or Q stands for queen
or R stands for rook
or B stands for bishop
or N stands for knight
or P stands for pawn, though “P” is rarely used in practice
x means takes or captures
– the dash means moves to
/ slash shows pawn promotion
(or ch) stands for check
# or mate stands for checkmate
0-0 is castles kingside
0-0-0 is castles queenside
! indicates a strong move
!! connotes a brilliant move
? is a mistake
?? is an outright blunder
1-0 means White wins
0-1 means Black wins
½-½ is a tie game, a draw.
(D) See the next diagram
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Back to Basics: Strategy by Valeri Beim
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Basic Chess Tactics for Younger Chessplayers by Bruce Alberston
Bobby Fischer: The Career and Complete Games of the American World Chess Champion by Karsten Müller
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Common Sense in Chess by Emanuel Lasker
Dvoretsky’s Endgame Manual by Mark Dvoretsky
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Emanuel Lasker: Second World Chess Champion by Isaak & Vladimir Linder
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Max Euwe: Fifth World Chess Champion by Isaak & Vladimir Linder
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Modern Morra Gambit (2nd. ed.) by Hannes Langrock
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Nottingham 1936 by Alexander Alekhine
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A Practical Guide to Rook Endgames by Nikolay Minev
Profession: Chessplayer – Grandmaster at Work by Vladimir Tukmakov
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St. Petersburg 1909 by Emanuel Lasker
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How to Be a Winner at Chess Page 9